Spirit Companion: New Cleric Mechanic [Archive] - Wizards Community

Post/Author/DateTimePost
Xeviat-DM

11-05-04, 05:28 PM
My campaign features 5 base spellcasters: Cleric, Druid, Psion, Sorcerer, and Wizard. All but the Cleric has a companion creature of sort; Druid: Animal Companion; Psion: Psicrystal; Sorcerer and Wizard: Familiar. In order to give the Cleric a companion creature, I set about to modify the Cleric class.

First off, I analyzed what the Cleric is in my setting. The main religion of the world is Animistic. There are 7 ruling spirits in my world (2 of which are dead but still revered) and 5 other powerful spirits which are treated as deities (they have 3 to 5 domains each and a favored weapon). Outside of those, there are countless spirits around the world; every noun has a spirit; the more revered the creature, object, or place is, the more powerful its spirit.

Clerics are the intermediaries between this vast spirit world and the world of mortals. Clerics either choose one of the powerful, deific, spirits of the world, or they choose two domains to represent the scope of the lesser spirit whom they have an intimate connection to.

Clerics are less warriors and more priests in my world. I have dropped their HD to d6 and increased their skill points to 4 per level. Their medium and heavy armor proficiency has been removed. I am content with this change, because my world possesses an Advanced Class Templar, which is quite similar (except with no focus on moral alignment) to the Prestige Paladin in Unearthed Arcana.

All Clerics now possess the ability to summon a spirit companion. This companion is separate from the cleric, more like a druid's animal companion than a wizard or sorcerer's familiar. The companion grows in power every 3 levels. Additionally, the companion gains templates or special abilities based on the Cleric's domains.

Clerics also have a closer tie to their domains. Clerics are able to spontaniously convert their prepared spells into their domain spells.

To balance these power gains, the Cleric no longer has the ability to turn/rebuke undead. Clerics also loose the ability to spontaniously convert their prepared spells into cure or inflict spells. Lastly, they loose their bonus domain spell per spell level.

But fear naught, I have also made many alterations to Cleric Domains. Turn/Rebuke Undead is gone from the standard Cleric progression, but Turn Undead has become the ability of the Sun Domain, and Rebuke Undead has become the ability of the Death Domain. Additionally, I have made changes to insure that Charisma is beneficial to as many Cleric domains as possible.

Here are the Cleric Domain Power Changes, as they currently stand:
Air: Turn Earth creatures, Rebuke Air creatures
Animal: Rebuke Animals
Artifice: Gain Charisma bonus as a bonus on Craft checks. The character casts conjuration (creation) spells at +1 caster level.
Chaos: Turn Law, rebuke chaos
Charm: The character can boost his or her Charisma by 4 points once per day. They gain an additional use per day at 5th level and every 5 levels thereafter. Activating this power is a free action. The Charisma increase lasts 1 minute.
Community: Use calm emotions as a spell-like ability once per day. They gain an additional use per day at 5th level and every 5 levels thereafter. Gain a +2 competence bonus on Diplomacy checks.
Death: Rebuke Undead
Destruction: Destructive touch (Cha x level damage, will save for half, DC 10+1/2 HD + cha)
Earth: Turn Air, rebuke earth
Evil: Turn good, rebuke evil
Fear: Frightful Presence
Fire: Turn water, rebuke fire
Good: Turn evil, rebuke good
Healing: Lay Hands (Cha x level healing, will save for half, DC 10+1/2 HD + cha)
Knowledge: Lore (bardic knowledge); all knowledge skills are class skills
Law: Turn chaos, rebuke law
Luck: As PHB, additional uses every 5 levels (5, 10, 15, 20)
Madness: ?
Magic: As PHB
Nobility: Inspire Courage
Plant: Rebuke Plants
Protection: As PHB, additional uses every 5 levels (5, 10, 15, 20)
Strength: As PHB, additional uses every 5 levels (5, 10, 15, 20)
Sun: Turn Undead
Travel: As PHB
Trickery: Unsure, the PHB one seems very weak
Venom: Poisonous Blood, Poison Use
Void: ?
Water: Turn fire, rebuke water

I have Madness listed as a questionmark because I saw that it was altered in Complete Divine, but as of the last time I checked it was not altered on the SRD. Because of this, I do not remember the changes. I would like to change Trickery, both to make it more related to Charisma, and to make it as powerful as the others. I also need to design an ability for Void, though I will probably make that something related to Wild Talent from the XPH.

As for Spirit Companion abilities, I am starting to draw a blank. I've used up as many templates as I can, even made two more, but there are still a few I cannot decide upon. Here's what I have so far:
Air: Elemental type, Air subtype, Air creature template (MotP)
Animal: Companion is treated as a druidic animal companion, and must be selected from the 1st-level druid animal companion list. The companion progresses as an animal companion, except for the following changes: the companion’s intelligence grows as a cleric animal companion, the companion is of the fey type with appropriate changes, and the companion gains the alterations of the cleric’s second domain. This companion cannot be dismissed, and is native to this plane. (Rather than summoning the companion, they find a suitable animal and awaken its spirit)
Artifice: Construct type (Possibly Effigy creature template if it is good, from Complete Arcane)
Chaos: Outsider type, Chaos subtype, Anarchic Template (MotP)
Charm: Non-hostile; creatures cannot attack the companion unless it shows hostility (possibly with a saving throw; I'm not entirely comfortable with this ability, it seems a little weak compared to the more potent templates)
Community: ? (entirely unsure)
Death: Undead type, undead qualities, zombie or skeleton template (though still has intelligence).
Destruction: Negative energy template (of own design), elemental type
Earth: Elemental type, Earth subtype, earth element template (MotP)
Evil: Outsider type, Evil subtype, Fiendish template
Fear: Incorporeal subtype
Fire: Elemental type, Fire subtype, fire element template (MotP)
Good: Outsider type, Good subtype, Celestial template
Healing: Positive Energy template (of own design), elemental type
Knowledge: ? (entirely unsure)
Law: Outsider type, Law subtype, Axiomatic template (MotP)
Luck: ? (entirely unsure)
Madness: Gains Pseudonatural template (MotP)
Magic: SR 5+Master's HD (gains additional +5 when companion normally gains SR), gains companion abilities one rank sooner (begins with “deliver touch spells” at first level, gains tongues at 3rd level, ect.)
Nobility: ? (entirely unsure)
Plant: Elemental type, wood creature template
Protection: Can cast shield other on its cleric master at will; gains +4 bonus to Constitution
Strength: Gains +4 bonus to Strength (needs something else as well)
Sun: ? (uncertain, might use Deathless type, but that doesn't quite make sense)
Travel: Companion is resized to be one size larger than its cleric master, and is able to be used as a mount. Its speed increases by 10 feet for each size category change.
Trickery: ? (entirely unsure)
Venom: Poisonous Sting (As scorpion probably)
Void: ? (will either design an Astral template, or use the Phrenic Template from XPH)
Water: Elemental type, Water subtype, water creature template (MotP).

And here are the base companion abilities:

Cleric Spirit Companions

Class Bonus N.AC
Level HD Bonus Int Special
1st-2nd +0 +0 6 Empathic link, improved evasion,
share spells, speech
3rd-5th +2 +2 7 Deliver touch spells
6th-8th +4 +4 8 Tongues
9th-11th +6 +6 9
12th-14th +8 +8 10
15th-17th +10 +10 11 Spell resistance
18th-20th +12 +12 12

Basic Spirit Companion
Tiny Fey (Spirit)
Hit Dice: 1d6
Initiative: +3
Speed: 30 ft., fly 30 ft. (average)
Armor Class: 16 (+2 size, +3 Dex, +1 Natural)
BAB/Grapple: +0/-12
Attack: Slam -2 melee (1-4)
Space/Reach: 2 1/2 ft./2 1/2 ft.
SA: Based on Cleric Level and Cleric Domains
SQ: Based on Cleric Level and Cleric Domains
Saves: Fort +0, Ref +5, Will +2
Abilities: Str 2, Dex 17, Con 10, Int *, Wis 10, Cha 11
Skills: (6 + Int mod) x (HD +3) (Recalculated with
each change in intelligence)
Feats: 1 feat

What do you think?
Cymraegmorgan

11-05-04, 09:57 PM
My first thought is that you are making the cleric unbalanced. With the Domain spell list at his disposal, the cleric has extra power to spare.
Nothing is preventing clerics from having pets, but as agents of their deities the cleric is in some ways the companion/familiar that the god/goddess uses.
Xeviat-DM

11-06-04, 04:13 PM
My first thought is that you are making the cleric unbalanced. With the Domain spell list at his disposal, the cleric has extra power to spare.

Which is why they lose 1 spell per day per spell level, they lost medium and heavy armor proficiency, and their HD was reduced (albet slightly rebalanced by the increase in skill points). My cleric is more of a "white mage" and a priest, spell casting is their primary idea. Unearthed Arcana even suggests spontanious Domain casting, both in a sidebar and in the Spontanious Divine Caster variant. If specific spells on specific domains stand out as broken, I'd rather change those than abandone this attempt at diversifying clerics. I don't see why a cleric of Strength and Luck would be exceptionally good at healing.

Nothing is preventing clerics from having pets, but as agents of their deities the cleric is in some ways the companion/familiar that the god/goddess uses.

Well, in an Animist world, clerics honor and revere the deities and spirits, they don't directly worship them. Clerics have a connection to the spiritual world, and they know how to illicit power from the spirits in return for honoring them and making sacrifices to them (since honoring a spirit increases the spirits power). They aren't exactly the spirits and deities servants.

Besides, for the clerics of my world who choose to worship a lesser spirit rather than one of the "deities", their companion is, in fact, their "god".

One thing I forgot to mention. The companion is summonable for 2 hours per day per level, just like a Paladin's warhorse. If the companion is killed, the cleric does not loose XP, but they are unable to use their domain power or spontaniously convert their domain spells. They have lost their personal spirit, and can no longer access the domains it granted. They still have their regular spells, since those are gained from multitudes of other spirits which they offer respect towards. Since the companion can be dismissed as a free action, issues like this will come up infrequently, but it is an in game reason for clerics to not throw the source of their power in harms way constantly.

As for clerics who serve and worship a god or powerful spirit, their companion is a lesser spirit who is tied to the greater one. The god or greater spirit can hardly be bothered constantly for power, so it gives a lesser entity to the cleric who serves them.

When a cleric's companion dies, the cleric must obtain an atonement spell and offer a sutable sacrifice (may be an XP sacrifice or a GP sacrifice, unsure of how much of either I should do) before being able to draw a new spirit into service.
Eindrachen

11-07-04, 03:45 AM
Instead of regular "pets", clerics gain a Guardian Spirit, which represents a being sent by their deity to watch over and assist them. The feat Guardian Spirit is used to obtain it (mabye be 5th level cleric, maybe add other requirements as needed).

The spirit appears as a creature closely associated with the clerics specific deity and/or ethos. For example, clerics of Heirnoius and Pelor might have a feather-winged humanoid with metallic features, while clerics of Hextor might have a bat-winged dark-colored fiend; clerics of Ehlonna would have small fairy-like spirits, clerics of Boccob might have anything resembling a regular wizard's familiar, clerics of Obad-Hai different elementals, and clerics of Vecna something resembling an undead creature. The DM would decide the final form.

The spirit gains powers and abilities based on the cleric's level; as the cleric becomes a stronger bastion of his faith, the spirit likewise becomes a stronger envoy of the cleric's deity, reflecting the deity's growing favor with the cleric. Note that displeasing the deity can be bad for the spirit; it may weaken or even leave if the cleric acts against his/her deity's wishes.

The spirit itself rarely engages in combat; it's purpose is to aid the cleric as a representative of his or her god/dess. To that end, some of it's powers should include: protective spells and abilities; abilities that boost a cleric's spells; warning the cleric of danger (whether physical or spiritual); casting spells for the cleric when he or she is unable to do so.

None of this is necessarily for free, unfortunately. When a spirit is called, it is not a mindless automaton, or even a mere servant. It constantly reminds the cleric of his duty to the god/dess he serves, and thus requires that the cleric perform such service actively.

To reflect this (and balance out the benefit of the spirit), the cleric may be required to do any of the following, as pacts or vows that the cleric makes in order to affirm their devotion:
Offering: Cleric must donate no less than 10% of any wealth they gain to their organization. If they have actually built a church or temple, they must set aside 10% of all their wealth to upgrading the place of worship, including it's trappings.
Worship: Cleric must spend 8 hours a week (or more) in worship of their deity. They need not be public about it, but they must sing songs, recite texts, and do other things that give voice to their faith. This is especially important on holidays, when the cleric may be required to show devotion in further ways (fasting, feasting, etc.).
Proselytize: Cleric must approach 12 or more people a week, asking them to read literature or attend worship of their organization. Actually converting people to the faith is even more favorable.
Creation: Cleric must create something for their deity. This might be a translation of their holy texts to other languages, arts and crafts that celebrate important events in their organization, other other projects that leave a tangible record or depiction of their deity in the world.
Destruction: Cleric must destroy an object created by an opposing organization. This might be merely burning the tracts of the rival faith, or destroying their temples and/or worshippers.

How's that?
Xeviat-DM

11-09-04, 12:36 AM
The idea is what I'm going for, except I want them to be more of a requirement than an option. I'm already rather set on the abilities of the companion (though I would like some help developing a mechanic for the cleric asking the spirit questions rather than turning to divinations). What I need help with are the last couple of domains I do not have companion abilities for, and especially balancing the domain companion abilties that are weaker than the rest. The templates should be treated as the base power level (CR +0-+2 as level increases).
Xeviat-DM

11-16-04, 01:54 AM
Minor change of plans to make things easier on me. I decided to take the abilities that are the same in both the celestial and fiendish templates, and make those into basic Spirit Companion abilities. This reduced the number of abilities the Good and Evil domains granted their companions, allowing me to make similarly powered abilities for some of the domains that were getting confusing.

Here's what I have so far for the spirit companion abilities. Please, if you notice anything that seems too powerful or not powerful enough, let me know. If you have an idea of what to place for one of the blank domains, let me know too.

Thanks

Class Bonus Natural
Level HD Armor I/W/C Special
1st-2nd +0 +0 6 Empathic link, improved evasion, share
spells, speech (spirit tongue), domain abilities,
spell resistance (HD +5)
3rd-5th +2 +2 7 Deliver touch spells
6th-8th +4 +4 8 Tongues, DR 5/cold iron
9th-11th +6 +6 9
12th-14th +8 +8 10
15th-17th +10 +10 11 SR increase (HD +10)
18th-20th +12 +12 12 DR 10/cold iron

Air: Elemental type, Air subtype, Flight 100 ft. (Perfect), Air Mastery, +6 Dex, speaks Auran, air form.
Animal: Companion is treated as a druidic animal companion, and must be selected from the 1st-level druid animal companion list. The companion progresses as an animal companion, except for the following changes: the companion’s intelligence grows as a cleric animal companion, the companion is of the fey type with appropriate changes, and the companion gains the alterations of the cleric’s second domain. This companion cannot be dismissed, and is native to this plane.
Artifice: Construct type, DR is adamantine when gained, no Constitution score, Cold and Fire Resistance 5 (grows to 10 at cleric level 12)
Chaos: Outsider type, Chaos subtype, acid, cold, electricity, fire, and sonic resistance 5, immune to polymorph and petrification, fast healing (1 at 6th cleric level, 3 at 12th cleric level, 5 at 18th cleric level), smite law (extra damage equal to HD, once per day), does not gain damage reduction.
Charm: Non-hostile; creatures cannot attack the companion unless it shows hostility (sort of like sanctuary); can cast charm person as a spell-like ability x per day (not sure if it should be at will or 3/day)
Community: ?
Death: Undead type, undead qualities, corpse (DR 5/slashing which grows to 10 at cleric level 18, +4 Str) or skeletal (DR 5/bludgeoning which grows to 10 at cleric level 18, +4 Dex)
Destruction: Elemental type, healed by negative energy/harmed by positive energy, treated as undead for turn/rebuke attempts, slam deals 1 negative level at 6th cleric level (increases to 2 at cleric level 18, DC to remove is 10 + 1/2 HD + cha mod), destructive touch
Earth: Elemental type, Earth subtype, elemental abilities, burrow speed 20 ft., earth mastery, tremorsense 60 ft., natural armor improves by +3, speaks terran
Evil: Outsider type, Evil subtype, cold and fire resistance 5 (increases to 10 at cleric level 12), smite good (extra damage equal to HD, once per day), damage reduction is silver.
Fear: Incorporeal subtype
Fire: Elemental type, Fire subtype, heat (deals 1d4 fire damage at cleric level 6, 1d6 fire damage at 12th cleric level, and to 1d8 at 18th cleric level), burn (those who strike them unarmed or with a natural weapon, or are hit by their natural weapon, must succeed a reflex save DC equal to 10 + 1/2 HD + con mod), speaks ignan
Good: Outsider type, Good subtype, smite evil (extra damage equal to HD, once per day), acid, cold and electricity resistance 5 (increases to 10 at cleric level 12), damage reduction is ?
Healing: Elemental type, fast healing (1 at 6th cleric level, 3 at 12th cleric level, 5 at 18th cleric level), can be turned by rebuke undead, rebuked by turn undead, lay hands
Knowledge: ?
Law: Outsider type, Law subtype, smite chaos (bonus damage equal to HD once per day), fire, electricity, sonic, and cold resistance 5 (increases to 10 at 6th cleric level, to 15 at 12th cleric level, and 20 at 18th cleric level), linked mind with master (if one is not flat-footed, neither are; if one is not flanked, neither are)
Luck: Can take one re-roll on any failed roll or check.
Madness: Outsider type, true strike once per day, electricity and acid resistance 5 (increases to 10 at 6th cleric level, to 15 at 12th cleric level, and 20 at 18th cleric level), alternate form (other creatures receive a -1 morale penalty on their attack rolls against it while in its alternate form)
Magic: Spell resistance increases by +5, detect magic at will
Nobility: ?
Plant: Plant type, plant qualities, natural armor increases by +2, land speed reduced to 15, spikes (can fire spikes as a standard action, up to four spikes per round, can fire a number of spikes equal to HD in a single day, deal 1d6 + str damage), woodsense 60 ft. (can sense creatures touching any plant)
Protection: Can cast shield other on its cleric master at will, gains +4 bonus to Constitution, increases to +6 at 9th cleric level, and to +8 at 18th cleric level.
Strength: Gains +4 bonus to Strength, increases to +6 at 9th cleric level, and to +8 at 18th cleric level, size increases by one step (changing stats based on monster manual size increase chart)
Sun: ?
Travel: Companion is resized to be one size category larger than its cleric master, and it can be rode as a mount. Its speed increases by 10 feet for each size category change.
Trickery: ?
Venom: Poisonous Sting instead of slam (1d4 str damage, DC 10 + 1/2 HD + con mod)
Water: Elemental type, Water subtype, water mastery, drench (as water elemental), swim speed 90 ft., speaks aquan
Crashy75

11-29-04, 01:39 AM
Getting on the thread so i can be notified of updates. I like the changes to the domains (i have very similar ideas myself)