# Companion Modifications File

These files specify the bonuses that "enhanced companions", such as familiars and a Paladin's special mount, receive from associating with the character.

Tag Name: COPYMASTERBAB:x

Variables used (x): Number, Variable or Formula (BAB to be granted to the Follower)

Variables used (x): MASTER (The Masters BAB value)

What it does:

Substitutes the Followers normal Base Attack Bonus with the value specified.
MASTER is a special variable which when used in the COPYMASTERBAB tag passes the value of the Masters Base Attack Bonus.

Example:

`COPYMASTERBAB:MASTER`

Uses the master's BAB

Tag Name: COPYMASTERCHECK:x

Variables used (x): MASTER (The Masters Checks)

What it does:

Gives the creature the same checks as the master.

Example

`COPYMASTERCHECK:MASTER`

Uses the base master checks

Tag Name: COPYMASTERHP

Variables used (x): Number, Variable or Formula (Hit Points to be granted to the Follower)

Variables used (x): MASTER (The Masters Hit Points)

What it does:

Substitutes the Followers normal Hit Points with the value specified.
MASTER is a special variable which when used in the COPYMASTERHP tag passes the value of the Masters Hit Points.

Example:

`COPYMASTERHP:MASTER/2`

Gives the creature half the master's hit points

`COPYMASTERHP:max(1,MASTER/2)`

Gives the creature half the master's hit points or 1, whichever is higher.

Tag Name: FOLLOWER:x,x=y

Variables Used (x): Text (Class name or variable)

Variables Used (y): Number (Class level or variable value)

What it does:

- This is a comma delimited list of classes or variables.
- If the "master" meets the required level or value in the tag, then the companion gains all the benefits as described by the other tags in the line.

Examples:

`FOLLOWER:Paladin=5`

True if PC is a Level 5 or greater "Paladin".

`FOLLOWER:Sorcerer,Wizard=1`

True if PC is a Level 1 or greater "Sorcerer" or "Wizard".

`FOLLOWER:CompanionLevel=5`

True if the CompanionLevel variable is 5 or greater.

*** New 5.11.0

Tag Name: FOLLOWERADJUSTMENT:x

Variables Used (x): Number (Number the effective master level is adjusted for this (or these) creatures)

What it does:

Adjusts the FOLLOWER variable which changes the effective level of the master for the specific creature.

Where it is used:

In COMPANIONLIST line.

Example:

`COMPANIONLIST:Animal Companion|Ape <tab> FOLLOWERADJUSTMENT:-3`

An Ape companion to a 4th level Druid gains the benefits normally granted to a companion of a 1st level Druid.

Tag Name: HD:x

Variables Used (x): Number (Hit Dice)

What it does:

Gives the companion bonus hit dice of its creature type.

Example:

`HD:2`

Defines the creature having two Hit Dice.

Tag Name: MASTERBONUSRACE:x

Variables used: (x) text

What it does:

This tag is used if you need to define the advantages that the master gains when having particular race(s) as the given type. MASTERBONUSRACE is used to start a new line, tags which follow this one on the same line are granted to the master. Tags which can be used are BONUS and VFEAT.

Example:

MASTERBONUSRACE:Bat

Specifies what race the master has chosen (Bat) and the tag(s) following it will give the master the familiar bonuses.

*** New 5.9.4

Tag Name: RACETYPE:x

Variables Used (x): Text (Creature Type)

What it does:

- Changes the Type of creature the race is from the initial Type defined by RACETYPE in the race line.
- A Creature may only have one RACETYPE at any given time.
- Currently existing selections from the Monster List include:
  Aberration, Animal, Beast, Construct, Dragon, Elemental, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Shapechanger, Undead, and Vermin

Example:

`RACETYPE:Undead`

The Creature is now of the "Undead" type.

*** Note: soon to be deprecated

Tag Name: SWITCHRACE:x|y

Variables Used (x): Text (Current Race)

Variables Used (y): Text (New Race)

Important:

- The function of SWITCHRACE is being moved to the RACETYPE tag.
- This is because the function of setting creature type is being moved from the race tag TYPE to the new race tag RACETYPE.
- SWITCHRACE not only changes the Type but additionally swaps out monster class levels for the new types monster class. This violates the rule. For example a Paladins Mount is a magical beast but gains hit dice as an animal.

What it does:

- The SWITCHRACE changes a regular animal to an "enhanced companion" type.
- Normal companions, who do not gain special abilities from the PC, will not be affected.
- SWITCHRACE tags should be grouped at the beginning of the file.
- Each SWITCHRACE tag is kept on a line of its own.

Example:

`SWITCHRACE:Animal|Magical Beast`

Switches the Race from "Animal" to "Magical Beast".

Tag Name: TYPE:x

Variables Used (x): Text (Class)

What it does:

Used to define what the creature is for purposes of display on the resources tab.

Example:

`TYPE:Familiar`

Defines the creature as a "Familiar" for resources tab display purposes.

Tag Name: USEMASTERSKILL:x

Variables Used (x): Text (YES or NO)

What it does:

Used to define whether the creature uses the skill ranks of its master.

Example:

`USEMASTERSKILL:YES`

Defines the creature as using the skill ranks of its master.