Madara
2012-05-26, 09:59 PM
http://golgotron.com/wp-content/uploads/Pokemon_red.jpg
No. I am not a spellcaster. Nor am I a warrior.
I do not carry a sword, nor do I call upon unearthly magics.
I have no need to do such things, for my allies are willing to do that for me.
The Trainer
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+1|+1|+1|Creature Cohort(Types I)
2nd|+1|+1|+1|+1|Creature Cohort(Elemental Affinity)
3rd|+2|+2|+2|+2|Creature Catalog, Inspiring Bond
4th|+3|+2|+2|+2| Double Cohorts
5th|+3|+3|+3|+3|Creature Cohort(Movement Modes)
6th|+4|+3|+3|+3|Cohort Melding
7th|+5|+3|+3|+3|Creature Cohort(Special Abilities I)
8th|+6/+1|+4|+4|+4|Creature Cohort(Types II)
9th|+6/+1|+4|+4|+4|Cohort Training:Weapons
10th|+7/+2|+5|+5|+5| Triple Cohorts
11th|+8/+3|+5|+5|+5|Creature Cohort(Sizing)
12th|+9/+4|+6|+6|+6|Creature Cohort(Special Abilities II)
13th|+9/+4|+6|+6|+6|
14th|+10/+5|+6|+6|+6|Quadruple Cohorts
15th|+11/+6/+1|+7|+7|+7|Creature Cohort(Types III)
16th|+12/+7/+2|+7|+7|+7|
17th|+12/+7/+2|+8|+8|+8|Maximum Cohorts
18th|+13/+8/+3|+8|+8|+8|Reversed Summoning
19th|+14/+9/+4|+8|+8|+8|
20th|+15/+10/+5|+9|+9|+9|Master Summoner
[/table]
Alignment: Any
Hit Die: 1d8
Class Skills:
Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge(Any) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Creature Cohort: At first Level, the Trainer gains a Creature Cohort. This Cohort is a unique creature actually build from a combination of nature, the innate abilities of the trainer, and some advanced science. This Cohort is stored inside the trainer's focus item. The item may be any object, but it must be chosen at first level, and does not change. This Focus stores an extra-dimensional space which only the Cohort can enter and exit. In order to summon the Cohort, the Trainer must present his focus forward and activate it as a standard action.
Types: At levels 1,8, and 15, the Trainer gains access to a new grouping of types for their creature cohort to have.
Type I: Animal, Beast, Elemental, or Vermin
Type II: Ooze, Undead, Plant, Magical Beast or Abberation
Type III: Dragon, Construct, Outsider or Fey
As normal, the type decides the BAB, Saves, and Skill points for the creature, along with any other traits given by that type.
Movement Modes: All creature cohorts only have land movement until 5th level. At this level, the trainer can choose to give their cohort another mode of movement: Flight, Burrowing, or Swimming. See Building A Creature Cohort for more details.
Elemental Affinity: All Creature Cohorts can have an elemental boost in Damage at level 2. When they gain this ability, the Trainer selects one type of damage: Acid, Fire, Cold, Negative, or Electricity. The Creature Cohort's natural attacks now deal an additional 1d6 damage of that type.
Special Abilities: At levels 7 and 11, the trainer knows how to make their cohort more powerful. They have fought enough foes, and seen how a real monster fights. When they reach these levels, they gain the ability to grant their cohort a Special Ability from the list below. See Building A Creature Cohort.
Sizing: At 11th level, the Trainer can choose a different size for their creature cohort besides Large, Medium, and Small. They can also choose Tiny or Huge.
Creature Catalog: While the Trainer develops their own Monster as a cohort, they become quite knowledgeable about other monsters. Whenever the Trainer succeeds a Knowledge check made to identify a creature, they grant a +2 bonus to all their allies in attempts to track the monster, attack the monster, or reflex saves against the monster's special attacks.
Inspiring Bond: At third level, the Cohort begins to question why its master doesn't do any of the fighting. In order to keep their bond going, the Trainer begins to share damage with the monster. Whenever the Creature Cohort takes damage, the Trainer takes 1/2 the damage instead of the Cohort, and the Cohort takes the remaining 1/2.
Cohort Melding: At level 6, the Trainer takes his bond to a whole new level, being able to become one with their cohort. They gain the possession ability of an outsider, but only to their Creature Cohort
Cohort Training:Weapons At 9th level, the trainer's Creature cohort is now capable of using simple and martial weapons, if they have hands.
Double Cohorts: At 4th level, the Trainer may have two cohorts, which he stores in two separate focuses. They treat both cohorts the same in terms of building them. However, The trainer may only have one cohort out of its focus at a time. The others must remain inside their focus. Triple, Quadruple, and Maximum cohorts all work the same, except that the Trainer now has 3, 4, or 6 Cohorts respectively at those levels.
Reversed Summoning: As a full round action, the Trainer can enter one of their focuses and be inside the extra-dimensional space for up to 24 hours. They do not need to eat, breath, or sleep.
Master Summoner: At 20th level, the Trainer is now capable of having two of his Cohorts out of their Focus at once, rather than the limit of just one.
Yes this has quite a bit of work left, but it'll be interesting.
No. I am not a spellcaster. Nor am I a warrior.
I do not carry a sword, nor do I call upon unearthly magics.
I have no need to do such things, for my allies are willing to do that for me.
The Trainer
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+1|+1|+1|Creature Cohort(Types I)
2nd|+1|+1|+1|+1|Creature Cohort(Elemental Affinity)
3rd|+2|+2|+2|+2|Creature Catalog, Inspiring Bond
4th|+3|+2|+2|+2| Double Cohorts
5th|+3|+3|+3|+3|Creature Cohort(Movement Modes)
6th|+4|+3|+3|+3|Cohort Melding
7th|+5|+3|+3|+3|Creature Cohort(Special Abilities I)
8th|+6/+1|+4|+4|+4|Creature Cohort(Types II)
9th|+6/+1|+4|+4|+4|Cohort Training:Weapons
10th|+7/+2|+5|+5|+5| Triple Cohorts
11th|+8/+3|+5|+5|+5|Creature Cohort(Sizing)
12th|+9/+4|+6|+6|+6|Creature Cohort(Special Abilities II)
13th|+9/+4|+6|+6|+6|
14th|+10/+5|+6|+6|+6|Quadruple Cohorts
15th|+11/+6/+1|+7|+7|+7|Creature Cohort(Types III)
16th|+12/+7/+2|+7|+7|+7|
17th|+12/+7/+2|+8|+8|+8|Maximum Cohorts
18th|+13/+8/+3|+8|+8|+8|Reversed Summoning
19th|+14/+9/+4|+8|+8|+8|
20th|+15/+10/+5|+9|+9|+9|Master Summoner
[/table]
Alignment: Any
Hit Die: 1d8
Class Skills:
Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge(Any) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Creature Cohort: At first Level, the Trainer gains a Creature Cohort. This Cohort is a unique creature actually build from a combination of nature, the innate abilities of the trainer, and some advanced science. This Cohort is stored inside the trainer's focus item. The item may be any object, but it must be chosen at first level, and does not change. This Focus stores an extra-dimensional space which only the Cohort can enter and exit. In order to summon the Cohort, the Trainer must present his focus forward and activate it as a standard action.
Types: At levels 1,8, and 15, the Trainer gains access to a new grouping of types for their creature cohort to have.
Type I: Animal, Beast, Elemental, or Vermin
Type II: Ooze, Undead, Plant, Magical Beast or Abberation
Type III: Dragon, Construct, Outsider or Fey
As normal, the type decides the BAB, Saves, and Skill points for the creature, along with any other traits given by that type.
Movement Modes: All creature cohorts only have land movement until 5th level. At this level, the trainer can choose to give their cohort another mode of movement: Flight, Burrowing, or Swimming. See Building A Creature Cohort for more details.
Elemental Affinity: All Creature Cohorts can have an elemental boost in Damage at level 2. When they gain this ability, the Trainer selects one type of damage: Acid, Fire, Cold, Negative, or Electricity. The Creature Cohort's natural attacks now deal an additional 1d6 damage of that type.
Special Abilities: At levels 7 and 11, the trainer knows how to make their cohort more powerful. They have fought enough foes, and seen how a real monster fights. When they reach these levels, they gain the ability to grant their cohort a Special Ability from the list below. See Building A Creature Cohort.
Sizing: At 11th level, the Trainer can choose a different size for their creature cohort besides Large, Medium, and Small. They can also choose Tiny or Huge.
Creature Catalog: While the Trainer develops their own Monster as a cohort, they become quite knowledgeable about other monsters. Whenever the Trainer succeeds a Knowledge check made to identify a creature, they grant a +2 bonus to all their allies in attempts to track the monster, attack the monster, or reflex saves against the monster's special attacks.
Inspiring Bond: At third level, the Cohort begins to question why its master doesn't do any of the fighting. In order to keep their bond going, the Trainer begins to share damage with the monster. Whenever the Creature Cohort takes damage, the Trainer takes 1/2 the damage instead of the Cohort, and the Cohort takes the remaining 1/2.
Cohort Melding: At level 6, the Trainer takes his bond to a whole new level, being able to become one with their cohort. They gain the possession ability of an outsider, but only to their Creature Cohort
Cohort Training:Weapons At 9th level, the trainer's Creature cohort is now capable of using simple and martial weapons, if they have hands.
Double Cohorts: At 4th level, the Trainer may have two cohorts, which he stores in two separate focuses. They treat both cohorts the same in terms of building them. However, The trainer may only have one cohort out of its focus at a time. The others must remain inside their focus. Triple, Quadruple, and Maximum cohorts all work the same, except that the Trainer now has 3, 4, or 6 Cohorts respectively at those levels.
Reversed Summoning: As a full round action, the Trainer can enter one of their focuses and be inside the extra-dimensional space for up to 24 hours. They do not need to eat, breath, or sleep.
Master Summoner: At 20th level, the Trainer is now capable of having two of his Cohorts out of their Focus at once, rather than the limit of just one.
Yes this has quite a bit of work left, but it'll be interesting.