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So how do you play cohorts, familiars and animal companions?
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<blockquote data-quote="Bardsandsages" data-source="post: 3274881" data-attributes="member: 28771"><p>Familiars and animal companions, unless they are awakened or intelligent, are under the control of the PC. It's up to him to decide if he orders his pet to attack, hide, </p><p></p><p>Cohorts, awakened animals, and intelligent weapons are always under my control. These are distinct, separate beings with their own needs, wants, and goals, not an extension of the player's character. Too often, players look at cohorts as an excuse to get extra attacks or actions. Particularly when they start equiping said cohort with gear the cohort would not logically have, but the player wants as a 'back up".</p><p></p><p>Remember the key of the leadership feat, you don't get to decide exactly who you attract. You don't say "gee, I'd love to have a cleric cohort with a <em>staff of healing</em>" While I will work with the character to insure that the cohort is a logical one (no CE necromancers for a paladin), I handle them. Depending on the party, the cohort will simply hang in the background and handle the horses while the party explores the dungeon, or will act as a full supporting member of the party. But regardless, he or she will have a distinct personality and interact in a certain manner with the group.</p><p></p><p>I've had party's get very attached to NPC cohorts and willingly risk themselves to save them, and a lot of that has to do with them having their own independent personality from the PC they are following. </p><p></p><p>As a DM, I like cohorts because they give me more fodder for story ideas. A cohort may express dissappointment when a character acts outside of his alignment (such as a paladin bullying a bystander for information). Or a cohort may end up in danger because of the party's actions. But you just have to be careful that they don't just become another piece of equipment for a PC.</p></blockquote><p></p>
[QUOTE="Bardsandsages, post: 3274881, member: 28771"] Familiars and animal companions, unless they are awakened or intelligent, are under the control of the PC. It's up to him to decide if he orders his pet to attack, hide, Cohorts, awakened animals, and intelligent weapons are always under my control. These are distinct, separate beings with their own needs, wants, and goals, not an extension of the player's character. Too often, players look at cohorts as an excuse to get extra attacks or actions. Particularly when they start equiping said cohort with gear the cohort would not logically have, but the player wants as a 'back up". Remember the key of the leadership feat, you don't get to decide exactly who you attract. You don't say "gee, I'd love to have a cleric cohort with a [I]staff of healing[/I]" While I will work with the character to insure that the cohort is a logical one (no CE necromancers for a paladin), I handle them. Depending on the party, the cohort will simply hang in the background and handle the horses while the party explores the dungeon, or will act as a full supporting member of the party. But regardless, he or she will have a distinct personality and interact in a certain manner with the group. I've had party's get very attached to NPC cohorts and willingly risk themselves to save them, and a lot of that has to do with them having their own independent personality from the PC they are following. As a DM, I like cohorts because they give me more fodder for story ideas. A cohort may express dissappointment when a character acts outside of his alignment (such as a paladin bullying a bystander for information). Or a cohort may end up in danger because of the party's actions. But you just have to be careful that they don't just become another piece of equipment for a PC. [/QUOTE]
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So how do you play cohorts, familiars and animal companions?
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