Living Weapons Trainer.docx

Dragon Weapons Trainer

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Version .900

By Thomas Paglione

Under PAIZO’s OGL and Wizard’s OGL for 3.0/3.5/PF. This is a non-monetary custom project for personal use only.  Any complaints please email me tjpaglione@gmail.com.  All artwork is used under fair use and I claim no ownership nor received any monies or funds from using the owner’s artworks.

This homebrew alternant guide to animal companions turns your animal companion into a strong weapon that you control beyond handle animal checks.  They are not beat-sticks nor will they be “set it and forget it” turret blasters.  You will have to control/handle your companion at all times in combat. The Dragon Weapons Trainer is a 10 level Prestige Class that requires a large commitment to creating not only damage dealing weapons, but an enduring element of your party.  These weapons can add a nice roleplaying and identity to martial characters in place of weapons that traditionally become more powerful with wealth and luck.  They also expand upon the intelligent item playstyle with sentient beings that require companionship and care.

Dragon Weapons Trainer

Lore: TBD

Role: TBD

Alignment: Dragon weapons trainers can be any alignment.  They typically are good and/or lawful as training an animal takes care and patiences.  Though taming a beast isn’t always altruistic in nature, using force and regimen to gain the power the trainer demands. 

Hit Die: d10.

Requirements

To qualify to become a living weapons trainer, a character must fulfill all the following criteria.

Base Attack Bonus: +5.

Skills: Handle Animal 5 ranks. 

Weapon Proficiency: Must be proficient with all martial weapons and firearms.

Feat(s): Nature Soul

Special: Characters that have an animal companion that progresses as an animal companion or eidolon must rebond with their new companion granted from this class.  They are granted any relevant levels they progressed with their companion to a maximum of the character's total hit die.      

Class Skills

The living weapon trainer's class skills (and the key ability for each skill) are Handle Animal (Wis), Perception (Wis), Ride (Dex), Stealth (Dex), and Survival (Wis).

Skill Ranks at Each Level: 2 +Int modifier.

Table: Living Weapons Trainer

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Trainer’s Focus

1

+1

+1

+1

+0

Trainer’s Bond, Trainer’s Focus, Dragon Cannon Style 

1d8

2

+2

+1

+1

+1

Master Form

1d8

3

+3

+2

+2

+1

Scattershot 

1d8, 5-ft.

4

+4

+2

+2

+1

Trainer’s Bond (Advance)

2d4

5

+5

+3

+3

+2

Beastial Boon

2d4

6

+6/+1

+3

+3

+2

Scattershot (Smoke), Master Form

2d4, 10-ft.

7

+7/+2

+4

+4

+2

Trainer’s Bond (Mastery)

2d6

8

+8/+3

+4

+4

+3

Beastial Boon

2d6

9

+9/+4

+5

+5

+3

Scattershot (Elemental)

2d6, 20-ft.

10

+10/+5

+5

+5

+3

Ferocity, Master Form

2d8

Class Features

All of the following are the features of the living weapon trainer prestige class.

Weapon and Armor Proficiency: Dragon weapon trainers gain no proficiency with any weapon,  armor, or shields.

Trainer’s Focus(Ex):

At 1st level, the trainer gains weapon focus (Living Weapons), as a bonus feat. 

Beginning at 1st level, she gains scaling damage with her living weapon when in dragon style stance. At 3rd level, the trainer gains a bonus to the companion’s base range, beginning at 5-ft.  At 6th level this bonus is increased by 5-ft.; at 9th level it is increased by 10-ft.  See Table: Living Weapons Trainer to find the current bonus. Classes with scaling weapon damage take the higher of the two bonuses.

Trainers’ Bond (Ex):

At 1st level, the living weapon gains a special and unique companion.  This companion works like the druid’s nature bond, except she uses 1/2th her total hit die(minimum of 1) to calculate her effective druid level. Likewise she follows the normal druid companion progression and the living weapons trainer’s class features. These companions act freely except when commanded to attack.  They must be directly controlled by the trainer to perform (Free Action, DC 10 Handle Animal) any attack action on your turn.  They will however defend themselves if need be, using their base attack bonus and attack damage relevant to their base form. All dragons not using the trainer’s attack actions have a basic 1d6 bite and 2x 2d3 claws natural attack while not using a manufactured weapon, if the dragon only has a bite then it deals 2d4.  

The Dragon

Born of magic and beast fused together, dragons are the highest form of beasts.  Magestic or brutal the dragon is an all inspiring companion. Dragons are wild and must be harnessed to be controlled. Dragons type must be chosen at level one, this is mostly cosmetic, but the trainer can choose from any metallic or chromatic dragon, wyvern, or lindworm.  Dragons come in two base forms, Quadruped and Serpentine, this must also be chosen at 1st level. Quadrupeds have a long range breath attack that fires a glob like bludgeoning projectile at the target based on the dragons base form, Table: Dragons Types; serpentine form dragons instead lash out from the control of their trainers to attack the target from a distance, the bite counts as piercing, bludgeoning, and slashing. 

Base form(s): Quadruped (head [breath], hand [claw]), or serpentine (head [reach], bite)

Size: Small; Speed: 30 ft. Fly 50-ft, good; AC +4 natural armor; Attack breath, (40-ft.), bite, (20-ft range); Ability Scores Str 16, Dex 11, Con 13, Int 11, Wis 8, Cha 11.

At 1st, level the dragon trainer gets control over the  

Dragon Cannon Style (Su): 

At 1st level, a dragon weapons trainer can control her companion to fire as a ranged weapon attack roll, damage is dealt by the dragon using 1x their strength and .5x their strength on subsequent damage rolls.  This style takes a standard action to activate and free action to leave the style.  While in this stance her weapon will fire at her available attack actions.  The animal companion forgoes all its base attack bonus and only uses the trainers; better or worse.  While in this style her companion counts as a weapon for all spells, feats, and special abilities she possesses.  Dragon cannon style counts as a style for all spells, feats, and special abilities that interact with stances and style feats.

Master Form (Su):

At 2nd level, the trainer man selects a master trick to master with her companion. She selects one at 2nd level, one more at 6th level, and finally at 10th level. 

Fey Wings (Ex) The companion’ dragon wings transform into iridescent wings while not only beautiful the wings allow the companion to also hover and attack as a free action. Add a +4 to companion’s dexterity, intelligence and charisma scores.  Cannot be combined with any other Wings feature.

Celestial Wings (Ex) The companion’s dragon wings transform into either feathery, energy, or metallic looking angel wings, once chosen this cannot be changed, the companion counts as 2 sizes larger when dealing with a check to maintain flight.  Add +4 to the companion’s constitution, wisdom, and charisma scores. Cannot be combined with any other Wings feature.

Fiend Wings (Ex)

Mystic Wings (Sp) The companion’s dragons wings disappear and instead allow the companion to magically fly expressed by walking and twisting through the air.  This flight otherwise works as Overland Flight.  The companion adds +4 to it’s intelligence, wisdom, and charisma scores. Cannot be combined with any other Wings feature. 

Wild One (Ex) The companion requires a handle animal check every round but uses its hit die as its base attack bonus to qualify for combat feats that have base attack bonus requirements. If the trainer has a rage class feature the companion also rages with the trainer and is exhausted if the trainer is exhausted from raging.

Digger (Ex) The companion gains a dig speed of 30-ft and can wall climb while in natural underground.

Worker (Ex) The companion can help the trainer with any crafting related skill check.  The companion gives a +4 to check and counts as a masterwork tool for any relevant check. Whenever the master can take a 10 roll, they may instead take a 20.

Dragontank (Su) The companion will grow to size: large and may be mounted by the handler to be used as transportation.  If the companion was a mount class feature, the trainer gains the ability to mount companion during combat and gains mounted combat as a bonus feat. This is a polymorph effect and changes to size affect only the creature’s base abilities and not those gained by trainer’s bond.  

Transformation Sequence (Sp) As per the Vigilante class ability, if the trainer can also cast a spell they may also use this trick at the same time.   

Pocket Size (Sp) The companion may shrink into a smaller, more transportable form. The companion uses ? the trainer’s health points to determine its own health pool. If the trainer has a familiar class ability, the trainer may use the companion as a familiar. This is a polymorph effect and changes to size affect only the creature’s base abilities and not those gained by trainer’s bond.  

Cutie/Meanie Form (Su) The companion greatly increases its adorableness/sinisterness to gain its hit die to diplomacy or intimidate and bluff checks it can make.  This lasts as long as the target is friendly or scared. 

Cheap outfitter (Ex)  Armor costs 25% less to buy or craft for the companion. If the companion’s trainer has Armor Training as per the fighter ability, they also gain armor training.

Magically Reared (Sp) If the trainer has a racial spell-like ability the companion can use that spell like ability 3 times per day.

Scattershot (Sp): 

At 3rd level, her companion as a full round action can fire a burst to attempt to distract her target.  The enemy is granted a reflex DC save 10+ HD + strength modifier to ignore the attack. If the subject fails they are stunned for 1 round.  No target can be affected more than once by this attack in a 24 hour period.  The trainer begins the day with 3 available shots.

At 6th level, scattershot may be used as a smoke bomb causing the area fired to be completely shrouded in darkness.  In a 10-ft. radius this smoke bomb causes the area to be affected by darkness, see spell for details.  This effect lasts for 1d6+1 rounds.

At 8th level, the trainer may fire a powerful magical rocket at her target.  She chooses a single element: fire, acid, sonic, cold, and shock; dealing 5d6 energy damage around the original target in a 15-ft. radius.  This attack must land on the original target or it is wasted. She may also use bonus shots to increase the energy damage die by 2 for every extra shot used.

Beastial Boon (Ex):

At 3rd level, her companion advances at 3/4th her total HD instead of 1/2th. At 8th level the companion advances at full HD instead of 3/4th HD. 

Trainer’s Bond (Advanced)(Ex): 

At 4th level, the trainer’s companion is granted eldritch claws as a bonus feat.  The trainer and companion may use a teamwork feat they qualify for 1 round/level as a bonus feat. These do not have to be consecutive, but must be used in 1 round increments.

Trainer’s Bond (Mastery)(Ex):

At 7th level, whenever the trainer critically strikes with an attack, she refunds a single use of scattershot, up to three times per day.

Ferocity (Ex): 

At 10th level, the trainer’s companion becomes deadly and hardy, the companion’s base critical range increases by one; to a 19-20. When within 100 feet of their trainer the companion gains diehard as a bonus feat once per day.

End of line; line ends here.

  

***OUTDATED***

Class Features

All of the following are features of the living weapon trainer prestige class.

Weapon and Armor Proficiency: Living weapon trainers gain no proficiency with any weapon or armor.

Trainer’s Focus(Ex):

At 1st level, the trainer gains weapon focus (Living Weapons), as a bonus feat. 

Beginning at 1st level, she gains scaling damage with her living weapon when in dragon style stance. At 3rd level, the trainer gains a bonus to the companion’s base range; beginning at 5-ft.  At 6th level this bonus is increased by 5-ft.; at 9th level it is increased by 10-ft.  See Table: Living Weapons Trainer to find the current bonus. Classes with scaling weapon damage take the higher of the two bonuses.

Trainers’ Bond (Ex):

At 1st level, the living weapon gains a special and unique companion.  This companion works like the druid’s nature bond, except she uses 1/2th her total hit die(minimum of 1) to calculate her effective druid level. Though she follows the normal druid companion progression she also gains a large control over the initial selection of her companion. These companions act freely except when commanded to attack.  They must be directly controlled by the trainer to perform (Free Action, DC 10 Handle Animal) any attack action.  They will however defend themselves if need be, using their base attack bonus and attack damage relevant to their base form. All creatures not using the trainer’s attack actions have a basic 1d8 bite, 2x 2d4 claws, or 2x 1d10 slam natural attack while not using a manufactured weapon.  

Similar to an unchained eidolon the trainer picks a subset of companions to choose from.  Her choices are: dragon, beast, humanoid, and aberration.   At 1st level, she picks a sub-race which grants larger bonuses at 4th level, and every 4th level after that until 20th level. After the 4th companion level she may use her advancement to select a new sub-race. No creature can have more than two subtypes. She must choose which sub-race to advance in every level. Subraces the trainer can choose from are: fey, symbiote, magical, mechanical, celestial, mechanical, ghoulish, and hellish. Living weapons trainers in primary aquatic campaigns may add the medusa subtype to their list. 

Lastly, this class offers a much different companion, but a companion of mundane appearance.  This item is for people who want a book that shoots blasts or a bow of living Elven magic.  If a dragon gun or pixie blaster is not the style you are looking for this may succeed in your goals.

Aberration

These pure killing machines only exist to cause malice and pain. They tend to hover and bind themselves to their trainers arms and bodies.  

Alignment: Any Evil.  

Base Form(s): Aberrant (tentacle, sting), biped(limbs [arms], blast), or serpentine (mouth, spit).

Sub-race(s): Hellish, magical, mechanical, **symbiote.

Size: medium; Speed: 30 ft.; AC +2 natural armor; Attack sting, (30-ft.range), blast, (20-ft. range), spit, (50-ft. range); Ability Scores Str 13, Dex 13, Con 16, Int 10, Wis 10, Cha 7.

Beast

Beast are companions of everyday walks of life.  Training the beast to be a fighter is a rewarding task and gives the trainer a life long friend.  Beasts grant the widest variety of forms, temperament and species. Beast companions typically require a harness or saddle to be commanded.    

Alignment: Any neutral.  

Base Form(s): Avian (beak, swoop) limbs [wings], biped (limbs [arms], throw), or quadruped (head [mouth], roar, bite, charge), or serpentine (mouth, spit). Special: The avian and serpentine forms are small creatures and attributes must be adjusted.

Sub-race(s): All. 

Size: Medium; Speed: 50ft., Fly 100ft., perfect; AC +3 natural armor; Attack swoop, (50-ft. range), throw, (20-ft.range), roar, (range 30-ft.), spit, (range 30-ft.); Ability Scores Str 14, Dex 14, Con 14, Int 7, Wis 9, Cha 12.

Dragon

Born of magic and beast fused together, dragons are the highest form of beasts.  Magestic or brutal the dragon is an all inspiring companion. Dragons are wild and must be harnessed to be controlled. 

Alignment: Any.

Base form(s): Quadruped (mouth, breath), or serpentine (head [reach], bite)

Sub-race(s): Celestial, fey, ghoulish, magical, mechanical. 

Size: Medium; Speed: 30 ft. Fly 50-ft, average; AC +4 natural armor; Attack breath, (40-ft.), bite, (20-ft range); Ability Scores Str 16, Dex 11, Con 13, Int 11, Wis 8, Cha 11.

Humanoid

These creatures tend to hold a vague form of that of humanoid species.  Typically resembling pixies, imps, goblins, constructs, or small dryads.  The humanoid creature gives the trainer the most person-like companion. Special: They begin speaking only an unrecognizable gibberish, but after 7 HD, they learn to speak-only a single language the trainer knows.  Humanoids require full concentration to be controlled and will never act without being commanded other than survival, movement, and basic lifestyle functions.     

Alignment: One step of the trainer’s.

Base form(s): Biped (limbs [arms], blast; toss).

Sub-race(s): Celestial, fey, hellish, magical, mechanical.

Size: Small; Speed: 30 ft.; AC +2 natural armor; Attack blast; toss, (40 ft. range); Ability Scores Str 13, Dex 14, Con 13, Int 11, Wis 10, Cha 11; Special Proficient with simple throwing weapons, shortbow, shortsword, and alchemical weapons.

Special: The humanoid race overlaps greatly with the summoner, create construct feat, and leadership feat; using the small size is a way to change this up.  If the player feels better using a medium sized character feel free as the GM to change the size.  Judge this for how you run your game.  If you feel the Leadership feat is a slippery slope and you allowed this class as a way to give a unique “weapon” for your players, then feel free to ban or disallow any alteration to the humanoid race.

The Item    

The living item is an alternative to the Leadership feat’s special item feature and the Living Weapons Trainer using the typical eidolon or druid companion formula.  The trainer’s item is a living creature that looks as range weapon or mundane items. As normal these items will not attack on their own (if they could), and still require the trainers full concentration for them to deal damage or act.  If the item does not fill a weapon or hands slot attacking with a normal weapon forgoes the companions ability to attack that round.  Special: The item has sentience, but does not follow the intelligence item guidelines, instead grows as a companion.  All Items have telepathy (trainer only) in a single language the trainer knows. Items also fill the slots they would normally be used on a person.

Alignment: Any Lawful.

Base form(s): Book, bow*, mask, jewelry (amulet, ring, circlet, piercings), living tattoo, talisman (held), chalice, make up.          

Sub-race(s): Celestial, **fey, ghoulish, hellish, magical, mechanical.

Size: Unique; Speed: n/a, Fly 5-ft. hover; AC +3 natural armor; Attack blast (1d6 range 50 ft.); Ability Scores Str 7, Dex 14, Con 14, Int 15, Wis 10, Cha 9

*requires arrows or bolts, but always deals blast damage.

**Any Neutral instead of Lawful.     

Sub Races

Celestial

This companion gains the outsider/native race subtype.  All their attacks count as good for the ability to overcome damage reduction. The companion also radiates an aura of good, at 7th level this upgrades to permanent protection from evil.  

4th Level: The companion gains ability to channel energy using their HD for determining the die rolled for the channel. They use their HD to determine DC saves and caster level. The amount of channels per day the companion has is ? level (minimum of 1).    

8th Level: Holy Fire (Su): When taking a full round attack the companion may channel energy as a bonus ranged touch attack (as though possessing the channel ray feat).  This attack is roll at the trainer’s highest attack bonus. This damage is considered partly fire damage and positive energy.      

12th Level: The companion may detect evil at-will. They add their charisma modifier to all saves (if any). They are granted DR 5/evil, 5 fire and 5 electrical resistance.

14th Level: Divine Might (Su): Once per day, the companion turns into a weapon of divine might becoming a +5 Holy Weapon granting them +5 to attack and damage rolls; emitting radiate magic circle against evil effect (as the spell).  This effect doesn’t not stack with holy sword (as the spell), and does not turn the creature into a melee weapon. This effect lasts 1 minute per two celestial level.

16th Level: The companion is granted any single first level cleric domain power from this list: glory, good, law, strength, sun, war.  Once chosen the choice cannot be changed. The companion counts its hit die as a cleric for any level dependent powers.     

20th Level: Once per day, they can cast Angelic Aspect, Greater this effect lasts 10mins/level. 

Fey

Fey are the wild magic of the forest and manifest in all sorts of creatures from beautiful pixies and dryads, to menacing super fauna.  The Fey race gains the ability use Speak with Plants as spell like ability once per day. When healed with positive energy they gain 2 extra hit points per die.

4th Level: Smile Bomb (Sp): At 4th level, the Fey companion replaces scatter shot ability with explosion of beautiful flowers.  This causes all creatures in the 15-ft radius to be fascinated instead. At 10th level, the trainer may add her range bonus to the area of effect radius.     

8th Level: Trickster (Ex): At 8th level, the companion can change into three forms: twin, fey wolf, and alter self. Once this choice is made it cannot be changed.  The companion can use their trickster form once per day. The effect lasts for 1 hour per companion level, or until they change back.

Fey Wolf (Sp): The companion may transform into a semi-real wolf like creature.  While in this form the large wolf may cast on the trainer's command: war trained mount or pup shape.  In this form the companion cannot attack, but gains its HD to its base movement speed.   

Twin (Su): The companion duplicates itself, but its size is changed to small from medium. They gain the twin strike ability using a full round action the trainer may fire twice on their first attack.  They may also as a full round deliver touch attack spells twice, this uses two use of the spell slots, even if only prepared once.  If a spell slot has to sacrifice it must be equal or higher level of the spell used, this include spells used or prepared at higher levels because of metamagics.

Alter Self(Su): The companion may change into a traditional martial ranged weapon, but uses all its stats and natural attacks to determine the damage of the weapon. 

At 10th level and every 4th level beyond that; they gain a bonus use of the trickster form.

12th Level: The companion may cast barkskin on themselves and the trainer once per day, using their HD for their caster level.

16th Level: The companion sprouts beautiful iridescent wings with fly speed 60-ft.,good.

20th Level: The companion has unlimited access to the trickster form and may use it at will and gains fast healing 5.

Ghoulish

The spooky realm of undeath and spectral breads magical servants for those that can see them.  The ghoulish subrace is considered phantasmal and can only be seen by its trainer.  They are granted the incorporeal trait, unless otherwise stated. The companion does not add their strength modifier to damage rolls while incorporeal.  The trainer can spend 1 minute to gather the companion into physical form, which allows them to use their strength modifier for damage and grants the companion skill focus: intimidate as a bonus feat.  They can stay in either form as long as either chooses.  

4th Level: Beginning at 4th level the trainer gains the following abilities. Haunt can only be used in incorporeal form and deathcoil can only be used in corporeal form. These abilities replaces scattershot at all levels.  

Haunt (Sp): The trainer can command her companion to haunt the mind of target as ranged touch attack.  Once the targeted is haunted the trainer can then direct the companions damage as though it was attacking normally.  As a full round action the target can remove the companion, dealing 1d6 + the trainer’s charisma modifier to the target and additional 1d6 per trainer level nonlethal damage to the companion. Mindless creatures are immune to haunt.

Deathcoil (Sp): Fires a black bolt of negative energy as a ranged touch attack dealing 2d6 plus 1d6 per 2 companion HD.  This attack restores hit points to the companion, if the healing is beyond the companions current health they gain temporary hit points equal to remaining healing or twice their Constitution modifier. There is no save for this skill, but it does heal undead creatures.

8th Level: While the companion is in the trainer’s mind, she is immune to fear, sleep and gain a +4 against other mind control effects. 

12th Level: Deathcoil fears enemies it hits, causing them to become frightened, if the enemy is immune to fear effects, they are shakened instead.  This last 1 round per deathcoil damage die.

16th Level: Haunt is even more dangerous, haunted creatures have any and all typed damage reduction they possessed reduced by 5. 

20th Level: Grave Pact (Su): The trainer may sacrifice her companion sending it away for 24 hours.  While sacrificed she gains a small soulgem granting all her companions abilities for 1 hour.  After 24 hours the trainer may release her companion from the soulgem.  If the trainer dies or loses contact with her companion’s soulgem the companion is lost.  It takes 1 month to gain another companion. 

Hellish

Coming from darkest pits or the greater circles of hell, the hellish companion makes a terrify appearance.  They are considered outsider/native. As a full round action the companion on their first attack can attempt an intimidate check against their target using the damage dealt as the DC.  The creature is shakened 1 round and considered flat-footed to the trainer during this round.  The companion can only have one enemy shaken at a time and an enemy that saves cannot be shaken for 1d4 minutes.    

4th Level: Unholy Might (Su): Once per day, increases the companion’s strength modifier by 2 and its carrying capacity by 100%. Unholy might lasts 1 min./level.

8th Level: Blood Pact (Su): The companion and trainer may transfer hit points between each other. They also share the unholy might ability with its trainer.  If the trainer has a bloodrage class feature; unholy might also counts as bloodrage for any relative feats or abilities the companion may qualify for.

12th Level: Under unholy might the companion increases one size category.

16th Level: Increase the strength bonuses of unholy might by 2 and grant the companion DR 10/Good, immunity to fire, lightning, and acid.

20th Level: Dealing a critical strike to an enemy creates a pact binding them to the companion's service.  After a successful DC 10 + ? HD + Strength modifier, the target will be dominated for the duration of unholy might. No target can be dominated more than once per 24 hour period, if the target saves they cannot be dominated again for 1d4 hours.

Magical

The magical sub-race grants a mystic power to the companion.  Instead of granting scaling bonus to strength the magical race grants it bonus to Intelligence, Wisdom or Charisma. The companion always starts at 12 to any one mental score of their choosing at level 1; once chosen this cannot be changed. 

4th Level: Gains arcane strike as a bonus feat; using its total levels in the magical type as its caster level. The companion selects 3 cantrips it may cast at-will from the wizard/sorcerer spell list.

8th Level: Spell casting: The companion gains the ability to cast spells.  They must select spells from the wizard/sorcerer or Druid spell list that target self/personal or touch(ranged or melee).  They gains spells slots as a wizard (see wizard table) does and only learns spells when they gain additional spell casting levels.  They do not gain any bonus spells from a high ability score, but their DC on spells do increase.  They cast spells as spell like abilities but have visible and audible spell casting signs, making them subjects to attack of opportunities, the spell is not interruptible though. The companion begins at the spell casting class of 8th level.        

12th Level: +3 additional spell casting class levels.

16th Level: +3 additional spell casting class levels. They may cast all spells 3rd level and lower and those spells are added to their available class spell lists. 

20th Level: +3 additional spell casting class levels. They may cast all spells 6th level and lower and those spells are added to their available class spell lists.

Mechanical

Born of magical and machine the mechanical sub-race combines these into a sentient companion.  The companion is not considered a true construct, but are immune to bleeds, constitution ability damage, and gains +4 to resist any mind affecting spell. It is healed by positive energy; spells that repair or awaken inanimate objects have no effect on the companion. Once per day, the mechanical companion can repair itself for 2d8+HD.

4th Level: Hacking (Ex): The companion add disable device to this skill list and adds its HD to all disable device checks.  The companion is considered to have masterwork tools and doesn’t need hands to unlock locks or disarm traps.  

8th Level: Transformation (Su): The companion transforms in a mechanical vehicle large enough for trainer to fit inside or ride and control the companion’s new form. The companion gains 2d8+HD temporary hit points, hardness 30, and increases all base movement by 30. Its size is increased by one-step above its trainer’s. The companion attacks normally as commanded by the trainer. Likewise any weapons grow with the creature, but still use trainer’s focus to determine the weapon’s damage. This ability lasts 10min./lvl, and the companion is exhausted for an equal time after transformed back into its base form. Typically the companion takes the form of setting appropriate vehicle or a larger form of themselves, though other exotic and inventive forms have been seen before. 

12th Level: Grappling Hook (Su): The companion shoots out a claw from an appropriate appendage as ranged touch attack.  When attacking an enemy this deals damage as normal and allows the companion to roll a free grapple check. If the grappling hook is used against the environment and succeeds; the companion and trainer may swing, hang, repel (equal to the companions attack range); and climb as though it was a mundane grapple hook.    

16th Level: Moving Fortress (Su): Once per day, the trainer may cast mage’s magnificent mansion at 15 level caster level and enter her transformed construct.  As long as the companion is not in combat or on a forced march they may stay transformed as long as the spell lasts.  The companion life force may manifest as a guest eating, sleeping, and living in the mansion along with the trainer and her guests.  If the trainer requests the companion to move, its manifest is lost and the companion must actively move themselves.  

20th Level: Prefect Transformation (Ex): The companion can use transformation at will, and is only fatigued for 1d4 rounds afterwards. 

**Symbiote

The symbiote is a living amalgamation that buries itself within its trainer.  The symbiote creates a telltale structure, outfit, body armor, tattoo, or mark on the trainer.  The symbiote is granted the telepathy monster trait, but only with its trainer.  If the trainer and/or symbiote are reduced to 0 HP they both begin to die. Normally throughout the day the symbiote sits idle and looking as though a fine piece of jewelry, elegant tattoo, or magical mark.  If the symbiote leaves its trainers body it takes from of its creature’s race base form. The symbiote also grants a tendril attack in place of any ranged attack granted by the base race.  This attack deals 1d6 damage at a range of 30-ft. **Symbiote is as a base form designed for mythic or epic gameplay.  

4th Level: Assumption (Su): The symbiote jointly assumes control of single one-handed weapon noticeably changing its structure and appearance.  This grants the symbiotes damage, feats, and relevant skills to the weapon, replacing all other damage die and enhancements.  The wielder also does not grant any damage modifiers to their attacks only their attack bonus. The racial tendril attack becomes a spell like manifestation of the physical attack of symbiote.  The trainer can tendril attack 3 + trainer’s cha modifier times per day as a spell like ability; using the symbiotes hit die for its caster level, to a maximum of 5d6 damage. 

Alternately they can join with the trainers armor (if any) granting these same features to any unarmed, or natural attack possessed by the trainer. These turn all unarmed attacks into lethal damage, but does not grant the improved unarmed strike feat.  The symbiote noticeably transforms the trainers armor (if any).  The symbiote gains the armor’s hardness to reduce damage taken when the trainer is attacked.  If the trainer is not using armor it gains 25% concealment and only takes half damage.  It is also not subject to critical strikes, but can take precision like sneak attack if the trainer could also take precision damage at the time.  

8th Level: As a full round action the tendrils may replace your first attack to attempt a grapple on an enemy. This action uses two uses of her tendril attacks for the day.

12th Level: The trainer adds her Charisma modifier (if any) to all attack, damage, save rolls when assumed.

16th Level: Assumption, Perfect (Ex): The symbiote has learned to bond with its user at the ultimate level. The trainer gains quicken spell-like ability as a bonus feat and the symbiote gains empowered spell-like ability as a bonus feat.       

20th Level: Omnislash (Sp): The symbiote may cast bladed dash, greater at-will.


Medusa

The medusa sub-race grants aquatic and jellyfish themed abilities to companions eligible for the race. In order to choose this race the creature must be able to have arms and/or legs, or complex appendages appropriate for tentacles.  They gain the following racial traits darkvision, light sensitivity, and swim 100-ft.  

4th Level: Bioluminosity: A medusa type of creature my cast dancing lights at-will, and glows in a rhythmic pattern, this pattern also works as a language only the medusa and its trainer understands. Depending on it’s color it grants 1d6 energy damage on attacks that day.  The trainer rolls a d4 once per day and chooses fire, acid, cold, or shock in correlation to the number rolled, at 10th level this bonus goes to 2d6. This replaces scattershot at all levels.    

8th Level: Flurry of Arms: As a full round action the companion adds an additional attack to the amount of attacks the trainer can take this turn at her highest attack bonus.  At 13th level, the trainer adds an additional attack her highest bonus, at 18th level she add an additional at her highest attack bonus.  This feature does not stack with any other flurry of blows or brawler’s flurry class features.  It does count as a flurry of blows feature for all feats the companion qualifies for. The companion is also eligible to be used while flurrying if a class has such a class feature, but only uses the class’s current amount of flurry of blows.    

12th Level: The medusa gains DR 10/fire and immunity to magical disease and all poisons.  

16th Level: The medusa may cast flesh to stone three times per day, but in cone shape; using their HD for their caster level. At 20th level they may cast Disintegrate once per day, using their HD for their caster level.

20th Level: The medusa may cast legendary proportions on themselves once per day; this spell lasts 10 minutes/level regardless of the spell's normal duration.    

Dragon Cannon Style (Su): 

At 1st level, a living weapons trainer can control her companion to fire as a ranged weapon.  This style takes a standard action to activate and free action to leave the style.  While in this stance her weapon will fire at her available attack actions.  The animal companion forgoes all its base attack bonus and only uses the trainers; better or worse.  While in this style her companion counts as weapon for all spells, feats, and special abilities she possesses.  Dragon cannon style counts as a style for all spells, feats, and special abilities that interact with stances and style feats.

Master Trick (Su):

At 2nd level, the trainer man select a master trick to master with her companion. She selects one at 2nd level, one more at 6th level. 

Wild One The companion requires a handle animal check every round but uses its hit die as its base attack bonus to qualify for combat feats that have base attack bonus requirements.

Flyer The companion can magically, physically, or mechanically fly with a fly speed 30-ft, good. If the creature already has a fly speed these bonuses are added.  The trainer may select this trick again at 6th level, to increase the speed to 100-ft. good.   

Digger The companion gains a dig speed of 30-ft and can wall climb while in natural underground.

Worker The companion cna help the trainer with any crafting related skill check.  The companion gives a +4 to check and counts as a masterwork tools for any relevant check.

Mount The companion may be mounted if the creature is sized medium or larger.  If the companion was a mount class feature, the trainer gains mounted combat as a bonus feat.

Transformation Sequence As per the Vigilante class ability, if the trainer can also cast a spell they may also use this trick at the same time.   

Pocket Size The companion may shrink into a smaller more transportable form, but loses all abilities other than its hit points.

Cutie/Meanie Form The companion greatly increases its adorableness/sinisterness to gain its hit die to diplomacy/intimidate and bluff checks it can make.  This lasts as long the target is friendly or scared. 

Cheap outfitter  Armor cost 25% less to buy or craft for the companion.

Magically Reared If the trainer has a racial spell-like ability the companion can use that spell like ability once per day.

Scattershot (Sp): 

At 3rd level, her companion as a full round action can fire a burst to attempt the distract her target.  The enemy is granted a reflex DC save 10+ HD + strength modifier to ignore the attack. If the subject fails they are stunned for 1 round.  No target can be affected more than once by this attack in a 24 hour period.  The trainer begins the day with 3 available shots.

At 6th level, scattershot may be use as a smoke bomb causing the area fired to be completely shrouded in darkness.  In a 10-ft. radius this smoke bomb causes the area to be affected by darkness, see spell for details.  This effect lasts 1d6+1 rounds.

At 8th level, the trainer may fire a powerful magical rocket at her target.  She chooses a single element: fire, acid, sonic, cold, and shock; dealing 5d6 energy damage around the original target in a 15-ft. radius.  This attack must land on the original target or it is wasted. She may also use bonus shots to increase the energy damage die by 2 for every extra shot used.

Beastial Boon (Ex):

At 3rd level, her companion advances at 3/4th her total HD instead of 1/2th. At 8th level the companion advances at full HD instead of 3/4th HD. 

Trainer’s Bond (Advanced)(Ex): 

At 4th level, the trainer’s companion is granted eldritch claws as a bonus feat.  The trainer and companion may use a teamwork feat they qualify for 1 round/level as a bonus feat. These do not have to be consecutive, but must be used in 1 round increments.

Trainer’s Bond (Mastery)(Ex):

At 7th level, whenever the trainer critical strike with an attack, she refunds a single use of scattershot, up to three times per day.

Ferocity (Ex): 

At 10th level, the weapon trainer’s companion becomes deadlier and hardier. The companion’s base critical range increases by one; to a 19-20. When within 100 feet of their trainer the companion gains diehard as a bonus feat once per day.

Benefit: You gain a special animal companion that you may use to strike foes at afar.  You forego your attacks to handle your companion to attack for you instead. This feat grants a companion as if you were a druid of your character level -3 from this list: twin pixie, dragon whelp, fey dragon, anima aether, blooming vine, medusa cobra. If you later gain an animal companion through another source (such as the Animal domain, divine bond, hunter's bond, cavalier’s mount, or nature bond class features), you may split the levels gained to a maximum of your hit die on each companion you may possess.  If you gain this feat through the animal ally feat you may not later gain another special animal companion.

Your companion’s damage is based on its natural attack and its full strength modifier.  Like a ranged weapon, its accuracy is based on your dexterity modifier and your attack bonuses. Your companion attacks as many times as you could in the round and uses your base attack bonus, better or worse; to calculate the amount of attack rolls you may take in a full round action. Feats are not shared unless noted in the feat.  

Special:  This companion counts as a weapon when being held or directly commanded. Abilities like a Fighter’s Weapon Training and a Paladin’s Smite Evil work as they would with any weapon.  Abilities/Features like an Arcane Archer’s Enchant Arrow, a Magi’s Arcane Pool, and the Warpriest’s Sacred Weapon likewise function with your companions.  If you use an Amulet of Mighty Fist to power the companion’s natural attacks, you are still held to the cap at the +10 enhancement total enhancement bonus, see weapon enhancement rules. 

 

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Twin Pixies

Two beautiful faux-pixies follow your character causing typical mischief even while being an ever loyal companion.  These fey creatures resemble typical pixies, but are not.  They typically bloom from hidden feywood trees as protectors of the tree they were born from. Looking as real pixies adventures would capture them mistakenly and would kill them without thinking.  Feywood trees began to communicate with the druids and dryads to help reduce the destruction of their pixies by granting them 777 small eternity conifer cones. These cones were planted to bloom the pixies for the druids to grant to special guests, travelers, or to themselves a combat companion.  Helping to reduce the need to poach the rare Feywood forests. While keeping the cone near them they flourish and will follow the commands of the holder. Tips for GMs: Twin pixies are an advanced companion but not at the level of others or even an eidolon.  Still choose this companion if you know the person is comfortable with playing with a companion and/or an intelligent item.

Starting Statistics:

Race: Humanoid Fey Size: Small(2x tiny); Speed: 10 ft., fly 40 ft.(good); AC +1 natural armor; Attack bloom pedal (2d4, range 20 ft.); Ability Scores: Str 8, DEX 15, CON 13, INT 16, WIS 7, CHA 12; Special Qualities darkvision, speech; Special Abilities twin strike Languages sylvan, elven, common.

Twin Strike (Ex):

Twin Pixies when firing in a full round action, their first attacks fire twice.  If the attack hits, both attacks hit. Apply precision-based damage and critical hit damage only once for this attack. All other damage is applied to this attack; apply damage reduction and resistances to each attack separately. 

4th-Level Advancement

Attack bloom pedal (2d4 plus 1d3 good damage) Ability Scores Str +2, Con +2, Int +2; Special Abilities act alone.

Act Alone (Ex):

The Pixies can act alone when two weapon fighting you can declare attacks separately instead of single attack.  While directing them separately you deal 1d6 damage instead of 2d4 damage; each pixie is considered light, you cannot rapid shot and two weapon fight at the same time.

Dragon Whelp

A young Red Dragon that is trained from a hatchling to fire her breath gland. These brood mothers made a deal to have their clutch trained for combat. Held with a harness and she fires when asked a small glob of fire. Elves and other long lived species typically friend their former companion in adulthood. Tips for GMs: This is your standard living weapon.  Please build off this companion and judge if this system is too strong or complicated for the game you will run.

https://static1.squarespace.com/static/5671dc294bf11835678d6eaa/t/5673076040667a634d177f87/1450379110932/
https://static1.squarespace.com/static/5671dc294bf11835678d6eaa/t/5673076040667a634d177f87/1450379110932/

Starting Statistics:

Size: Small; Speed: 30 ft.; AC +1 natural armor; Attack Spit (1d4), range 40 ft.); Ability Scores Str 13, Dex 17, Con 14, Int 6, Wis 8, Cha 13; Special Qualities: Low light vision, scent.

4th-Level Advancement

http://img2.wikia.nocookie.net/__cb20100401223710/dragons/images/8/84/Faerie_Dragon.png
http://img2.wikia.nocookie.net/__cb20100401223710/dragons/images/8/84/Faerie_Dragon.png

Size: Small; Speed: Fly 50 ft. (average); Attack Spit (1d6 plus dragon's blood, range 80ft); Ability Scores Str +4, Dex -2, Con +2; Special Attacks dragon blood.

Dragon Blood (Ex):

Dragon whelps deal bonus damage based on their dragon type.  See the Sorcerer’s Draconic Bloodline to make a choice of dragon type. 

Fey Dragon

A sparkling dragon-like creature floats around their masters arms and takes direct command to fire a small beam of energy. The fey dragon is coy and likes to hide in the forest when alone. Fey Dragons are a durable, dexterous, and a smart companion. Tips for GMs: The fey dragon is standard companion and is a good one to pick for new players as it will only use dexterity for attack and damage rolls.

Starting Statistics:

Size: small; Speed: 20ft, 40ft Fly (good); AC +3 natural armor; Attack: beam (1d3,range 20 ft.); Ability Scores Str 10, Dex 17, Con 15 , Int 8, Wis 12, Cha 11; Special Qualities darkvision, fey healing; Spell-Like Abilities 1/day-tree stride (CL 7). 

Fey Healing (Ex): 

Fey Dragons have fast healing 1.

4th-Level Advancement

Speed: 40ft, 100 ft. fly (good); Attack: beam (1d3 plus 2d6 acid damage, range 30 ft.); Ability Score Dex +2, Con +2; Special Abilities Finesse Training.

Finesse Training (Ex):

Fey Dragons are granted the unchained rogue finesse training feature allowing them to add their dexterity modifier to damage rolls instead of strength.

Anima Aether
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http://images.tfaw.com/tfaw2007/blog/tfaw_witchblade144/tfaw_witchblade144p5.jpg

A symbiont blood-like creature that forms a powerful gauntlet like structure on it is trainer.  These symbionts are not well understood and some theorize they were summoned from an outside plane of existence.  They are extremely lawful and demand order from their trainer at all costs.  The gauntlet burrows into the trainer's body and leaves only a small unique mark on their back of their neck.  When commanded they appear as the gauntlet typically known as the Anima Aether. The anima aether allows you to equip a single slashing or piercing weapon.  The anima aether will also connect with this weapon and uses anima aethers stats for damage.  Attacks this way will convert your blood tendrils into secondary attacks. Tips for GMs: The anima aether is considered a complex/mythic companion and should not be suggested for new players or players that are not knowledgeable with using a companion or eidolon. This companion will also be incredible strong, suggest this companion in high optimization games or games where combat is a heavy focus.  You may want to control the ever growing companion yourself to curtail flat damage output.

Starting Statistics:

Size: small; Speed: 100 ft.(only when not a symbiont); AC: +1 natural armor; Attack: blood tendril (1d6, range 15 ft.); Ability Scores Str 15, Dex 8, Con 13, Int 6, Wis 8, Cha 16; Special Qualities no breath, tremorsense, telepathy, ego;  Spell-Like Abilities 1/day Good Hope(CL HD)

Telepathy (Ex):

The anima aether can communicate with its owner in any language they speak.  It may also can speak to celestial and demonic beings within 10 ft of itself.

Ego (Ex):

The anima aether adds it hit die to all mental stats.  Once the anima aether has 11 intelligence it gains an ego. This functions similar to the intelligent item rules, see magical/intelligent item rules. Please note the anima aether is a creature and not an item, but by its nature presents itself as a magical item.

4th-Level Advancement

Speed: 200ft; Attack: blood tendril (1d8 plus grab, range 20 ft.); Ability Score Str +4, Dex -2, Con +4; Special Attacks grab; Special Abilities full symbiosis.

Grab (Ex)

The anima aether can grab enemies based on the size of the user instead of using its size.

Full Symbiosis (Su)

Once per day as a standard action the anima aether can take total control of its trainer.  In a spectacular fashion the anima aether shreds all the trainer’s clothes and armor. Casting itself as a full body armor and granting the trainer bestow grace of champion except you use anima aether’s HD as its paladin’s caster level and it uses their full caster level instead of half. Non-lawful good or characters with paladin levels cast angelic aspect, greater instead, using anima aether’s total hit die as your paladin caster level these stack with paladin levels.  After companion 8th level you may do this 1 more time per day, then again at level 12th level. 

Iron Hawk
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The iron hawk is bright grey-blue hawk known for its ability to not dive or scratch.  No they have been trained to fly fast and straight, returning to their trainer quickly for another powerful soar.  Handling these raptors is a powerful feat and rewards its trainers with endless barrage of carnage. Tips for GMs: The iron hawk beyond being a repeatable bomber/dive type of living weapon lives its life as much more traditional companion.  Feel free to allow this companion some freedom to scout, roam, and hunt.  This is a very easy companion to play and if the player likes this feat and you wish to cater to their idea, this is designed to be a fair compromise on the living weapon feat.

Starting Statistics:   

Size: Small; Speed: 100ft., fly 200 ft.(perfect); AC +3 natural armor; Attack glide (1d4, range 50 ft.); Ability Scores: Str 11, DEX 17, CON 13, INT  6, WIS 9, CHA 10; Special Qualities darkvision; Special Abilities dive bomber

Powerglide (Ex)

Whenever the iron hawk travels more than 15 ft on a glide, you double its strength modifier.

4th-Level Advancement

Speed: 150 ft., fly 200 ft. (perfect); Attack: glide (2d4 plus 2d6 bleed); Ability Score Str +4, Dex -2, Con +4;.

 

 

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http://thumbs.imagekind.com/4273263_650/Sakura-Branch_art.jpg?v=1391554620

Blooming Vine

The blooming vine is a small sinuous dragon that looks very much like branch or vine of a tree.  These magical beasts live their existence in the forests and gardens of druids, dryads and other inhabitants.  Prized for their ability to help defend their homes and neighbors the noble dragon quickly hardens into a longbow and produces its own magical ammunition. These companions are prized by arcane archers, bards and other eldritch delvers. Tips for Gms: The blooming vine is very strong and complicated companion.  Once again use of this companion in low optimization or by players with poor understand of how complicated items/companions work is not suggested.

Starting Statistics: 

Size: Small; Speed: 10 ft., fly 15 ft.(poor); AC +2 natural armor; Attack arrow stem (1d6, range 70 ft.); Ability Scores: Str 15, DEX 7, CON 15, INT 15, WIS 9, CHA 11; Special Qualities darkvision, fabricate, telepathy; Special Abilities imbue Languages sylvan, draconic, elven-cannot speak.

Fabricate (Su):

The blooming vine can make itself into a beautiful magical longbow at will.  It also blooms 60 stem arrows per day that appear as you draw back the bow string.

Imbue (Su):

The blooming vine can imbue any attack it fires with spell.  These spells must be area of effects spells and can have cast time no more than standard action. When the arrow is fired, the spell's area is centered where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow's range rather than the spell's range.  The arrow must be fired during the round that the casting is completed or the spell is wasted. If the arrow misses, the spell is wasted.

4th-Level Advancement

Speed: 10 ft., fly 20 ft. (poor); Attack: arrow stem (1d8, range 110 ft.); Ability Score Str +4, Dex -4, Con +4; Special Abilities spells, lotus bomb.

Spells (Ex):

At 4th level, the blooming vine begins to learn how to use spell as a dragon. It uses its hit die to determine its caster level. The trainer may command the blooming vine to use these spells in either dragon or bow form. Casting spells is noticeable and provokes attacks of opportunity.

4th level- 0th level at will- detect magic, prestidigitation; 1st level 3/day gravity bow, feather fall; 2nd level 1/day alter self.

8th level- add 1 0th level spell, 1 first level spell, and one 2nd level spell. 

12th level- 3rd level 1/day insect scouts; add 1 first level spell, and one 2nd level spell.

16th level- 4th level 1/day ghost wolf, dragon’s breath (green only)

20th level- increase all spells per day it can cast by 3, add one spell known to all spell levels it current has.

Lotus Bomb (Su):

Once per day, anytime the blooming vine is hit by a confirmed critical strike it may explode in a beautiful cloud of petals.  Negating the critical strike damage, but taking the normal damage inflicted. This grants the trainer and the companion concealment as though they casted obscuring mist.

Medusa Cobra

The medusa cobra is considered a powerful boon to anyone that can handle the beast.  It’s a curse to others who have attempted to harness its wrath.  Many of those that failed litter the forest as stone statues. Tips of Gms: The medusa cobra is a great replacement for a player than wants to play a blaster style character but doesn’t want to commit or multiclass into a spell caster.   

Starting Statistics:   

Size: medium; Speed: 100 ft., climb 50 ft.; AC +4 natural armor; Attack dart(1d6 plus 1d3 acid); Ability Scores: Str 17, DEX 16, CON 15, INT  6, WIS 7, CHA 6; Special Qualities dark-vision, scent, tremorsense; Special Abilities sanguine bond.

Sanguine Bond (Su):

When commanded the cobra wraps tightly around your leg or arm or body.  It must have access to your skin and will bite down pumping its poison into you.  After 1 round your arms and hands become covered in an elaborate snake tattoos. This allows you to fire the snake’s dart from your hands or fingertips. You take 4 temporary constitution damage while the sanguine bond is active.  If you die while the medusa cobra is bonded you must roll a constitution check to keep from turning to stone (DC15)  

4th-Level Advancement

Ability Scores Str +2, Con +2; Special Abilities sanguine bond (advanced), medusa blood 

Medusa Blood (Ex):

Creatures you kill or reduce to zero hp must past a DC check of 10 + (the medusa cobra’s constitution modifier) or is turned to stone. 

Sanguine Bond Advanced (Su):

You no longer take temporary constitution damage while bonded and you add your strength modifier to all damage rolls you make with the dart attack.

FUTURE GOALS

Archetype instead?

Custom creation rules that combine with the existing universal monster rules.

Cleaner presentation.

Increase the need to take the full 5 levels.

English and format fixes.

Version History

2020 Jan 10-Reduction of types, left in the old builds, what to focus only on dragon building, allowing for a lot more fun and fluff stuff.

2018 Jun 14- Typos

2017 Sept-Nov-typos and format changes.

2017 Aug 7-Finished Ghoulish and Mechanical. Publish to reddit.

2017 Jul 26-Plans for a Ghoulish and Mechanical subraces to finish off subraces; possible a psychic subrace or race.

2017 Jul 23-Fleshed out more of the levels.

2017 Jul 6-Returned the PrC to the familiar 10 levels of class instead of 5.  Rolling some more class features to give it a more unique feel. 

2017 Jun 22-reduced the complication of the Symbiote a lot.  Put most of the complication in the 4th level ability and just made it possible to be armor too.  I did bring the power down too.  It’s probably too strong for a normal game, but a GM can now manage it for them.

2017 Jun 15-reduced the level one dip for non-compatible classes(druids, paladins, rangers and summoners).

2017 May 31-add the companion item race.  Overlaps a bit with the symbiote but interesting enough.

2017 May 30-Removed Smite Evil from Celestial, not everything needs smite evil, even if the celestial temp gives it.

2017 May 29-Nix spell casting class advancement, added scaling damage.  Defined attack actions and survival actions in the class design.

2017 May 25-Updating the sub-races, they are now the only progression for the companions.

2017 Mar 15-Using the UC Summoner as the base for creatures.

2017 Feb 17-Typo corrections, more editing of the feat.

2017 Feb 1-Core companions added.

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