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    Ettin in the Playground
     
    PirateCaptain

    Join Date
    May 2011
    Location
    material & internet plane
    Gender
    Male

    Default Re: "Prepare for trouble... and make it double!" [3.5 Class, PEACH, WIP]

    Effort Abilities
    A Companion grows in power through persistence, experience, and hard work, enabling it to discover hidden traits and capabilities it didn't know it had all along. These can manifest in any form or function on a particular companion: suddenly getting stronger, gaining esoteric techniques, heightened marksmanship, more competence in information-gathering, emanating a chilling presence that stops the wind, etc. These traits and capabilities are collectively known as Effort Abilities.

    Effort Abilities are Natural Abilities, as these are inherent to the particular companion and are simply being discovered. All Effort Abilities grant passive abilities to the companion.



    Learning Effort Abilities
    A Companion can have a maximum of one Effort Ability per effective Monsterbound level. As long as the Companion is not yet past its maximum amount of Effort Abilities, each of these following circumstances will grant the Companion one Effort Ability.
    1. Four hours of one-on-one training with its partner monsterbound
    2. Succeeding on an weapon attack roll (including natural attacks) against an enemy creature that poses an immediate threat to the monsterbound and his allies
    3. Succeeding on a SR check against an enemy creature that poses an immediate threat to the monsterbound and his allies
    4. Killing an enemy creature of equal or higher HD
    5. Being in an encounter as an Active Companion, for at least one round

    Overlapping circumstances may grant multiple effort abilities, such that being in an encounter as an active Companion for one round (condition #5) where it successfully attacks an enemy that poses an immediate threat to the monsterbound and his allies with (condition #2) grants it two Effort Abilities. Once a companion acquires a particular Effort Ability, the ability stays with the companion until it dies or becomes released.



    Format
    • NAME This entry is the name by which the effort ability is generally known.
    • [DESCRIPTOR] This entry functions two-ways: all descriptors function as a Tag for easy searching, and a [Skill] descriptor refers to abilities that grant skill bonuses
    • DISPLAY This entry describes minor observable physical or behavioral changes on either the companion, creatures nearby, or the area nearby. These changes have no actual mechanical effects. (to follow)
    • PREREQUISITE This entry describes the requirements that the companion needs to meet in order for the effort abilities to be acquired. This includes, but isn't limited to: minimum HD (bonus HD are counted and fractional HD rounds down) that increases if the ability can be taken more than once , size limits, presence or absence of particular effort abilities, ability score requirements, etc.
    • BENEFIT This entry describes the effects of the effort ability on the companion (and sometimes, on other creatures or surroundings)
    • SPECIAL This entry describes additional mechanics for this effort ability, usually on whether the effort ability can be taken multiple times and how the effects are adjusted consequently





    Descriptions
    Spoiler: CORE ABILITIES
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    Improved 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.

    Improved Presence
    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.

    Improved 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.

    Improved Insight
    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.

    Improved 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.

    Improved 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.

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

    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.

    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.

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

    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.

    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.
    Spoiler: SKILL ABILITIES
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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.
    Spoiler: TECHNICAL ABILITIES
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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.

    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.

    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.

    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.

    Ebon Soul [Path]
    Prerequisites: 5 HD, Eboncraft or Ebon Adept
    Benefit: Add one Shadowcaster Path's mysteries to your Technique list, you may skip paths when learning them as Techniques. Treat them as Spell-derived Techniques for all purposes.

    Fatesight [Discipline]
    Prerequisites: 5 HD, Future Sight
    Benefit: Add the Seer (Clairsentience) powers to your Technique list. Treat them as Spell-derived Techniques for all purposes, except that they are manifested as Psi-like abilities, automatically augmented to your Hit Die.
    Spoiler: OTHERS
    Show
    Anima Contention
    Prerequisite: 5 HD/iteration
    Benefit: You gain the Soul Binding (ToM,p.10) ability, with an EBL of 1. Unlike an actual Binder, you only gain one ability from the bound vestige.
    Special: You may select this multiple times, with each iteration increasing your EBL by 3.

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

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

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

    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.

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

    Combat Clairvoyance
    Prerequisites: 4 HD, Future Sight, Percipience
    Benefit: You gain 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

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

    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.

    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.)

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

    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.

    Warcraft
    Prerequisites: 5 HD, Blade Adept
    Benefit: You gain an additional +1 enhancement bonus on weapons and armor you currently wield/wear.

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

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

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

    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.

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

    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.

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

    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.

    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.

    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.

    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/-.

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

    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.





    Feats
    Spoiler
    Show
    Hidden Magical Attunement
    You discover an esoteric technique for observing magic.
    Prerequisite: Monsterbound Level 5th
    Benefit: You can teach the Arcane Sight spell as a Technique to a companion with the Magical Beast or the Dragon type. Use the rules for Learning Additional Techniques, except that it doesn't need to be on the companion's Technique list, it is considered as a 2nd-level Technique, and its scroll isn't expended/used from this method.
    Normal: A monsterbound can't teach Techniques outside a companion's Technique List.

    Hidden Community Attunement
    You discover an esoteric technique for bridging gaps between distant societies.
    Prerequisite: Monsterbound Level 11th
    Benefit: You can teach the City StrideRaces of Destiny spell as a Technique to a companion with either the Elemental Type or the Astral Link effort ability. Use the rules for Learning Additional Techniques, except that it doesn't need to be on the companion's Technique list, it is considered as a 4th-level Technique, and its scroll isn't expended/used from this method.
    Normal: A monsterbound can't teach Techniques outside a companion's Technique List.

    Hidden Planar Attunement
    You discover an esoteric technique for sailing across planar boundaries.
    Prerequisite: Monsterbound Level 17th
    Benefit: You can teach the Planar NavigationStormwrack spell as a Technique to a companion with the Water Subtype or the Hidden Spring effort ability. Use the rules for Learning Additional Techniques, except that it doesn't need to be on the companion's Technique list, it is considered as a 6th-level Technique, and its scroll isn't expended/used from this method.
    Special: The learning companion can serve as the ship for the purposes of this Technique, transporting with it all that it carries.
    Normal: A monsterbound can't teach Techniques outside a companion's Technique List.

    Opportunistic Soulbond
    You seize every opportunity to make an easier Soulbond.
    Prerequisite: Monsterbound Level 1st
    Benefit: Choose one condition from each category/row. Reduce the Soulbond DC by the indicated amount on the table, based on which condition (of the four chosen) affects the target. The penalties overlap, so only the highest penalty gets applied.
    Penalty Condition
    -1 Dazzled, Entangled, Fatigued, Prone, Shaken, or Sickened
    -2 Blinded, Deafened, Exhausted, Flatfooted, Frightened, or Grappled
    -3 Confused, Dazed, Disabled, Nauseated, Pinned, or Staggered
    -4 Cowering, Fascinated, Helpless, Panicked, Petrified, or Stunned

    Fifth Move of Doom
    You train your companion to increase its versatility.
    Prerequisite: Companion ability
    Benefit: Choose one companion. That companion's Maximum Techniques Known becomes five. If that companion is released, you may choose a different companion to gain this benefit in its stead.
    Normal: A companion can't have more than four moves.
    Special: You may select this feat multiple times, choosing a different companion each time.
    Last edited by ben-zayb; 2015-07-25 at 09:22 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.