Wildbond

One's Best Friend

Instead of focusing on their personal growth, some choose to share their time, training and effort with their pets. While these people are sometimes called "masters", most of those specialized in this common branch of combat are, in actuality, "tamers" or even "summoners" depending on the nature of their pet.

Call Pet

Choose a pet category when you take this branch from the list below. Your pet inherits your initiative order, level, potency and control. It takes its turn right after you, and uses its basic weapon attack unless you tell it to do something else. When your pet falls below 1 health, it will run away and hide if possible. In this case, it will not be available for combat for (d4 + 4) hours. Otherwise, normal summoning rules apply.
Pets can take a variety of forms, but they fall into the main categories below:

Striker Pets

  1. Base health: 30
  2. Walking speed: 6 meters
  3. Precision roll: d10 + level/2
  4. Resistances: Start with 5 and increase by 1 every odd level
  5. Basic weapon attack:
    Deals 15 physical/magical damage.

Tough Pets

  1. Base health: 30
  2. Base armor: 5 physical and 5 magical
  3. Walking speed: 6 meters
  4. Precision roll: d10 + level/2
  5. Resistances: Start with 5 and increase by 1 every odd level
  6. Basic weapon attack:
    Deals 10 physical/magical damage.

Sharpshooter Pets

  1. Base health: 20
  2. Walking speed: 6 meters
  3. Precision roll: d10 + level/2
  4. Resistances: Start with 5 and increase by 1 every odd level
  5. Basic weapon attack:
    Range: 5 meters.
    Deals 15 physical/magical damage.

Scout Pets

  1. Base health: 20
  2. Walking speed: 8 meters
    1. Alternatively, flying and walking speeds: 6 meters
  3. Precision roll: d10 + level/2
  4. Resistances: Start with 4 and increase by 1 every odd level, Evasion starts at 6 instead
  5. Wildbond techniques of utility or modification categories have a +1 to their precision rolls when performed by scout pets.
  6. Basic weapon attack:
    Deals 5 armor-ignoring damage.

Techniques

Distraction

Category: Offense
Execution Time: Rapid action
Cost: 2 energy
Range: 5 meters
Duration: 1 round
Effect
Your pet tries to distract the target. A distracted creature is considered flanked for next (1 + C/3) weapon attacks against it.
Your pet does not attack this round.

Find

Category: Utility
Execution Time: Action
Cost: Special
Duration: (20 + 10 x C) minutes
Effect
Your pet helps you or another creature search or find an item of a certain description by using its sense of smell, sight, hearing or touch. Your pet assists the search for the duration. For each point of energy spent on this technique, the next relevant skill roll gains a +1 bonus.

Go For Eyes

Category: Modification
Execution Time: Rapid action
Cost: 2 energy
Range: Pet's range
Duration: (1 + C/4) rounds
Effect
This attack's precision roll is made against Constitution.
Direct your pet to attack your target's eyes. Your pet's next basic weapon attack done until the end of next round applies blinded for the duration of this technique.

Grab and Drag

Category: Offense
Execution Time: Action
Cost: 1 energy
Range: 1 meter
Effect
This attack's precision roll is made against Parry.
Target a prone creature. Your pet grabs this creature and drags it towards you up to (2 + P/3) meters, dealing 5 armor ignoring damage per square dragged.
Your pet does not attack this round.

Lick Wounds

Category: Defense
Execution Time: Rapid action
Cost: Special
Effect
Your pet tries to heal itself. For every point of energy spent for this ability, your pet heals for (d4 + 4) health. You can spend points of energy up to your potency.
Your pet does not attack this round.