| Kekkres |
so im not sure if this is the right place to put this but here it goes. I vaugly recall during the recent playtest there was mention of a sorcerer/summoner that was scrapped. I personaly immediatly fell in love with that combo and have been running in my head on how to make it work, the ideas i have going are pretty bare bones at the moment but with luck i will be able to pull a fun working class out of this. So without further ado:
The Thaumaturgist
The concept of the class is that at the first level they form a "pact" with an outsider, the outsider you pact with becomes your permanent companion and advanceds with you gaining their own abilities as they grow and each broad group of outsiders (elemental demon angel inevetable ect.) also functions as a bloodline determining what abilities the thaumaturgist will receive. They will have 6th level casting with a very anorexic base list of spells that is supplemented with a second list gained from the outsider. well thoughts? is this worth working on? as stated each pact will basicly need a whole class worth of features.
| Wiggz |
so im not sure if this is the right place to put this but here it goes. I vaugly recall during the recent playtest there was mention of a sorcerer/summoner that was scrapped. I personaly immediatly fell in love with that combo and have been running in my head on how to make it work, the ideas i have going are pretty bare bones at the moment but with luck i will be able to pull a fun working class out of this. So without further ado:
The Thaumaturgist
The concept of the class is that at the first level they form a "pact" with an outsider, the outsider you pact with becomes your permanent companion and advanceds with you gaining their own abilities as they grow and each broad group of outsiders (elemental demon angel inevetable ect.) also functions as a bloodline determining what abilities the thaumaturgist will receive. They will have 6th level casting with a very anorexic base list of spells that is supplemented with a second list gained from the outsider. well thoughts? is this worth working on? as stated each pact will basicly need a whole class worth of features.
Not knocking the idea at all (Summoners and Sorcerers are my two favorite casting classes), but what you describe sounds very close to the Summoners I run who always take some version of the Eldritch Heritage feats. I suspect any Sorcerer combo that leans on Charisma would be much the same.
| Kekkres |
Kekkres wrote:Not knocking the idea at all (Summoners and Sorcerers are my two favorite casting classes), but what you describe sounds very close to the Summoners I run who always take some version of the Eldritch Heritage feats. I suspect any Sorcerer combo that leans on Charisma would be much the same.so im not sure if this is the right place to put this but here it goes. I vaugly recall during the recent playtest there was mention of a sorcerer/summoner that was scrapped. I personaly immediatly fell in love with that combo and have been running in my head on how to make it work, the ideas i have going are pretty bare bones at the moment but with luck i will be able to pull a fun working class out of this. So without further ado:
The Thaumaturgist
The concept of the class is that at the first level they form a "pact" with an outsider, the outsider you pact with becomes your permanent companion and advanceds with you gaining their own abilities as they grow and each broad group of outsiders (elemental demon angel inevetable ect.) also functions as a bloodline determining what abilities the thaumaturgist will receive. They will have 6th level casting with a very anorexic base list of spells that is supplemented with a second list gained from the outsider. well thoughts? is this worth working on? as stated each pact will basicly need a whole class worth of features.
well the concept is based on the more iconic imagry of demon binders ala king solomon or the bartemeas books. also remember this would be an intelegent indapendant outsider who has entered into a partnership and would probobly have more agency than a normal eildion (untill the dm decides its too much work and hands full control to the player anyway)
| Kekkres |
Here is the basic skeleton of how i see the class working. first we take the summoner base and strip it clean, lose all the class features and the current spell list, with the companion similerly losing everything besides base stat growth.
from here we add the following class abilities
Pact: this is selected at level 1, where the Thaumaturgist selects a group of outsiders to ally with. this affects the abilities he can get throuhout his class.
Pact spells: every however many levels a thaummaturist gains spells added to his spell list based on his pact similer to bloodlines but more frequant with greater impact
Pact Powers: at the first, fifth seventh and twelvth level the THaumaturist gains a power or passive ability based on their pact. similer to bloodlines
Pact Feats: they gain bonus feats they can select from a list based on their pact. this will be used to help fill in dead levels if any exist.
Spirit Binding: at the 5th level a Thaumaturgist gains the ability to bind outsiders to his will. to do so they will need to successfully negotiate terms with the outsider in question OR alternaticvly they can forcably bind an outsider. doing so requires the outsider in question to be held in place for a 2 hour cerimony and provides a will save from the outsider in question. once bound the outsiders are treated as cohorts who must obey direct commands from the Thaumaturgist (they are still free to act outside of orders but may never intentionaly bring phisical harm to their master while bound.), with forcably bound outsiders reciving an additional will save whenever commanded to act against their alignment as well as another once dayly. the will saves in question is 10 +1/2 Caster level +CHA. a Thaumaturgist Control HD of outsiders equal to twice their caster level, with their partner counting as part of the total, and Outsiders who are forced into bondage counting for double HD.
Pact summons: At the 4th level a summoner gains the ability to call a number of outsiders to his side from the group he is pacted with. at the fourth level they may only call 1D4-1 2HD outsiders (Imps launturn archeons ect) CHA times per day but as they gain levels the frequancy and quality of the calls increases.
| Gameos |
So I imagine they would have a list of Pacts set up in a similar way to sorcerer bloodlines. As you said you would get spells, feats, powers, and most importantly your outsider companion. I would suggest getting bonus spells like how bloodlines and domains do it, giving you the bonus spells whenever you gains access to that spell level. Or you could give them spells more frequently, but maybe then they'd have a smaller spell list or something? Getting powers from your pact similar to a bloodline is a good idea. When choosing a pact your alignment would have to be within one step of the pact's alignment (Demon Pact=CE, Protean=CN, etc.), or something very similar.
I dislike the Spirit Binding and Pact summons abilites, why not just combine them and say that you can use planar ally, lesser on the type of outsider you have a pact with x number of times per day (or something like that)? And maybe at a later level it becomes planar ally? That seems much simpler. Maybe planar binding instead of planar ally, maybe. You did make a pact with them so planar ally might be the better option.
Though if you do want to have an ability like spirit binding you might want to do something like what I said above but with planar binding instead of planar ally. I'm thinking that, lets say, you get the planar ally, lesser ability at 6th (one level before clerics and oracles can get it). You can use it x number of times per day (or maybe 3 + cha bonus or something, I don't know just yet). This ability functions as Planar Ally, Lesser, except that the outsiders you summon don't require payment and do not need to be bargained, though they still only perform one task and the creature returns to its home plane after a number of [rounds/days or something. Haven't decided yet] per [caster level or class level or something]. You may only summon outsiders that are of the same type as your pact. At 10th level (maybe higher), this ability functions as planar ally. At x level (I'm thinking 8th, 10th or 12th), this ability can instead function as planar binding (, lesser?), but this consumes 2 daily uses. You may bind outsiders not of your pact type when using the ability this way.
Or something like that.
I'm thinking you would get planar ally, lesser at 6th, planar binding, lesser at 8th, planar ally at 10th and planar binding at 12th. So a simpler version of the ability might read:
[Name]
At 6th level, your pact allows you to call outsiders to your aid. This ability functions as planar ally, lesser, but you may only call outsiders that are the same type as your pact and only they only require half the normal payment [changed from none, because none might be too powerful]. At 8th level, you can bind outsiders to do your bidding. This functions as planar binding and consumes two daily uses of this ability. You may bind outsiders this way that are not the type that you have a pact with. At 10th level, when requesting aid from outsiders you have a pact with, this ability functions as planar ally, with both adjustments from this ability. At 12th level, when binding outsiders of any kind, this ability functions as planar binding. You may use this ability a number of times per day equal to your Charisma modifier [maybe more, maybe less, I dunno]. [Maybe have the advancements at later levels, and maybe even having planar ally, greater and planar binding, greater eventually.]
But if you really want something like spirit binding, give them an ability that works similar to the command undead feat but for outsiders, which just so happens to be very close to what you already have.
Anyway, it's a really cool class idea and I'd like to see what you do with it.
EDIT: Oh crap I forget that Summon Monster existed... err.. the summoning outsiders you have a pact with might work like that instead. That might work better.
| Kekkres |
*snip snip*
oh wow i had actualy forgotten the existance of both the planar ally and planar binding spell lines, that simplifies things greatly. also here would be some additional abilities.
Ahem;
Pact Key: when a thaumurgist creates his pact he receves a magical item, this item may be a quarterstaff or a stave, amulete ring or a more obscure object such as a book or a scroll containing the terms of the pact. this item may be enchanted though item creation feats as though it where non magical. a thaumurgist prepares his spells using his pact item as a focus and cannot prepare his spells without it. if lost or destoryed a new one can be received from any outsider of his pact group. at which point the old one if it still exists crumbles to ash.
Spirit Ties: at the third level a thaumurgist may call an outsider to his aid, this functions similerly to the planar ally group of spells however the outsider called is determined by his pact and level, in addition rather than a single task the outsider may be asked to aid in battle for a number of rounds equal to the thaumurgists caster level plus their charisma modifier.this ability may not be used while the thaumurgist's companion is manifested.
Spirit Allies: at the fourth level a thaumurgist gains the power to command outsiders. he may form indavidual pacts deals or aliances with indavidual outsiders gaining the ability to call them into service (indavidualy or collectivly) as he would call his companion as long as the agreements are held. agreements can only be made with outsiders of at least one less HD than the thaumurgists companion. in addition a thaumurgist cannot have agreements with outsiders exceeding twice his caster level in collective HD (including his companion.) spirit allies may not be manifested at the same time as spirit ties.
Spirit binding: at the seventh level a thaumurgist gains the ability to forcably subjjugate outsiders to his will. doing so is treated as the planar binding spell, except as follows. the outsider in question is not called and rather must be found and held within the circle by other means rangin from trickery to incapacitation. the Bound outsider receives a will save to resist the initial binding, one every time it receves a command violatingg its alignment and another each week it is held bound. outiserd bound this way must have at least one opposing alignment to the thaumurgist or it will constitute a breach of the pact.(true neutral thaumurgists consider any outsider not at least partialy neutral to be opposing) bound outsiders count toward the total outsiders a thaumurgist may command and are summoned in the same fashon as allies. a bound outsider may not bring phisical harm to its master while bound but is otherwise free to intemperate comands as it sees fit.
that needs a lot of cleaning up word wise but mechanicaly i think its sound.
| Gameos |
Pact Key is... cool. That's a very nice idea you have there, and it's a very nice way of doing things about where he actually gets his spells from.
Like I said at the end of my other post, Summon Monster might work better than Planar Ally for spirit ties.
Spirit allies seems a bit strong, but
I don't really think you need spirit binding. Maybe you get some ability that gives you a bonus when doing planar ally, planar binding and summon monster (and other outsider calling spells), or something like that.
Now, as for what Pacts there actually are, I think you should stick to 12 for the time being, and those twelve being the ones found on this page under the Dealing with outsiders section. I know it's not all of them but not every outsider will be willing to make a pact with you.
| Kekkres |
Could one go a more holy route make a deal with angels be kind of interesting I think
yes idealy any of the 22 broad groups of outsiders would be selectable as pacts, from angels to genies to inevetables to aeons to devils to elementals and so on.
Silent Saturn
|
Count Coltello wrote:Could one go a more holy route make a deal with angels be kind of interesting I thinkyes idealy any of the 22 broad groups of outsiders would be selectable as pacts, from angels to genies to inevetables to aeons to devils to elementals and so on.
That would be... quite a decision to make. 22 groups of outsiders, each one with a whole roster of potential allies, and you have to choose one? Is the player sifting through all three Bestiaries looking for every outsider ever printed, trying to figure out which group will cover the most bases?
If I were building a character like that I'd say to heck with it and go Elemental. The base four elementals each have different stat blocks to cover a wide range of CRs, so I could just keep referencing the one page in the Bestiary I and move to the next stat block when my level gets high enough.
Still, a genie summoner sounds dangerously awesome...
| Kekkres |
Kekkres wrote:Count Coltello wrote:Could one go a more holy route make a deal with angels be kind of interesting I thinkyes idealy any of the 22 broad groups of outsiders would be selectable as pacts, from angels to genies to inevetables to aeons to devils to elementals and so on.That would be... quite a decision to make. 22 groups of outsiders, each one with a whole roster of potential allies, and you have to choose one? Is the player sifting through all three Bestiaries looking for every outsider ever printed, trying to figure out which group will cover the most bases?
If I were building a character like that I'd say to heck with it and go Elemental. The base four elementals each have different stat blocks to cover a wide range of CRs, so I could just keep referencing the one page in the Bestiary I and move to the next stat block when my level gets high enough.
Still, a genie summoner sounds dangerously awesome...
i think you misunderstand a bit, for each pact you would start with a base "companion" likkely modled on each groups 2CR advanced familier (imp launturn ect) from there it will gain abilities and power as it levels (and likely size)developing into a fully formed 15HD outsider, at least thats the plan.
| Kekkres |
What are the 22 different groups though? I presume you have the 12 from here but what other ones did you choose?
21 sorry i miscounted
Aeons
Agathions
Angels
Archons
Asuras
Azatas
Daemons
Demodands
Demons
Devils
Divs
Ellementals
Genies
Inevitables
Kami
Kytons
Oni
Proteans
Psychopomps
Qlippoth
Rakshasas
| Gameos |
Asuras... I suppose they might have you aid them in destruction of everything. Might be cool.
Demodands probably shouldn't be an option, because they would try to enslave you instead of making pacts with you. A pact with the Titans would make much more sense, which would then give you a demodand companion methinks.
Divs might also be another problem, since they hate mortals and thus would probably attack you instead of making a pact.
Genies would work.
Kamis might be weird. Maybe you are the kami's ward, or maybe something from the ritual is the kami's ward? Oh duh, the pact key would be it.
Kytons would work, like they aid you and take the corpses of the things you beat. Might make for a very interesting companion.
Onis might not work, like the demodands they'd just try to enslave you.
Psychopomps might work.
Rakshasas might also be a problem, because they really only care about themselves which would make for a very one-sided pack.
So, if it were me I'd probably replace Demodands with Titans and get rid of Divs, Onis and Rakshasas. But that's just me, you might have some other way of making it work.
| Kekkres |
Do you mean the genie binder?
ooh i may have to steal some of those mechanics and ability.
| Kekkres |
So, if it were me I'd probably replace Demodands with Titans and get rid of Divs, Onis and Rakshasas. But that's just me, you might have some other way of making it work.
i would argue that rakshasas and possibly oni are clever enough and probobly have the self restraint to work within a pact as long as the return they are getting from it is great enough. however for a start i think ill only work on the main 12. Also
at the 16th level a Thaumaturgist may cast binding once a day as a spell like ability, doing so still requires a matirial component and may only target outsiders of an alinment opposed to the casters alignment (true neurtal casters are treated as opposed to any outsider not at least partialy neutral)
| Count Coltello |
Do you mean the genie binder?
http://www.d20pfsrd.com/races/other-races/featured-races/arg-ifrit/wishcraf ter-sorcerer-ifrit
| Kekkres |
ok so then this is how its looking so far
HD D8
BAB 3/4
(might reduce these to D6 and 1/2 bab, but im not sure)
Fort poor
ref poor
will Good
skills: (4+int) appraise, bluff, craft, diplomacy, fly, heal, intimidate, knowledge(arcana) knowledge (history) knowledge (nobility) knowledge (religion) knowledge (the planes), linguistics, profession, sense motive, spellcraft, use magical device
Spell progression (as summoner)
spells known (as summoner)
charisma based spontaneous caster
(class abilities in next post)
Also i need a proper name for what the companion of the class should be called. Any suggestions?
| Kekkres |
Pact: At the first level a Thamugist selects a group of outsiders to pact with. Once selected this decision may not be changed. eEach group has an alingment which the thamugist must be within one step of. In addtion each pact has terms and a code that the thamugist must follow. breaking either of these conditions voids the pact, requiring an atonement to gain back.
Pact key: when a thaumurgist creates his pact he receves a magical item, this item may be a quarterstaff or a stave, amulete ring or a more obscure object such as a book or a scroll containing the terms of the pact. this item may be enchanted though item creation feats as though it where non magical. a thaumurgist casts his spells using his pact item as a focus and cannot cast his spells without it. if lost or destoryed a new one can be received from any outsider of his pact group. at which point the old one if it still exists crumbles to ash.
Pact abilities: at the first, third ninth fifteenth and 20th level a Thamugist gains abilities from the pact.
Spirit Ties: at the second level a thamugist gains the ability to summon outsiders into battle as a spell like ability. this functions as summon monster only the outsider called is decided by the pact.
Pact spells: at the third and every even numbered level after a Thamugist adds spells to his list of known spells based on the pact.
Soul Speaker (EX): A thaumigist gains a bonus equil to half his caster level on all deplomacy, bluff, intimidate and sense motive checks involving outsiders.
Planar commander: At the sixth level a Thamugist may form lesser pacts with outsiders who he can then call to aid him. these pacts must be formed indavidualy with each outsider in question. A thamugist may only form a lesser pact with an outsider whos HD is equil to half his caster level or less. these outsiders may be summoned (individualy or collectivly) as a standard action, and may be dismissed as a free action. these outsiders may not be present at the same time as the thamugists companion is manifested. THe collecive HD of all outsiders the THamugist is pacted with (including his companion) cannot exceed twice his caster level.
Spirit Allies: At the 8th level a THamugist may cast lesser planar ally as a spell like ability once per day, doing so consumes all remaining uses of spirit ties that the thamugist has for that paticuler day, and it may not be cast if the thamugist has no remaining uses of spirit ties. at the 12th level this is improved to "planar ally" spell like ability. and again to "greater planar ally" at the 16th level. The outsiders called are always from the pacted group.
Spirit Binding: At the tenth level a Thamugist adds lesser planer binding to his list of spells known as a 4th level spell. When making opposed charisma checks agains the outsider for this, add half of your caster level to the result. At the thirteenth level add "planer binding" to the list of spells known as a 5th level spell, at the 16th level add "greater planer binding" as a 6th level spell
Binding:at the 16th level a Thaumaturgist may cast binding once a day as a spell like ability, doing so still requires a matirial component and may only target outsiders of an alinment opposed to the casters alignment (true neurtal casters are treated as opposed to any outsider not at least partialy neutral)
Gate: at the 18th level a Thamugist may cast gate as a spell like ability. doing so depletes all remaining uses of spirit ties and it may not be cast if no dayly uses of spirit ties remain. if used to call an outsider the matirial component still remains.
Higher Soul: At the twentieth level a Thamugist becomes a "native outsider" losing any previous type, in addition he gains whatever subtype his pacted group might possess. as a free action he may chose to supress this for any length of time. appearing as as their original type to any observation or divination, when doing so he is treated as his previous creature type. Thamugists of the undead or construct type retain the traits of their type despite becoming outsiders.
| Kekkres |
Now im not sure wehich of the pacts to work on first or weather it would be better to do the spell list first instead...
the proteans, ellementals, demons, devils deamons and celestials (whichever good outsider group you want to tie that to) so those should be easyish to get the pact itself down.
| Kekkres |
Update to the above abilities
Spirit ties is usable a number of times per day equal to your CHA modifier, and gains an additional use every fourth level after (6 10 14 18) maxing out at 4+CHA uses per day
Spirit allies Costs
3 uses of spirit ties when using lesser planar ally,
4 Uses of Spirit ties when using planar ally and
5 uses of spirit ties when using greater planar ally
And is not limited to once per day, assuming you have a high enouh CHA mod to use it multiple times
Casting Gate depletes all remaining uses of spirit allies, you must have at least 6 uses remaining to do so.
also a small table showing the logistics of planar commander
|06=07=08=09=10=11=12=13=14=15=16=17=18=19=20| Cater level
|07=08=10=11=12=13=15=16=17=18=20=21=22=23=25|Total Controllable HD
|03=03=04=04=05=05=06=06=07=07=08=08=09=09=10| Highest HD pactable
| Kekkres |
The companions use the following base template unless noted otherwise in the companions growth.
all companions start out tiny.
at the 4th level it becoms small (+2 str -2 dex +1 NA)
at the 8th level it becomes medium (+4 Str -2 dex, +2 con +1 NA)
and at the 14th level it becomes large (+6 str -2 dex +4 con +1 NA)
At the first and every odd numbered level after through 17, a companion gains a spell like ability usable 1/day each time they gain a new one the previous one becomes usable 3/day
At the 7th level they gain 5+HD spell resistance, improving to 10+HD spell resistance at level 14.
At the tenth level a companion ganes DR 5/varies. which improves to DR 10/varies at the 20th level.
| Kekkres |
Here is the first pact, its more or less done and only missing the pact spells
So without further adu: The Protean Pact
Pact alignment, Chaotic Neutral
Terms of the Pact: You must never fall into routine, eating the same food, wearing the same clothes for more than two days in a row when alternative exist is against the pact. You may never ally yourself with an Inevetable. You may not you may not work to spread uniformity or order knowingly. You are not obligated to break the law, but you must always ignore it.
Pact abilities:
Protoplasm (Sp): At 1st level, you can create a ball of entropic protoplasm and hurl it at targets within 30 feet. This protoplasm acts as a tanglefoot bag that also inflicts 1 point of acid damage per round to a creature entangled by it. The protoplasm dissolves within 1d3 rounds. You may use this ability a number of times per day equal to 3 + your Charisma modifier.
Protean Resistances (Ex): At 3rd level, you gain resist acid 5 and a +2 bonus on saving throws against polymorph, petrification, and transmutation spells or effects. At 9th level, you gain resist acid 10 and your save bonus increases to +4.
Reality Wrinkle (Sp): At 9th level, you can surround yourself with a mobile, 10-foot-radius emanation of mutable reality. This rippling distortion is similar to solid fog but does not provide concealment or block line of sight. Your movement is not slowed by this aura. Attacks from outside the aura suffer a 20% miss chance against targets inside the aura. You may use this ability a number of rounds per day equal to your Thamugist level, though this duration need not be continuous.
Spatial Tear (Sp): At 15th level, once per day, you can unravel the fibers of reality and ride along them as they snap back into place. This power functions as dimension door, while also creating a mass of black tentacles centered on your former location. Both of these effects use your Thaumugist level as the caster level. At 20th level, you can use this ability twice per day.
Soul of Chaos: At the 20th level, a Thaumigist becomes truly bound to the protans. His creature type changes to Outsider (Native) and he gains the (Chaotic) (Protean) and (Shapechanger) subtypes. He gains Immunity to acid, polymorph and petrification effects. He gains resistance 5 to electricity and sonic effects. He gains the effect of freedom of movement as well as a flight speed equal to twice his land speed. he may cast polymorph on himself once per day, but is limited to shapes one size category larger or smaller than himself. A Thamugist who was previously of the undead or construct creature types retains the traits of those creature types despite becoming an outsider. A thaumugist may suppress this as a standard action action, when doing so he loses all benefits of it and is treated from as his previous creature type for all divination and spell effects. Activating this trait after it has been suppressed is a free action.
(companion growth in next post)
| Kekkres |
The Protean Companion
A Protean companion starts with the following stats
Chaotic Neutral Tiny Outsider
Blindsense 30ft Darkvision 60 Feet
Freedom of Movement
Anomalous Anatomy
Acid resistance 10, electricity resistance 5, sonic resistance 5
Speed: 20 Ft 50 Fly
6 Str, 17 Dex, 10 Con, 10 Int, 8 Wis, 13 Cha
Bite 1D3 Piercing
Tail Slap 1D3 Bludgoning
Protean companions have Good fortatude and will saves, and poor reflex saves.
Detect Law(Su): A protean companion Is under a constant effect of detect law.
Change Shape(Su): A proteans shape is fluid and it may asume a variaty of additional shapes, the limits of this incease as the protean grows. A protean may chanGe shape once per day as a standard action, referting to its protean shape is a move action.
At the 1st level a Protean can select two alternate forms which must be tiny animals, as Beast shape 2. these alternate forms may be changed at each level increase.
at the 4th level a protean can select 4 alternate forms which may be tiny or small animals, small Elementals or a small huminoid as Polymorph
at the 8th level a Protean can select 6 Alternate forms which may be tiny small or medium animals, small or medium huminoids, and small or medium ellementals as Polymorph
at the 12th level a Protean need no longer limit himself to a selected list of alternate forms and may cast Change shape to any small or medium Ellemental, Huminoid, Animal or Magical Beast, As polymorph.
at the 16th level a Proteans Shape has become truly Fluid, and he may Assume the form of any small medium or large animal, dragon, elemental, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin once per day, as Greater Polymorph. When he returns to his true form as a free action he gains the affect of a heal spell (CL equal to protean HD)
Spell like abilities(Sp): At level one a protean companion may cast prestigitation, ghost sound and dancing lights as spell like abilities at will, it may also cast obscuring mist once per day. At the following levels afterward it gains a new spell like ability usable 1/day, and its previously gained spell like ability becomes usable 3/day
Level 3: gains Blur (usable on self only)
Level 5: Gains Shatter
Level 7: Gains Dimention Door (usable on self only)
Level 9: Gains Chaos Hammer
Level 11: Gains Confusion and Dispell Magic
level 13: Gains Dispell law
Level 15: Gains no spell, instead CHaos hammer becomes usable at will
17: Gains Polymorph any object
Confusion(Su): From the 3rd level onward whenever a creature is struck by a protean companions tail slap they must make a will save or be confused for 1D2 rounds. The will save is 10+ HD + Cha
Energy Resistances: at the 5th level a protean increases its acid resistance to 15. at the 10th level a protean gains immunity to acid and its sonic and electric resistances increase to 10.
Fast healing(): at the 6th level a protean gains fast healing 5, this increases to fast healing 10 at the 13th level
Tongues(Su): at the 7th level a Protean is under the constant effect of the Tongues spell.
Natural attacks: At the 8th level when a Protean companion becomes medium it gains two claw attacks and a constrict attack
At the 14th level when a protean becomes a large creature its tail slap gains the Grab trait.
Lesser Warpwave: at the 15th level a protean can inflict a warpwave upon any corporeal creature within 50 feet once per day as a standard action. The target can resist the warpwave’s effects with a DC 20 Fortitude save.
Warpwave: at the 20th level any creature struck by a proteans’s claw or bite must make a DC 25 Fortitude save or be affected by a warpwave.
| Kekkres |
so how does that look to everyone? By my math at level 20 a thamugists companion will be approximately a CR 12 or 13 creature, comparable in almost all aspects to the CR 10 protean. is that a good place for a companion to be at level 20? too strong? too weak? i need feedback.