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Old 03-27-2012, 06:10 PM   Top  -  End  -  #15
titanreaver
Pixie in the Playground
 
Join Date: Mar 2012
Default Re: Base Class Challenge XI - Big Money Weave a Mighty Web

companion


A companion always knows whats best

Companions are a secret organization of the best spies, infiltrators, and masters of disguise in the world. They are true masters of social immersion, able to seamlessly transition from profession to profession, with out a moments notice. It is possible that a companion is in your party already, and you didn't even know it.

Adventures: A companion could have many reasons for adventuring, the thrill, the challenge, a secret plot to over throw the empire, the search for the best loaf of bread, friendship, or simply gold. Companions often find it best not to stay in one place to long, and so take to the adventuring life naturally.

Characteristics: A companion's capabilities are vast, able to fill most any role you could imagine. Their secret is versatility, and at that they are truly masters. One minute, they are posing as the tough fighter, the next, the sneaky rouge. Tomorrow the wise mystic, the day after that, laughable court jester.

Alignment: A companion may be of any alignment. As versatile as the life they lead, so to are their alignments. As companions grow and develop, they often have to put aside their personal ideals, in order to maintain the rouses in which they often find themselves.

Religion: A religious companion often follows a deity whose tenants are those of secrecy, trickery, and deceit. They typically uphold the ideal of self preservation, possibly extending to those they hold close, while seeing all others as pawns in their game.

Background: Anyone who possesses, a proclivity towards subterfuge, misdirection, or persuasion is a prime contender for a place in the companions. Often times scouted as children, the companions look for those gifted with a silver tongue, and a keen sense of understanding. Those who wish to enter later in life simply seek out a companion and learn from them. This task may be precarious as companions are not easily found, but if the seeker is found worthy, the sought will make them selves known.

Races: While any race may become a companion, the most common are doppelgangers, humans, and any naturally charismatic race. Those races with an inborn lack of personality, have a tougher time becoming a companion, but a little determination can fix anything.

Other Classes: Rogues, bards, and beguilers, tend to admire companions for they also see importance of subterfuge and the virtue of being versatile. Most classes see them as foolish, and believe them to simply be stage hogs, attempting to step on everyone's feet at all times. When people get to know them however they see that the aren't trying to replace anyone, simply lend a hand where ever its required.

Role: Companion serve as mostly support characters, as with great versatility comes one major draw back, they don't master much. The phrase "a jack of all trades, but a master of none", is truly applicable to them. While they make great social characters, and can easily be the public face of any adventuring party, a face is nothing without a body.

Adaptation: The idea of an organization of companions might not fit every campaign, conversely that concept could be emphasized strongly. For campaigns where an organization doesn't fit, they could instead be well trained diplomats, understanding that its good to have a a variety of skills to impress figure heads as you travel. Alternatively they could be the stuff of legends, rumors of them abound but no one believes the exist. For role-playing purposes, the gm could require that the payers keep their classes a secret to aid in the companion player in maintaining his disguises, even to the other players. The purpose of the class is to be adaptable, so it would be easy to fit into any game, and I couldn't derive all the possibilities on my own.

GAME RULE INFORMATION
companion's have the following game statistics.
Abilities: Charisma is the most important ability to a companion, as it affects their spell casting, it modifies their skills, and it limits their personas. next would be dexterity as a high ac is important to avoiding damage. Third is intelligence as for them there can never be to many skills. Fourth is wisdom, as an understanding of people is key to their survival. Neither strength nor constitution mean much for the companions as it modifies nothing about which they care.
Alignment: any
Hit Die: d6
Starting Age: as bard.
Starting Gold: as bard
Class Skills
The companion's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n.a.), Spell craft (int), Spot(Wis),Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex)
Skill Points at First Level: (8 + Int modifier) x 4
Skill Points at Each Additional Level: 8 + Int modifier

Ccompanion
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+2
+0
understanding, 1st persona, ac bonus
2nd
+1
+0
+3
+0
pressure point +1d6, master of disguise
3rd
+2
+1
+3
+1
poison use, bonus language
4th
+3
+1
+4
+1
pressure point +2d6, sensitive
5th
+3
+1
+4
+1
2nd persona, glib lie
6th
+4
+2
+5
+2
pressure point +3d6, slippery mind
7th
+5
+2
+5
+2
confidence, bonus language
8th
+6/+1
+2
+6
+2
pressure point +4d6, kiss
9th
+6/+1
+3
+6
+3
what ever you need
10th
+7/+2
+3
+7
+3
pressure point +5d6, 3rd persona
11th
+8/+3
+3
+7
+3
interrogator, bonus language
12th
+9/+4
+4
+8
+4
pressure point +6d6, mask alignment
13th
+9/+4
+4
+8
+4
hide in plain sight
14th
+10/+5
+4
+9
+4
pressure point +7d6
15th
+11/+6/+1
+5
+9
+5
4th persona, trustworthy, bonus language
16th
+12/+7/+2
+5
+10
+5
pressure point +8d6,
17th
+12/+7/+2
+5
+10
+5
shrewd instruction
18th
+13/+8/+3
+6
+11
+6
pressure point +9d6, improved master of disguise
19th
+14/+9/+4
+6
+11
+6
observant, bonus language, crippling attack
20th
+15/+10/+5
+6
+12
+6
pressure point +10d6, 5th persona, mind blank

Spells Per Day
1st2nd3rd4th5th6th
1
-
-
-
-
-
2
-
-
-
-
-
3
-
-
-
-
-
3
1
-
-
-
-
4
2
-
-
-
-
4
3
-
-
-
-
4
3
1
-
-
-
4
4
2
-
-
-
5
4
3
-
-
-
5
4
3
1
-
-
5
4
4
2
-
-
5
5
4
3
-
-
5
5
4
3
1
-
5
5
4
4
2
-
5
5
5
4
3
-
5
5
5
4
3
1
5
5
5
4
4
2
5
5
5
5
4
3
5
5
5
5
5
4
5
5
5
5
5
5

Spells Known
Spell Level01st2nd3rd4th5th6th
1st
4
2
-
-
-
-
-
2nd
5
3
-
-
-
-
-
3rd
6
4
-
-
-
-
-
4th
6
4
2
-
-
-
-
5th
6
4
3
-
-
-
-
6th
6
4
4
-
-
-
-
7th
6
5
4
2
-
-
-
8th
6
5
4
3
-
-
-
9th
6
5
4
4
-
-
-
10th
6
5
5
4
2
-
-
11th
6
6
5
4
3
-
-
12th
6
6
5
4
4
-
-
13th
6
6
5
5
4
2
-
14th
6
6
6
5
4
3
-
15th
6
6
6
5
4
4
-
16th
6
6
6
5
5
4
2
17th
6
6
6
6
5
4
3
18th
6
6
6
6
5
4
4
19th
6
6
6
6
5
5
4
20th
6
6
6
6
6
5
5
Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: a companion is proficient with no armors, and only daggers

spell casting: A companion casts arcane spells which are drawn from the companion spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a companion must have a Charisma score equal to at least 10 + the spell level . The Difficulty Class for a saving throw against a companion's spell is 10 + the spell level + the companion's Charisma modifier. Like other spell casters, a companion can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given above. In addition, he receives bonus spells per day if he has a high Charisma score.The companion's selection of spells is extremely limited. A companion begins play knowing four 0-level spells of your choice.
At most new companion levels, he gains one or more new spells, as
indicated above. Unlike spells per day, a companions spells known are not affected by a high charisma score. The numbers indicated are fixed.
Upon reaching 5th level, and at every third companion level after that, a companion can choose to learn a new spell in place of one he already knows. In effect, the companion “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level companion spell the companion can cast.. A companion may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. A companion need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
understanding: beginning at first level a companion receives a +2 enhancement bonus to his bluff, diplomacy, and sense motive skill checks. this bonus increases by +1 at 2nd level and every other level thereafter.
persona: companions are so well versed at the art of impersonation, and servicing others that they develop completely different identities. a companion may enter a persona a number of times per day equal 3+(her cha modifier)+(1 per two companion levels he possesses). Entering a persona is a standard action requiring, a perform impersonation check, and can be maintained for a number of minutes equal to the result of the check used to enter the persona. Only one persona may be active at a time. Any one interacting with the companion is entitled to a will save disbelief to negate the effects of the persona, the dc is equal to perform impersonation check used to enter the persona. ending a persona is a free action, and does not provoke an attack of opportunity.
persona effect
old man +2 to all mental stats, -2 to all physical stats gain ranks in knowledge history equal to your companion level
athlete +2 to all physical stats, -2 to all mental stats gain ranks equal to your companion level in climb, and jump equal to your companion level
fighter gain a bab equal to your companion level, chose one weapon proficiency (at the time this persona is chosen), and gain temporary hp equal to your companion level, while in this persona you lose your understanding bonus, and you can not make int or cha based skill checks
rogue gain evasion and a bonus to your hide and move silently skill checks equal to 1/2 your companion level
tinkerer pick two craft skills (at the time this persona is chosen), and gain ranks in the equal to your companion level, also gain a bonus equal to 1/4 your companion level on disable device skill checks
wise man pick two knowledges (at the time this persona is chosen), and gain ranks in the equal to your companion level, also pick two languages (at the time this persona is chosen), you may speak them fluently
gambler gain ranks in profession gambler equal to your companion level, and gain a bonus equal 1/2 your companion level on sleight of hand checks
sailor gain ranks in profession sailor equal to your companion level, gain ranks in swim equal to your companion level, and gain a +2 dodge bonus to your ac
merchant gain ranks in profession merchant equal to your companion level, sell items at 50% above normal selling value, and buy items at 25% below normal buying value.
woodsman gain ranks in survival, and knowledge nature, and handle animal equal to your companion level
noblegain a bonus diplomacy checks equal to 1/2 your class level, and gain ranks in knowledge nobility equal to your class level
peasant gain a bonus equal to 1/2 your companion level on gather information, and bluff, and gain ranks in knowledge local equal to your companion level
bardgain a bonus to equal to 1/2 your companion level on perform checks, and tumble checks, and gain bardic knowledge as a bard of 1/2 your level
healer gain ranks in heal equal to your companion level, your cure spells have no maximum, and any excess healing is added as temporary hp
witch gain wild shape and wild empathy as a druid of 1/2 your level, and add inflict light wounds, inflict moderate wounds, inflict serious wounds, and inflict critical wounds to your list o spells known
magi gain scribe scroll, and arcane preparation as bonus feats, and add magic missile, fire ball, and tensers transformation to your list of spells known.
(to clear up confusion, any reference to your companion level is referring to your level t the time you enter the persona, not when you chose it. The choices on which skills etc. are chosen at the same time as the persona, as indicated, but that has no bearing on what your level is for the benefit. I couldn't think of a better way to phrase things, so i would like to apologize, and clear up any confusion a head of time)(in addition the persona list is unfinished and as i can i will try to add to it)
ac bonus; companions are naturally adept at avoiding danger and as such receive an armor bonus to their ac equal to 1/3 of their companion level
pressure point: If a companion can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Basically, the companion's attack deals extra damage any time her target would be denied a Dexterity bonus to AC, or when the companion flanks her target. This extra damage is indicated on the chart. Should the companion score a critical hit with a pressure point attack, this extra damage is not multiplied. Ranged attacks can count as pressure point attacks only if the target is within 30 feet. A companion can pressure point attack only living creatures with discernible anatomies; undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to pressure point attacks. The extra damage is non lethal, and as such any creature immune to nonlethal damage is also not vulnerable to a pressure point attack.
master of disguise: a companion of second level or higher can make a disguise in half the time normally required to make it, and does not suffer the penalty for disguising as the opposite gender.
poison use: a companion of third level or higher never risks accidentally poisoning them selves
bonus language: at the indicated levels a companion may learn an additional language, this language may be any language the companion would not normally be allowed to learn (i.e secret languages like druidic)
sensitive: a companion of fourth level or higher may convert any damage to nonlethal damage without penalty (this includes damage which couldn't normally be nonlethal i.e spell damage)
glib lie: a companion of fifth level or higher can deceive truth telling magic, in order to use such magic against the companion the caster must first make a caster level check equal to 10+(1/2 the companions level )+(the companions cha modifier)
slippery mind: if a companion of sixth level or higher fails a will save vs a mind affecting spell, she may attempt a will save the following round to end the effect.
confidence: as a standard action a companion of 7th level or higher may confer a bonus to an ally's next skill check or will save, equal to her cha mod. She may only confer one bonus at a time, and only a number of times per day equal to her cha mod.
kiss: at eighth level or higher a companion may add four to the save dcs of enchantment spells she casts by delivering them as a melee touch attack
what ever you need: beginning at 9th level a companion may attempt a sense motive check equal to 10+(the target's hit dice)+9the targets cha modifier) to ascertain the basic likes and dislikes of the target, beating the dc by five reveals phobias, and passions, and beating the dc by ten reveals secret fears, obsessions, guilty pleasures, hates, loves, etc.
interrogator: after ten minutes of continuous conversation with a companion of at least 11th level, the target must succeed on a will save dc equal to 10+(1/2 the companion's level)+(the companion's cha modifier) or answer 3 questions truthfully, and completely, failing the save by five allows for five questions, and failing by ten or more allows for seven questions.
mask alignment: beginning at 12th level a companion may alter his displayed alignment to any he choses, or none at all. this does not change her alignment for magical effects based on alignment, such as smite.
hide in plain sight: At 8th level, a companion can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, an companion can hide himself from view in the open without having anything to actually hide behind.
trustworthy: all npc's begin with an initial attitude of helpful towards a companion of 15th level or higher.
shrewd instruction: after 10 min of continuous conversation with a companion o 17th level or higher the, target must succeed on a will save dc of 10+(1/2 the companion's level)+(the companion's cha modifier) or follow her instructions with out question, this functions like guise/quest.
improved master of disguise: a companion of 18th level may make a disguise check as a free action
observant: beginning at 19th level a companion gains blind sense out to 20 ft and gain a +10 bonus on spot and search checks.
crippling attack If a companion studies his victim for 3 rounds and then makes a pressure point attack with a melee weapon that successfully deals damage, the pressure point attack has the additional effect of possibly paralyzing the target. While studying the victim, the companion can undertake other actions so long as his attention stays focused on the target and the target does not detect the companion or recognize the companion as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the companion class level + the companion's cha modifier) the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the companion. If the victim’s saving throw succeeds, the attack is just a normal pressure point attack. Once the companion has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
If a crippling attack is attempted and fails (the victim makes her save) or if the companion does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another crippling attack.
mind blank: at 20th level the companion becomes immune to all mind affecting spells and divinations, she also gains the ability to sense all divination attempts against her, and may attempt to mislead the caster by making a caster level check to re-route the divination to any place she knows
companion spells
spell levelspell names
0 Dancing Lights,Daze,Detect Magic,Flare,Ghost Sound,Know Direction,light,Lullaby,Mage Hand,Mending,Message,Open/Close,Prestidigitation,Read Magic,Resistance
1 Alarm,Animate Rope,Cause Fear,Charm Person,Comprehend Language,Confusion Lesser,Cure Light Wounds,Detect Secret Doors,Disguise Self,Erase,Expeditious Retreat,Feather Fall,Grease,Hypnotism,Identify,Magic Mouth,Nystul's Magic Aura,Obscure Object,Remove Fear,Silent Image,Sleep,Tasha's Hideous Laugh,Undetectable Alignment,Unseen Servant,Ventriloquism, whelm
2 Alter Self,Animal Messenger,Animal Trance,Blindness/Deafness,Blur,Calm,Emotions,Cat's Grace,Cure Moderate Wounds,Darkness Daze Monster,Delay Poison,Detect Thoughts,Eagle's Splendor,Enthrall,Fox's,Cunning,Glitterdust,Heroism,Hold Person,Hypnotic Pattern,Invisibility,Locate Object,Minor Image,Mirror Image,Misdirection,Pyrotechnics,Rage,Scare,Shatter,Silence,Sound Burst,Suggestion,Tongues,Whispering Wind, whelming burst
3 Blink,Charm Monster,Clairaudience/Clairvoyance,Confusion,Crushing Despair,Cure Serious Wounds,Daylight,Deep Slumber,Dispel Magic,Displacement,Fear,Gaseous Form,Geas Lesser,Glibness,Good Hope,Haste,Illusory Script,Invisibility Sphere,Leomund's Tiny Hut,Major Image,Phantom Steed,Remove Curse,Scrying,Sculpt Sound,Secret Page,See Invisibility,Sepia Snake Sigil,Slow,Speak with Animals
4 Break Enchantment,Cure Critical Wounds,Detect Scrying,Dimension Door,Dominate Person,Freedom of Movement,hallucinatory Terrain,Hold Monster,Invisibility Greater,Legend Lore,Leomund's Secure shelter,Locate Creature,Modify Memory,Neutralize Poison,Rainbow Pattern,Repel Vermin,Shadow Conjuration,Shout,Speak with Plants,zone of Silence
5 Cure Light Wounds Mass,Dispel Magic Greater,Dream,False Vision,Heroism Greater,Mind Fog,Mirage Arcana,Mislead,nightmare,Persistent Image,Seeming,Shadow Evocation,Shadow Walk,Suggestion Mass
6 Analyze Dweomer,Animate Objects,Cat's Grace, Mass,Cure Moderate Wounds Mass,Eagle's Splendor Mass,Eyebite,find the Path,fox's Cunning Mass,Geas / Quest,Heroes' Feast,Otto's Irresistible Dance,overwhelm,Permanent Image,Programmed Image,Project Image,Scrying Greater,Shout Greater,Sympathetic Vibration,Veil
Spoiler

Last edited by titanreaver : 04-15-2012 at 11:32 PM.
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