Author Topic: Symbiosis Weavers: Prestige classes for those close to their bonded companions  (Read 5190 times)

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Garryl

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Thanks to Amechra for the inspiration. Here's a bunch of prestige classes designed to let you work very closely with your familiars/animal companions/whatever.

Symbiosis Adept Prestige Class
For spellcasters and manifesters
[spoiler]
"We are all one. Some of us are just more one than others."

   Skills: Handle Animal 4 ranks, Knowledge (arcana, nature, psionics, or religion) 8 ranks.
   Spellcasting or Manifesting: Must be able to cast or manifest 2nd-level or higher spells or powers.
   Special: Must have an animal companion, a familiar, a psicrystal, a special mount, a wild cohort, or a similarly bonded companion.


Table: The Symbiosis Adept      Hit Die: d6
        Base                                                                  -----Spellcasting/Manifesting/Mysteries-----
        Attack  Fort Ref  Will
Level   Bonus   Save Save Save    Special
1       +0      +0   +0   +2      Companion Bond, Symbiosis (Senses)          ---
2       +1      +0   +0   +3      Symbiosis (Health)                          +1 of existing class
3       +1      +1   +1   +3      Symbiosis (Form)                            +1 of existing class
4       +2      +1   +1   +4      Symbiosis (Mind)                            +1 of existing class
5       +2      +1   +1   +4      Extra Bonded Companion, Symbiosis (Unity)   +1 of existing class


Class skills (2 + Int modifier per level): Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (arcana, nature, psionics, and religion, taken individually), Listen, Profession, Psicraft, Ride, Sense Motive, Spellcraft, Spot, Survival, Tumble

Weapon and Armor Proficiency: You gain no proficiency with any weapon or armor.

Spellcasting/Manifesting: At each level except 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Symbiosis Adept, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
   Alternatively, you may choose to apply this benefit at any given level to a manifesting class to which you belonged before adding the prestige class level. If you do, you gain new power points per day, powers known, maximum power level known, and an increase in manifester level as if you had also gained a level in that class. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one manifesting class before becoming a Symbiosis Weaver, you must decide to which class to add each level for the purpose of determining power points per day, manifester level, maximum power level known, and powers known.
   Alternatively, you may choose to apply this benefit at any given level to a mystery-using class to which you belonged before adding the prestige class level. If you do, you gain new mysteries and an increase in caster level as if you had also gained a level in that class. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one mystery-using class before becoming a Symbiosis Weaver, you must decide to which class to add each level for the purpose of determining caster level and mysteries known.

Companion Bond: Your Symbiosis Adept levels stack with your levels in your other classes to determine the effectiveness of your animal companion, familiar, psicrystal, special mount, wild cohort, or similarly bonded companions. No matter how many different classes you may have contributing to the effectiveness of any one such companion, your Symbiosis Adept levels only count once towards any given companion progression. If you have the ability to treat a single companion as a bonded companion of more than one type, your Symbiosis Weaver levels still count towards all such applicable progressions.

Symbiosis: As you gain levels in Symbiosis Adept, your bonds with your bonded companions improve to supernatural levels. At the levels indicated, you and your bonded companions each gain the indicated abilities. Unless otherwise stated, the benefits of Symbiosis only apply with regards to bonded companions within 100 feet, although they do not need to possess line of sight or line of effect to you (or each other). The caster level or manifester level of any given Symbiosis ability is equal to your Hit Dice, no matter whether you or your companions are using it.
   Senses (Ex): At 1st level, you and your bonded companions gain each others' exceptional senses. You each gain any extraordinary or supernatural senses that any of the others possess, such as low-light vision, darkvision, blindsense, blindsight, scent, and tremorsense.
   Health (Ps): Beginning at 2nd level, your life force intermingles with that of your bonded companions. You and your bonded companions can manifest share pain on each other at will.
   Form (Su): Starting at 3rd level, you and your bonded companions can take on aspects of each others' forms. As a standard action, you (or your bonded companions) can gain a single natural attack, movement mode, or extraordinary ability derived from racial traits that any other bonded companion (or you) possesses. Each of you and your companions can gain a single such ability at once. Using this ability again removes any previously gained benefits, but allows for a new one to be selected.
   Mind (Su): Starting at 4th level, you and your bonded companions' minds begin to intermingle. You can each communicate with each other, as though with telepathy, even if you or your companions do not speak a language. In addition, you no longer need to handle your bonded companions to get them to act as you will (if applicable).
   Unity (Ps): At 5th level, you attain a symbiotic apotheosis. You and your bonded companions can manifest fusion on each other at will. This effect lasts until you or your companions dismiss it, although any number of individual companions (or fused groups) can separate from a fused whole as a standard action from all parties involved. Fused companions are still considered to be within 100 feet of each other for the purposes of Symbiosis.

Extra Bonded Companion: At 5th level, you gain the ability to form greater bonds with more entities than before. You gain the ability to attract an additional bonded companion of a type you already possess.

[/spoiler]

Symbiosis Weaver Prestige Class
For general martial characters.
[spoiler]
"We are all one. You are not."

   Base Attack Bonus: +5
   Skills: Handle Animal 4 ranks.
   Special: Must have an animal companion, a familiar, a psicrystal, a special mount, a wild cohort, or a similarly bonded companion.


Table: The Symbiosis Weaver      Hit Die: d10
        Base
        Attack  Fort Ref  Will
Level   Bonus   Save Save Save    Special
1       +1      +2   +0   +2      Companion Bond, Symbiosis (Senses)
2       +2      +3   +0   +3      Symbiosis (Health)
3       +3      +3   +1   +3      Share Training, Symbiosis (Form)
4       +4      +4   +1   +4      Symbiosis (Mind)
5       +5      +4   +1   +4      Extra Bonded Companion, Symbiosis (Soul Bond)


Class skills (4 + Int modifier per level): Balance, Climb, Concentration, Craft, Diplomacy, Handle Animal, Heal, Jump, Knowledge (arcana, nature, psionics, and religion, taken individually), Listen, Profession, Ride, Sense Motive, Spot, Survival, Swim, Tumble

Weapon and Armor Proficiency: You gain no proficiency with any weapon or armor.

Companion Bond: Your Symbiosis Weaver levels stack with your levels in your other classes to determine the effectiveness of your animal companion, familiar, psicrystal, special mount, wild cohort, or similarly bonded companions. No matter how many different classes you may have contributing to the effectiveness of any one such companion, your Symbiosis Weaver levels only count once towards any given companion progression. If you have the ability to treat a single companion as a bonded companion of more than one type, your Symbiosis Weaver levels still count towards all such applicable progressions.

Symbiosis: As you gain levels in Symbiosis Weaver, your bonds with your bonded companions improve to supernatural levels. At the levels indicated, you and your bonded companions each gain the indicated abilities. Unless otherwise stated, the benefits of Symbiosis only apply with regards to bonded companions within 100 feet, although they do not need to possess line of sight or line of effect to you (or each other). The caster level or manifester level of any given Symbiosis ability is equal to your Hit Dice, no matter whether you or your companions are using it.
   Senses (Ex): At 1st level, you and your bonded companions gain each others' exceptional senses. You each gain any extraordinary or supernatural senses that any of the others possess, such as low-light vision, darkvision, blindsense, blindsight, scent, and tremorsense.
   Health (Ps): Beginning at 2nd level, your life force intermingles with that of your bonded companions. You and your bonded companions can manifest share pain on each other at will.
   Form (Su): Starting at 3rd level, you and your bonded companions can take on aspects of each others' forms. As a standard action, you (or your bonded companions) can gain a single natural attack, movement mode, or extraordinary ability derived from racial traits that any other bonded companion (or you) possesses. Each of you and your companions can gain a single such ability at once. Using this ability again removes any previously gained benefits, but allows for a new one to be selected.
   Mind (Su): Starting at 4th level, you and your bonded companions' minds begin to intermingle. You can each communicate with each other, as though with telepathy, even if you or your companions do not speak a language. In addition, you no longer need to handle your bonded companions to get them to act as you will (if applicable).
   Soul Bond (Su): At 5th level, you attain a symbiotic apotheosis. While any of you and your bonded companions can take your full complement of actions in a turn, all of you can take your full complement of actions in a turn. This does not apply while you or the bonded companion in question are dead or unconscious (or destroyed or inert, in the case of non-living creatures).
   In addition, while any of you and your bonded companions are conscious, any effect that would cause you or your companions to die or be destroyed (including hit point loss) does not kill or destroy you, although you are still rendered unconscious or inert at negative hit points, and effects that would kill you still reduce you to -10 hit points if you had more than that.

Share Training (Ex): Starting at 3rd level, your training with your bonded companions grants them improved skills. Your bonded companions can use your Base Attack Bonus and skill ranks or their own, whichever is better. In addition, you may choose a single feat that you possess or up to three skill tricks that you know. Your bonded companions each gain that feat or those skill tricks, even if they do not qualify for them. Once selected, you can change which feat or skill tricks your companions gain through 8 hours of training.

Extra Bonded Companion: At 5th level, you gain the ability to form greater bonds with more entities than before. You gain the ability to attract an additional bonded companion of a type you already possess.

[/spoiler]

Symbiotic Soul Prestige Class
For meldshapers
[spoiler]
"We are all one. Even the souls of those who have yet to live are one."

   Feat: Share Soulmeld.
   Skills: Handle Animal 4 ranks, one of Knowledge (arcana or nature) 8 ranks or Spellcraft 8 ranks.
   Meldshaping: Must be able to bind a soulmeld to a chakra.
   Special: Must have an animal companion, a familiar, a psicrystal, a special mount, a wild cohort, or a similarly bonded companion.


Table: The Symbiotic Soul      Hit Die: d8
        Base                                                                                    -----Meldshaping-----
        Attack  Fort Ref  Will
Level   Bonus   Save Save Save    Special
1       +0      +0   +0   +2      Companion Bond, Improved Share Soulmeld, Symbiosis (Senses)   ---
2       +1      +0   +0   +3      Symbiosis (Health)                                            +1 of existing class
3       +2      +1   +1   +3      Cobalt Symbiosis, Symbiosis (Form)                            +1 of existing class
4       +3      +1   +1   +4      Symbiosis (Mind)                                              +1 of existing class
5       +3      +1   +1   +4      Extra Bonded Companion, Symbiosis (Soulshift)                 +1 of existing class


Class skills (2 + Int modifier per level): Balance, Climb, Concentration, Craft, Diplomacy, Handle Animal, Heal, Jump, Knowledge (arcana, nature, psionics, and religion, taken individually), Listen, Profession, Ride, Sense Motive, Spellcraft, Spot, Survival, Swim, Tumble

Weapon and Armor Proficiency: You gain no proficiency with any weapon or armor.

Meldshaping: At each level except 1st, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in a meldshaping class to which you belonged prior to gaining the Symbiotic Soul level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds. If you had more than one meldshaping class before becoming a Symbiotic Soul, you must decide to which class to add each level for the purpose of determining your essentia pool, meldshaper level, and number of soulmelds and chakra binds available.

Companion Bond: Your Symbiotic Soul levels stack with your levels in your other classes to determine the effectiveness of your animal companion, familiar, psicrystal, special mount, wild cohort, or similarly bonded companions. No matter how many different classes you may have contributing to the effectiveness of any one such companion, your Symbiotic Soul levels only count once towards any given companion progression. If you have the ability to treat a single companion as a bonded companion of more than one type, your Symbiosis Weaver levels still count towards all such applicable progressions.

Improved Share Soulmeld: Your Share Soulmeld feat affects all of your bonded companions, regardless of their type of companion and regardless of whether you can share spells with them.

Symbiosis: As you gain levels in Symbiotic Soul, your bonds with your bonded companions improve to supernatural levels. At the levels indicated, you and your bonded companions each gain the indicated abilities. Unless otherwise stated, the benefits of Symbiosis only apply with regards to bonded companions within 100 feet, although they do not need to possess line of sight or line of effect to you (or each other). The caster level or manifester level of any given Symbiosis ability is equal to your Hit Dice, no matter whether you or your companions are using it.
   Senses (Ex): At 1st level, you and your bonded companions gain each others' exceptional senses. You each gain any extraordinary or supernatural senses that any of the others possess, such as low-light vision, darkvision, blindsense, blindsight, scent, and tremorsense.
   Health (Ps): Beginning at 2nd level, your life force intermingles with that of your bonded companions. You and your bonded companions can manifest share pain on each other at will.
   Form (Su): Starting at 3rd level, you and your bonded companions can take on aspects of each others' forms. As a standard action, you (or your bonded companions) can gain a single natural attack, movement mode, or extraordinary ability derived from racial traits that any other bonded companion (or you) possesses. Each of you and your companions can gain a single such ability at once. Using this ability again removes any previously gained benefits, but allows for a new one to be selected.
   Mind (Su): Starting at 4th level, you and your bonded companions' minds begin to intermingle. You can each communicate with each other, as though with telepathy, even if you or your companions do not speak a language. In addition, you no longer need to handle your bonded companions to get them to act as you will (if applicable).
   Soulshift (Su): At 5th level, you attain a symbiotic apotheosis. You and your bonded companions gain a shared pool of essentia equal to the number of you within range of Symbiosis. Any of you can assign this essentia as though it was within any of your essentia pools, even if it is assigned to another creature's essentia receptacles, and even if any of you do not normally have an essentia pool. If any of you and your companions are separated and not all within Symbiosis range, only those points of essentia granted by you (or your companion) and others within range are accessible.

Cobalt Symbiosis (Su): Starting at 3rd level, your Share Soulmeld feat affect all of your bonded companions within the range of your Symbiosis ability, instead of only those within 5 feet of you. In addition, you may choose a single Incarnum feat that you possess. Your bonded companions each gain that feat, even if they do not qualify for them. Once selected, you can change which feat or skill tricks your companions gain through 8 hours of training each day for one week. Finally, your bonded companions can shape soulmelds and qualify for Incarnum feats as though they had your Constitution score or their own, whichever is more beneficial.

Extra Bonded Companion: At 5th level, you gain the ability to form greater bonds with more entities than before. You gain the ability to attract an additional bonded companion of a type you already possess.

[/spoiler]

Sublime Symbiote Prestige Class
For martial adepts
[spoiler]
"We are all one. We act, think, and strike in unity."

   Skills: Handle Animal 4 ranks, Martial Lore 8 ranks.
   Maneuvers: Knowledge of a 2nd-level or higher strike from any discipline.
   Stances: Knowledge of a stance from any discipline.
   Special: Must have an animal companion, a familiar, a psicrystal, a special mount, a wild cohort, or a similarly bonded companion.


Table: The Sublime Symbiote      Hit Die: d12
        Base                                                                               -----Maneuvers-----
        Attack  Fort Ref  Will                                                             Maneuvers       Stances
Level   Bonus   Save Save Save    Special                                                  Known  Readied  Known
1       +1      +2   +0   +2      Companion Bond, Martial Companions, Symbiosis (Senses)   1      0        0
2       +2      +3   +0   +3      Symbiosis (Health)                                       0      0        0
3       +3      +3   +1   +3      Share Stance, Symbiosis (Form)                           1      1        0
4       +4      +4   +1   +4      Symbiosis (Mind)                                         0      0        1
5       +5      +4   +1   +4      Extra Bonded Companion, Symbiosis (Maneuver)             1      0        0


Class skills (2 + Int modifier per level): Balance, Climb, Concentration, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Jump, Knowledge (arcana, nature, psionics, and religion, taken individually), Listen, Martial Lore, Profession, Ride, Sense Motive, Spot, Survival, Swim, Tumble

Weapon and Armor Proficiency: You gain no proficiency with any weapon or armor.

Maneuvers: At 1st, 3rd, and 5th level, you gain an additional maneuver known from the Stone Dragon and Twin Soul disciplines. If you possess an animal companion or a wild cohort, you may also select maneuvers from the Tiger Claw discipline. If you possess a familiar, you may also select maneuvers from the Desert Wind discipline. If you possess a psicrystal, you may also select maneuvers from the Diamond Mind discipline. If you possess a special mount, you may also select maneuvers from the Devoted Spirit discipline. You must meet a maneuver's prerequisites to select it. You add your full Sublime Symbiote level to your initiator level.
   At 3rd level, you gain an additional readied maneuver.

Stances: At 4th level, you gain an additional stance known from the Stone Dragon discipline. If you possess an animal companion or a wild cohort, you may also select stances from the Tiger Claw discipline. If you possess a familiar, you may also select stances from the Desert Wind discipline. If you possess a psicrystal, you may also select stances from the Diamond Mind discipline. If you possess a special mount, you may also select stances from the Devoted Spirit discipline. You must meet a stance's prerequisites to select it.

Companion Bond: Your Sublime Symbiote levels stack with your levels in your other classes to determine the effectiveness of your animal companion, familiar, psicrystal, special mount, wild cohort, or similarly bonded companions. No matter how many different classes you may have contributing to the effectiveness of any one such companion, your Sublime Symbiote levels only count once towards any given companion progression. If you have the ability to treat a single companion as a bonded companion of more than one type, your Symbiosis Weaver levels still count towards all such applicable progressions.

Martial Companions (Ex): Your bonded companions can use your initiator level or their own, whichever is more beneficial. This applies for all purposes, including determining which maneuvers they can select. Additionally, your bonded companions can qualify for maneuvers as though they also knew as many maneuvers from each discipline as you know. This does not allow them to qualify for other prerequisites, such as knowing a specific maneuver or having a specific alignment.

Symbiosis: As you gain levels in Sublime Symbiote, your bonds with your bonded companions improve to supernatural levels. At the levels indicated, you and your bonded companions each gain the indicated abilities. Unless otherwise stated, the benefits of Symbiosis only apply with regards to bonded companions within 100 feet, although they do not need to possess line of sight or line of effect to you (or each other). The caster level or manifester level of any given Symbiosis ability is equal to your Hit Dice, no matter whether you or your companions are using it.
   Senses (Ex): At 1st level, you and your bonded companions gain each others' exceptional senses. You each gain any extraordinary or supernatural senses that any of the others possess, such as low-light vision, darkvision, blindsense, blindsight, scent, and tremorsense.
   Health (Ps): Beginning at 2nd level, your life force intermingles with that of your bonded companions. You and your bonded companions can manifest share pain on each other at will.
   Form (Su): Starting at 3rd level, you and your bonded companions can take on aspects of each others' forms. As a standard action, you (or your bonded companions) can gain a single natural attack, movement mode, or extraordinary ability derived from racial traits that any other bonded companion (or you) possesses. Each of you and your companions can gain a single such ability at once. Using this ability again removes any previously gained benefits, but allows for a new one to be selected.
   Mind (Su): Starting at 4th level, you and your bonded companions' minds begin to intermingle. You can each communicate with each other, as though with telepathy, even if you or your companions do not speak a language. In addition, you no longer need to handle your bonded companions to get them to act as you will (if applicable).
   Maneuver (Ex): At 5th level, you attain a symbiotic apotheosis. You and your bonded companions can each initiate any maneuver that another has readied (and granted, if applicable). That maneuver is expended as normal. In addition, if you or your bonded companions have the ability to recover maneuvers or the ability to reselect maneuvers readied (such as with the Adaptive Style feat), any of you can recover or replace the maneuvers of any others in place of your own.

Share Stance (Ex): Starting at 3rd level, you can share your martial stances with your bonded companions. Whenever you initiate a martial stance, all of your bonded companions within the range of your Symbiosis ability can initiate that stance as though they knew it, even if they do not qualify for it. Your bonded companions can remain in that stance until they would leave it normally, but only as long as you remain in it as well. Once they have entered a stance, your bonded companions can leave the range of Symbiosis without leaving the stance.

Extra Bonded Companion: At 5th level, you gain the ability to form greater bonds with more entities than before. You gain the ability to attract an additional bonded companion of a type you already possess.

[/spoiler]

Pactbound Symbiote Prestige Class
For binders
[spoiler]
"We are all one. Bound together by pacts beyond your ken, our souls are one."

   Skills: Handle Animal 4 ranks, one of Knowledge (arcana or the planes) 8 ranks or Spellcraft 8 ranks.
   Binding: Ability to bind 2nd-level or higher vestiges.
   Special: Must have an animal companion, a familiar, a psicrystal, a special mount, a wild cohort, or a similarly bonded companion.


Table: The Pactbound Symbiote      Hit Die: d8
        Base
        Attack  Fort Ref  Will
Level   Bonus   Save Save Save    Special
1       +0      +0   +0   +2      Companion Bond, Soul Binding +1, Symbiosis (Senses)
2       +1      +0   +0   +3      Soul Binding +2, Symbiosis (Health)
3       +2      +1   +1   +3      Share Vestige, Soul Binding +3, Symbiosis (Form)
4       +3      +1   +1   +4      Soul Binding +4, Symbiosis (Mind)
5       +3      +1   +1   +4      Extra Bonded Companion, Soul Binding +5, Symbiosis (Soulguard)


Class skills (2 + Int modifier per level): Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (arcana, nature, the planes, psionics, and religion, taken individually), Listen, Profession, Ride, Sense Motive, Spellcraft, Spot, Survival

Weapon and Armor Proficiency: You gain no proficiency with any weapon or armor.

Soul Binding: At each level, your soul binding ability improves as if you had also gained a level in the binder class. Your Pactbound Symbiote levels and Binder levels stack for the purpose of determining your bonus on binding checks, the effectiveness of your vestige-granted abilities, your ability to bind higher-level vestiges, and the number of vestiges you can bind. you do not, however, gain any other benefit a Binder would have gained.

Companion Bond: Your Pactbound Symbiote levels stack with your levels in your other classes to determine the effectiveness of your animal companion, familiar, psicrystal, special mount, wild cohort, or similarly bonded companions. No matter how many different classes you may have contributing to the effectiveness of any one such companion, your Pactbound Symbiote levels only count once towards any given companion progression. If you have the ability to treat a single companion as a bonded companion of more than one type, your Symbiosis Weaver levels still count towards all such applicable progressions.

Symbiosis: As you gain levels in Pactbound Symbiote, your bonds with your bonded companions improve to supernatural levels. At the levels indicated, you and your bonded companions each gain the indicated abilities. Unless otherwise stated, the benefits of Symbiosis only apply with regards to bonded companions within 100 feet, although they do not need to possess line of sight or line of effect to you (or each other). The caster level or manifester level of any given Symbiosis ability is equal to your Hit Dice, no matter whether you or your companions are using it.
   Senses (Ex): At 1st level, you and your bonded companions gain each others' exceptional senses. You each gain any extraordinary or supernatural senses that any of the others possess, such as low-light vision, darkvision, blindsense, blindsight, scent, and tremorsense.
   Health (Ps): Beginning at 2nd level, your life force intermingles with that of your bonded companions. You and your bonded companions can manifest share pain on each other at will.
   Form (Su): Starting at 3rd level, you and your bonded companions can take on aspects of each others' forms. As a standard action, you (or your bonded companions) can gain a single natural attack, movement mode, or extraordinary ability derived from racial traits that any other bonded companion (or you) possesses. Each of you and your companions can gain a single such ability at once. Using this ability again removes any previously gained benefits, but allows for a new one to be selected.
   Mind (Su): Starting at 4th level, you and your bonded companions' minds begin to intermingle. You can each communicate with each other, as though with telepathy, even if you or your companions do not speak a language. In addition, you no longer need to handle your bonded companions to get them to act as you will (if applicable).
   Soulguard (Su): At 5th level, you attain a symbiotic apotheosis. The very souls of you and your bonded companions begin to intermingle. Whenever an effect would require you or any of your bonded companions to make a saving throw, each of you and your bonded companions may make a saving throw against the effect (although those of you who would not otherwise be affected are still not affected by the effect). If any of you would have succeeded on the saving throw, all of you are considered to have succeeded on the saving throw. This ability only applies against death effects, mind-affecting effects, and effects that would manipulate you or your bonded companions' souls.

Share Vestige (Ex): Starting at 3rd level, you have learned to incorporate your bonded companions in your pact-making rituals. Whenever you bind a vestige, you may choose to share it with one or more of your bonded companions, granting them the bound vestige as well, with the same result for your binding check. A given bonded companion can only gain one vestige at a given time this way, and cannot gain a new vestige this way until the previous pact has ended. You need not share the same vestige with all of your companions; different companions may gain different vestiges that you have bound. However, if your pact with a vestige ends early, all of your companions' pacts with the same vestige granted this way also end.

Extra Bonded Companion: At 5th level, you gain the ability to form greater bonds with more entities than before. You gain the ability to attract an additional bonded companion of a type you already possess.

[/spoiler]

17/08/2011: - Pactbound Symbiote finally has its missing 5th-level Symbiosis ability.
 - Sublime Symbiotes can now learn from Twin Soul, and their companions now have improved initiator levels and easier maneuver access.
 - Symbiosis Adepts can now be Shadowcasters.
 - Symbiosis Weaver's 5th level ability has been altered. Being able to ignore just about everything at the cost of leaving a psicrystal or familiar in your pack is a bit more powerful than I intended. You can still ignore most action denial effects, and you don't die from death effects, but damage (and death effects) will still take you out of the fight.
« Last Edit: August 17, 2011, 06:07:16 PM by Garryl »
A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
[spoiler]
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
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Amechra

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Re: Symbiosis Weaver
« Reply #1 on: February 12, 2011, 10:20:46 PM »
The symbiosis for the Pactbound Symbiote should create a special vestige of a sort. That lets you combine your soul with your companions, literally,
[spoiler]Fighter: "I can kill a guy in one turn."
Cleric: "I can kill a guy in half a turn."
Wizard: "I can kill a guy before my turn."
Bard: "I can get three idiots to kill guys for me."

On a strange note, would anyone be put out if we had a post about people or events we can spare a thought for, or if its within their creed, a prayer for? Just a random thought, but ... hells I wouldn't have known about either Archangels daughter or Saeomons niece if I didn't happen to be on these threads.
Sounds fine to me.
probably over on "Off-topic".
might want to put a little disclaimer in the first post.

This is the Min/Max board. We should be able to figure out a way to optimize the POWER OF PRAYER(TM) that doesn't involve "Pazuzu, Pazuzu, Pazuzu".
[/spoiler]

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Garryl

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Re: Symbiosis Weaver
« Reply #2 on: February 12, 2011, 10:35:33 PM »
Would you care to write it up? I'm not that familiar with Binders. What I've already written is about the extent of my knowledge.
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Amechra

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Re: Symbiosis Weaver
« Reply #3 on: February 12, 2011, 10:52:03 PM »
I will have to think about that; haven't built a Vestige before.
[spoiler]Fighter: "I can kill a guy in one turn."
Cleric: "I can kill a guy in half a turn."
Wizard: "I can kill a guy before my turn."
Bard: "I can get three idiots to kill guys for me."

On a strange note, would anyone be put out if we had a post about people or events we can spare a thought for, or if its within their creed, a prayer for? Just a random thought, but ... hells I wouldn't have known about either Archangels daughter or Saeomons niece if I didn't happen to be on these threads.
Sounds fine to me.
probably over on "Off-topic".
might want to put a little disclaimer in the first post.

This is the Min/Max board. We should be able to figure out a way to optimize the POWER OF PRAYER(TM) that doesn't involve "Pazuzu, Pazuzu, Pazuzu".
[/spoiler]

My final project for my film independent study course. It could do with a watching and critiquing

Garryl

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Re: Symbiosis Weaver
« Reply #4 on: February 12, 2011, 11:24:24 PM »
Maybe it could be like those single vestige focused PrCs, like Scion of Dantalion or Knight of the Sacred Seal. If the symbiotic vestige is 2nd or 3rd level, it'll serve as a good entry, and the class abilities can be tweaked to focus more on it. For instance, the first level ability could give you that permanent binding thing (or maybe wait until 5th so that you'll still have a 2nd vestige to pick) and give improved use of its abilities.

Actually, I don't think that would work that well. The symbiosis abilities are all things that work both ways. If you're trading vestiges around, Share Vestige already does that. And if you're just giving improved usage of a vestige's abilities, that doesn't really work as a shared thing. A symbiotic vestige would work very well, although in a sense all vestiges symbiotic, even if they are a bit mercenary about it.

... Okay, I think I know more than I first thought.

I think that soul combining thing could work. I don't think making a vestige is the way to do it, though.
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DavidWL

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Re: Symbiosis Weaver
« Reply #5 on: February 18, 2011, 02:22:40 AM »
Very cool idea.  Makes me think of a supermount / Arcane Heirophant.

Extra Bonded Companion is very powerful - I'd lose a caster level (or the equivalent) when that is granted.

Best,
David
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Non-PC activities like out of combat healing should be left to wands and NPCs. It's not fun to play a walking wand of CLW. Likewise, being a combat wall is not a viable PC role. A Wall of Force could do that.

-Sort of, but you left out the important note that a Wall of Force does it better.

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Garryl

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Re: Symbiosis Weaver
« Reply #6 on: August 17, 2011, 04:24:27 PM »
I finally finished the Pactbound Symbiote. Also, some tweaks to the Sublime Symbiote and Symbiosis Weaver.
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DonQuixote

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Re: Symbiosis Weaver
« Reply #7 on: August 17, 2011, 05:11:17 PM »
I must admit that I initially thought this was going to have something to do with the Symbiotic Creature template.  Despite the fact that I love that template to death, this is arguably more interesting.

My main question at the moment is whether you intend to give any more detail on Extra Bonded Companion.  Are you treated at your full class level(s) for the purpose of determining its bonuses and statistics, or is there a penalty?  Furthermore, if you have a feat or feats that grant bonuses to your companion (singular), do they apply to both simultaneously, or just one at a time?  If you get a second familiar (normally illegal), is the extra Alertness feat wasted, or do you gain some benefit?  Things like that.

In addition, the Symbiosis (Will) ability seems to be much less useful for familiars, and I'm pretty sure there are fairly easy tricks that allow you to gain the same benefits without the class feature.  Might it be worth diversifying the benefits gained with different sorts of companions?  I can definitely see a spellcaster or manifester learning the ability to capitalize on an empathic link to dimension door to his companion's location.

For the Sublime Symbiote, it might be worth noting that your companion is treated as having an initiator level equal to yours for the purpose of Symbosis (Maneuver).  Actually, come to think of it, you might make it a 1st-level ability that gives your companion an initiator level equal to yours, allowing it to actually gain useful maneuvers through Martial Study (if it's a companion that advances by hit dice and therefore gains feats).

These are just things that occur to me off the top of my head.  Pretty interesting stuff so far!  I might have to convince one of my players to run a campaign so I can try this stuff.

Garryl

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Re: Symbiosis Weaver
« Reply #8 on: August 17, 2011, 06:03:31 PM »
I must admit that I initially thought this was going to have something to do with the Symbiotic Creature template.  Despite the fact that I love that template to death, this is arguably more interesting.

My main question at the moment is whether you intend to give any more detail on Extra Bonded Companion.  Are you treated at your full class level(s) for the purpose of determining its bonuses and statistics, or is there a penalty?  Furthermore, if you have a feat or feats that grant bonuses to your companion (singular), do they apply to both simultaneously, or just one at a time?  If you get a second familiar (normally illegal), is the extra Alertness feat wasted, or do you gain some benefit?  Things like that.

It's supposed to let you get another companion at the full level. Feats and effects that modify an ability as a whole (such as Natural Bond) would affect the extra companion as well, but those that apply to a specific companion (probably are some, but I don't know) wouldn't affect the extra unless you take it again for the extra companion. You should be able to get another companion of any sort that you already have, and ideally it would copy the ability rather than the specific creature (ie: get a different animal for your second animal companion or familiar or whatever, and be able to summon both Paladin special mounts independently rather than only one 1/day). I'll try to reword the ability to remove any ambiguities.

I really don't want to start making special exceptions for various companion types. For now, gaining Alertness twice (or the bonus for having a given familiar twice) uses the normal stacking rules (ie: they don't stack). You'd already get double Alertness from having both a familiar and a psicrystal, anyways.

Quote
In addition, the Symbiosis (Will) ability seems to be much less useful for familiars, and I'm pretty sure there are fairly easy tricks that allow you to gain the same benefits without the class feature.  Might it be worth diversifying the benefits gained with different sorts of companions?  I can definitely see a spellcaster or manifester learning the ability to capitalize on an empathic link to dimension door to his companion's location.

Which ability are you referring to? There is no Symbiosis (Will) ability.

You make a good point that some abilities overlap with existing companion features. I was mostly building this from an Animal Companion/Wild Cohort perspective. However, the BaB/skill sharing of the Weaver's Share Training is built into familiars and psicrystals, and psicrystals already get telepathy with their master from level 1 (so Symbiosis (Mind) is useless for them).

Quote
For the Sublime Symbiote, it might be worth noting that your companion is treated as having an initiator level equal to yours for the purpose of Symbosis (Maneuver).  Actually, come to think of it, you might make it a 1st-level ability that gives your companion an initiator level equal to yours, allowing it to actually gain useful maneuvers through Martial Study (if it's a companion that advances by hit dice and therefore gains feats).

These are just things that occur to me off the top of my head.  Pretty interesting stuff so far!  I might have to convince one of my players to run a campaign so I can try this stuff.

Done and done. I'm also letting them use your maneuvers known for prerequisites so they can better skip to the good stuff.

I'm glad you like this. It's always nice when someone wants to use your work.
A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
[spoiler]
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
[/spoiler]

DonQuixote

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Re: Symbiosis Weaver
« Reply #9 on: August 17, 2011, 06:09:39 PM »
Which ability are you referring to? There is no Symbiosis (Will) ability.

Just my brain, conspiring against me.  I meant Symbiosis (Mind).

Pretty much everything else you said makes sense.  I agree that it'd be a pain to make exceptions for each time of companion, I was just poking at threads to see if any of them were loose.  Seems pretty sound--every companion is going to get some benefits, but not all.

Garryl

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Tentative definition of bonded companions:

A bonded companion is another creature granted to you through a class feature, feat, or other effect. The creature's power must be directly tied to your own abilities and level; creatures that naturally have the ability to become more powerful independent of you, but are only limited due to your connection do not count. Thus, animal companions, familiars, psicrystals, special mounts, and wild cohorts are considered bonded companions, as are the birds summoned through a pact with the vestige Malphas, but summoned or called creatures and cohorts granted by the Leadership feat are not.



Tentative reworking for Extra Bonded Companion:

At 5th level, you gain the ability to form greater bonds with more entities than before. You gain the ability to attract an additional bonded companion of a type you already possess.
   Choose a single feat, class feature, or other ability that grants you a bonded companion. You gain that ability again, functioning independently from the original ability for the purpose of determining how many bonded companions you can possess and your ability to summon or call them, but overlapping for other purposes. The virtual ability functions exactly as strongly as the original and the two do not impede with each other in any way. Regardless of how many bonded companions the original ability normally grants, you can only gain a single additional bonded companion at any given time in this way.
   If you lose the bonded companion granted by this ability (whether it dies, you permanently dismiss it, you lose the ability, or otherwise), you must select an ability to duplicate in this way once again. You may select the same ability once more (only if you still possess it), retaining it without interruption, or you may select another such ability you possess, duplicating that ability in place of the previous one.



How do those look? Can you spot any loopholes?
A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
[spoiler]
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
[/spoiler]