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ben-zayb
2014-06-16, 05:48 AM
Monsterbound

"You teach me, and I'll teach you..."
http://i.imgur.com/ZqvmL6A.jpg
edited out explicit content from this Tumblr page (http://24.media.tumblr.com/tumblr_me4ecyHZ3n1rlapw2o1_500.jpg), ©Pokemon Ltd.


Monsterbounds bear the natural gift of the much-maligned soulbond. They possess the ability of forging a deep empathic bond with creatures, sometimes even without the use of words, so much so that the latter become willing to be loyal companions and join him in achieving his goals.


Adventures: Monsterbounds are naturally adventurous people. The majority of them enjoy exploring the world to meet different kinds of monsters.

Characteristics: Monsterbounds, by themselves, are nothing more than your average mundane adventurers with a magical monster manual. However, soulbond turns monsterbounds into invaluable allies. Some companions brawl tooth and nail, some fight with surgical precision, some strike swiftly from the shadows, some rain magical destruction, some charm others to their bidding, and other more have their own little tricks. It all depends on what kind of companion they are looking for.

Alignment: Monsterbounds do not associate themselves with any particular alignment, although the idea of entwining one's soul to another's makes the prospect of pursuing such path less appealing to chaotic characters. Statistically speaking, there are about the same number of good and evil monsterbounds, which says a lot about how one interprets the concept of soulbond.

Religion: Monsterbounds do not necessarily adhere to a specific religion. However, some sects of those who worship freedom and liberation deities, such as the Golden Paladins, actively hunt down monsterbounds to extinction.

Background: Being a monsterbound is far from being under some simple profession or field of study that one only chooses to take on a whim. Rather, the path of soulbond is some sort of calling. They come from all walks of life, each having their own paradigm and motivations as far as how and why they pursue this calling. Some of them bond with creatures to have pets, some merely seek equal peers with deeper empathic connections, while some merely treat companions as enslaved meat puppets or living weapons, akin to many summoners and planar-binders. A rare few intellectuals follow their calling for research purposes, bonding with creatures to better study and understand them, and then simply releasing them back to their natural habitat once done with the research.

Races: Many civilized races, particularly elves and gnomes who closely adhere to the philosophy of their major deities, actually shun, ostracize, or even hunt down monsterbounds. It's no surprise that races like the Drow don't mind such concepts, if twisted to their paradigm, and many of them will grab any opportunity to acquire such an immensely powerful ability. More adaptive and open-minded races openly embrace and even associate themselves with monsterbound. Other races worship their own monsterbounds as gods capable of subduing lesser being who opposes them.

Other Classes: Beguilers and enchanters look down or sometimes envy the innate empathic powers of the monsterbound. Druids usually get along with them, until the latter calls out a quasit or a human companion. Fighters, rogues, and barbarians generally don't care as long as they pull their weight on the team. Paladins are always wary of them, keeping a close eye if and when they finally "show their true colors".

Role: While a monsterbound is functionally a summoner, he offers competency on a variety of roles depending on which companions (and techniques) are available. Magical Beasts make for good heavy-hitting toe-to-toe fighters, Fey are great at social situations and subtlety, Giants have the size to subdue foes at great range, etc.

Adaptation: More maneuvers from various homebrew disciplines can also be fully integrated with the techniques, adding a few more related effort abilities as well. Powers and mysteries can also be added or substituted for magic in this manner, depending on how magic, psionics, and shadow magic works in the setting.

GAME RULE INFORMATION
Monsterbounds have the following game statistics.
Abilities: Monsterbounds generally need a high Charisma or Wisdom, depending on how he approaches the soulbond process. Better Charisma helps in imposing his force of personality, while better Wisdom makes him more perceptive of those around him. A good Constitution score also helps in keeping his his body tough and healthy.

Alignment: Any
Hit Die: d6
Starting Age: As bard
Starting Gold: As bard

Class Skills
The monsterbound's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Martial Lore (Int), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Speak Language (N/A), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Magic Device (Cha), and Use Rope (Dex)

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier


TABLE - MONSTERBOUND
LevelBABFortRefWillSpecial Maximum CompanionsDaily Companions
1st+0+0+0+2Companion, Soulbond, Soulspace33
2nd+1+0+0+3Techniques (Level 1), Monstronomicon33
3rd+1+1+1+3Insignias43
4th+2+1+1+4Share Techniques43
5th+2+1+1+4Techniques (Level 2)53
6th+3+2+2+5Reclaim Might54
7th+3+2+2+5Double Battle64
8th+4+2+2+6Techniques (Level 3)64
9th+4+3+3+6Soulhive74
10th+5+3+3+7Share Items74
11th+5+3+3+7Techniques (Level 4)85
12th+6/+1+4+4+8Reclaim Majesty85
13th+6/+1+4+4+8Triple Battle95
14th+7/+2+4+4+9Techniques (Level 5)95
15th+7/+2+5+5+9Soul Immateria105
16th+8/+3+5+5+10Share Immunities106
17th+8/+3+5+5+10Techniques (Level 6)116
18th+9/+4+6+6+11Reclaim Mystique116
19th+9/+4+6+6+11Horde Battle126
20th+10/+5+6+6+12Techniques (Level 7), Touch 'em All126


Class Features
All of the following are class features of the monsterbound.

Weapon and Armor Proficiencies: A monsterbound is proficient with all simple weapons and light armor, but not with shields.


Companion (Ex):
A monsterbound begins play with a companion selected from the following list: Badger, Bat, Cat, Dog, Eagle, Hawk, Lizard, Monkey, Owl, Rat, Raven, Viper (Small or Tiny), Toad, and Weasel. This creature, which now possesses a soulbond with the monsterbound, becomes a loyal companion that accompanies the monsterbound on his adventures.

A 1st-level monsterbound's companion is completely typical for its kind except as noted in the Monsterbound's Companion section, and that it loses all innate Extraordinary, Supernatural, Spell-/Psi-Like, and Spellcasting/Manifesting/Initiating/etc Abilities. As a monsterbound advances in level, the companionís power increases.


Active Companion: A companion acts on its own Initiative count, but it can't attack creatures and objects (as defined in the Invisibility spell) unless it is the active companion. As a 1-round action, you may select which of your Daily companions becomes the active companion.

Daily Companions: At the start of the day, a 1st-level monsterbound chooses up to three companions to join him for that day, while companions not chosen are automatically returned to the Soulspace (if they aren't there already). As a monsterbound advances in level, this maximum amount increases.

Maximum Companions: A 1st-level monsterbound can have up to a maximum of three companions, which increases as a monsterbound advances in level. These additional companions can be gained via the soulbond ability.

Release: If a monsterbound releases her companion from their soulbond, the creature reverts back to its previous state (statwise) before becoming a companion, except it retains changes caused by time (such as age). Consequently, the monsterbound gains one more spot for a new companion. A companion released while inside the Soulspace gets transported adjacent the monsterbound first before getting released. Additionally, a companion who acquires a template becomes automatically released.

Death: A dead (or destroyed, in some cases) companion can be raised from the dead by the usual means, except that the monsterbound will be the one to take any drawbacks, such as level loss. The bond between the monsterbound and his companion is so strong that even Constructs, Elementals, Outsiders, and Undead companions can also be raised from the dead this way. Alternatively, a monsterbound may just release dead (or destroyed) companions as normal, except that they retain that condition.


Soulbond (Ex): A monsterbound possesses the unique gift of forging a deep empathic bond to creatures, even without the use of words, to such a degree that some creatures are willing to go as far as join him in achieving his goals.

In order to make this special connection, you must be within 10 feet of the target and must succeed on a soulbond check (1d20 + 1/2 monsterbound level + Cha or Wis modifier) against a DC of (10 + target's HD + highest mental ability modifier). If the target's hit points is less than half of maximum, you get a +1 bonus to the soulbond check; if it's less than quarter of maximum, you get a +2 bonus instead. A successful soulbond check means the target willingly becomes one of your companions and is transported to your Soulspace. If a monsterbound is still below his maximum companions per Day, he may choose to add the new companion to his companions per Day.

You can only make a soulbond check if you don't have the maximum amount of companions yet (listed on the Table - Monsterbound above), and if the target creature meets the following restrictions:
must not have any Class Levels (Including Racial Paragon and Monster Class)
must have HD less than or equal to the character's monsterbound level
must have neither Bloodlines (as the UA variant) nor Templates
must have neither the Swarm nor the Incorporeal subtypes
must have neither a size smaller than Fine nor a size larger than Small
must not be a recipient of a previous soulbond check (i.e. only one soulbond attempt per creature)
must not be a Player Character (or a player-controlled character)
must not be someone else's companion, animal companion, familiar, special mount, cohort, or follower
must not be conjured via either Summoning, Calling, or Creation effects
must not be bound to any other sort of magical pact or responsibility
Outsider: Formian Worker, Lantern Archon, Vargouille
Animal: Bat, Cat, Badger, Dog, Eagle, Hawk, Lizard, Monkey, Owl, Rat, Dire Rat, Raven, Toad, Small Viper, Tiny Viper, Weasel
Magical Beast: Darkmantle, Stirge
Humanoid: Gnome, Goblin, Halfling, Kobold (without class levels)
Vermin: Tiny Monstrous Centipede, Small Monstrous Centipede, Tiny Monstrous Scorpion, Small Monstrous Scorpion, Tiny Monstrous Spider, Small Monstrous Spider, Giant Fire Beetle
Construct: Tiny Animated Object, Small Animated Object

Soulspace (Su)
A monsterbound has a pocket nondimensional space called the soulspace. This a metaphysical manifestation of a monsterbound's soul, and nobody but those with a soulbond to him can access it (not even Gate, Wish, Miracle, or similar effects can affect this). Companions inside the soulspace do not need to eat, drink, breath, or sleep when inside the soulspace, and are also in fact immune to any sort of harm, as though under the effects of the Timeless Body power.

As a move action, you may transport a companion either from anywhere within your line of effect to your soulspace, or from your soulspace to anywhere within your line of effect up to 5 feet of you. This does not count as planar travel, and is in fact akin to a transmutation effect.

Items aside from non-magical clothing (as described in the Goods and Services (http://www.d20srd.org/srd/equipment/goodsAndServices.htm) section of the SRD) can't be brought inside the Soulspace, and so are dropped automatically when a companion is transported here.


Monstronomicon (Su)
A 2nd-level monsterbound gains his own monstronomicon--a tome capable of holding valuable information about specific monsters. A monsterbound gets to decide on the aesthetic appearance of his own monstronomicon, such as colors, textures, or any particular markings.

Materializing and dematerializing the monstronomicon (a Transmutation effect) takes a swift action. While a monstronomicon appears as a tangible material object, it is nothing but a manifestation of your general knowledge about monsters. Thus, whenever it becomes destroyed, you can easily rematerialize a replacement monstronomicon that still retains previous entries.

Encountering a monster while the monstronomicon is conjured automatically records a partial entry containing information on its kind, granting you a +2 circumstance bonus on knowledge checks against the former (as a masterwork tool). Succeeding on a soulbond check against a monster automatically records a full entry containing complete information about its kind (as in Monster Manual entries), as well as increasing the circumstance bonus to +4 per five monsterbound levels (round down).

Only the monsterbound can gain the circumstance bonus from his own monstronomicon, but he can still relay the detailed information (such as whether the creature has Regeneration, how strong and what bypasses any of its DR, what is its reach, etc.)


Techniques (Ex, Su, or Sp)
A monsterbound magnifies the strength of his soulbond, enabling him to tap into his companion's hidden powers, called Techniques. At 2nd, 5th, 8th, 11th, 14th, 17th, and 20th level, a monsterbound's companions gains the ability to cast/initiate up to 1st, 2nd, 3rd, 4th, 5th, 6th, and 7th level Techniques, respectively. Additionally, in each of these class levels, each of his companions learn one Technique.

The save DC for a Technique, if any, is 10 + technique level + companion's highest mental or physical ability score (mental for spell-derived and physical for maneuver-derived techniques).

TECHNIQUES
Techniques are derived from either spells or maneuvers, depending on the companion's Technique List, with the following changes:

Spell-derived Techniques
can be cast for up to a number of times per day, as indicated on the table to the right
cast as Spell-like Abilities, with CL equal to monsterbound level
have XP, expensive material, and miscellaneous costs (such as Sacrifice, Drug, etc.), which the monsterbound must pay and have on his person
Maneuver-derived Techniques
can be initiated for a number of times, as indicated on the table to the right, before being considered expended
initiated as Extraordinary Abilities unless noted otherwise, with IL equal to monsterbound level
maximum level that can be initiated isn't based on IL, but have no minimum maneuver requirements
readied at the start of encounter, and can be recovered as Warblade maneuvers.




Technique Availablity
A companion can only learn Techniques from its own Technique List, and only up to the level that it is able to cast/initiate. Spells or maneuvers that grant actions, such as White Raven Tactics or Quicksilver Motion, and that instantaneously/permanently create creatures, such as Animate Dead or Beget Bogun, can't be learned as Techniques.

Technique Lists per Creature TypeFor each creature type, the Technique List consists of spells or maneuvers belonging under the indicated domains, class spell/maneuver lists, and disciplines:
Aberration: Cavern Domain (SC271), Darkness Domain (SC 272), Madness Domain (SC276)
Construct Type: Artificer's list (ECS), Iron Heart Discipline
Dragon Type: Dragon Domain (SC273), Magic Domain, Diamond Mind Discipline
Elemental Type: Air/Fire/Earth/Water Domain (based on one subtype), Portal Domain, Desert Wind Discipline, Stone Dragon Discipline
Fey Type: Charm Domain (SC 271), Illusion Domain (SC 275), Shadow Hand Discipline
Giant Type: Competition Domain (SC 272), Strength Domain, Setting Sun Discipline
Humanoid Type: Craft Domain (SC 272), Community Domain (SC 271-272), White Raven Discipline
Magical Beast Type: Animal Domain, Competition Domain (SC 272), Tiger Claw Discipline
Monstrous Humanoid Type: Magic Domain, Swordsage's list (ToB)
Ooze Type: Blackwater Domain (SW 109), Cavern Domain (SC271), Slime Domain (SC 280)
Outsider Type: Chaos/Evil/Good/Law (based on one alignment component), Balance (SC 271, for true neutral alignment), Mysticism Domain, Devoted Spirit
Plant Type: Creation Domain, Healing Domain, Plant Domain
Undead Type: Death Domain, Destruction Domain, Undeath Domain (SC281)
Vermin Type: Destruction Domain, Pestilence Domain (SC 278), Spider Domain (SC 280)

Maximum Techniques Known
Each companion can have a maximum of four Techniques at any one time, but it may choose to unlearn any technique to learn a new one.

Learning additional techniques
A monsterbound can also teach his companion more techniques by simply attuning himself with a scroll or a martial script containing the spell or maneuver to be taught as a technique. This spell or maneuver must be on that companion's technique list, and must be of a level that the companion is able to cast or initiate. Attuning takes one hour of undisturbed meditation with the scroll or martial script on the monsterbound's person, after which the scroll or martial script is considered used and the companion finally learns the technique.
TABLE - TECHNIQUE USAGE LIMITS



Class
Level

Technique Level




0th
1st
2nd
3rd
4th
5th
6th
7th


1st
-
-
-
-
-
-
-
-


2nd
3
1
-
-
-
-
-
-


3rd
3
1
-
-
-
-
-
-


4th
3
1
-
-
-
-
-
-


5th
at will
3
1
-
-
-
-
-


6th
at will
3
1
-
-
-
-
-


7th
at will
3
1
-
-
-
-
-


8th
at will
at will
3
1
-
-
-
-


9th
at will
at will
3
1
-
-
-
-


10th
at will
at will
3
1
-
-
-
-


11th
at will
at will
at will
3
1
-
-
-


12th
at will
at will
at will
3
1
-
-
-


13th
at will
at will
at will
3
1
-
-
-


14th
at will
at will
at will
at will
3
1
-
-


15th
at will
at will
at will
at will
3
1
-
-


16th
at will
at will
at will
at will
3
1
-
-


17th
at will
at will
at will
at will
at will
3
1
-


18th
at will
at will
at will
at will
at will
3
1
-


19th
at will
at will
at will
at will
at will
3
1
-


20th
at will
at will
at will
at will
at will
at will
3
1




Insignias (Ex)
At each indicated level, a monsterbound gains a floating symbol that behaves, and is of the same size, as an Ioun Stone. These symbols, called Insignias, enable a monsterbound to use soulbond on progressively larger creatures. He may choose to suppress or resume the appearance of all Insignias at will as a free action, but he loses the benefit when suppressed.

Cobble: This Insignia, gained at 3rd-level, appears as a small-clump of rock and enables soulbond use on Medium creatures
Stone: This Insignia, gained at 6th-level, appears as a smooth sphere and enables soulbond use on Large creatures
Boulder: This Insignia, gained at 10th-level, this insignia appears as an octahedron and enables soulbond use on Huge creatures
Cliff: This Insignia, gained at 13th-level, appears as a jagged assymetric rock and enables soulbond use on Gargantuan creatures
Volcano: This Insignia, gained at 17th-level, appears as a volcano and enables soulbond use on Colossal creatures


Share Techniques (Ex)
Beginning at 4th level, an active companion may cast or initiate a Technique with a target of "You" on the monsterbound instead of himself, as long as they are within 10ft per monsterbound level of each other. Stances aren't affected by Share Techniques.


Reclaim Might (Ex)
Beginning at 6th level, a monsterbound's companions regain (and no longer lose) the Extraordinary Attacks lost by being soulbond, except for abilities that grant spellcasting, or create creatures (including spawn).


Double Battle (Ex)
Beginning at 7th level, once per day as part of selecting active companion, a monsterbound may instead select up to two active companions. This state of having two active companions lasts for one round, after which you choose the companion who will remain active.


Soul Hive (Ex)
Beginning at 9th level, a monsterbound may use soulbond on creatures with the Swarm subtype.


Share Items (Ex)
Beginning at 10th level, any passive effects from items that the monsterbound wear may also affect his active companion. This ability can be resumed or suppressed as a free action.


Reclaim Majesty (Ex)
Beginning at 12th level, a monsterbound's companions regain (and no longer lose) the Extraordinary Qualities lost by being soulbond, except for abilities that grant spellcasting, or create creatures (including spawn).


Triple Battle (Ex)
Beginning at 13th level, once per day as part of selecting active companion, a monsterbound may instead select up to three active companions. This state of having three active companions lasts for one round, after which you choose the companion who will remain active.


Soul Immateria (Ex)
Beginning at 15th level, a monsterbound may use soulbond on creatures with the Incorporeal subtype.


Share Immunities (Ex)
Beginning at 16th level, specific Immunities and Resistances that benefit either the monsterbound or his active companion benefits both of them instead. This ability can be resumed or suppressed as a free action.For an Elf monsterbound with a Minotaur as an active companion, the monsterbound becomes immune to Maze effects while his active companion becomes immune to Sleep effects

Reclaim Mystique (Ex)
Beginning at 18th level, a monsterbound's companions regain (and no longer lose) the Supernatural Attacks lost by being soulbond, except for abilities that grant spellcasting, or create creatures (including spawn).


Horde Battle (Ex)
Beginning at 19th level, once per day as part of selecting active companion, a monsterbound may instead select up to five active companions. This state of having five active companions lasts for one round, after which you choose the companion who will remain active.


Touch Them All (Ex)
The monsterbound's spiritual connection grows to the point where it not only serves as a special bond with him and another monster, but transforms completely to a hub for every soul to mingle, empower, and empathize with each other.

As part of selecting active companion, you may designate each of your daily companions to an ally of your choice (including you) to have the effects of Share Technique, Share Items, and Share Immunities class features with. An ally loses the benefits of Touch Them All while his or her corresponding companion is an active companion.



http://fc05.deviantart.net/fs70/i/2011/330/b/5/master_duel_by_namh-d4hcmfo.jpgMaster Duel (http://fc05.deviantart.net/fs70/i/2011/330/b/5/master_duel_by_namh-d4hcmfo.jpg), art by NamH from deviantart


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 and bonus HD don't count) to the character's monsterbound level to determine the effective monsterbound level.
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)
A Companion is capable of acquiring one or more Effort Abilities, to a maximum of one Effort Ability per effective Monsterbound level. Effort Abilities can be unlocked through various means detailed on the Effort Abilities section below (http://www.giantitp.com/forums/showsinglepost.php?p=17633820&postcount=2).

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

[/tr]

ben-zayb
2014-06-16, 06:01 AM
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.

Four hours of one-on-one training with its partner monsterbound
Succeeding on an weapon attack roll (including natural attacks) against an enemy creature that poses an immediate threat to the monsterbound and his allies
Succeeding on a SR check against an enemy creature that poses an immediate threat to the monsterbound and his allies
Killing an enemy creature of equal or higher HD
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
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.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.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 spells to your Technique list, you can cast these spell-like abilities as though you had the [I]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.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.



FeatsHidden 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.

razorfloss
2014-06-17, 02:53 AM
you did it. you actually did it. you turned Pokemon into a dnd class i'm not worthy. bows to your greatness

ben-zayb
2014-06-17, 05:17 AM
you did it. you actually did it. you turned Pokemon into a dnd class i'm not worthy. bows to your greatnessThank you! Everyone's worthy to criticize any possible problem areas, though so... *bows in return*

Feel free to post your experiences if/when you use it in a game. Whether it's OP, underpowered, fun, boring, or anything really. :smallbiggrin:

Debihuman
2014-06-17, 05:51 AM
Thank you! Everyone's worthy to criticize any possible problem areas, though so... *bows in return*

Feel free to post your experiences if/when you use it in a game. Whether it's OP, underpowered, fun, boring, or anything really. :smallbiggrin:

There is a lot here.

Things that jump out at me (from a quick look not a deeper read as I don't have time).

First, your companion should have no HD greater than you not less than you: "You can only make a soulbond check if you don't have the maximum amount of companions yet (listed on the Table - monsterbound above), and if the target creature meets the following restrictions:
must not have HD less than or equal to the character's monsterbound level"

Second, there is no size smaller than Fine in Core rules.

Third, you should probably state that the ONLY thing that can go into a soulspace are your companions or people will put all sorts of things there and treat it as a humongous bag of holding.

Fourth, can anyone else read or use your monsternomicon?


I do not understand your techniques list. How are domains techniques? I think you must mean spells.

If I have time, I'll look at this further.

Debby

ben-zayb
2014-06-17, 07:17 AM
There is a lot here.

Things that jump out at me (from a quick look not a deeper read as I don't have time).

First, your companion should have no HD greater than you not less than you: "You can only make a soulbond check if you don't have the maximum amount of companions yet (listed on the Table - monsterbound above), and if the target creature meets the following restrictions:
must not have HD less than or equal to the character's monsterbound level"Oops! Fixed! I nixed the negative instead from "must not have".


Second, there is no size smaller than Fine in Core rules.I was using the wording of Polymorph... is there no known way for players to exploit that?


Third, you should probably state that the ONLY thing that can go into a soulspace are your companions or people will put all sorts of things there and treat it as a humongous bag of holding.Hmm... I'd clarify that, but first, a possible issue that could come up is a Humanoid being naked inside the Soulspace... If I allowed mundane items, that could fix it in one way, but that could still be problematic with sneaky hobbitsespeople to exploit. Or maybe I could have them have magical transmutation cosmetic effects of their choice so they could look fully clothed? Any suggestions?


Fourth, can anyone else read or use your monsternomicon? Not as intended... But how about giving a feat for sharing the knowledge bonus to an ally as a feat? Would X/day or X/encounter work for that?


I do not understand your techniques list. How are domains techniques? I think you must mean spells.

If I have time, I'll look at this further.

DebbyHmm... yeah, I should clarify that. It should be "Spells from the <insert domain/class list>"

NeoSeraphi
2014-06-17, 05:56 PM
This definitely works as far as your intended goal goes. Pet classes are always interesting and lots of people like having customization in your classes. The amount of text definitely overwhelmed me, so specific PEACH is going to be rough. I'll just say I haven't seen anything this thorough since I joined this forum and it's definitely worth the bump.

Melayl
2014-06-17, 08:45 PM
This is... really quite a good adaptation! I applaud. I'll try to give a more thorough critique later, since there's a ton of material.

ben-zayb
2014-06-18, 10:18 PM
This definitely works as far as your intended goal goes. Pet classes are always interesting and lots of people like having customization in your classes. The amount of text definitely overwhelmed me, so specific PEACH is going to be rough. I'll just say I haven't seen anything this thorough since I joined this forum and it's definitely worth the bump.Thanks! Well-established brewers giving the class some props is always a plus!:smallcool:


This is... really quite a good adaptation! I applaud. I'll try to give a more thorough critique later, since there's a ton of material.Glad you like it! Feel free to make any kind of critique, though (fluff, grammar, syntax, or class abilities).:smallwink:

ben-zayb
2014-06-21, 08:07 AM
A wild Update appears!

Changelog:

Transferred Companion section into the first post
Transferred Effort Ability learning mechanics to the Effort Ability section
Reformatted Effort Ability section
Fixed some errors in spelling and grammar
Clarified some mechanics (like the scroll being consumed on learning techniques)
Increased Soulbond DC
New: Feats!


I'll also appreciate the help (aside from PEACH) in brainstorming fresh ideas for:

More feats
More effort abilities (simple minor passive effects)
Organization/Division/Categorization for Effort Abilities and their Descriptions
Display for effort abilities


To Follow:
Fluff display for Effort Abilities

Debihuman
2014-06-21, 11:52 AM
I like the changes. I'm not sure I understand the Monster Companion Table. How do you have 0 level as your first level?
Debby

Tacitus
2014-06-21, 12:41 PM
Hmm... I feel that this needs some Binder support, as in taking chunks of vestiges and shoving them in your companions in the form of techniques and/or effort abilities... somehow. >.>

ben-zayb
2014-06-21, 08:44 PM
I like the changes. I'm not sure I understand the Monster Companion Table. How do you have 0 level as your first level?
DebbyBasically, you subtract the companion's original HD from the monsterbound's class level to get its effective monsterbound level (sort of like how stronger animal companions like dinosaurs treat druid levels as X levels lower).

It's perfectly fine to have 0 effective monsterbound level. In fact, majority of the choices for the 1st-level monsterbound's original companion are treated as such, due to having 1 HD and 1 Monsterbound Level (1-1=0). The only types of companions that will ever have effective monsterbound level = actual monsterbound level are creatures that originally had a fractional hit die, such as ravens, toads, and tiny vipers.:smallbiggrin:

Hmm... I feel that this needs some Binder support, as in taking chunks of vestiges and shoving them in your companions in the form of techniques and/or effort abilities... somehow. >.>How does this one look?


Anima Contention
Display: From time to time, the companion briefly pauses for a split-second, and then resumes its action as if it wasn't interrupted.
Prerequisite: 2 HD + 6 HD/iteration
Benefit: You gain the Soul BindingToM,p.10 ability, with an EBL equal to 3 per 5 HD, with a minimum of 1 (i.e. 1 at 1HD, 3 at 5HD, 6 at 10HD, 9 at 15HD, and 12 at 20HD). Unlike an actual Binder, you only gain one ability from the bound vestige.
Special: You may select this three more times, with each iteration granting you one more ability from the bound vestige.
alternate choice:


Anima Contention
Display: From time to time, the companion briefly pauses for a split-second, and then resumes its action as if it wasn't interrupted.
Prerequisite: 5 HD/iteration
Benefit: You gain the Soul BindingToM,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.

Tacitus
2014-06-21, 09:43 PM
Hmm... I'm not sure which would be better, I've got a terrible eye for balance, but I like it. ^__^

And I get the vision of the companion having the vestige shadowing it in your soulspace so you can actually talk to it. I... may need to do this and have an entire group of soulbinding companions. This may also require a PrC of some sort because everyone loves Binder support. And then we'd also need an Oak vestige. I might have to try my hand at it, despite being terrible at brew. >.> Maybe once I get around to finishing the Occasus...

ben-zayb
2014-06-22, 12:24 AM
A wild Update appears!

Changelog:

Added a Pact Magic support (Anima Contention effort ability)
Revised Soulspace to prevent Uber-dimensional-storage abuse (while preserving your gnome companion's dignity!)
Clarified Ebon Soul mechanics (mystery-derived technique works like a spell-derived technique)
Clarified Fatesight mechanics (gets powers only from the Seer's list, and power-derived technique works almost like a spell-derived technique)



Hmm... I'm not sure which would be better, I've got a terrible eye for balance, but I like it. ^__^

And I get the vision of the companion having the vestige shadowing it in your soulspace so you can actually talk to it. I... may need to do this and have an entire group of soulbinding companions. This may also require a PrC of some sort because everyone loves Binder support. And then we'd also need an Oak vestige. I might have to try my hand at it, despite being terrible at brew. >.> Maybe once I get around to finishing the Occasus...In the end, I went with the second one, as that was closer in effect to plenty of other effort abilities. But wait... surely you meant Oak vestiges, right? One for the prof and one for the tragic brat who only wanted his gramp's acknowledgement.:smallbiggrin:

I'm looking forward for that PrC, once some free time opens up! (Mythos projects are inherently massive in scope so they do take a while, if the discussion thread is any indication)

Fizban
2014-06-22, 05:50 AM
Pretty solid, but it has the same problem that annoys me with any sort of minion-master in dnd: the monster doesn't matter. Stripping away every attack and defense aside from flat numbers rather ruins the point. I don't like Animate Dead because it just turns into "find the biggest dragon or hydra and kill it," I don't like Effigies because the same reasoning applies, and that's what happens here. Sure I could get a Lantern Archon, but it loses everything that makes it a Lantern Archon. Hound Archons are pretty awesome, but there goes the DR they need to stay alive. Found a Golem but too bad it loses all it's magic immunity. Oh hey look dragonspawn have all kinds of cool-oh wait no supernatural abilities until 18th, nevermind. Guess I'll just go look for a Wyvern since they've got lots of primary natural attacks and their poison is at least extraordinary. No point in trying to make a tank since any ability that's not natural armor bonus is nulled and natural armor bonus is not enough to win dnd.

And that's before getting to the build your own-pokemon part. Using domains and maneuvers is cool (either I also considered it myself or I've seen it before as well), and the HD scaling is standard, but it seems almost pointless to assign base lists to creature types when you're just going to pick all the "effort abilities" which mostly consist of expanding those lists anyway. No point in holding onto a water elemental when you can shove water powers onto literally any creature. No point in befriending an archon when it will lose all it's abilities worth noting and you could just make a normal dog into a crusader anyway.

So that's my gripe. Solid enough base system, classic use of "soul powers" to handwave everything, but stripping all the defenses and abilities means there's no point in capturing interesting creatures and building your own custom pokemon out of literally any parts you want defeats the point of there being pokemon.

SangoProduction
2015-03-04, 11:15 AM
"If the target's hit points is less than half of maximum, you get a +1 bonus to the soulbond check; if it's less than quarter of maximum, you get a +2 bonus instead. If it's under A successful soulbond check..."

Incomplete bit under the soulbond ability.

ben-zayb
2015-07-25, 09:39 AM
Haven't visited homebrew in a while, so apologies for the obscenely late feedback.

Pretty solid, but it has the same problem that annoys me with any sort of minion-master in dnd: the monster doesn't matter. Stripping away every attack and defense aside from flat numbers rather ruins the point. I don't like Animate Dead because it just turns into "find the biggest dragon or hydra and kill it," I don't like Effigies because the same reasoning applies, and that's what happens here. Sure I could get a Lantern Archon, but it loses everything that makes it a Lantern Archon. Hound Archons are pretty awesome, but there goes the DR they need to stay alive. Found a Golem but too bad it loses all it's magic immunity. Oh hey look dragonspawn have all kinds of cool-oh wait no supernatural abilities until 18th, nevermind. Guess I'll just go look for a Wyvern since they've got lots of primary natural attacks and their poison is at least extraordinary. No point in trying to make a tank since any ability that's not natural armor bonus is nulled and natural armor bonus is not enough to win dnd.Actually, the companions do in fact retain their abilities provided that the monsterbound has become powerful enough. I've renamed the abilities to slightly tweak or clarify the fluff behind it, which is something closer to losing part ones power during the soulbonding process if done by less experienced monsterbound. Basically, it's also doubles as my poor D&D 3.5 take on pokemon having powerful "starting moves" that you won't likely see anymore if you caught it once it's become higher level.


And that's before getting to the build your own-pokemon part. Using domains and maneuvers is cool (either I also considered it myself or I've seen it before as well), and the HD scaling is standard, but it seems almost pointless to assign base lists to creature types when you're just going to pick all the "effort abilities" which mostly consist of expanding those lists anyway. No point in holding onto a water elemental when you can shove water powers onto literally any creature. No point in befriending an archon when it will lose all it's abilities worth noting and you could just make a normal dog into a crusader anyway.I disagree, simply because there are so many factors to consider that gives different options on how companions can be tweaked. It's unlikely, if not far unoptimized, for Imps, Pixies, Beholders, Air Weirds, and Iron Golems, to have the same time of tweaking direction.

So that's my gripe. Solid enough base system, classic use of "soul powers" to handwave everything, but stripping all the defenses and abilities means there's no point in capturing interesting creatures and building your own custom pokemon out of literally any parts you want defeats the point of there being pokemon.I understand the frustration, but for what it's worth, a friend who playtested this class for a one-shot dungeon had a different/opposite experience about the potential lack of unique customizability.


"If the target's hit points is less than half of maximum, you get a +1 bonus to the soulbond check; if it's less than quarter of maximum, you get a +2 bonus instead. If it's under A successful soulbond check..."

Incomplete bit under the soulbond ability.Thanks for pointing it out. The bolded was no longer supposed to be there, as its already transferred into the Opportunistic Soulbond feat.