Companion Fuser [Archive] - Wizards Community

Post/Author/DateTimePost
stucktj

03-08-07, 01:43 AM
this class is probalbly over powered and some of this stuff might be out of order I just need to get an Idea of what I need to do before I organize it or do anything else to it
please comment on this class
also please tell me if I missed anything
this is the first class that I have made




Companion Fuser



Lv BAB Fo Re Wi special
1 * +1 +2 +0 +0 companion fusion, Minor
2 * +2 +3 +0 +0
3 * +3 +3 +1 +1 companion fusion, Improved
4 * +4 +4 +1 +1
5 * +5 +4 +1 +1 companion fusion, Greater *druid level +1 companion purposes

(you do not add another level to your druid class but you add your companion fuser to your druid level
Here’s an example: a lv 7 druid/lv 2 companion fuser would have a druid level of 9

Or a lv 6 ranger/ lv 6 druid/ lv 1 companion fuser would have a druid level of 10

This what I refer to when I say druid level)



HD-8d
requirements:
Alignment-any non lawful
Skills-8ranks handle animal, 8ranks concentration,
Abilities- ability to have a animal companion+ ability to have 4 4th level alternative animal companions from the list in the PHB

Skills:Survival(wis),Craft(int), listen(wis), spot(wis), profesion(wis), handle animal(cha), concentration(con), intimidate(cha),climb(str),jump(str)



Companion fusion-this ability allows you and your companion or companion of the highest HD to fuse and get bonuses

You may fuse with any kind of companion animal or whatever as long as it fits in the restrictions


The restrictions are that you can only fuse with companions. you can’t fuse with any type of magically summoned creatures. Also you can only fuse with companions one size category smaller or lager than you at your natural size plus if a single creature has more than one consciousness you can’t fuse with it

You can only remain fused for 15 rounds x your wisdom modifier +your druid level, Every day

it takes one full round to fuse with your animal companion

You gain all natural armor of the creature but you lose you all the items you had in your possession but you get all the items back after you split apart again this excludes worn armor and
weapons which form and meld with the fusion and the armor acts and performs normally with any shape or size of the fusion and you are still holding the weapon you were carrying and you get to keep your shield too

You add the creatures positive ability modifiers to your corresponding scores of the modifiers while fused

Your hp while fused is the same as when your not fused but when your hp reaches zero or lower you split and your damage is divided in two rounded-up and the damage is split between you and your companion but you are stunned for 1d6 rounds and your companion is dazed for 1 round

When you split voluntarily there are no negative effects


You may not cast spells while fused

While fused your companion is unconscious so that no wild instincts are implanted in your mind




Minor companion fusion
these are the abities you gain acording to the classifications

All- you gain all non-magical attacks of the creature while fused

You only gain these abilities if the creature has this kind of anatomy
Hooves – you gain the movement speed of the creature

Wings – you are able to fly at half the fly speed of the creature

Fins- gain the creatures swim speed

Improved companion fusion

All- you gain all racial skill bonuses of the creature while fused

Greater companion fusion
All -you gain all special qualities and abilities, combat abilities and bonuses and magical attacks of the creature while fused