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    Ettin in the Playground
     
    PirateCaptain

    Join Date
    May 2011
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    material & internet plane
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    Male

    Default Re: Base Class Contest XXII - Taking Pixars of Dreamworks

    The Monsterbound's Companion
    Companion Basics
    Use the base statistics for a creature of the Companionís kind, but make the following changes.

    Class Level
    The characterís effective monsterbound level. Companion with higher HD gets lower effective monsterbound level: subtract their HD (fractional HD doesn't count) to the character's monsterbound level to determine the effective monsterbound level.
    Spoiler: Example: For a 6th level Monsterbound
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    Companion 1: "Benny" the Dog (originally 1HD)
    Benefits: as a 5th level Monsterbound (6-1HD=5), including a +5 bonus hit die, up to 5 maximum Effort Abilities, and an Int score of 7 (type becomes Magical Beast)

    Companion 3: "Nevermore" the Raven (originally 1/4HD)
    Benefits: as a 6th level Monsterbound (6-0HD=6), including a +6 bonus hit die, up to 6 maximum Effort Abilities, and an Int score of 7 (type becomes Magical Beast)

    Min Int
    A Companion's minimum Intelligence score. The companion gains the indicated Intelligence, if its base intelligence score is less that value. This also means that mindless creatures such as most Construct, Ooze, Plant, Undead, and Vermin Companions gain sentience, gaining the indicated Intelligence score but lose their Immunity to Mind-Affecting effects. Additionally, due to having more than Intelligence score of 2, Animal Companions become Magical Beast Companions, and thus their changed Hit Dice will have to be recalculated.

    Bonus HD
    Extra Hit Dice, each of which gains a Constitution modifier (excepting Undeads or Constructs), as normal. A Companion gains 1 bonus HD per effective Monsterbound level. A Companion gains improved base attack bonus, base save bonus, additional skill points, ability score increases, size increase (if applicable), and feats for bonus HD as normal for advancing a monsterís Hit Dice.

    Nat Armor
    The number noted here is an improvement to the Companionís existing natural armor bonus.

    Effort Abilities (Ex)
    Through persistence, tenacity, cleverness, and hard work, a Companion can gain permanent abilities called Effort Abilities.
    Spoiler: The following circumstances grant a Companion one Effort Ability each:
    Show
    • Four hours of one-on-one training with its partner monsterbound
    • Succeeding on an weapon attack roll against an enemy creature that poses an immediate threat to you
    • Succeeding on a SR check against an enemy creature that poses an immediate threat to you
    • Killing an enemy creature of equal or higher HD
    • Being in an encounter as an Active Companion, for at least one round

    These conditions overlap, such that being in an encounter as an active Companion for one round and successfully attacking an enemy that poses an immediate threat grant 2 Effort Abilities. A Companion can have a maximum of one Effort Ability per effective Monsterbound level.

    Empathic Link (Su)
    The monsterbound has an empathic link with the Companion out to a distance of up to 1 mile. He cannot see through the Companionís eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. Because of this empathic link, the partner monsterbound has the same connection to an item or place that the Companion does.

    Evasion (Ex)
    If a Companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

    Multiattack
    A Companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the Companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.

    Improved Evasion (Ex)
    When subjected to an attack that normally allows a Reflex saving throw for half damage, a Companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

    Spell Resistance (Ex)
    A Companion gains Spell Resistance equal to its HD HD + 10. The Companion may choose to have any spell bypass this Spell Resistance.
    Class Level Min Int Bonus HD Nat Armor Special
    0th 6 +0 +0 Effort Abilities, Empathic Link
    1st 6 +1 +0
    2nd 6 +2 +0 Evasion
    3rd 6 +3 +2
    4th 6 +4 +2
    5th 7 +5 +2
    6th 7 +6 +4
    7th 7 +7 +4 Multiattack
    8th 7 +8 +4
    9th 7 +9 +6
    10th 8 +10 +6
    11th 8 +11 +6
    12th 8 +12 +8 Improved Evasion
    13th 8 +13 +8
    14th 8 +14 +8
    15th 9 +15 +10
    16th 9 +16 +10
    17th 9 +17 +10 Spell Resistance
    18th 9 +18 +12
    19th 9 +19 +12
    20th 10 +20 +12



    Effort Abilities List


    CORE EFFORT ABILITIES
    Spoiler: abilities that only alter basic statistics like size, save, armor class, attack, and ability score
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    Compression
    Prerequisites: 5 HD, Small or larger
    Benefit: Your size decreases by one size category, halving your height and dividing your weight by 8. You gain a -4 size penalty to Strength (minimum of 1), a -2 size bonus to Constitution (minimum of 1), and a +4 size bonus to Dexterity. These size bonuses and penalties stack with other sources.

    Compression, Greater
    Prerequisites: 11 HD, Tiny or larger
    Benefit: Your size decreases by one size category, halving your height and dividing your weight by 8. You gain a -4 size penalty to Strength (minimum of 1), a -2 size bonus to Constitution (minimum of 1), and a +4 size bonus to Dexterity. These size bonuses and penalties stack with other sources.

    Deflection Training
    Prerequisites: 5 HD + 4 HD/iteration
    Benefit: You gain a +2 deflection bonus to AC.
    Special: You may select this multiple times.

    Expansion
    Prerequisites: 5 HD, Medium or smaller
    Benefit: Your size increases by one size category, doubling your height and multiplying your weight by 8. You gain a +4 size bonus to Strength, +2 size bonus to Constitution, and a -4 size penalty to Dexterity (minimum of 1). These size bonuses and penalties stack with other sources.

    Expansion, Greater
    Prerequisites: 11 HD, Huge or smaller
    Benefit: Your size increases by one size category, doubling your height and multiplying your weight by 8. You gain a +4 size bonus to Strength, a +2 size bonus to Constitution, and a -4 size penalty to Dexterity (minimum of 1). These size bonuses and penalties stack with other sources.

    Marksmanship Training
    Prerequisites: 3 HD + 8 HD/iteration
    Benefit: You gain a +2 competence bonus to ranged weapon attacks.
    Special: You may select this multiple times.

    Resistance Training
    Prerequisites: 5 HD + 4 HD/iteration
    Benefit: You gain a +2 resistance bonus to saves.
    Special: You may select this multiple times.

    Train Coordination
    Prerequisites: 1 HD + 6 HD/iteration
    Benefit: You gain a +2 enhancement bonus to Dexterity
    Special: You may select this multiple times, increasing the bonus by +2 each time.

    Train Interactivity
    Prerequisites: 1 HD + 6 HD/iteration
    Benefit: You gain a +2 enhancement bonus to Charisma
    Special: You may select this multiple times, increasing the bonus by +2 each time.

    Train Memory
    Prerequisites: 1 HD + 6 HD/iteration
    Benefit: You gain a +2 enhancement bonus to Intelligence
    Special: You may select this multiple times, increasing the bonus by +2 each time.

    Train Perception
    Prerequisites: 1 HD + 6 HD/iteration
    Benefit: You gain a +2 enhancement bonus to Wisdom
    Special: You may select this multiple times, increasing the bonus by +2 each time.

    Train Power
    Prerequisites: 1 HD + 6 HD/iteration
    Benefit: You gain a +2 enhancement bonus to Strength
    Special: You may select this multiple times, increasing the bonus by +2 each time.

    Train Stamina
    Prerequisites: 1 HD + 6 HD/iteration
    Benefit: You gain a +2 enhancement bonus to Constitution
    Special: You may select this multiple times, increasing the bonus by +2 each time.


    SKILL-BASED EFFORT ABILITIES
    Spoiler: abilities that improve skill check competencies
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    Guided Competence
    Prerequisites: 1 HD
    Benefit: Your Effort Abilities with the [Skill] descriptor also affect allies within 30ft. radius of you

    Information Broker [Skill]
    Prerequisites: 1 HD + 4 HD/iteration
    Benefit: You gain a +2 competence bonus on Appraise, Knowledge and Gather Information Checks.
    Special: You may select this multiple times, increasing the bonus by +2 each time.

    Light-footed [Skill]
    Prerequisites: 1 HD + 4 HD/iteration
    Benefit: You gain a +2 competence bonus on Balance, Jump, and Tumble Checks.
    Special: You may select this multiple times, increasing the bonus by +2 each time.

    Meticulous Observer [Skill]
    Prerequisites: 1 HD + 4 HD/iteration
    Benefit: You gain a +2 competence bonus on Martial Lore, Psicraft/Spellcraft, and Search Checks.
    Special: You may select this multiple times, increasing the bonus by +2 each time.

    Masked Intentions [Skill]
    Prerequisites: 1 HD + 4 HD/iteration
    Benefit: You gain a +2 competence bonus on Bluff and Disguise checks.
    Special: You may select this multiple times, increasing the bonus by +2 each time.

    Percipience [Skill]
    Prerequisites: 1 HD + 4 HD/iteration
    Benefit: You gain a +2 competence bonus on Listen and Spot Checks.
    Special: You may select this multiple times, increasing the bonus by +2 each time.

    Subtlety [Skill]
    Prerequisites: 1 HD + 4 HD/iteration
    Benefit: You gain a +2 competence bonus on Hide and Move Silently Checks.
    Special: You may select this multiple times, increasing the bonus by +2 each time.

    Yin-Yang Presence [Skill]
    Prerequisites: 1 HD + 4 HD/iteration
    Benefit: You gain a +2 competence bonus on Diplomacy and Intimidate Checks.
    Special: You may select this multiple times, increasing the bonus by +2 each time.

    Zen Mastery [Skill]
    Prerequisites: 1 HD + 4 HD/iteration
    Benefit: You gain a +2 competence bonus on Autohypnosis, Concentration, and Sense Motive Checks.
    Special: You may select this multiple times, increasing the bonus by +2 each time.


    TECHNIQUE-BASED EFFORT ABILITIES
    Spoiler: abilities that modify the Technique list
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    Airborne [Descriptor, Domain]
    Prerequisites: 1 HD, not taken Earthbloom
    Benefit: Add [Air] spells and Air Domain spells to your Technique list, as well as Sky Domain spells once you have the Air subtype.

    Astral Link [Subschool, Domain]
    Prerequisites: 1 HD
    Benefit: Add (Teleportation) spells and Portal Domain spells to your Technique list

    Blade Adept [Discipline]
    Prerequisites: 1 HD
    Benefit: Add Iron Heart maneuvers to your Technique list.

    Caustic Body [Descriptor]
    Prerequisites: 1 HD
    Benefit: Add [Acid] spells to your Technique list.

    Creativity [Subschool]
    Prerequisites: 1 HD
    Benefit: Add (Creation) spells to your Technique list.

    Deep Adept [Discipline]
    Prerequisites: 1 HD
    Benefit: Add Stone Dragon maneuvers to your Technique list.

    Destined [Descriptor, Domain]
    Prerequisites: 1 HD, not taken Free Spirit
    Benefit: Add [Law]/[Lawful] spells and maneuvers to your Technique list, as well as Destiny Domain spells if you have the Lawful subtype.

    Earthbloom [Descriptor, Domain]
    Prerequisites: 1 HD, not taken Airborne
    Benefit: Add [Earth] spells and Earth Domain spells to your Technique list, as well as Sand Domain spells once you have the Earth subtype.

    Eboncraft [Subschool]
    Prerequisites: 1 HD
    Benefit: Add (Shadow) spells to your Technique list.

    Ebon Adept [Discipline]
    Prerequisites: 1 HD
    Benefit: Add Shadow Hand maneuvers to your Technique list.

    Ebon Soul [Path]
    Prerequisites: 5 HD, Eboncraft
    Benefit: Add one Shadowcaster Path's mysteries to your Technique list, you may skip paths when learning them as Techniques. You cast them as Spell-like abilities regardless of effective spell level.

    Fatesight [Discipline]
    Prerequisites: 5 HD, Future Sight
    Benefit: Add Clairsentience Discipline powers to your Technique list. Powers are manifested as Psi-like abilities, automatically augmented to your Hit Die.

    Focus Adept [Discipline]
    Prerequisites: 1 HD
    Benefit: Add Diamond Mind maneuvers to your Technique list.

    Free Spirit [Descriptor, Domain]
    Prerequisites: 1 HD, not taken Destined
    Benefit: Add [Chaos]/[Chaotic] spells and maneuvers to your Technique list, as well as Liberation Domain spells once you have the Chaotic subtype.

    Frozen Core [Descriptor]
    Prerequisites: 1 HD
    Benefit: Add [Cold] spells to your Technique list.

    Future Sight [Subschool, Domain]
    Prerequisites: 1 HD
    Benefit: Add (Scrying) spells and Knowledge Domain spells to your Technique list.

    Harmony Adept [Discipline]
    Prerequisites: 1 HD
    Benefit: Add Setting Sun maneuvers to your Technique list.

    Haunting Echoes [Descriptor]
    Prerequisites: 1 HD
    Benefit: Add [Fear], [Sonic], and [Language-Dependent] spells to your Technique list.

    Hidden Spring [Descriptor, Domain]
    Prerequisites: 1 HD, not taken Soul on Fire
    Benefit: Add [Water] spells and Water Domain spells to your Technique list, as well as Blackwater Domain spells once you have the Water subtype.

    Ideal Adept [Discipline]
    Prerequisites: 1 HD, have at least one alignment component
    Benefit: Add Devoted Spirit maneuvers to your Technique list.

    Inner Force [Descriptor]
    Prerequisites: 1 HD
    Benefit: Add [Force] spells to your Technique list.

    Inner Spark [Descriptor]
    Prerequisites: 1 HD
    Benefit: Add [Electricity] spells to your Technique list.

    Malevolent Scion [Descriptor, Domain]
    Prerequisites: 1 HD, not taken Seed of Hope
    Benefit: Add [Evil] spells and maneuvers to your Technique list, as well as Destruction Domain spells if you have the Evil subtype.

    Mind Games [Descriptor]
    Prerequisites: 1 HD
    Benefit: Add [Mind-Affecting] spells to your Technique list.

    Natural Cure [Subschool]
    Prerequisites: 1 HD
    Benefit: Add (Healing) spells to your Technique list.

    Rally Adept [Discipline]
    Prerequisites: 1 HD
    Benefit: Add White Raven maneuvers to your Technique list.

    Reaper's Presence [Descriptor]
    Prerequisites: 1 HD
    Benefit: Add [Death] spells to your Technique list.

    Savage Adept [Discipline]
    Prerequisites: 1 HD
    Benefit: Add Tiger Claw maneuvers to your Technique list.

    Seed of Hope [Descriptor, Domain]
    Prerequisites: 1 HD, not taken Malevolent Scion
    Benefit: Add [Good] spells and maneuvers to your Technique list, as well as Protection Domain spells if you have the Good subtype.

    Soulcasting [Descriptor]
    Prerequisites: 3 HD, Soul Awakening
    Benefit: Add [Incarnum] spells to your Technique list, you can cast these spell-like abilities as though you had the Incarnum Spellshaping feat.

    Soul on Fire [Descriptor]
    Prerequisites: 1 HD, not taken Hidden Spring
    Benefit: Add [Fire] spells and maneuvers to your Technique list.

    Tempest Adept [Discipline]
    Prerequisites: 1 HD
    Benefit: Add Desert Wind maneuvers to your Technique list.

    Tricks of the Trade [Subschool]
    Prerequisites: 1 HD
    Benefit: Add (Figment), (Glamer), (Pattern), and (Phantasm) spells to your Technique list.

    Twilight Treader [Descriptor]
    Prerequisites: 1 HD
    Benefit: Add [Darkness] and [Light] spells to your Technique list.


    OTHER EFFORT ABILITIES
    Spoiler: abilities that adds a subtype or grants a passive ability
    Show
    Blinding Light
    Prerequisites: 11 HD, Twilight Treader
    Benefit: Your [Light] techniques additionally impose a (-2 per 3 ECL) penalty to Spot and Search checks on enemies within its affected area.

    Combat Clairvoyance
    Prerequisites: 4 HD, Future Sight, Percipience
    Benefit: You gain Uncanny Dodge, using your ECL as rogue levels.

    Combat Clairvoyance, Improved
    Prerequisites: 8 HD, Combat Clairvoyance
    Benefit: You gain Improved Uncanny Dodge, using your ECL as rogue levels.

    Corrosive Touch
    Prerequisites: 5 HD, Caustic Body
    Benefit: Your unarmed and natural weapon attacks gain the Shattermantle weapon ability

    Counterbalancing
    Prerequisites: 5 HD, Harmony Adept
    Benefit: You ignore up to 1 size difference for the purposes of size penalties or size limits on combat maneuvers

    Everflowing
    Prerequisites: 9 HD, Hidden Spring
    Benefit: You gain the Water subtype, and a permanent Freedom of Movement effect, as the spell.

    Extinguish
    Prerequisites: 15 HD, Reaper's Presence
    Benefit: Corpses of creatures you kill can no longer be used for any other purposes (such as Animate Dead, Raise Dead, etc.)

    Force Unleashed
    Prerequisites: 15 HD, Inner Force
    Benefit: Your unarmed strike and natural weapon attacks overcome DR/-.

    Freezing Field
    Prerequisites: 2 HD, Frozen Core
    Benefit: Area within 30ft of you may not be affected by wind effects.

    Grip of Darkness
    Prerequisites: 11 HD, Twilight Treader
    Benefit: Your [Darkness] techniques can't be or penetrated by True Sight, devil's sight and similar effects.

    Grounded Strikes
    Prerequisites: 5 HD, Bastion Adept
    Benefit: Your attacks ignore Hardness and Damage Reduction as long as you're standing on solid ground

    Hellfire
    Prerequisites: 5 HD, Tempest Adept, Evil
    Benefit: Desert Wind Techniques deal Hellfire damage instead of Fire Damage

    Leadership by Example
    Prerequisites: 5 HD, Rally Adept
    Benefit: Allies within 60ft. radius of you gain the benefits of your active stance, although bonuses don't stack.

    Mental Preparation
    Prerequisites: 5 HD, Focus Adept
    Benefit: You may make Concentration checks instead of normal Initiative checks. Bonuses to initiative, such as from the Improved Initiative feat, do not apply.

    Mind Screw
    Prerequisites: 11 HD, Mind Games
    Benefit: Enemies within 10ft. radius of you take a penalty to Wisdom checks and Wisdom-based skill checks equal to half your HD.

    Paragon, Anarchic
    Prerequisites: 9 HD, Free Spirit
    Benefit: You gain the Chaotic subtype and a permanent Magic Circle Against Law effect, as the spell.

    Paragon, Axiomatic
    Prerequisites: 9 HD, Destined
    Benefit: You gain the Lawful subtype and a permanent Magic Circle Against Chaos effect, as the spell.

    Paragon, Entropic
    Prerequisites: 9 HD, Malevolent Scion
    Benefit: You gain the Evil subtype and a permanent Magic Circle Against Good effect, as the spell.

    Paragon, Vivacious
    Prerequisites: 9 HD, Seed of Hope
    Benefit: You gain the Good subtype and a permanent Magic Circle Against Evil effect, as the spell.

    Pathfinder
    Prerequisites: 9 HD, Earthbloom
    Benefit: You gain the Earth subtype, and both climb and burrowing speeds equal to your land speed.

    Recharge
    Prerequisites: 1 HD, Inner Spark
    Benefit: Electricity damage you deal may instead heal Constructs and creatures with Constitution score.

    Relentlessness
    Prerequisites: 5 HD, Savage Adept
    Benefit: You are allowed offhand attacks even when making an attack as a standard action, or an attack of opportunity, as long as it's the same target as the main-hand attack. Penalties for two-weapon or multi-weapon fighting still apply.

    Shadow Tag
    Prerequisites: 5 HD, Shadow Adept
    Benefit: Your first successful attack every round, in addition to dealing damage, removes one of the attacked creature's Immunity (your choice) for 1 round. Once the immunity returns, related persistent effects on the creature are negated (e.g. Charm Person, used while Immunity to Mind-Affecting is removed, is negated once such Immunity returns.)

    Skyward
    Prerequisites: 9 HD, Airborne
    Benefit: You gain the Air subtype, and a perfect flight speed equal to your land speed.

    Smite Anathema
    Prerequisites: 5 HD, Ideal Adept
    Benefit: Add half your ECL as morale bonus to attacks and damage against creatures of opposite alignment

    Soulshaping
    Prerequisites: 3 HD + 3 HD/iteration, Soul Awakening, Constitution 13
    Benefit: You gain Shape Soulmeld, as the feat, and 1 point of Essentia.
    Special: You may select this multiple times.

    Soul Awakening
    Prerequisites: 1 HD, Constitution 13
    Benefit: You gain the Incarnum subtype, and 1 point of Essentia.

    Spellshaping
    Prerequisites: 7 HD, Creativity
    Benefit: You may freely apply the effects of Sculpt Spell on area-effect Techniques.

    Stealthcraft
    Prerequisites: 9 HD, Tricks of the Trade, Subtlety
    Benefit: When using either a (Figment), (Glamer), (Pattern), or (Phantasm) technique, you may make a special Hide check as a free action opposed by the targets' Spot checks. Those who fail their Spot checks have their See Invisibility, True Seeing, and other similar effects bypassed.

    Superb Healing
    Prerequisites: 3 HD, Natural Cure
    Benefit: You gain a permanent Healing Lorecall effect, as the spell.

    Terminus
    Prerequisites: 15 HD, Reaper's Presence
    Benefit: Your [Death] Techniques ignore Immunity to Death Effects from a lower level spell or effect.

    Trailblazing
    Prerequisites: 9 HD, Soul on Fire
    Benefit: You gain the Fire subtype, and a permanent Haste effect, as the spell.

    Turboblaze
    Prerequisites: 5 HD + 10 HD/iteration, Tempest Adept
    Benefit: Fire Damage you deal ignores Resistance to Fire, and those with Immunity to Fire still take half damage.
    Special: You may select this one more time, to completely ignore Immunity to Fire and deal full damage.

    Voices Everywhere
    Prerequisites: 15 HD, Haunting Echoes
    Benefit: You may have any Technique you cast/initiate with at least one of either the Fear, Sonic, or Language-Dependent descriptor gain all three descriptors. As a benefit, a creature needs all three immunities (Fear, Sonic, and Language-Dependent) to be immune to that Technique.

    Warcraft
    Prerequisites: 5 HD, Blade Adept
    Benefit: You gain an additional +1 enhancement bonus on weapons and armor you currently wield/wear.
    Last edited by ben-zayb; 2014-05-29 at 05:57 AM.
    Quote Originally Posted by MERC_1 View Post
    I find it very amusing that a very theoretical discussion of how to Optimize Bardic Music, turns into a discussion on how much worms you can eat in 7 minutes.
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