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WoTC Rodney: Economy of actions
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<blockquote data-quote="Stalker0" data-source="post: 4127126" data-attributes="member: 5889"><p>Actually I just thought of an idea for animal companion.</p><p></p><p>Normally your animal companion only takes basic actions, like defends you if something attacks you. Else it doesn't leave your side. Then you can use powers to give it commands to do more things, like actually run out and attack something.</p><p></p><p>Example:</p><p></p><p>Wolf Companion</p><p>Initiative: Special. The wolf moves along with its master, and only takes other actions unless given commands.</p><p>HP: 30</p><p>Healing Surge Heals: 7</p><p>AC: 15</p><p>Fort: 16</p><p>Ref: 16</p><p>Will: 11</p><p>Guardian Bite: (immediate reaction, when its master is attacked in melee). Bite +5 (1d6+4) plus followup.</p><p>Followup: Trip Attack +5 vs Fort or target is knocked prone.</p><p>Companion: Wolf grants its master an effective use of the track feat.</p><p>Guardian Nature: The wolf will always remain adjacent to its master unless commanded to do otherwise. Once a command is performed, the wolf will return to a square adjacent to its master unless given another command.</p><p></p><p></p><p>Feral Attack</p><p>Druid Attack 1 (at-will, standard)</p><p>You command your animal companion to target a foe within 5 squares of you. The animal immediately moves to the creature and attacks.</p><p></p><p>Feral Healing</p><p>Druid Utility 1 (at will, standard)</p><p>Special: No more than twice per encounter.</p><p>Range: 5 squares</p><p>Through your natural connection with your companion, you can give up a small amount of your spiritual energy to help your friend.</p><p></p><p>Benefit: You give up one of your own healing surges. Your companion heals as if he just used a healing surge.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 4127126, member: 5889"] Actually I just thought of an idea for animal companion. Normally your animal companion only takes basic actions, like defends you if something attacks you. Else it doesn't leave your side. Then you can use powers to give it commands to do more things, like actually run out and attack something. Example: Wolf Companion Initiative: Special. The wolf moves along with its master, and only takes other actions unless given commands. HP: 30 Healing Surge Heals: 7 AC: 15 Fort: 16 Ref: 16 Will: 11 Guardian Bite: (immediate reaction, when its master is attacked in melee). Bite +5 (1d6+4) plus followup. Followup: Trip Attack +5 vs Fort or target is knocked prone. Companion: Wolf grants its master an effective use of the track feat. Guardian Nature: The wolf will always remain adjacent to its master unless commanded to do otherwise. Once a command is performed, the wolf will return to a square adjacent to its master unless given another command. Feral Attack Druid Attack 1 (at-will, standard) You command your animal companion to target a foe within 5 squares of you. The animal immediately moves to the creature and attacks. Feral Healing Druid Utility 1 (at will, standard) Special: No more than twice per encounter. Range: 5 squares Through your natural connection with your companion, you can give up a small amount of your spiritual energy to help your friend. Benefit: You give up one of your own healing surges. Your companion heals as if he just used a healing surge. [/QUOTE]
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WoTC Rodney: Economy of actions
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