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*Pathfinder & Starfinder
Unconscious Ranger - What does the Beast do?
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<blockquote data-quote="jbear" data-source="post: 4819379" data-attributes="member: 75065"><p>In my interpretation, the Beast can "ACT NORMALLY" once adjacent to the unconscious/dead PC. It can move, attack and perform a minor action. So, it could drink a potion, charge and attack an enemy within range of the charge (Joking about the potion <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ). On it's next round it is obliged to return to it's masters side. Then it's free to act normally again.</p><p> </p><p>The beauty of the Beast Companion for me is the fact the ranger's prey can key off it. I've 'tuned' my wife's archer ranger to have a beast companion. She has a Great Bow and always stays so far out of combat she hardly ever uses the Mobility Feat or Prime Shot. Now her beast can get in close to the squishies in the back line, mark them as prey and just cause general nuisance with positioning and OA or set up flanks with martial characters... but that's off topic.</p><p> </p><p>As to allowing the Jump Attack. Seems like the perfect opportunity for DMG Stunt rules. I would call it as a heavy paw swat that causes the spider to fall prone and take 1d10 falling dmg. Athletics check required to get high enough to make the attack. Acrobatics check required (probably medium or easy) to make sure the cat lands safely. Too cool to penalise with OA from monsters. Seems totally legal, there is nothing in the companion rules that explicitly states once at its fallen masters side it must remain there. on the contrary, it states once there it can act normally. It just has to return there straight away after that action.</p><p> </p><p>As far as allowing the beast to act when the PC is down... that is not a favour you are doing the PC. It's part of the rules. As far as the PC trying to use his pet creatively, or pushing, bending at the 'explicit rules' or stated powers of the beast...</p><p>the beast has the same skills as everyone keyed off its stats. Some are trained, some aren't. Just deal with the situation the same way as if it was the PC attempting the same thing.</p><p> </p><p>Don't be threatened by it. make the most of it. One of the guidelines (one of the best IMHO) of the DMG is to say 'yes', moving away from the 'no you can't do that, it's not in the rules' mentality. Would you limit the creative use of the Druid's Shapechanging ability just because they attempt to leave the little box of 'official powers' ?</p></blockquote><p></p>
[QUOTE="jbear, post: 4819379, member: 75065"] In my interpretation, the Beast can "ACT NORMALLY" once adjacent to the unconscious/dead PC. It can move, attack and perform a minor action. So, it could drink a potion, charge and attack an enemy within range of the charge (Joking about the potion ;) ). On it's next round it is obliged to return to it's masters side. Then it's free to act normally again. The beauty of the Beast Companion for me is the fact the ranger's prey can key off it. I've 'tuned' my wife's archer ranger to have a beast companion. She has a Great Bow and always stays so far out of combat she hardly ever uses the Mobility Feat or Prime Shot. Now her beast can get in close to the squishies in the back line, mark them as prey and just cause general nuisance with positioning and OA or set up flanks with martial characters... but that's off topic. As to allowing the Jump Attack. Seems like the perfect opportunity for DMG Stunt rules. I would call it as a heavy paw swat that causes the spider to fall prone and take 1d10 falling dmg. Athletics check required to get high enough to make the attack. Acrobatics check required (probably medium or easy) to make sure the cat lands safely. Too cool to penalise with OA from monsters. Seems totally legal, there is nothing in the companion rules that explicitly states once at its fallen masters side it must remain there. on the contrary, it states once there it can act normally. It just has to return there straight away after that action. As far as allowing the beast to act when the PC is down... that is not a favour you are doing the PC. It's part of the rules. As far as the PC trying to use his pet creatively, or pushing, bending at the 'explicit rules' or stated powers of the beast... the beast has the same skills as everyone keyed off its stats. Some are trained, some aren't. Just deal with the situation the same way as if it was the PC attempting the same thing. Don't be threatened by it. make the most of it. One of the guidelines (one of the best IMHO) of the DMG is to say 'yes', moving away from the 'no you can't do that, it's not in the rules' mentality. Would you limit the creative use of the Druid's Shapechanging ability just because they attempt to leave the little box of 'official powers' ? [/QUOTE]
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Unconscious Ranger - What does the Beast do?
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