It used to be 1 year IC/rules i think, but now officially I think it's 24 hours.Ithildur wrote:In harcore RP, losing and replacing a familiar or animal companion is also a traumatic, painful and lengthy process (one year waiting time) akin to losing a beloved companion or even an eye or a limb. If you attacked someone's mundane pet in RL without cause that might be grounds for a fistfight; attacking a familiar/animal companion might very well be cause for outright on the spot cvc without further warning.
My preference is to keep the "year" long wait to symbolize the mourning my PCs would have in the loss.
I do love the RP of Animal Companions so much though, I personally use the old-school ALFA1 "time exchange" for my "1-year wait", i chose 8-9:1, so, if an AC dies, and I don't raise it, i wait 40 days. I waited over 60 days once as well.
Which basically means never summoning the AC ever, as if it was not optional (when in fact the NWN2 game engine DOES allow you to re-summon the AC anytime after it dies, for single person play I guess *shrugs*).
ouch...not in my bookBlindhamsterman wrote:...they're am important part of what wizards/sorcerers get as unlike an animal companion they're intelligent so are able to do a lot more, by comparison an animal companion even in pnp is basically a meat shield (pnp, they can be taught to do a few tricks, little more) outside of any IC love the master may feel for them.


I've been through it twice with Bu. There are "tricks" to reset Animal Companions since when you FIRST pick an animal companion it gets hardcoded to that PC until another (rare) animal companion "choice" becomes available... which resets that hard-code. For example... Clerics with Animal Domain ....get an animal companion... so any character, anytime, at any level, who chooses Cleric with Animal Domain, gets to choose an animal companion when they are choosing that level's level-up options. Same for of course, Druid. Or level 4 Ranger...Brokenbone wrote:I am not sure what mechanical barriers exist to getting a new AC in our NWN2 version. It may be that even without DM intervention, this may simply get reset on next level.
For an even more detailed example:
1. Druid level 1 picks Boar AC.
2. Boar dies when Druid is level 3 for example.
3. Druid does what's needed (with DM) to get a "new" AC. (perhaps he wants a Bear maybe, or perhaps the DM session leads to a Bear "answering" the Druid's call, whatever...).
4. DM can do this: Grant TEMPORARY XP to level up the Druid to level 4, the player chooses Cleric level 1, with Animal Domain... as she or he levels up, she or he chooses the Bear animal companion -- this RESETS the hardcoded animal companion "race" for that PC to "Bear"...
and of course allows the player to choose a new "Name" for the new AC too.
5. DM then takes that Temporary XP away, reducing the PC back to level 3 Druid again.
So, the code has now been changed to reflect the new Bear AC.
Only issue with this was, I think this can only be done once.
The NEXT time, that PC wants a NEW AC, he or she will need the DM to grant him 4 (four) levels of Ranger... which again then allows that PC to choose a new AC... which will allow him her to re-level and during the level-up choice again, he/she can then choose another race, example "Spider" or whatever if he she wants it, and if DM approves, etc.
...aaaaaand.... finally, if you're CODE-SAVVY... like the almighty paazin (who i think did this for me before)... and others... ...there is ALSO a way to go into .BIC files, or some other code manually, and just change the "race" and "name" fields within the code directly to change animal companions for PCs also!

But the "level-up-1-Cleric-level-plus-Animal-Domain" trick is easily done, no harm, no foul, by any DM, even non-Techie easy enough... but again, it can only be done ONCE for each class that allows an Animal Companion "choice".
I think the player (and PC!) should be very focused in protecting any familiar/animal-companion that is ever possibly in combat, and unsummon/defend it at all costs... and if he/she keeps it out, and it dies, suffer the consequences of course.Castano wrote:In response to the OP: And this is why NWN2 did not adopt the familiar death rules from DnD. I suggest we jettison them also. Our AI does not support familiar combat reactions, and the things are essentially gonna die all the time if they are outside.
When in doubt, don't have it out,
If it does die, don't you cry.
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I consider at least Druid animal companions a HUGE and over-powered in fact, bonus and privilege ... not just "a class feature" that someone thought equalized the "power" of a Druid at 1st level or any level.
If anyone treats it like cannon fodder, and loses it, that is grounds for that Druid's or Ranger's God to NEVER grant a future Animal Companion "privilege" ever again.
Not the same for Mages. They can just do the ritual again and re-make/summon a new one i think... or even create one like with Homonculouses right? Personally I don't even think Mages need be "as required" to love, cherish, or even "like" their familiars - again MY OPINION. Go ahead and flame, i know it's coming, and YES i'm a little biased.
Death happens, and mistakes or accidents happen sure! no problem. But purposeful use of as a tank? Man that would need some heavy RP backing that up I think.
In my case, if Bu even ever RARELY has his Animal Companion out when in any kind of dangerous area, the Animal Companion has more protective buffs on than Bu does, and that is only to make sure if they get surprised, Bu has enough time to order it to flee (OOC: Unsummon it early).
The first heals go to it. Re-buffs go it first, and this is only in some of the rarest times ever as Bu never even wants his Animal Companion to take even a scratch on his account...
(All this and consider Bu's AC now has over 100hps, a huge armor class, multiple attacks for much better damage than Bu in fact.)
Bu's AC is 99% RP value*.
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I witnessed a ranger with an animal companion a while ago, openly RPing IC and talking about how his animal companion has died to enemies in battle...often... and how when it dies, his God grants him new ones poof - just like that, etc, ...hmm... really seemed like TO ME an IC way to avoid all the trouble of protecting it! ...and just let it tank/die "whenever it does" since the PC says his God just allows it...
He did worship some evil god i think, but is that Ok? I think no.
I was shocked IC and OOC. Bu gave him an earful (for whatever THAT's worth

The year-and-a-day fluff... is the RP point!Brokenbone wrote:...Don't bother with year-and-a-day fluff, or mega Xp loss possibilities, which might be why people flip out if the critter they leave unattended or insufficiently protected gets bashed apart.

The XP loss, and flipping out is point-in-fact the punishment FOR leaving your familiar/or/AC unattended or insufficiently protected!!
....ATTEND! .......PROTECT!! .......or pay the price.
When in doubt, don't have it out,
If it does die, don't you cry.
--G out
*(and 99% CvC back up of course
