kayrisa
2011-04-19, 12:56 PM
Sorry for the typos and lack of flare. New to the forums, but willing to be flamed. :smallsmile: Yes it is an only 18 level class, as the Leadership feat has your Cohort at 2 levels below you.
COHORT
HD: d6
Level....BAB............F...R...W............Speci al................................................ ............------Spells per Day/Spells Known------
1st........+0....................+0..+0..+2....... ....Optimism +1, trap finding
2nd.......+1....................+0..+0..+3........ ...Improved Initiative, Bonus Feat
3rd........+2....................+1..+1..+3....... ....Look out 1/day, Trap sense +1
4th........+3....................+1..+1..+4....... ....Double-team (flanking)
5th........+3....................+1..+1..+4....... ....
6th........+4....................+2..+2..+5....... ....Look out 2/day , trap sense +2
7th........+5....................+2..+2..+5....... ....Bonus Feat .................................................. ....1st level of leader's casting class
8th........+6/+1...............+2..+2..+6....................... .................................................. ..........2nd level of leader's casting class
9th........+6/+1...............+3..+3..+6...........Look out 3/day, Trap sense +3
10th......+7/+2................+3.+3..+7...........Double-team (+1d6), Optimism +2.......................3rd level of leader's casting class
11th......+8/+3................+3..+3..+7..........Shield other (leader)
12th......+9/+4................+4..+4..+8..........Bonus Feat, Look out 4/day, Trap sense +4.........4th level of leader's casting class
13th......+9/+4................+4..+4..+8...................... .................................................. ..........5th level of leader's casting class
14th......+10/+5..............+4..+4..+9............
15th......+11/+6/+1.........+5..+5..+9...........Look out 5/day, Trap sense +5..........................6th level of leader's casting class
16th......+12/+7/+2.........+5..+5..+10.........Double-team (+2d6)
17th......+12/+7/+2.........+5..+5..+10.........Bonus Feat........... ...........................................7th level of leader's casting class
18th......+13/+8/+3.........+6..+6..+11.........Look Out 6/day, Optimism +3, Vengeful Spirit.....8th level of leader's casting class
Class Skills (4 + Int modifier per level, x4 at first level): Appraise, Bluff, Climb, Concentration, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Gather Information, Jump, Knowledge (nobility and royalty), Listen, Profession, Search, Spot, and Swim.
Weapon and Armor Proficiency: Cohorts are proficient with all simple weapons, plus the longsword, rapier, short sword, short bow, and the lance. Cohorts are proficient with light and medium armor, as well as shields (expect tower shields). Armor of any type will interfere with a Cohort's ability to cast arcane spells with somatic components derived from his ability to learn from his leader's spell casting class.
Spells: When a Cohort gains 7th level, the character gains new spells per day as if she had gain a level in the spell casting of her leaders spell casting class.
The leader's spell casting determines what type of spells, wither arcane or divine the chort casts. If the leader has more then one spell casting class, the cohort must decide to which spell casting class she learns from. For example, if the leader is a 9th level wizard, the cohort would gains spells per day as if he had taken as the 1st level wizard class. Also if the leader is a paladin or ranger, a cohort will not gain spells until 12th (4th level of leader's casting class) as that is when paladin and rangers gain their first ability to cast spells.
To learn or cast a spell, a cohort must have Intelligence (arcane)/Wisdom (divine) score of 10 + spell level (10 for 0-level spells, 11 for 1st-level spells, and so forth). The difficulty class for a saving throw against a cohort's spell is 10 + spell level + the bard's Charisma modifier.
Otherwise than above, the cohort follows the rules of the leader's spell casting class the cohort picks, and does not gain any other benefit that class would have provided (turn/rebuke undead, metamagic, familiar and so on).
Optimism (Su): When the cohort is within 30 ft. of her leader, she receives a +1 bonus on attack and damage rolls, as well as all saving throws. This bonus increases at +2 at 9th, and to +3
Trap finding(Ex): As rogue ability (PHB 3.5 pg50).
Trap Sense (Ex): As rogue ability (PHB 3.5 pg50).
Improved Initiative: At 2nd level cohorts gain the Improved Initiative as a bonus feat.
Bonus Feat: At 2nd, 7th, 12th, and 17th level, a cohort gains a bonus feat. At each such opportunity she can choose from the follow list: Skill Focus (choose any cohort class skill), Toughness, Endurance, or Run.
Look Out [Ex: At 3rd level the cohort gains the ability to give warning to her leader of impending dangers. The cohort must be adjacent to her leader and not considered flat-footed to provide one of these abilities to her leader: Uncanny Dodge (if the leader already has uncanny dodge, she automatically gains improved uncanny dodge (PHB 3.5 pg 26), Evasion (PHB 3.5 pg41), and an ability to make a Reflex save (DC vs. attack role result of charger) to evade a charging foe. This ability is an immediate action, and the affect lasts until the end of the round.
Double-team (Ex): At 4th level the cohort is able to flank her leader's enemies from seemingly impossible angles. She can designate any adjacent square as the square from which flanking against her leader is determined (including the square she stands, as normal). She may designate the square at the beginning of her turn at any time during her turn. The designate square remains her effective square for flanking until she is no longer adjacent to it or until she chooses a different square (at the start of her one of her turns). The cohort can even choose to a square that is impassable or occupied.
At 10th level when a cohort is flanking with her leader, they both gain a bonus of +1d6 to damage rolls and +2d6 at 16th level.
Shield Other (Leader) (Su): At 11th level the cohort gains the ability (as standard action) to protect her leader by taking some of the damage with a supernaturally ability as like the spell shield other was targeting leader. She cohort must be adjacent to her leader, and can end the effect at any time.
Vengeful Spirit (Su): At 18th level the cohort gains the ability to let her recently dead leader's spirit possess her body for a brief period of time. The cohort must touch her leader's body within 1 round of the leader's death. Upon touching the leader's body, a miracle of sorts happens. The spirit of the recent dead leader possesses the cohort body. During this time, the cohort's body has the spell heal (caster level of 15th) bestowed on it, and the leader's spirit suffers no loss level and gains all prepared spells back. The leader's spirit then uses the physical attributes of the cohort (HP, Str, Dex, Con, Fort, Reflex, and so on), while using his own mental abilities (Int, Wis, Cha, Will, Spells, Spell DC's, and so on). The cohort losses all ability to control his body's action (ability to provide any assistance, such as Look Out) as he has freely given it to his leader to control. The leader can use any extraordinary ability or super natural ability it had in his previous body. This ability lasts as long as the total of the cohort's Con modifier and the leader's Cha modifier.
COHORT
HD: d6
Level....BAB............F...R...W............Speci al................................................ ............------Spells per Day/Spells Known------
1st........+0....................+0..+0..+2....... ....Optimism +1, trap finding
2nd.......+1....................+0..+0..+3........ ...Improved Initiative, Bonus Feat
3rd........+2....................+1..+1..+3....... ....Look out 1/day, Trap sense +1
4th........+3....................+1..+1..+4....... ....Double-team (flanking)
5th........+3....................+1..+1..+4....... ....
6th........+4....................+2..+2..+5....... ....Look out 2/day , trap sense +2
7th........+5....................+2..+2..+5....... ....Bonus Feat .................................................. ....1st level of leader's casting class
8th........+6/+1...............+2..+2..+6....................... .................................................. ..........2nd level of leader's casting class
9th........+6/+1...............+3..+3..+6...........Look out 3/day, Trap sense +3
10th......+7/+2................+3.+3..+7...........Double-team (+1d6), Optimism +2.......................3rd level of leader's casting class
11th......+8/+3................+3..+3..+7..........Shield other (leader)
12th......+9/+4................+4..+4..+8..........Bonus Feat, Look out 4/day, Trap sense +4.........4th level of leader's casting class
13th......+9/+4................+4..+4..+8...................... .................................................. ..........5th level of leader's casting class
14th......+10/+5..............+4..+4..+9............
15th......+11/+6/+1.........+5..+5..+9...........Look out 5/day, Trap sense +5..........................6th level of leader's casting class
16th......+12/+7/+2.........+5..+5..+10.........Double-team (+2d6)
17th......+12/+7/+2.........+5..+5..+10.........Bonus Feat........... ...........................................7th level of leader's casting class
18th......+13/+8/+3.........+6..+6..+11.........Look Out 6/day, Optimism +3, Vengeful Spirit.....8th level of leader's casting class
Class Skills (4 + Int modifier per level, x4 at first level): Appraise, Bluff, Climb, Concentration, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Gather Information, Jump, Knowledge (nobility and royalty), Listen, Profession, Search, Spot, and Swim.
Weapon and Armor Proficiency: Cohorts are proficient with all simple weapons, plus the longsword, rapier, short sword, short bow, and the lance. Cohorts are proficient with light and medium armor, as well as shields (expect tower shields). Armor of any type will interfere with a Cohort's ability to cast arcane spells with somatic components derived from his ability to learn from his leader's spell casting class.
Spells: When a Cohort gains 7th level, the character gains new spells per day as if she had gain a level in the spell casting of her leaders spell casting class.
The leader's spell casting determines what type of spells, wither arcane or divine the chort casts. If the leader has more then one spell casting class, the cohort must decide to which spell casting class she learns from. For example, if the leader is a 9th level wizard, the cohort would gains spells per day as if he had taken as the 1st level wizard class. Also if the leader is a paladin or ranger, a cohort will not gain spells until 12th (4th level of leader's casting class) as that is when paladin and rangers gain their first ability to cast spells.
To learn or cast a spell, a cohort must have Intelligence (arcane)/Wisdom (divine) score of 10 + spell level (10 for 0-level spells, 11 for 1st-level spells, and so forth). The difficulty class for a saving throw against a cohort's spell is 10 + spell level + the bard's Charisma modifier.
Otherwise than above, the cohort follows the rules of the leader's spell casting class the cohort picks, and does not gain any other benefit that class would have provided (turn/rebuke undead, metamagic, familiar and so on).
Optimism (Su): When the cohort is within 30 ft. of her leader, she receives a +1 bonus on attack and damage rolls, as well as all saving throws. This bonus increases at +2 at 9th, and to +3
Trap finding(Ex): As rogue ability (PHB 3.5 pg50).
Trap Sense (Ex): As rogue ability (PHB 3.5 pg50).
Improved Initiative: At 2nd level cohorts gain the Improved Initiative as a bonus feat.
Bonus Feat: At 2nd, 7th, 12th, and 17th level, a cohort gains a bonus feat. At each such opportunity she can choose from the follow list: Skill Focus (choose any cohort class skill), Toughness, Endurance, or Run.
Look Out [Ex: At 3rd level the cohort gains the ability to give warning to her leader of impending dangers. The cohort must be adjacent to her leader and not considered flat-footed to provide one of these abilities to her leader: Uncanny Dodge (if the leader already has uncanny dodge, she automatically gains improved uncanny dodge (PHB 3.5 pg 26), Evasion (PHB 3.5 pg41), and an ability to make a Reflex save (DC vs. attack role result of charger) to evade a charging foe. This ability is an immediate action, and the affect lasts until the end of the round.
Double-team (Ex): At 4th level the cohort is able to flank her leader's enemies from seemingly impossible angles. She can designate any adjacent square as the square from which flanking against her leader is determined (including the square she stands, as normal). She may designate the square at the beginning of her turn at any time during her turn. The designate square remains her effective square for flanking until she is no longer adjacent to it or until she chooses a different square (at the start of her one of her turns). The cohort can even choose to a square that is impassable or occupied.
At 10th level when a cohort is flanking with her leader, they both gain a bonus of +1d6 to damage rolls and +2d6 at 16th level.
Shield Other (Leader) (Su): At 11th level the cohort gains the ability (as standard action) to protect her leader by taking some of the damage with a supernaturally ability as like the spell shield other was targeting leader. She cohort must be adjacent to her leader, and can end the effect at any time.
Vengeful Spirit (Su): At 18th level the cohort gains the ability to let her recently dead leader's spirit possess her body for a brief period of time. The cohort must touch her leader's body within 1 round of the leader's death. Upon touching the leader's body, a miracle of sorts happens. The spirit of the recent dead leader possesses the cohort body. During this time, the cohort's body has the spell heal (caster level of 15th) bestowed on it, and the leader's spirit suffers no loss level and gains all prepared spells back. The leader's spirit then uses the physical attributes of the cohort (HP, Str, Dex, Con, Fort, Reflex, and so on), while using his own mental abilities (Int, Wis, Cha, Will, Spells, Spell DC's, and so on). The cohort losses all ability to control his body's action (ability to provide any assistance, such as Look Out) as he has freely given it to his leader to control. The leader can use any extraordinary ability or super natural ability it had in his previous body. This ability lasts as long as the total of the cohort's Con modifier and the leader's Cha modifier.