A somewhat custom Cohort in Leadership


Homebrew and House Rules


I've been devising a custom Cohort that ties in with the next character I'm going to be playing. This said, going to toss out a bit of the backstory of my character out here with copy and paste from what I'm planning on presenting my GM with thus far in regards to the custom cohort who's name is Zel.

Inheriting the family job of searching out relics, Drakon Sargentus’s primary workplace is the shop known as the Blinking Eye, located in the Absalom Market District. The origins of such a name was due to his far reaching ancestry deriving from powerful wizards and seers long past, using their divination as a means to discover the whereabouts of certain artifacts. The artifacts found this way usually embellished the powers of his ancestors, granting even more strength into his bloodline. Over time however, due to the various magical energies streaming into the bloodline, the ability to use divination as effectively has dwindled to a large extent, and has made later generations have to learn through other means and resources. This has lead to the seeking of knowledge in the power of science, be it to find out information or to assist in the retrieval of what is desired.

His latest creation that he has become so fond of is firearms, and the possibility of infusing magic with science as one. Word among the city and neighboring areas has whispered about the strange trinkets that have been seen around him. Despite this, his curiosity is ever growing, and he does not usually tolerate being told “No”. In response to such an answer, depending on his current feelings at the given time, he will range from asking politely for you to reconsider, to a magically infused bullet to the head. One of the few people he will take no from is his long time families advisor Zel, a wizard who, despite looking as though he is a thirteen year old, has aged well beyond his years. The reason for this seemingly nonaging is debatable. Some think that it was from an artifact, where as others believe it may be another bloodline, or perhaps a pact with a demon. Regardless, Zel carries out the duties of the organization while Drakon is out for various reasons. In his spare time, he attempts to create trinkets that would please Drakon.

Zel has pure black hair, and strangely blue eyes, more blue than others. He often speaks as though he is a butler when in front of others, been when confronted by the current head of the Sargentus bloodline, his attitude becomes more cheerful, although restraining himself from growing too excited.

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This information is available to all players to know about. Hidden and what would be known only to my character and the GM is the following.

Zel: Zel is actually a magical golem created by Drakon’s great, great grandfather. It was one of his attempts to create life itself. Being able to hide Zel’s magical aura, let alone have flesh, blood, and a thoughtful mind of its own, it seems as though he had perfected the art of golem making. Despite this, Zel occasionally must use some of the magical objects and extract its energies to further fuel himself in order to sustain his appearance and hide his magical presence. As a result of living for so long, let alone the magical energies coursing through his body, he is able to act similarly as a wizard, and has made a magical bond to an arcane staff that was originally used to sustain his life, handed down from his creator. Whenever a new master is chosen, Zel’s abilities become reset, to adapt to what his new master so desires from him.

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This said, I'm trying to come up with some custom traits that would be for the cohort.

So far, as a starter, I've thought about the staff that he uses.

Zel’s Staff: Zel’s Staff is different in the fact that it is never used to actually cast any spells. Instead, Zel’s Staff absorbs all loose magical energies floating in the air, creating it into energy for Zel to harvest to replenish his own energy. As a result, once every 8 hours the staff can replenish one level 4 or lower spell without the need for rest. However, to sustain his body, he must sacrifice a level 4 or higher spell once every 12 hours. If he does not, he takes 2d6 magical damage every hour until sustained by sacrificing a level 4 or higher spell, or absorbing the properties of various other magical artifacts who’s spell level adds up to level 4 or higher.

Because of the slight similarities to arcane bond, this would replace it while also adding a bit more flavor to him as a character.

I was wondering if this sounds balanced enough, and whether there may be more that I could add flavorwise. Zel's feats that I have planned essentially makes him the primary crafter, although my character will also have some crafting to assist Zel with the Cooperative Crafting feat.

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