Note that this is still a WIP, and suggestions are welcome.
Bearer of Legend I am King. And this is Excalibur, sword of kings from the dawn of time. Who are you? What do you seek? Wielder of items of incredible power, members of this class often beg the question "Does he own the sword, or does the sword own him?"
Becoming A Bearer of Legend Members of all walks of life may take up this cause. Often, they do not choose this destiny as much as it chooses them.
ENTRY REQUIREMENTS Character level: 5
Alignment: Within one step of the item they are to claim
Special: Must be "chosen" to bear an item of legendary power. This item is actually an NPC with class levels that acts as the character's cohort. It may be created specifically for the PC, with the DMs approval. Alternatively, an existing item may become "bonded" to an appropriate wielder (one with a compatible alignment who takes levels of this class). The item must willingly bond with the Bearer.
Class Skills The Bearer of Legend's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (History), Ride (Dex), Swim (Str), and any that the item itself has ranks in.
Skills Points at Each Level : 4 + int
Hit Dice: d8
[b] BAB Fort Ref Will Abilities[/b]
1. +0 +0 +0 +2
2. +1 +0 +0 +3
3. +2 +1 +1 +3
4. +3 +1 +1 +4
5. +3 +1 +1 +4
Weapon Proficiencies: Gains proficiency with the bonded item.
Class FeaturesSword of Power: The Bearer of Legend receives a special version of the
Ancestral Relic feat, which may be applied only to their bonded item. This ability differs from the standard Ancestral Relic feat as follows: the costs of enhancing their item are halved, and the maximum value it may have is doubled. This ability counts as having the Ancestral Relic feat for all purposes.
Faithful Cohort: The item bonded to the Bearer of Legend is an NPC cohort. The DM should create this NPC in conjunction with the player who will be wielding it by first creating the character as normal, and then applying the
Magic Item template to it. This NPC should have an ECL two lower than that of its Bearer, and gain levels whenever the Bearer does so that it stays 2 levels below him or her. If the item has levels in a spellcasting class, it need not supply any somatic, verbal, or trivial (less than 1 gp) material components or focuses when casting spells (this only applies when it is in the form of an item). Any experience point components are instead supplied by the Bearer. Likewise, the Bearer can provide any expensive material components or focuses required.
The bonded item, although a creature, retains its hardness and is treated as an object in all ways when doing so would be beneficial (it does not have to make saving throws against area spells unless its bearer rolls a natural 1, etc). It also has its own set of actions separate from those of its wielder, and retains access to all class and racial abilities that it would have in its "original" (non-object) form.
If an existing item has more levels than is appropriate for a cohort of its Bearer, it temporarily loses access to them, and is treated as a character of the appropriate level while it is bonded to him or her (reduce all stats appropriately). For this reason, very powerful items may refuse to bond with an unworthy wielder, although in some cases they may see potential in a neophyte wielder, and bond with them in order to guide their development into someone who
is worthy.
The Bearer may still gain other cohorts and followers via other means (such as the Leadership feat), and having levels in the Bearer of Legend class grants them a +1 bonus to their Leadership score due to having a
"special power".
Special Power: At each level of this prestige class except first, choose one of the abilities listed below. Each ability may only be chosen once.
Share Spells: The item may have any spells it casts also affect its Bearer, treating its Bearer as its familiar. It gives up any other familiar it might have had, and can not summon another one. If the item has levels in psionic classes, this ability also functions as Share Powers.
Luck: The item grants its master a luck bonus equal to his levels in Bearer of Legend (rounded up) to all saving throws, ability checks, attack rolls, and armor class.
Called: The item can be summoned by the Bearer as a swift action, immediately appearing in his hand or on his body (as appropriate for the item), no matter where it is currently at. It can even be called across the boundaries of the planes, or taken from another creature's possession. Only abilities that can block planar travel can prevent this. If the item is in the possession of another creature with levels of Bearer of Legend which has claimed ownership of it, it cannot be summoned by its previous master until he has reclaimed it through other means (i.e. taken it from its new master).
,
Shared Knowledge: The Bearer may use either the item's or his own skill ranks, whichever is higher, for all skills.
Dancing: If a weapon, the item gains the
Dancing ability, differing as follows: Activating this ability does not require an action on the part of the Bearer at all. The item can activate it on its own as a free action. It also does not have to remain in the same space as the wielder, and the duration of its "dance" is unlimited.
Shared Senses: The Bearer can extend his senses through the item's, allowing him to see and hear what it can see. The item can also detect the world through the Bearer's senses, if he allows it. Use of this ability requires a swift action each round to activate or maintain. This ability also allows the sharing of any spells or special senses that the item (or Bearer) may possess, such as Detect Magic, Darkvision, True Seeing, etc.
Shared Power: The Bearer gains the use of one class or racial ability of his bonded item. His level for this ability is equal to one half of his character level. This may not include spellcasting or psionics. Any limitations on how often or frequently the ability can be used are shared with the item.
Shared Defenses: The Bearer may use the items base saving throw bonuses instead of his own, if desired.
Sacrificial Shield: As an immediate action, the Bearer may choose for any ability that targets him to instead affect his bonded item. The item is granted a saving throw (when one is allowed) to resist any effects diverted, regardless of whether the Bearer has already attempted one or not. Any abilities which do not affect the item's creature type (construct) fail harmlessly when so diverted.
Original post.
[spoiler]I was reading up on the
Bearer of the Ancestral Weapon, and thought, "why don't we take this one step further?" Instead of it just being an intelligent weapon, how about making it an actual cohort, with class levels, and maybe a few other unique abilities? So it would be something like a PrC that grants you a psionic sandwich as a cohort. I don't have time to flesh this out right now, but would like to hear ideas on how to do it.
I don't think it necessarily needs to be a weapon, either. Basically any magic item should work. Armor would probably be ideal, since that can't be sundered or disarmed... [/spoiler]