Vaynor
2010-01-13, 08:35 PM
Linked Soul
http://i25.photobucket.com/albums/c83/Vaynor/LYRA.png
A linked soul and her dæmon
A linked soul has a unique, physical manifestation in the form of an animal. The manifestation, called a dæmon, has a special bond with its counterpart. A linked soul’s dæmon can assume the shape of many different animals, giving them a unique combat advantage.
Creating a Linked Soul
“Linked Soul” is an inherited (or acquired in rare cases, see below) template that can be added to any corporeal, medium humanoid.
Special Qualities
Dæmon
A linked soul has a unique bond with a creature called a dæmon. A dæmon is considered the same entity as the linked soul, and is said to be an image of one’s soul. A dæmon’s alignment reflects that of its counterpart.
Dæmon are formed at birth and perish when their counterpart dies. If a dæmon dies prematurely, the linked soul gains 1 negative level which is only restored 2d4 days after regaining their dæmon. This effect cannot kill the linked soul (i.e. minimum level 1). When the dæmon dies, its body fades away and the linked soul loses 50% of his HP (minimum 0) and takes nonlethal damage equal to his health. In order to regain their dæmon, a linked soul must make a Will save equal to 10 + the number of days that have passed since the dæmon died (maximum 20). This check may be attempted after 24 hours have passed, and every 24 hours after that. As long as a linked soul is without his dæmon, he gains a -3 penalty on all saves, attacks, and skills, and is considered fatigued.
A dæmon must remain within 30 feet of its counterpart. If the dæmon is too far from the linked soul for more than 5 rounds, the linked soul suffers 1d6 nonlethal damage per round. Touching another’s dæmon is considered a breach of etiquette, and intentionally touching another’s dæmon is considered an evil act.
A dæmon can shift form at will. The dæmon can take the form of an animal. The dæmon’s size cannot exceed the linked soul’s (medium), but can be anything of smaller size. Changing forms is a free action. A dæmon cannot shift into any form larger than the area it is contained in. Because of its ability to rapidly change forms, the dæmon gains a +10 bonus on Escape Artist and Grapple checks if it chooses to cycle through various forms quickly, making it extremely difficult for an opponent to hold them down. The dæmon only gains this bonus if a standard action is spent escaping.
A dæmon’s HD is equal to 3/4 of the linked soul (minimum 1). Any animal that the dæmon transforms into shares the same HD. The dæmon cannot assume the form of an animal with a higher HD than itself. If the base creature’s HD is less than that of the dæmon, grant it bonus animal HD. In addition to bonus HD, the dæmon also gains a bonus to natural armor equal to the HD gained, and a bonus to physical ability scores equal to half of the HD gained. For every 4 bonus HD the dæmon gains, increase its natural attack damage as if the dæmon was a size larger (maximum 2 sizes larger than its maximum size). Do not grant bonus HD to a dæmon whose form’s base HD is equal to 3/4 of the linked soul’s HD. A dæmon gains evasion, multiattack, and improved evasion at the same rate as a druid’s animal companion (when determining when the dæmon receives these abilities, treat the “Bonus HD” column as the dæmon’s max HD). A dæmon shares its counterparts mental scores, skills, and saves. A dæmon gains feats normally. For all relevant scores not mentioned in this entry, determine them as if the dæmon were a magical beast (or whatever type it has access to due to the Greater Soul feat (see below), whichever is greater).
A dæmon is considered untyped, and cannot be affected by any spells that affect a specific type of creature (regardless of the form it is in). A dæmon is immune to sleep effects, mind-affecting effects, poison, paralysis, disease, death effects, necromancy effects, ability drain, ability damage, fatigue, exhaustion, or energy drain (however, a dæmon will become fatigued or exhausted if its counterpart is). A dæmon sleeps only when the linked soul does. A dæmon may gain a subtype through the Greater Soul feat (see below).
A dæmon is considered to know and is able to perform (without a Handle Animal check) any trick due to its shared intelligence.
A dæmon can speak Common and any other language the linked soul knows.
Dæmons are always the opposite sex of their counterpart. A dæmon cannot reproduce.
A linked soul can choose to have his dæmon be unchanging. A dæmon's settled form always represents its counterparts personality and mannerisms. For example, a servant may have a dog dæmon, a traveler might have a bird dæmon, a sailor might have a seagull dæmon, or a dolphin, and those with more powerful personalities might have a dæmon as intimidating as a tiger. This choice can be made at any time, but the dæmon must have settled by the time the character reaches middle age. The dæmon assumes a single form of the linked soul’s choice, and can never change forms again (unless by taking the Greater Soul feat (see below)). In reparation for this decision, the dæmon gains an immediate 3 bonus HD (the dæmon’s HD can never exceed the linked soul’s), +2 to all physical ability scores, and +3 natural armor.
Many common dæmon forms are included in the following (although many other forms are available): fox, baboon, bat, monkey, cat, cheetah, dolphin, ferret, hare, husky, lemming, lemur, marmoset, marmot, rabbit, muskrat, pine marten, pinscher, red setter, retriever, leopard, terrier, wolf, wolverine, crow, finch, hawk, macaw, nightingale, osprey, pelican, raven, robin, seagull, goose, owl, tern, frog, lizard, snake, cougar, ermine, lion, mongoose, mouse, polecat, porcupine, porpoise, rat, squirrel, stoat, tiger, eagle, goldfinch, kestrel, mockingbird, and salamander.
Empathic Knowledge
The linked soul and the dæmon’s special bond affects their emotions. The linked soul can direct its dæmon without speaking, or even seeing it, and emotions between the two are shared. This bond is so strong that if one of the two feels any strong emotions, the other will involuntarily feel them as well. If either the dæmon or the linked soul is affected by a fear effect, both are affected by it.
Share Spells
Any spell the linked soul casts on himself can also affect their dæmon, at the player’s discretion. The linked soul may also cast spells with a range of “You” on the dæmon. Any effect placed on the dæmon by this ability lasts as long as it does for the linked soul.
Spell Resistance
A linked soul and their dæmon gain spell resistance as long as they are within range of each other. This spell resistance is equal to 10 + class levels.
Saves
A linked soul gains a +2 bonus on all Will saves as long as he is in range of his dæmon.
Abilities
A linked soul gains a +2 bonus to his Wisdom score.
Feats
The linked soul gains the Alertness feat as long as his dæmon is within range.
Environment
Any.
Organization
Any.
Challenge Rating
+2.
Treasure
Normal.
Alignment
Any.
Advancement
By character class.
Level Adjustment
+1.
Example Linked Soul
Jack Berner
Neutral good human male (linked soul)
Fighter 3
Init +7, Senses: Listen +4, Spot +4
Languages Common
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AC 16 (+3 Dex, +3 hide armor), touch 12, flat-footed 13
hp 3d10+6 (27 HP)
Fort +5, Ref +4, Will +5
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Speed 30 ft. (6 squares)
Melee Longbow +6 ranged (1d8+1, x3, 100 ft.) or longsword +4 melee (1d8+1, 19-20/x2)
Base Atk +3, Grp +4
Atk Options Rapid fire +4/+4 ranged (1d8+1, x3, 100 ft.)
Combat Gear Composite longbow (+1 Strength bonus), longsword, hide armor
-----------------------------------------------
Abilities Str 13, Dex 17, Con 14, Int 10, Wis 14, Cha 8
SQ Dæmon, empathic knowledge, share spells, spell resistance 13
Feats Point blank shot, dodge, rapid shot, improved initiative, mobility, alertnessB
Skills Climb (Str) +4, Handle Animal (Cha) +1, Intimidate (Cha) +1, Jump (Str) +3, Ride (Dex) +4, Swim (Str) +3
Possessions Bedroll, flint and steel, hooded lantern (2 pints of oil), backpack, iron pot, hempen rope, tent, whetstone, quiver (50 arrows), gloves of dexterity +2
CR 5
New Feats
Know your Soul
Prerequisites: Wisdom 14
Benefit: You have achieved a state of being advanced enough to be able to talk to the mental manifestation of your soul (or dæmon). You gain a +2 bonus on Will saves against mind-affecting effects, and gain the use of commune once per day (one question only) in which you ask your dæmon a simple question.
Normal: Normally you are not able to talk to your soul.
Soul Manifestation
Prerequisites: Wisdom 16, Know Your Soul, Concentration 8 ranks
Benefit: Your bond with your dæmon is so great that you have managed to manifest it physically. You gain the Linked Soul template.
Normal: Without this feat, your soul remains inside your body.
Special: To attain the full effects of the template and manifest your dæmon, you must meditate for 3 days without stopping. During the meditation you attempt to connect with your dæmon on a closer level than you ever have before. If the meditation is interrupted, it must be attempted again before you gain any benefit from this feat.
Greater Soul
Prerequisites: Wisdom 16, Linked Soul Template
Benefit: Your soul may take on greater, more fearsome physical forms. Your soul, or dæmon, may take on more outlandish forms, or their current form may be improved. When taking this feat you may decide to either increase your ECL by 2 when determining the abilities of your dæmon, grant your dæmon a subtype, allow it to become a creature of a different type altogether, increase its HD, or increase its size limit.
Subtypes
If you choose to grant your dæmon a subtype you may choose a subtype from the following, gaining its normal attributes except as mentioned below.
Air: Base flight speed increased by 50%, maneuverability increased to perfect; if the dæmon did not have a flight speed it gains one equal to its base land speed with good maneuverability.
Chaotic: You must have a chaotic alignment to choose this subtype, your dæmon deals additional damage equal to one-third of its HD (minimum 1) on attacks against targets of lawful alignment or of the lawful subtype.
Cold: Immune to cold, vulnerable to fire. Your dæmon's attacks deal additional cold damage equal to one-half of its HD.
Earth: Burrow speed increased by 50%, and the dæmon does not need to breathe when burrowing; if the dæmon does not possess a burrow speed, grant it one equal to its base land speed.
Evil: You must have an evil alignment to choose this subtype, your dæmon deals additional damage equal to one-third of its HD (minimum 1) on attacks against targets of good alignment or of the good subtype.
Fire: Immune to fire, vulnerable to cold. Your dæmon's attacks deal additional fire damage equal to one-half of its HD.
Good: You must have a good alignment to choose this subtype, your dæmon deals additional damage equal to one-half of its HD (minimum 1) on attacks against targets of evil alignment or of the evil subtype.
Incorporeal: Gained as normal.
Lawful: You must have a lawful alignment to choose this subtype, your dæmon deals additional damage equal to one-third of its HD (minimum 1) on attacks against targets of chaotic alignment or of the chaotic subtype.
Reptilian: Your dæmon's skin becomes hardened and covered in scales, causing its natural armor to be increased by 5.
Water: Swim speed doubled and the dæmon may breathe underwater indefinitely; if the dæmon did not have a swim speed it gains one equal to its base land speed.
If you choose to grant additional available types to your dæmon, you may select them from the following: dragon, magical beast, plant, and vermin. If your dæmon takes on a form granted by one of these types, reduce your ECL by 4 when determining your dæmon's abilities. The dæmon does not gain access to any spell-like abilities possessed by these creatures, and may choose only one supernatural attack.
If you choose to increase your dæmon's HD, its HD increases by 2 (the dæmon's HD can never exceed the linked soul's HD).
If you choose to increase your dæmon's size category, increase its size category by one step. The dæmon cannot become more than two size categories larger than its original maximum size.
Normal: Your dæmon may only take the form of a basic animal, and it's HD is limited.
Special: You may take this feat multiple times. Its effects stack. Each time you select this feat, you may choose to increase your ECL by an additional 2 for the purposes of determining your dæmon's abilities, grant your dæmon an additional subtype, or open up a new type for your dæmon to become. You may not grant your dæmon the same subtype twice.
Inspiration found here. (http://en.wikipedia.org/wiki/D%C3%A6mon_%28His_Dark_Materials%29#Form)
Criticism is welcomed as always.
http://i25.photobucket.com/albums/c83/Vaynor/LYRA.png
A linked soul and her dæmon
A linked soul has a unique, physical manifestation in the form of an animal. The manifestation, called a dæmon, has a special bond with its counterpart. A linked soul’s dæmon can assume the shape of many different animals, giving them a unique combat advantage.
Creating a Linked Soul
“Linked Soul” is an inherited (or acquired in rare cases, see below) template that can be added to any corporeal, medium humanoid.
Special Qualities
Dæmon
A linked soul has a unique bond with a creature called a dæmon. A dæmon is considered the same entity as the linked soul, and is said to be an image of one’s soul. A dæmon’s alignment reflects that of its counterpart.
Dæmon are formed at birth and perish when their counterpart dies. If a dæmon dies prematurely, the linked soul gains 1 negative level which is only restored 2d4 days after regaining their dæmon. This effect cannot kill the linked soul (i.e. minimum level 1). When the dæmon dies, its body fades away and the linked soul loses 50% of his HP (minimum 0) and takes nonlethal damage equal to his health. In order to regain their dæmon, a linked soul must make a Will save equal to 10 + the number of days that have passed since the dæmon died (maximum 20). This check may be attempted after 24 hours have passed, and every 24 hours after that. As long as a linked soul is without his dæmon, he gains a -3 penalty on all saves, attacks, and skills, and is considered fatigued.
A dæmon must remain within 30 feet of its counterpart. If the dæmon is too far from the linked soul for more than 5 rounds, the linked soul suffers 1d6 nonlethal damage per round. Touching another’s dæmon is considered a breach of etiquette, and intentionally touching another’s dæmon is considered an evil act.
A dæmon can shift form at will. The dæmon can take the form of an animal. The dæmon’s size cannot exceed the linked soul’s (medium), but can be anything of smaller size. Changing forms is a free action. A dæmon cannot shift into any form larger than the area it is contained in. Because of its ability to rapidly change forms, the dæmon gains a +10 bonus on Escape Artist and Grapple checks if it chooses to cycle through various forms quickly, making it extremely difficult for an opponent to hold them down. The dæmon only gains this bonus if a standard action is spent escaping.
A dæmon’s HD is equal to 3/4 of the linked soul (minimum 1). Any animal that the dæmon transforms into shares the same HD. The dæmon cannot assume the form of an animal with a higher HD than itself. If the base creature’s HD is less than that of the dæmon, grant it bonus animal HD. In addition to bonus HD, the dæmon also gains a bonus to natural armor equal to the HD gained, and a bonus to physical ability scores equal to half of the HD gained. For every 4 bonus HD the dæmon gains, increase its natural attack damage as if the dæmon was a size larger (maximum 2 sizes larger than its maximum size). Do not grant bonus HD to a dæmon whose form’s base HD is equal to 3/4 of the linked soul’s HD. A dæmon gains evasion, multiattack, and improved evasion at the same rate as a druid’s animal companion (when determining when the dæmon receives these abilities, treat the “Bonus HD” column as the dæmon’s max HD). A dæmon shares its counterparts mental scores, skills, and saves. A dæmon gains feats normally. For all relevant scores not mentioned in this entry, determine them as if the dæmon were a magical beast (or whatever type it has access to due to the Greater Soul feat (see below), whichever is greater).
A dæmon is considered untyped, and cannot be affected by any spells that affect a specific type of creature (regardless of the form it is in). A dæmon is immune to sleep effects, mind-affecting effects, poison, paralysis, disease, death effects, necromancy effects, ability drain, ability damage, fatigue, exhaustion, or energy drain (however, a dæmon will become fatigued or exhausted if its counterpart is). A dæmon sleeps only when the linked soul does. A dæmon may gain a subtype through the Greater Soul feat (see below).
A dæmon is considered to know and is able to perform (without a Handle Animal check) any trick due to its shared intelligence.
A dæmon can speak Common and any other language the linked soul knows.
Dæmons are always the opposite sex of their counterpart. A dæmon cannot reproduce.
A linked soul can choose to have his dæmon be unchanging. A dæmon's settled form always represents its counterparts personality and mannerisms. For example, a servant may have a dog dæmon, a traveler might have a bird dæmon, a sailor might have a seagull dæmon, or a dolphin, and those with more powerful personalities might have a dæmon as intimidating as a tiger. This choice can be made at any time, but the dæmon must have settled by the time the character reaches middle age. The dæmon assumes a single form of the linked soul’s choice, and can never change forms again (unless by taking the Greater Soul feat (see below)). In reparation for this decision, the dæmon gains an immediate 3 bonus HD (the dæmon’s HD can never exceed the linked soul’s), +2 to all physical ability scores, and +3 natural armor.
Many common dæmon forms are included in the following (although many other forms are available): fox, baboon, bat, monkey, cat, cheetah, dolphin, ferret, hare, husky, lemming, lemur, marmoset, marmot, rabbit, muskrat, pine marten, pinscher, red setter, retriever, leopard, terrier, wolf, wolverine, crow, finch, hawk, macaw, nightingale, osprey, pelican, raven, robin, seagull, goose, owl, tern, frog, lizard, snake, cougar, ermine, lion, mongoose, mouse, polecat, porcupine, porpoise, rat, squirrel, stoat, tiger, eagle, goldfinch, kestrel, mockingbird, and salamander.
Empathic Knowledge
The linked soul and the dæmon’s special bond affects their emotions. The linked soul can direct its dæmon without speaking, or even seeing it, and emotions between the two are shared. This bond is so strong that if one of the two feels any strong emotions, the other will involuntarily feel them as well. If either the dæmon or the linked soul is affected by a fear effect, both are affected by it.
Share Spells
Any spell the linked soul casts on himself can also affect their dæmon, at the player’s discretion. The linked soul may also cast spells with a range of “You” on the dæmon. Any effect placed on the dæmon by this ability lasts as long as it does for the linked soul.
Spell Resistance
A linked soul and their dæmon gain spell resistance as long as they are within range of each other. This spell resistance is equal to 10 + class levels.
Saves
A linked soul gains a +2 bonus on all Will saves as long as he is in range of his dæmon.
Abilities
A linked soul gains a +2 bonus to his Wisdom score.
Feats
The linked soul gains the Alertness feat as long as his dæmon is within range.
Environment
Any.
Organization
Any.
Challenge Rating
+2.
Treasure
Normal.
Alignment
Any.
Advancement
By character class.
Level Adjustment
+1.
Example Linked Soul
Jack Berner
Neutral good human male (linked soul)
Fighter 3
Init +7, Senses: Listen +4, Spot +4
Languages Common
------------------------------------------------
AC 16 (+3 Dex, +3 hide armor), touch 12, flat-footed 13
hp 3d10+6 (27 HP)
Fort +5, Ref +4, Will +5
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Longbow +6 ranged (1d8+1, x3, 100 ft.) or longsword +4 melee (1d8+1, 19-20/x2)
Base Atk +3, Grp +4
Atk Options Rapid fire +4/+4 ranged (1d8+1, x3, 100 ft.)
Combat Gear Composite longbow (+1 Strength bonus), longsword, hide armor
-----------------------------------------------
Abilities Str 13, Dex 17, Con 14, Int 10, Wis 14, Cha 8
SQ Dæmon, empathic knowledge, share spells, spell resistance 13
Feats Point blank shot, dodge, rapid shot, improved initiative, mobility, alertnessB
Skills Climb (Str) +4, Handle Animal (Cha) +1, Intimidate (Cha) +1, Jump (Str) +3, Ride (Dex) +4, Swim (Str) +3
Possessions Bedroll, flint and steel, hooded lantern (2 pints of oil), backpack, iron pot, hempen rope, tent, whetstone, quiver (50 arrows), gloves of dexterity +2
CR 5
New Feats
Know your Soul
Prerequisites: Wisdom 14
Benefit: You have achieved a state of being advanced enough to be able to talk to the mental manifestation of your soul (or dæmon). You gain a +2 bonus on Will saves against mind-affecting effects, and gain the use of commune once per day (one question only) in which you ask your dæmon a simple question.
Normal: Normally you are not able to talk to your soul.
Soul Manifestation
Prerequisites: Wisdom 16, Know Your Soul, Concentration 8 ranks
Benefit: Your bond with your dæmon is so great that you have managed to manifest it physically. You gain the Linked Soul template.
Normal: Without this feat, your soul remains inside your body.
Special: To attain the full effects of the template and manifest your dæmon, you must meditate for 3 days without stopping. During the meditation you attempt to connect with your dæmon on a closer level than you ever have before. If the meditation is interrupted, it must be attempted again before you gain any benefit from this feat.
Greater Soul
Prerequisites: Wisdom 16, Linked Soul Template
Benefit: Your soul may take on greater, more fearsome physical forms. Your soul, or dæmon, may take on more outlandish forms, or their current form may be improved. When taking this feat you may decide to either increase your ECL by 2 when determining the abilities of your dæmon, grant your dæmon a subtype, allow it to become a creature of a different type altogether, increase its HD, or increase its size limit.
Subtypes
If you choose to grant your dæmon a subtype you may choose a subtype from the following, gaining its normal attributes except as mentioned below.
Air: Base flight speed increased by 50%, maneuverability increased to perfect; if the dæmon did not have a flight speed it gains one equal to its base land speed with good maneuverability.
Chaotic: You must have a chaotic alignment to choose this subtype, your dæmon deals additional damage equal to one-third of its HD (minimum 1) on attacks against targets of lawful alignment or of the lawful subtype.
Cold: Immune to cold, vulnerable to fire. Your dæmon's attacks deal additional cold damage equal to one-half of its HD.
Earth: Burrow speed increased by 50%, and the dæmon does not need to breathe when burrowing; if the dæmon does not possess a burrow speed, grant it one equal to its base land speed.
Evil: You must have an evil alignment to choose this subtype, your dæmon deals additional damage equal to one-third of its HD (minimum 1) on attacks against targets of good alignment or of the good subtype.
Fire: Immune to fire, vulnerable to cold. Your dæmon's attacks deal additional fire damage equal to one-half of its HD.
Good: You must have a good alignment to choose this subtype, your dæmon deals additional damage equal to one-half of its HD (minimum 1) on attacks against targets of evil alignment or of the evil subtype.
Incorporeal: Gained as normal.
Lawful: You must have a lawful alignment to choose this subtype, your dæmon deals additional damage equal to one-third of its HD (minimum 1) on attacks against targets of chaotic alignment or of the chaotic subtype.
Reptilian: Your dæmon's skin becomes hardened and covered in scales, causing its natural armor to be increased by 5.
Water: Swim speed doubled and the dæmon may breathe underwater indefinitely; if the dæmon did not have a swim speed it gains one equal to its base land speed.
If you choose to grant additional available types to your dæmon, you may select them from the following: dragon, magical beast, plant, and vermin. If your dæmon takes on a form granted by one of these types, reduce your ECL by 4 when determining your dæmon's abilities. The dæmon does not gain access to any spell-like abilities possessed by these creatures, and may choose only one supernatural attack.
If you choose to increase your dæmon's HD, its HD increases by 2 (the dæmon's HD can never exceed the linked soul's HD).
If you choose to increase your dæmon's size category, increase its size category by one step. The dæmon cannot become more than two size categories larger than its original maximum size.
Normal: Your dæmon may only take the form of a basic animal, and it's HD is limited.
Special: You may take this feat multiple times. Its effects stack. Each time you select this feat, you may choose to increase your ECL by an additional 2 for the purposes of determining your dæmon's abilities, grant your dæmon an additional subtype, or open up a new type for your dæmon to become. You may not grant your dæmon the same subtype twice.
Inspiration found here. (http://en.wikipedia.org/wiki/D%C3%A6mon_%28His_Dark_Materials%29#Form)
Criticism is welcomed as always.