Animal Companion movement issues


Rules Discussion


My party and I got into an extended chase with a group of bandits through the forest. As they were leading us through traps and shooting arrows at us the GM kept us in initiative/combat as we battled our way to them.

The rest of the party were using 2 or 3 actions of movement a turn, occasionally getting an attack in without too much trouble, but I am playing a ranger with an animal companion the GM said that I'd need to command my animal every turn to have it chase or attack the bandits. This meant I was only getting 2 actions to try to keep up and my animal companion only gets 2 actions even when I command it. This made it so we started to fall behind and I rarely got to do anything, which we all thought was odd because chasing things through a forest should be something that a ranger and an animal would excel at.

Is this right? If I don't continually compel my animal to chase something every few seconds does it slam on the brakes and sit there cross-eyed until I come back and tell it to keep running?


1 person marked this as a favorite.
CacklingCrow wrote:
Is this right? If I don't continually compel my animal to chase something every few seconds does it slam on the brakes and sit there cross-eyed until I come back and tell it to keep running?

Technically this is correct and has been implemented for the typical close range engagements found in your typical dungeon in order to not have pet or minion users break the action economy of the game.

Its wrong on many other levels including the one mentioned in your example.


Some people will disagree with me, and there is no RAW support for this, but an animal companion should follow on its own (and at full speed), without forcing the ranger to keep giving commands.
It makes no sense during encounter as it doesn't in other game modes, to have PCs with companions do nothing else than Command, or else their minion would be left behind.


1 person marked this as a favorite.

The problem here is that the chase was resolved in encounter mode, making your DM completely logical in having you use actions for your animal companion.
However, if you left it behind for a full minute, it would probably follow from a distance, according to CRB634 ("If given no commands, minions use no actions except to defend themselves or to escape obvious harm. If left unattended for long enough, typically 1 minute, mindless minions usually don’t act, animals follow their instincts, and sapient minions act how they please.")

If that chase was resolved as the special Chase subsystem from GMG, you probably wouldn't have that to handle until the real confrontation part which would play in normal encounter mode.


1 person marked this as a favorite.

there is GM discretion towards Animal Companion behaviour but if your GM kept you in encounter mode for the chase there's really nothing to fix this imo.
Even if the companion acted on its own it's never intended to get 3 actions to do so in encounter mode.


1 person marked this as a favorite.

Mechanically, IMO, it's perfect.

As an extra tool which partially acts on its own ( doesn't share map, provides flanking and other tons of advantages), it has to have limits.

The best example I can think of is the way a monk is allowed to exploit enemies because of its speed.

1 action to move 40+ in, another one to strike twice and a final one to move out.

The first time, an enemy might say "wtf", and then prepare an action to grab the monk the next time it get close.

In a similar way could do the bandits ( stride twice and shot 1 arrow) to deal with either companions and heroes, and heroes might decide either to chase them ( stride x3) or trading hits ( stride x 1/2 + strikes).

Finally, to make your companion even more efficient, the lvl 4 feat companion's cry which allows the owner to expend 1 extra action to command the pet, giving it 3 actions instead of one. This is an example of a feat nobody would take because it would be used just a couple of times, expecting it's companion to always stride once and hit ( and it will, given how AP maps are made).

This 2e is more about tactics and mechanics than roleplay stuff, and though similar situations might happen ( still never happened to me after a year and half) all comes down to a pool of resources, which have to be properly used on encounters.


4 people marked this as a favorite.

So, the group is going through the forest at the same speed; the GM switches to encounter mode for whatever reason, and now the ranger can only keep up with the rest of the party if their companion is left behind standing?
When a rule makes a situation absurd, it's not worth using.


Yeah, GM should have run it as the Chase subsystem, perhaps with some variant hazards thrown in. Encounter mode is supposed to be used when every action matters, but if everyone's spending 1+ actions every turn running away, that's not the case.


Megistone wrote:
When a rule makes a situation absurd, it's not worth using.

Exactly, and with the addendum of "When a rule makes a situation absurd or causes people to have a lot less fun at your table, it's not worth using."


2 people marked this as a favorite.
Megistone wrote:
When a rule makes a situation absurd, it's not worth using.

There's a rule for that:

CRB pg 7 wrote:

The first rule of Pathfinder is that the game is yours....If any other rule gets in the way of your fun, as long as your group agrees, you can alter or ignore it to fit your story.

Sczarni

Mature Companions get a free Stride action when not Commanded. Sounds like your Companion is Young. I don't necessarily think a Young Companion should have that much autonomy.

For a home game, though, ask your GM if you can Train your animal with some sort of "Heel" trick. Allows your Companion to follow you as a single Stride without being commanded. Or something. Then when it becomes Mature, you have a reason to explain its autonomy.

Horizon Hunters

Honestly it should have shifted to the Chase Sub-System. It's actually a pretty good system, and should have ended in an Encounter with the bandits when you caught up to them, or at the end of the chase when they get cornered or something. If I were running that I would say the AC keeps up on its own without your input, but it wouldn't be participating in the fight.


From the minion trait "If given no commands, minions use no actions except to defend themselves or to escape obvious harm."

It won't attack for you but it is reasonable to assume in a situation like this it would keep pace with you to the best of its abilities.

Chase scenes aren't meant to be run in combat rounds anyway, and minion rules are pretty specifically for combat.

Sovereign Court

As a house rule, you could say that the animal keeps doing the last command as long as it's able to and doing so is not suicidal. So if you gave the order to chase/attack an enemy and you are running along right beside it, it makes sense that it keeps doing as you commanded as long as you are still there.


3 people marked this as a favorite.
Cyouni wrote:
Yeah, GM should have run it as the Chase subsystem, perhaps with some variant hazards thrown in. Encounter mode is supposed to be used when every action matters, but if everyone's spending 1+ actions every turn running away, that's not the case.

I don't think the transition is as clean as that. What happens when you catch the enemy but they simply move faster and run off the game board. What happens when a side simply can't break away.

Often the more mobile side will choose to set the range and stay engaged.

This is an area of the rules that should be fixed.

I normally do allow mounts and animals companions in particular the extra move in this type of situation.

It is really irritationg when being mounted on a horse is the slow option. It is rather frustrating that the horse you buy at the market is faster that the Champions trusty steed.


Megistone wrote:

So, the group is going through the forest at the same speed; the GM switches to encounter mode for whatever reason, and now the ranger can only keep up with the rest of the party if their companion is left behind standing?

When a rule makes a situation absurd, it's not worth using.

Yes,, this huge gap in the rules existed in PF1 as well. I called it the dog-on-a-leash problem. Outside of combat, an owner and her dog on a leash can keep pace with another person. In combat, the two can't move more than 10' a round. If you expand this to a chain-gang, three or more people couldn't move hardly at all.

Its disappointing that Paizo didn't address this.

Community / Forums / Pathfinder / Pathfinder Second Edition / Rules Discussion / Animal Companion movement issues All Messageboards

Want to post a reply? Sign in.