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| Tashanen09-22-06, 04:44 AM | As both familiars and cohorts see extensive use in our game, I was intrigued (and somewhat thankful) when one of my players approached me an asked if he could combine the two into one. After much reading and thought, I came up with the following. What would it take for the following to be balanced? Keep in mind we already use both familiars and cohorts. Creating a Magesworn 'Magesworn' is an acquired template that can be added to any fey, humanoid, monstrous humanoid, or outsider (same size or smaller than the ward) with the same alignment or one step different in either direction from their future ward. Both the magesworn and ward must be willing participants not under the effects of magic or any other compulsions, or else the ritual fails. A magesworn uses all the statistics and base special abilities except where noted below. Hit Dice: The magesworn gains an additional hit point for every caster level of their ward if their hit points are less than their ward's at the time the ritual of connection is completed. Should the magesworn ever gain more hit points than their ward through gaining levels, they still retain the extra hit points gained from this template. Special Attacks: In addition to whatever special attacks the base creature may have, they also gain the following from the magesworn template. Alarm (Sp): A magesworn can use alarm (sor/wiz 1) twice per day as a 1st-level caster or a caster of his class level, whichever is higher. Magesworn Abilities (Su): The magesworn gains the following benefits, which are similar to what an animal familiar gains: Alertness, Share Spells (10’), Emphatic Link, and Scry. The details of these benefits are identical (with the exception to the increased range on Share Spells) to the ones granted to a normal familiar. Special Qualities: In addition to whatever special qualities the base creature may have, they also gain the following from the sentinel template. Spell Resistance (Ex): If the ward's caster level is 11th level or higher, the magesworn gains spell resistance equal to the ward's caster level + 5. If the magesworn already has spell resistance, then it adds the ward's level to its normal spell resistance and that becomes its new spell-resistance (up to a maximum of 25). Magesworn’s Resolve (Ex): The guardian receives a +2 bonus against enchantment spells and effects, and an extra save if compelled to act against the ward while under the influence of a spell or effect. Saves: Same as base creature. Abilities: Same as base creature. Skills: Same as base creature. Feats: Same as base creature. Climate/Terrain: Same as base creature. Organization: Solitary Challenge Rating: Same as base creature + 1 Alignment: Varies Treasure: Standard Advancement: As character class (any); follows cohort advancement rules (i.e. always trails you by at least 2 levels) Level Adjustment: +2 Notes: Prospective wards should be aware that a magesworn is a free willed creature - not an extension of the caster as is a familiar. This affects how the magesworn and ward interact - the relationship between a good aligned ward and magesworn is usually one of equals, while that of an evil aligned duo is typically one of servitude on the magesworn’s part. ______________ Bind Magesworn [Special] You have unlocked the ancient art of creating a guard-bond between you and another sentient being. The ritual uncovered by this secret allows you to create a bond with a fey, humanoid, monstrous humanoid, or outsider (same size or smaller) to act as your guardian, companion, and champion. Performing the 'Ritual of Bonding' takes 24 hours and uses up magical materials that cost 1000 gp per level or HD of the creature bonded. Prerequisites: Arcane Caster Level 9+, Int 15+, Summon Familiar class ability or Obtain Familiar feat, Knowledge (Arcana) 15+, any metamagic feat. Benefit: You gain a fey, humanoid, monstrous humanoid, or outsider (same size or smaller than you) as a guardian if they are willing to be bound to you. Any creature to be transformed into a magesworn must have the same alignment as you or only deviate from your alignment by one interval in any direction. Also, the creature or person must be at least five levels or five hit dice lower than your current level at the time of use or the ritual will not take hold. After the ritual ends, it grants the creature or person the magesworn template and forever binds you together as partners. Normal: Without this feat, an arcane caster would be forced to use a normal animal as a familiar, or attract a cohort as per the Leadership feat. Special: This feat overlaps with the Summon Familiar class feature, the Obtain Familiar feat, and the ability to attract a cohort. A ward with a magesworn cannot have a familiar (or cohort) bound by the Summon Familiar class feature or Obtain Familiar feat. If a magesworn dies (and is not brought back via raise dead, resurrect, or wish/miracle) the ward can never again bind a magesworn or familiar (wish and/or miracle may allow this to be changed). The ward can further enhance his bond with a magesworn by taking the following feats - Extended Empathic Link and Far-Reaching Empathic Link. Notes: The magesworn and ward follow the same rules for master and familiar death as outlined the PHB. Also, the magesworn uses the guidelines for cohorts gaining experience as outlined in the DMG. The ward is responsible for all upkeep related to the magesworn (i.e. the sentinel does not receive a split of treasure as does a cohort). |