And today, it’s another question – although this one took a while.
Looking at the rules for Companion bonuses (Eclipse, p. 189), I’m given to wonder if there are other sorts of companion bonds that could be formed rather than familiars/psi-crystals, mystical mounts, or animal companions. If so, presumably those would have different benefits (and penalties, if the bond were broken such as by the companion being killed) than those listed for each of those different types of companions, before taking any purchases of upgraded Companion abilities into account.
What other sorts of bonds could there be, and what abilities would they have?
–Alzrius
Well, Eclipse already address taking pretty much any kind of creature with a Challenge Rating as a Companion. with the basic distinctions lying in the strength of the bond and the power of the creature(s) being bonded. To take a look at that:
Familiars are strongly and tightly bound to their owners, in large part because they are weak enough to be pretty thoroughly dominated by their master’s mind – which is why they automatically share their masters skills, can deliver touch spells, and have a mental link with their master. That’s why turning a sapient creature into a Familiar without its full, informed, consent is so unethical – and remains dubious even with consent; it’s slavery and mind-alteration. That tight bond is also why losing a Familiar is so traumatic and damaging.
Familiars get a specified series of bonuses as their master goes up in level, but you can Corrupt or Specialize the Companion ability to modify it. In Eclipse terms the various Pathfinder Familiar Archetypes are all simply “Specialized or Corrupted for Increased Effect; remove abilities A, B, and C and replace them with abilities X, Y, and Z”. Do you think that your hummingbird should invest the points that would normally go into it’s (non-existent) Natural Armor Bonus in bonuses to it’s movement skills and ability to dodge instead? Does your raven have Mystic Artist (quoting classical literature) instead of Alertness? Will your cat eventually learn Power Words instead of Spell Resistance? Is it actually an imaginary friend with Returning instead of Improved Fortune (Evasion) so that it comes back in the morning if slain or dispelled? Go ahead and shift a few points around.
Mystic Mounts and Companion Creatures are less tightly bound to their liege/employer/boss, whether that’s due to simply using a weaker link or because they are simply too strong to have so much of their bosses mind imprinted on them – which is why they maintain their own personalities and motives, even though they still draw power from the character. Thus creatures that are currently too powerful in their own right to get anything extra from a character cannot serve as Companions, which is why more powerful characters can take higher powered creatures as companions but enhance them less than they would a weaker companion. Their bonuses can be modified just as a Familiars can – Specializing or Corrupting the Companion ability to reassign their basic bonuses (Improved Fortune (Evasion), +(level /2 rounded down) to their Natural Armor and Warcraft, + (level/5 rounded down) to their Str or Con). Maybe your creature gets bonuses to Dex instead of strength or something. That’s relatively rare though; most companions find bonuses to Str, Con, Armor, BAB, and Evasion pretty convenient.
Animal Companions get weak links. These still provide some power, but only strongly influence the creature, rather than subordinating it – although once again, the benefits depend on the extent of the power difference between the creature and its patron. Nonsapient creatures do not understand what is going on with a weak link, but such weak minds are fairly readily influenced – turning them into Animal Companions. Personally, I generally don’t allow easy modifications to the Animal Companion bonuses. Since most of the power sent to an animal is channeled by their basic instincts and every animal wants to be strong, healthy, tough, and fast, that’s where most of the power goes. (A good bit probably goes into reproductive enhancements as well, but that has no game impact).
Sapient creatures, however, may be influenced by such weak links, and sometimes draw power from them – but remain very much independent and individual creatures, which is why they’re classified as Followers, and are obtained via the “Leadership” ability instead of “Companion” – and why they go up in level as their liege does but always lag somewhat behind him or her.
Thus, for example, pre-existing Intelligent Items can become Followers – but having established (and generally well-protected and somewhat pre-programmed) minds cannot become Familiars. Items that you create CAN, however, become Familiars since you can imprint your mind on them when you’re making them.
To buy intelligent item followers, take Leadership with the Exotic and Constructs modifiers, Specialized for Reduced Cost / Constructs only, Corrupted for Increased Effect (Only 50% of the cost of item followers counts against your Wealth By Level) / only one Cohort may exceed one-third the users level (6 CP). Since they are Followers, multiple intelligent items will get along reasonably well. Note that, in Eclipse, followers normally get NPC wealth by level, and will continue to do so without their boss having to worry about it. If their boss or the party in general wants to give them something extra, that’s up to them. Construct Followers get their choice of actual equipment (which works for golems and things) or built-in slotless equipment (equivalent to Siddhisyoga), which is less trouble but effectively halves their allotment since everything costs twice as much as usual.
Finally, of course, if there’s no link at all… then you have employees, beasts, slaves, contacts, and other creatures that you exchange services with, buy with money, or draft into service with raw power, diplomacy, or charisma. Such associates may “cost” a few character points spent on social abilities or some gold – but they aren’t really bound to the character and so get nothing extra from him or her. They are what they are, and associating with a powerful character does not inherently change them.
3.5 and Pathfinder have quite a selection of “Familiar” feats – Betrayal of the Spirit Linked, Celestial Familiar, Construct Familiar, Darkness Familiar, Dragon Familiar, Enspell Familiar, Evolved Familiar, Extra Familiar, Familiar Spell, Familiarity, Improved Familiar, Improved Psicrystal, Improved Spell Sharing, Item Familiar, Obtain Familiar, Planar Familiar, Shadowform Familiar, Shadow Familiar, Share Healing, Stitched Flesh Familiar, Token Familiar, Undead familiar, and Unfettered Familiar. There are some similar feats for improving Mystic Mounts, Mystic Companions, and/or Animal Companions (Improved Mount, Celestial Mount, Dragon Cohort, Dragon Steed, Fast Rider, Heroic Companion, Improved Fiendish Servant, Talenta Dinosaur Bond, Exalted Companion, Natural Bond, Monstrous, Mounted Fury, Nightmare Steed, Totem Companion, Vermin Companion, Etc) as well.
To look at these…
- More powerful Companion creatures can be obtained / used by simply going up in level or by buying the Template upgrade and using some one or more “Template Levels” to cover a creature with a higher base challenge rating; there’s no feat requirement in Eclipse. Similarly, mystic mounts and companion creatures get a pool of character points to buy freeform benefits with anyway – and buying your creature a template can modify and enhance it in innumerable ways. This covers Celestial, Construct, Darkness, Evolved, Improved, Planar, Shadowform, Shadow, Stitched Flesh, Token, and Undead Familiars / Psicrystals – as well as improving your familiar with Betrayal Of The Spirit LInked, Enspell Familiar, Familiar Spell, Familiarity, Improved Spell Sharing, Share Healing, and Unfettered Familiar as well as pretty much all the stuff for mounts and animal companions.
- Obtain Familiar and Extra Familiar simply call for purchasing the Companion ability again.
That leaves…
- The Spell Sovereign (Dragon 357) who can take Living Spells as Mystic Companions and effectively Awaken them. Of course, in Eclipse, this isn’t especially abnormal, even if it IS an unusual choice. Living Spells are just another type of creature after all. A few other classes also offer odd choices of Familiars, but nothing really out of the ordinary in Eclipse. Why shouldn’t you take a Swarm if you wish? It’s treated as a creature isn’t it?
- Pathfinder’s Summoners employ Edolions – basically relatively minor variations on psychic constructs (as per The Practical Enchanter). They can be built as Companions, obtained by Leadership, bought as permanent spell effects, generated by Witchcraft, or created in a wide variety of other ways. Admittedly, Pathfinder uses “Mutation Points” instead of menu choices, but the basic structure and malleable nature of the result is quite recognizable.
- Dragon Familiars from the Draconomicon. These require an extra feat on top of the ability to have a Familiar in the first place and get a greatly reduced set of the Familiar bonuses and a lot more independence than most Familiars. To do that in Eclipse you just take one as a Mystical Mount / Companion Creature – which will provide enough bonus points for the creature to buy the relevant Familiar bonuses (Alertness, Share Spells, Empathic Link, Deliver Touch Spells, Spell Resistance and Scry On Familiar) if you (and it) want them. Or you could spend the feat that would have gone to buy “Dragon Familiar” on a template upgrade for your draconic friend to make him or her the envy of other young dragons. “Returning” is always a good choice (hint, hint!).
In Eclipse, of course, you can take Children as Familiars, create Frankenstein’s Monster, have lots of annoying Dragon Cats, have Ancestral Spirits hanging about, have Robots or Warbeasts, a Shamanic Fetch, Lifling, or Shadow Guardian Familiar, or a Religious Advisor, or Minidrakes, bond with a lovecraftian entity from beyond space and time, or any of lots of other things – such as converting your Companion into a Vehicle.
There are a few possibilities that haven’t been addressed though. What happens if you bond with an object, group of objects, or a place? After all, classically there was the “Item Familiar” – a semiofficial optional variant from Unearthed Arcana.
Item Familiars could give your character a lot of extra power – but the character had to invest his or her own power (over and above the feat used to get an Item Familiar) in the item to get it. And if the item was destroyed or even taken away for very long the character lost everything they had invested in it permanently.
That’s not necessarily terrible. The Relic system in Eclipse works the same way unless you add in some upgrades, but a basic Relic rules are set up for a maximum investment of four character points (less than one feat). Losing four CP for a while is not a big thing, just as being unable to use one of your feats for a while isn’t particularly crippling. After all, even without buying any upgrades / “insurance policies”, if your relic gets destroyed it may be really annoying – but you can get another one to replace it if you search long enough. They are just another form of treasure after all.
But according to the Item Familiar rules “If you ever lose the chosen item (have it removed from your possession for a continuous period of more than one day per level) or if the item is destroyed, you automatically lose 200 XP per level as well as all benefits derived from possessing the linked item (plus any resources you put into the item). If you recover the item, you regain these XP. You may replace a lost or destroyed item familiar after you have advanced one level, as if you were gaining an item familiar for the first time.”
And, of course, the more resources you’ve invested in the item, the more power you get back. So to optimize your item, you need to invest heavily. So if your item is never destroyed or taken you get loads of free power. If it is destroyed or taken at some point your character is permanently crippled to the point of unplayability. Either way it’s no fun and potentially game-wrecking.
- If you want to let someone take an “Item Familiar” as a variant on “Companion” you can – but I really do not recommend it. Instead I’d recommend Create Relic (Specialized and Corrupted / only to make a particular relic or four-point set thereof) (2 CP) and Double Enthusiast, Specialized for Increased Effect and Corrupted for Reduced Cost / only provides four floating CP for creating the specific relic or set of relics above (4 CP). With that… you’ve basically spent a feat on having a few nifty toys. If something happens to them you may have to do without for a bit, but once you have a week or two of downtime you can recreate them.
An Imbued Staff (Dragon 338), on the other hand, was fairly useless. Sure, it turned into a +3 /+1 special ability staff eventually, could deliver touch spells, and could be easily repaired and summoned – but if your high-level Wizard was relying on poking things with a stick, or kept mislaying his staff, something was wrong. Even worse, it couldn’t do anything on it’s own, which pretty much eliminated the point in having a companion in the first place. It went too far the other way.
Still, that brings up the topic of “how much magical gear should a Feat (or the equivalent) be able to get you?”
I’d say “quite a bit”, given that a couple of Crafting Feats will halve the cost of much of your gear AND allow you to make gear for other party members at prices that will save them money and still make a profit for you. It’s not really that hard to effectively double or triple your usual “Wealth By Level” as a magical crafter.
That does take time and carry the risk of losing some of it of course. I think what we want here is something similar to the “Imbuement” ability, which days that “here is a signature item, if something happens to it I will shortly get it back”- less profit, but less risk. Ergo, lets build that with the existing mechanics. I’ll call it…
Soul-Forged Item: This “feat” allows the user to shape a portion of his or her soul into a powerful, personal, magical item or linked set of items, Sadly, this item or set of items must be
- Access to Dreambinding, Specialized and Corrupted for Increased Effect (200 GP multiplier, the item created is considered a part of the user; he or she can release touch spells through it, will always know where it is, may percieve its current location as if he or she was there, the item uses his or her saves, and – if sapient – is always cooperative). (3 CP) / only creates a single item with an effective 66.667 GP multiplier, specific item or set of items; functions may be added as the user’s skill increased, but may not be altered once added, skill cannot be increased beyond (Level +3 +Cha Mod) save through Skill Emphasis and Skill Focus.
- Fast Learner, Specialized for Reduced Cost, Corrupted for Increased Effect / only for Skills, only for Dreambinding, skill can be further augmented by Skill Emphasis and Skill Focus, but not by other means, increased effect is to always keep the Dreambinding skill it’s associated with maxed out (3 CP). The user’s effective score will thus normally be (Level +3 + Cha Mod). The GP value for various effective levels is: 1: 67 GP, 2: 267 GP, 3: 600 GP, 4: 1067 GP, 5: 1667 GP, 6: 2400 GP, 7: 3267 GP, 8: 4267 GP, 9: 5400 GP, 10: 6667 GP, 11: 8067 GP, 12: 9600 GP, 13: 11,266 GP, 14: 13,067 GP, 15: 15,000 GP, 16: 17,067 GP, 17: 19,267 GP, 18: 21,600 GP, 19: 24,067 GP, 20: 26,667 GP, 21: 29,400 GP, 22: 32,267 GP, 23: 35,267 GP, 24: 38,400 GP, 25: 41,667 GP, 26: 45,067 GP, 27: 48,600 GP, 28: 52,267 GP, 29: 56,067 GP, and 30: 60,000 GP.
Sample Soul-Forged Item – A Wizards Staff:
Dreambinding Total:
- 1) Lantern Staff (Two Handed Metal Hafted Weapon, can shed light as a Hooded Lantern, 9 Lb, Hardness 10, HP 30, 15 GP)
- 2) Add Folded Metal (+4 Hardness, 14 Total, +200 GP) (215 GP Total).
- 3) Add Masterwork (+1 to Attacks, +300 GP) and Resilient (+5 HP, 35 Total, 100 GP) (615 GP Total).
- 4) Add a Wayfinder Fineal (+500 GP, Light on Command, acts as a Compass, -100 GP, cannot yet hold an Ioun Stone (1015 GP Total).
- 5) The Wayfinder can now hold an Ioun Stone if one is available (1115 GP Total).
- 6) Add a Cracked Orange Prism Ioun Stone (Pathfinder: +1 Cantrip Known/3.5: +4 Cantrip Slots, either way grants a random power while in a Wayfinder, 1000 GP) (2115 GP Total).
- 7) Add first level Pearl Of Power effect (100 GP) (3115 GP Total).
- 8) Staff is now considered a +0 magic weapon (1000 GP, 4115 GP Total).
- 9) Staff is now a +1 Weapon (+1000 GP, Hardness 16, HP 45) (5115 GP Total).
- 10) No Improvement.
- 11) Staff now functions as a Staff Of Entwined Serpents, although it only fires one Magic Missile (-100 GP to 8065 GP Total).
- 12) Staff now fires Two Magic Missiles (+100 GP) (8165 GP Total)
- 13) Add a second first level Pearl Of Power effect (1000 GP) (9165 GP Total).
- 14) No Improvement.
- 15) Staff gains a +1 Weapon Ability (+6000 GP) (15,165 GP Total). This is technically slightly over the available amount, but I’m not worrying about 165 GP given that several other steps have been under the allowable total.
- 16) Add a third first level Pearl Of Power effect (1000 GP) (16,165 GP Total).
- 17) Add the function of a Lesser +1 Spell Level Metamagical Rod (3000 GP) (19,165 GP Total). (Or 6 uses of Minor Merciful since it’s only 1500 GP)
- 18) No Improvement.
- 19) Upgrade base material to Adamant (+2700 GP, now Hardness 26, HP 55) (21,865 GP Total).
- 20) Upgrade a Pearl Of Power incidence with Sapience (500 GP), Int, Wis, and Cha 10 (no cost), Telepathy (1000 GP), 120′ Senses (1000 GP), Darkvision (500 GP), and Magic Missile 3/Day (1200 GP) (26,065 GP Total).
- 21) No Improvement.
- 22) Add Called: you can summon your staff to you from anywhere in the same dimension as a standard action (2000 GP) (28,065 GP Total). “Called” is normally only for Armor, but – given that the staff is technically a part of you, it doesn’t seem like much of a stretch to apply it here.
- 23) The Sapient Pearl can cast Greater Magic Weapon on the Staff Only (x.7 = 4200 GP) once per day (raising it’s enhancement bonus to +4 for 17 hours) (30,265 GP). In effect, the staff becomes a +4 weapon.
- 24) The Sapient Pearl can cast Mending at will (1000 GP) and gets the equivalent of a Healing Belt (750 GP) (32,015 GP Total).
- 25) The Sapient Pearl can cast Silent Image 3/Day (1200 GP) (33,215 GP Total).
- 26) Staff gains an additional +1 Weapon Ability (+10,000 GP) (43,215 GP Total).
- 27) The Sapient Pearl can cast Grease and Unseen Servant 3/Day Each (2 x 1200 GP) (45,415 GP Total).
- 28) The Sapient Pearl can cast Nerveskitter and Protection From Evil 3/Day Each and Magic Missile six times (3 x 1200 GP) (49,015 GP Total).
- 29) The Sapient Pearl can cast Web 1/Day (2400 GP) and Glitterdust 1/Day (2400 GP) (53,815 GP Total).
- 30) The Sapient Pearl can cast Dispel Magic 1/Day (6000 GP) (59,815 GP Total). (While that’s thematic, it won’t work too often at this point. If you really want to be Gandalf, use Phantom Steed instead).
After all, if it doesn’t take up an item slot… you can stack it onto something else – if necessary by gluing it there.
Sample Soul-Forged Item – The Sword Of The New Dawn:
Dreambinding Total:
- 1) Greatsword (Hardness 10, HP 10, 50 GP).
- 2) Add Folded Metal (+4 Hardness, 14 Total, +200 GP) (250 GP Total).
- 3) Add Masterwork (+1 Enhancement Bonus to Attacks, +300 GP) (550 GP Total).
- 4) Add Illuminating (May shed Bright Light in a 20′ radius and shadowy illumination in a 40′ radius, 500 GP) (1050 GP Total).
- 5) Add two Wand Chambers (200 GP) (1250 GP Total). These may or may not be much use to you, but – at worst – you can put some Eternal Wands in them.
- 6) No Improvement.
- 7) Weapon becomes +1 (Hardness 16, 20 HP, 2000 GP) (3250 GP Total).
- 8) Add Dwarvencraft (+2 Hardness (18 Total), +10 HP (30 Total), +2 on saves, +600 GP) (3850 GP Total).
- 9) Hollow Pommel acts as an Ehlonna’s Seed Pouch (1400 GP) (5250 GP Total).
- 10) Seed Pouch becomes Sapient (500 GP), Int, Wis, Cha 10 (No Cost), Healing Belt Functions (750 GP) (6500 GP Total).
- 11) SP can cast Nerveskitter 3/Day (1200 GP) (7700 GP Total).
- 12) No Improvement.
- 13) Weapon becomes Adamantine (Hardness 28, HP 33, +2700 GP) (10,400 GP Total).
- 14) SP becomes Telepathic with the bearer (+1000 GP) (11,400 GP Total).
- 15) SP can cast Resist Energy 1/Day (2400 GP) (13,800 GP Total).
- 16) No Improvement.
- 17) SP can cast Greater Magic Weapon on the Sword Only (x.7 = 4200 GP) once per day (raising it’s enhancement bonus to +5 for 20 hours) (18,000 GP Total).
- 18) No Improvement.
- 19) Weapon gains a +1 Weapon Ability (+6000 GP) (24,000 GP Total).
- 20) SP can cast Protection From Evil and Liberating Command 3/Day Each (2400 GP) (26,400 GP Total).
- 21) SP can cast Personal Haste 3/Day (1200 GP) (27,600 GP Total).
- 22) SP can cast Frostbite 3/Day (1200 GP) (28,800 GP Total).
- 23) SP can cast Light Foot 3/Day (1200 GP) (30,000 GP Total).
- 24) SP can cast Lead Blades 3/Day (1200 GP) (31,200 GP Total).
- 25) Weapon gains a additional +1 Weapon Ability (+10,000 GP) (41,200 GP Total).
- 26) Functions as per a Rod Of Bodily Restoration (3100 GP) (44,300 GP Total).
- 27) No Improvement.
- 28) Functions as per an Orb Of Mental Renewal (3100 GP) (47,400 GP Total).
- 29) SP can cast Scorching Ray 1/Day (2400 GP) (49,800 GP Total).
- 30) Grants the True Believer Feat (10,000 GP) (59,800 GP Total).
Both of those are pretty optimized – and are exploiting the Pathfinder rule that “intelligent items use the base caster level of the item without having to pay for it” rule quite unmercifully – but neither of them should be particularly game-wrecking, especially in Eclipse. A handful of low level spells, even being cast at high caster levels, won’t make that big a difference in higher level play.
Alternatively, you could add enhancements to an existing item – perhaps, in your hands, whatever magical longsword you are using will soon pick up intelligence and some secondary abilities. That could follow the same general pattern as the Dawnsword, you’d just be substituting other bits for the weapon abilities.
Still, that covers our “intelligent item familiars” niche.
Taking nonmagical, inert, things as “companions” (presumably in downtime backstory) may transform them into animated objects or conventional creatures – but that just puts them into the appropriate “Companion” category and offers an explanation for where they came from. Actually taking an entirely non-magical inert item as a “Companion” is allowable – but it doesn’t cost anything because it doesn’t actually DO anything. Your “pet rock” remains a rock, just as your favorite fern, or tree, or other inert item, remains whatever it is.
You can bond with an area too. If you draw on it’s power while you’re there, or set up special facilities, or some such, you can just use the Sanctum ability or the Castle Hieronymus setup.
Alternatively, if it’s a relatively small (and mostly un-empowered before you got to it) area you can exercise some control over the place. Purchase this as…
- Mystic Link with Communications and Power Link, Corrupted for Reduced Cost / links you to a specific, relatively small, location, does not interact with any further mystic links you may buy rather than stacking as Mystic Link upgrades usually do (6 CP) plus Leadership with Exotic Followers, Specialized and Corrupted / only one follower (a Ward Major at one-third your level), follower never accompanies you anywhere (obviously) (3 CP).
With this package you can draw on the powers of a Ward Major and direct it’s influence over the area it controls – although this does leave you obligated to regularly return to and defend that area. Still, if you want a dark forest where the mist rises at your command, there is always a pack of wolves ready to attack your enemies, and you know everything that happens… this is a way to buy it.
Large and powerful domains tend to have their own existing consciousness – a Realm Spirit (Eclipse, 169). And no, you generally cannot have one as a Companion, or even as a Follower. Realm Spirits are invariably up in the epic levels, so you’d need to be up around level sixty or so to qualify. If you’re bonded with a Realm Spirit… then YOU’RE the companion, and you’ve been let out to play for a while.
- To buy this, buy a Contact (with Occult x 2) / a Realm Spirit (3 CP), Mystic Link with the Communications and Power modifiers (9 CP), and Major Favors (The Realm Spirit, 6 CP)., all Specialized and Corrupted / the user is the mouthpiece, envoy, and troubleshooter for a semi-divine entity with little or no comprehension of creatures that don’t exist on a geologic scale and timescale. Certainly, you can ask the Realm Spirit of the Emerald Forest to swallow up an army tht happens to be marching through the area – but you will also be responsible for explaining to the king that the forest doesn’t want him building a castle in it. The link is not under the user’s control, and the user cannot prevent the Realm Spirit from exercising it’s powers on him or her if it so desires (not that there is usually a lot that can be done about a Realm Spirit anyway).
And I think that about covers the possibilities. There are still things like Forces out there – but having a special bond with (say) “Gravity” probably simply makes you a telekinetic specialist or some such. It’s not even remotely going to fit under “Companion”.
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