d20: Mystic Companion Prestige Class

Mystic Companion, A.K.A.; “Greater Familiar”

  •  
    • “You must anchor me, lest I be lost in the worlds beyond”
    • “Join your mind with mine, your power with mine…”
    • “I shall ward you as you work”
    • “Igor! Fetch me a brain!”
    • “What happens if I press this?”

   The Mystic Companion is a spellcaster’s aide, roughly equivalent to a mundane shield-bearer or charioteer for a warrior. While they, like Monks, learn to focus a certain amount of the mystic power that courses through them into personal enhancements, their great talent is in acting as a “focus” or amplifier for the powers of a nearby spellcasting companion.

   This curious d20 prestige class provides a reasonably good set of defenses, a few unique abilities, and a variety of ways to assist a chosen spellcasting companion. Of course, given the variety of possible “talents” available, the class can also be used to create a wider variety of special-purpose characters – for example, a fighter capable of growing his or her own armor and weapons as needed (with four “Timeless Body” talent choices).

  •  
    • “The things that lurked and squelched in the mirrors had found extra tentacles somewhere – but I checked the binding runes and they were still tight”.

Prerequisites:

  • Ability to cast first level spells
  • Either Knowledge/Arcana OR Knowledge/Religion 4+
  • Use Magic Device 1+
  • Concentration 3+ 
  • Spending time with more powerful spellcasters.

   Class Skills; Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Hide, Jump, Knowledge/ Any, Listen, Move Silently, Profession, Swim, Perform, Tumble, and Use Magic Device. Gains a base of 4 SP per level.

   Class Features; Mystic Companions are proficient with simple weapons and light armor and gain a sixth sense, adding their positive Wis Modifier to their AC when wearing nothing heavier then leather. They also gain the use of Weapon Finesse/Touch Attacks, and Improved Unarmed Strike, if wearing no or light armor. They use D8 HD and usually stress Intelligence or Wisdom.

 

Level

BAB

BCL

Saves

AC

Total Talents

Special Abilities;

1

+0

+1

+2

+1

2 + Int Mod

Evasion, Ideal Companion

2

+1

+1

+3

+2

4 + Int Mod

Evade Arrows

3

+2

+2

+3

+2

5 + Int Mod

Improved Evasion

4

+3

+2

+4

+3

6 + Int Mod

Diamond Soul

5

+4

+3

+4

+3

7 + Int Mod

Purity Of Body

  • BAB: Base Attack Bonus.
  • BCL: Base Caster Level.
  • Saves: Bonus to all saving throws.
  • AC Bonus; To the user’s AC. The user must select a bonus type to determine what will, and will not, stack with this ability.
  • Total Talents; The number of talents that may be chosen (Q.V.; “Talents”, below). While the list is not exhaustive, every addition and selection must be approved by the GM. Extra talents may be gained via “normal” intelligence increases – or via artificial enhancements PROVIDED that the enhancement was applied throughout the entire previous level.
  • Evasion; If a Mystic Companion makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he or she instead takes no damage. Evasion can only be used if the Mystic Companion is wearing light armor or no armor and does not work if the would-be user is helpless.
  • Ideal Companion; The user gains basic familiar abilities with his or her companion, including Share Spells, Alertness (for both parties involved), and Empathic Link. A mystic companion can attune him- or her-self to a specific spellcaster by associating with them for three days – or by expending 100 EP to do it instantly.
  • Evade Arrows. This ability allows the user to stop one individually-directed ranged attack per round with DC 20 Reflex check. This may be used to protect either the user or his or her chosen companion, provided that said companion is within ten feet of the user.
  • Improved Evasion; The Mystic Companion’s evasion ability improves; while he or she still takes no damage on a successful Reflex saving throw against attacks, he or she henceforth takes only half damage even if the save fails. A Mystic Companion does not gain this benefit if he or she is wearing medium or heavy armor or is helpless.
  • Diamond Soul; This ability grants the Mystic Companion Spell and Power Resistance of (5 + Companions Level).
  • Purity Of Body; The Mystic Companion becomes immune to disease, and gains a +6 to saves versus poisons.

Possible Talents :

  • Closing The Circle; The user and companion may “share” a chosen item slot, and any effects of items either wears there. Sadly, this will not allow exceptions to stacking limits. This talent may be taken more then once, but loses it’s effectiveness if the companions are more then a mile apart.
  • Fires Of The Earth; The user may “channel” earth-energies to his/her companion to use in creating magic items, supplying 50 EP a month for such uses without having to expend his or her personal EP or imposing any other cost This talent choice may be taken more than once, boosting this to 200 EP per month, allowing the user to store up to 1000 EP per level for later use, or making an additional item creation Feat available to the user’s chosen companion.
  • Gift Of The Spriggan; The user and his items may grow to “large” size three times per for up to ten minutes per use, gaining any appropriate size bonuses. Each further talent choices expended on this ability adds the ability to take a specific animal form for up to an hour as one of the user’s three daily changes.
  • Guardian Ward; The user may protect his or her companion from attacks using Shield Other as needed. For a second talent choice the companions will only take damage once – half each – when hit by an area effect. For a third talent choice the user may block one melee attack a round on his/her companion with a DC 20 reflex save – provided that he or she is within 10 Ft. Finally, for a fourth talent choice, the user may make an attack of opportunity on anyone who makes a melee attack against his / her companion under similar circumstances.
  • Innate Enchantment; The user gains an “innate” ability that duplicates the effect of a magic item of up to 2500 GP value. Items with charges recharge each month – but are limited to 1250 GP in value. If combined with the Iron Wheel talent (below) there is no price limitation provided that the user actually has the item to absorb.
  • Iron Wheel (Minimum character level of three); The Mystic Companion may absorb any incoming spell up to [1+(Wis Mod/2)] times a day, acting off-action and without it counting as an action of any kind. This effect is similar to a “Rod Of Absorption”, and allows the user to store a maximum of (Int*2) Mana (for games using the Theran Mana System) or (2*Int/3) spell levels over the long term. Overcharges dissipate harmlessly within 2D4 minutes. For another talent choice, the user may share this reserve of power with his or her companion. For a third choice, the user gets the ability to absorb and transfer magic item enchantments, although enchantments count as ten spell levels (hence actually using this ability requires a minimum of 20 Int and level 5+). A fourth choice allows the user to store specific spells and release them as if they were quickened.
  • Lesser Warding; The user’s current companion gets a +2 nameless bonus on saving throws as long as the Mystic Companion is within twenty feet. At level 5+, and for another talent choice, the user may make his or her saving throw before his or her chosen companion – and share it with that companion if it succeeds. At level 8+, and as a third talent choice, the user may share his or her successful saving throws with all allies within twenty feet. At level 10+, and for a fourth talent choice, the user automatically creates a circle of Protection from Evil/Good/Law/Chaos in a ten foot radius.
  • Mystic Synergy; The user’s companion gains a +2 bonus on his / her primary magic-related attribute (for magical purposes only) as long as he/she and the Mystic Companion are within ten feet per (combined) level of each other. For a second talent choice, the user also gains this boost. For a third talent choice both gain a bonus spell slot at the companion’s highest current spell level. For a fourth, the Mystic Companion can enhance his or her companion’s effective level in their spellcasting class by +1 level – enhancing their available spells, casting level, and any other special abilities that that level would normally grant.
  • Occult Assistant; The companion gains a +2 bonus on his/her skill rolls and Base Caster Level as long as the mystic companion is within twenty feet. This talent may be taken twice at level 5+ to raise the bonus to +4. Taken a third time it reduces the cost and time requirements of the companion’s occult and spell research by 50%.
  • Planar Anchor; This exotic talent boosts the link between the user and his or her homeworld to draw the user, and/or the user’s chosen companion, back to it – albeit at the cost of 1d4 points of temporary Strength and Constitution damage. This applies to both physical travel and astral projection – and can be used to recall an astral companion to his or her body. At level 7+, for a second talent choice, the user may become Ethereal for a total of [1+Int Mod] round per level per day. At level 10+ the user may select this talent for a third time – gaining the ability to Dimension Door a total of (400 + 20/Level) feet per day with a minimum of 10′. For a fourth talent choice the user gains the ability to open a Gate to his or her companion from anywhere in the multiverse once per day.
  • The Quickening; The user’s companion – if within twenty feet – may cast three spells per day as if they were Quickened, without further cost. This may be taken a second time at level 4+, in which case the Mystic Companion can cast these spells for the companion. Similar talents apply to most other metamagical feats (albeit not “Persistent” and some others at the option of the game master). In this case the number of uses available per day is equal to [12 divided by the usual spell level cost]. In general, this ability and it’s variants cannot be used to add a total of more then +4 effective spell levels to any one spell.
  • Talons of the Raven; “Produce Item” becomes a class skill for the user, allowing him/her to anticipate his/her companion’s needs. For one additional talent choice, the user recieves a +4 bonus on the check, for a third talent choice, mundane item prices are effectively halved, and for a fourth talent choice the user may “take ten” on his or her rolls.
  • Threads Of Starlight; The companion’s can use touch spells on or through each other at ranges of up to ten feet per (combined) level. As a second choice they may trade off who has to concentrate on a spell, or similar maintained effect as long as they remain within 30 feet. For a third the companions may channel spells of up to L4 through each other.
  • Timeless Body (requires a minimum character level of three); The user no longer suffers age penalties. For an additional talent choice the user may shift his or her apparent age to anywhere between adolescence to old age at will. For a third talent choice he or she may use an Alter Self effect at will. For a fourth talent choice the user gains the ability to create basic natural weapons and armor as needed.
  • Tongue Of The Sun And Moon; The user gains the ability to speak with animals. For a second talent choice the user gains the ability to “turn” (awe/command – although command lasts for a maximum of ten minutes) animals. A third talent choice allows the creation of a mental link with a single animal, rather then commanding it – directing it and borrowing it’s senses at ranges of up to a (Cha Mod) miles for up to one hour. If the animal is killed during this time the user takes 4D6 damage.
  • Whispers On The Wind; The user gains low-level telepathy roughly equal to a continious “message” spell. Expending a second talent choice on this ability allows the user to attempt to speak with local nature spirits. A third talent choice permits the user’s companion to channel his thoughts thru the user into other planes, allowing him/her to duplicate the effects of Contact Other Plane or to open communications or negotiations with some extraplanar entity. Expending a fourth talent choice on this ability allows the user’s companion to focus his mind upon distant entities and locations, duplicating the effect of a Scry spell at the cost of expending three levels of spells of any kind.

New Skill: Produce Item (Int, Skilled Only, Exclusive).

   The character may invest time and money in shopping, gathering strange spell components, brewing potions and similar activities, without specifing what he or she is actually getting or making. Expended time, money, and EP are set aside in a special “pool” from which the user can make withdrawals with a successful skill check. The DC class to produce items depends on their value. In general; items costing up to; 25 GP; DC 10, 250 GP; DC 15, 2500 GP; DC 20, 10,000 GP; DC 25, 25,000 GP; DC30, 50,000 GP; DC 35, 125,000 DC 40 and anything over that at DC 45. The GM must agree that such an item might have been obtainable before any roll is permitted, user’s may not check again for any one item after a failed check – until they’ve had a chance to go shopping again – and an item may not be too large to carry readily (E.G.; no horses, wagons, or two-handed swords unless the user has access to a bag of holding or similar convenience sufficient to allow such things to be readily brought along). GM’s may opt to limit the number of rolls permitted in any given day.

   The Mystic Companion class is really somewhat too good, although it’s hardly the record-holder among prestige classes for that. Turning it into a ten-level prestige class by extending it’s basic chart with (somewhat greater, not doubled) save bonuses, BAB, and other benefits, spreading out the innate abilities, and – possibly – adding a FEW more talent choices would probably be better. On the other hand, of course, it suffers from the old “Cleric Problem” – being relatively passive and devoted to assisting the rest of the party rather than being out and doing exciting things on its own. It’s more the sort of class you want to find among your henchmen than most player-characters want to take

   On the other hand, if you want to play an aide, “familiar”, or dedicated guard-companion to a more powerful magical type, the usual classes don’t offer you many options – and we did have a lot of fun with it with the one character (Race: Squirrel) who did take it appointing himself “familiar” to the party mage, whether he liked it or not. While the Squirrel did become extremely powerful, most of his abilities were devoted to augmenting his friends – who were also absurdly powerful by that time.

   Of course, this is why we use the Eclipse: The Codex Persona classless point-buy d20 rules these days (available in print HERE and in a shareware PDF version HERE). It’s easier to evaluate proposed builds when you can simply add up the costs of various abilities.

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