Circus companions


Extinction Curse


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So, starting up an Extinction Curse game as a player, I was a little sad I couldn't have an elephant companion. So I made one! And then I figured I'd throw together a couple other possible animal companions that might work well in a circus.

ELEPHANT
Your companion is an elephant, mammoth, or similar pachyderm.
Size Medium or Large
Melee [one-action] foot, Damage 1d8 bludgeoning
Melee [one-action] tusk (agile), Damage 1d6 piercing
Str +3, Dex +2, Con +2, Int –4, Wis +1, Cha +0
Hit Points 8
Skill Intimidation (could also sub in Survival)
Senses low-light vision, scent (imprecise, 30 feet)
Speed 30 feet
Special mount
Support Benefit Your elephant uses its trunk to grab and hamper a foe. Until the start of your next turn, any creature your elephant threatens is encumbered.
Advanced Maneuver Trample
Trample [two‑actions] The elephant moves up to its Speed and moves through the spaces of Medium or smaller creatures, trampling each creature whose space it enters. A trampled creature takes foot damage with a basic Reflex save against the elephant's master's class DC.

PRIMATE
Your companion is an ape, gorilla, monkey, orangutan, or similar simian.
Size Small, Medium, or Large
Melee [one-action] first (agile), Damage 1d6 bludgeoning
Melee [one-action] jaws, Damage 1d8 piercing
Str +2, Dex +3, Con +1, Int –4, Wis +2, Cha +0
Hit Points 6
Skill Thievery
Senses low-light vision, scent (imprecise, 30 feet)
Speed 30 feet, climb 30 feet
Support Benefit Your primate claws flings things at a foe. Until the start of your next turn, each time you hit a creature within 30 feet of the primate with a ranged attack, it become sickened 1 or, if already sickened, increases its sickened value by 1 (to a maximum of sickened 2) until the end of your next turn. If your primate is nimble or savage, the maximum sickened value increases to 4.
Advanced Maneuver Monkeyshine
Monkeyshine [one-action] The primate grabs at an enemy's equipment. It attempts a Disarm check; if it critically succeeds, the primate holds onto the item.

SEA LION
Your companion is a sea lion, large seal, walrus, or other aquatic mammal.
Size Medium
Melee [one-action] jaws, Damage 1d8 piercing
Str +2, Dex +3, Con +1, Int –4, Wis +1, Cha +1
Hit Points 6
Skill Performance
Senses low-light vision, scent (imprecise, 30 feet)
Speed 20 feet, swim 40 feet
Special mount (in at least 10 feet of water only)
Support Benefit Your sea lion helps you maneuver in the water. If you do not succeed on (or attempt) a Swim check in your turn, you do not sink or get moved by the current. If you fall unconscious before the start of your next turn, your sea lion moves you up to its speed to the surface so you don't drown. In addition, when you use Support with your sea lion, you may choose to Command an Animal with a hand symbol; the action loses the auditory trait and gains the visual trait.
Advanced Maneuver Watery Charge
Watery Charge [two-actions] The sea lion Strides or Swims up to its speed twice, or any combination of the two, and then Strikes.


Neat!

(Just for the record, a player can totally describe his character performing with a circus elephant.

But then the animal is a prop, much like flaming juggling pins or a tightrope. Something that does not play a role in the non-circus or "adventuring" parts of the AP. In short, something without a use in combat.

Just saying you're not limited to the animals you can buy from the Equipment chapter, or indeed the pet/familiar options provided by specific classes.

Having an Elephant Ranger Companion is still seriously cool, though!)


Nice. I wasn't aware of that (I'm not reading the mods, since I'm playing in them; the sea lion is obviously very water-based and I have no idea if that'd be at all useful in this AP), but figured the circus animals could go adventuring too.

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