Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Sorcerer Fix - Continued from "D&D Rules" (PART 4)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Khaalis" data-source="post: 1505816" data-attributes="member: 2167"><p><strong>Summoned Companion</strong></p><p></p><p>New ability option, a blend of the Animal Companion with the more magical variation of the paladin’s Special Mount.</p><p></p><p><strong>Summoned Companion (Sp):</strong> Upon reaching 2nd level, a sorcerer may choose to gain the service of an unusually intelligent, strong, and loyal extra-planar animal to accompany and serve them on their adventures. This animal is usually a heavy warhorse (for a Medium sorcerer) or a warpony (for a Small sorcerer), a badger, camel, dire rat, dog (or riding dog), eagle, hawk, owl, snake (Medium viper) or wolf (or any other animal of no more than 2HD).</p><p></p><p>Once per day, as a full-round action, a sorcerer may magically call their companion from the extra-planar realm in which it resides. The companion immediately appears adjacent to the sorcerer and remains for 2 hours per sorcerer level; it may be dismissed at any time as a free action. The companion is the same creature each time it is summoned, though the sorcerer may release a particular companion from service.</p><p></p><p>Each time the companion is summoned, it appears in full health, regardless of any damage it may have taken previously. The companion also appears wearing or carrying any gear it had when it was last dismissed. Summoning a companion is a conjuration (summoning) effect.</p><p></p><p>Should the sorcerer’s companion die, it immediately disappears, leaving behind any equipment it was carrying. The sorcerer may not summon another companion for thirty days or until they gain a sorcerer level, whichever comes first, even if the companion is somehow returned from the dead. During this thirty-day period, the sorcerer takes a –1 penalty on attack and weapon damage rolls. If a sorcerer releases their companion from service, they may gain a new one by performing a ceremony requiring 24 uninterrupted hours of meditation. This ceremony is also required to replace a companion that has perished.</p><p></p><p>At 2nd-level the sorcerer’s companion is completely typical for its kind except as noted below. As the sorcerer advances in level, the companion’s power increases as shown on the table. A sorcerer of 4th level or higher may select from an alternative list of companions (see below). Should they select a companion from one of these alternative lists, the creature gains abilities as if the character’s sorcerer level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s sorcerer level and compare the result with the sorcerer level entry on the table to determine the companion’s powers. (If this adjustment would reduce the sorcerer’s effective level to 0 or lower, thet can’t have that creature as a companion.) </p><p></p><p>THE SORCERER’S SUMMONED COMPANION</p><p>The sorcerer’s companion is superior to a normal creature of its kind and has special powers, as described below. A sorcerer’s companion is treated as a magical beast for the purpose of all effects that depend on its type (though it retains HD, base attack bonus, saves, skill points, and feats by its natural type).</p><p></p><p><strong>Sorcerer…….Bonus…..Natural…...Str/Dex………………Bonus</strong></p><p><strong><u>Level………...HD……....Armor……....ADJ…..…..INT…..Tricks……….Special</u></strong></p><p>2-5……….........+0……….....+2…………......+1……….......4…….....1………......Empathic Link, Share Spell</p><p>6-8………….......+2……….....+4………….....+2……….......5………...2………......Evasion</p><p>9-11………….....+4……….....+6…………......+3……..….....6…….....3………......Devotion</p><p>12-14………......+6……….....+8………….....+4……..….....7………...4………......Multiattack</p><p>15-17………......+8………....+10……….......+5……..….....8………...5………......Improved Evasion</p><p>18-20……….....+10………...+12……….......+6……..….....9………...6………......Spell Resistance</p><p></p><p><strong>Sorcerer’s Companion Basics:</strong> Use the base statistics for a creature of the companion’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.</p><p></p><p><em>Bonus HD:</em> Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the companion’s base attack and base save bonuses. A summoned companion’s base attack bonus is equal to that of a cleric of a level equal to the companion’s HD. A companion has good Fortitude and Reflex saves (treat it as a character whose level equals the companion’s HD). The companion gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.</p><p></p><p><em>Natural Armor Adj.:</em> The number on the table is an improvement to the companion’s existing natural armor bonus.</p><p></p><p><em>Str/Dex Adj.:</em> Add this figure to the companion’s Strength and Dexterity scores.</p><p></p><p><em>Int:</em> The companion’s Intelligence score.</p><p></p><p><em>Bonus Tricks:</em> The value given in this column is the total number of “bonus” tricks that the companion knows in addition to any that the sorcerer might choose, or be able to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the companion. The sorcerer selects these bonus tricks, and once selected, they can’t be changed.</p><p></p><p><em>Devotion (Ex):</em> A companion gains a +4 morale bonus on Will saves against enchantment spells and effects.</p><p></p><p><em>Empathic Link (Su):</em> The sorcerer has an empathic link with their companion out to a distance of up to 1 mile. The sorcerer cannot see through the companion’s eyes, but they can communicate empathically. Note that even intelligent companions see the world differently from humans, so misunderstandings are always possible. Because of this empathic link, the sorcerer has the same connection to an item or place that their companion does, just as with a master and familiar (see Familiars).</p><p></p><p><em>Evasion (Ex):</em> If a companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.</p><p></p><p><em>Improved Evasion (Ex):</em> When subjected to an attack that normally allows a Reflex saving throw for half damage, a companion takes no damage if it makes a successful saving throw and half damage if the saving throw fails.</p><p></p><p><em>Multiattack:</em> A companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the companion instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.</p><p></p><p><em>Share Spells:</em> At the sorcerer’s option, they may have any spell (but not any spell-like ability) they cast on themselves also affect their companion. The companion must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the companion if it moves farther than 5 feet away and will not affect them again even if it returns to the sorcerer before the duration expires. Additionally, the sorcerer may cast a spell with a target of “You” on their companion (as a touch range spell) instead of on themselves. A sorcerer and their companion can share spells even if the spells normally do not affect creatures of the companion’s type (magical beast).</p><p></p><p><em>Spell Resistance (Ex):</em> A companion’s spell resistance equals its master’s sorcerer level + 5. To affect the companion with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the companion’s spell resistance.</p><p></p><p>ALTERNATIVE COMPANION EXAMPLES</p><p>A sorcerer of sufficiently high level can select their companion from one of the following lists, applying the indicated adjustment to the sorcerer’s level (in parentheses) for purposes of determining the companion’s characteristics and special abilities. Some variations such as Celestial, Fiendish and Elementals may require certain lineages, per DM approval.</p><p></p><p><strong>5th Level or Higher (Level –3):</strong> Ape (animal); Bear, black (animal); Bison (animal); Boar (animal); Cheetah (animal); Crocodile (animal)*; Dire badger; Dire bat; Dire weasel; Leopard (animal); Lizard, monitor (animal); Lizard, shocker (animal); Shark, Large* (animal); Snake, constrictor (animal); Snake, Large viper (animal); Stirge; Wolverine (animal) </p><p>Anarchic, Celestial, Feral, Fiendish, Half-Elemental, Shadow-bound, or Warbeast templated version of base list companion</p><p></p><p><strong>8th Level or Higher (Level –6):</strong> Bear, brown (animal); Dire wolverine; Crocodile, giant (animal); Deinonychus (dinosaur); Dire ape; Dire boar; Dire wolf; Elasmosaurus* (dinosaur); Lion (animal); Pseudodragon (dragon); Rhinoceros (animal); Snake, Huge viper (animal); Tiger (animal)</p><p>Anarchic, Celestial, Feral, Fiendish, Half-Elemental, Shadow-bound, or Warbeast templated version of 5th Level (Level-3) list companion</p><p></p><p><strong>11th Level or Higher (Level –9):</strong> Bear, polar (animal); Dire lion; Megaraptor (dinosaur); Shark, Huge* (animal); Snake, giant constrictor (animal); Whale, orca* (animal)</p><p>Anarchic, Celestial, Feral, Fiendish, Half-Elemental, Shadow-bound, or </p><p>Warbeast templated version of 8th Level (Level-6) list companion</p><p></p><p><strong>14th Level or Higher (Level –12):</strong> Dire bear; Elephant (animal); Octopus, giant* (animal)</p><p>Anarchic, Celestial, Feral, Fiendish, Half-Elemental, Shadow-bound, or Warbeast templated version of 11th Level (Level-9) list companion</p><p></p><p><strong>17th Level or Higher (Level –15):</strong> Dire shark*; Dire tiger; Squid, giant* (animal); Triceratops (dinosaur); Tyrannosaurus (dinosaur)</p><p>Anarchic, Celestial, Feral, Fiendish, Half-Elemental, Shadow-bound, or Warbeast templated version of 14th Level (Level-12) list companion</p><p></p><p>(*) Available only in an aquatic environment.</p><p></p><p></p><p>Thoughts/Comments?</p></blockquote><p></p>
[QUOTE="Khaalis, post: 1505816, member: 2167"] [b]Summoned Companion[/b] New ability option, a blend of the Animal Companion with the more magical variation of the paladin’s Special Mount. [b]Summoned Companion (Sp):[/b] Upon reaching 2nd level, a sorcerer may choose to gain the service of an unusually intelligent, strong, and loyal extra-planar animal to accompany and serve them on their adventures. This animal is usually a heavy warhorse (for a Medium sorcerer) or a warpony (for a Small sorcerer), a badger, camel, dire rat, dog (or riding dog), eagle, hawk, owl, snake (Medium viper) or wolf (or any other animal of no more than 2HD). Once per day, as a full-round action, a sorcerer may magically call their companion from the extra-planar realm in which it resides. The companion immediately appears adjacent to the sorcerer and remains for 2 hours per sorcerer level; it may be dismissed at any time as a free action. The companion is the same creature each time it is summoned, though the sorcerer may release a particular companion from service. Each time the companion is summoned, it appears in full health, regardless of any damage it may have taken previously. The companion also appears wearing or carrying any gear it had when it was last dismissed. Summoning a companion is a conjuration (summoning) effect. Should the sorcerer’s companion die, it immediately disappears, leaving behind any equipment it was carrying. The sorcerer may not summon another companion for thirty days or until they gain a sorcerer level, whichever comes first, even if the companion is somehow returned from the dead. During this thirty-day period, the sorcerer takes a –1 penalty on attack and weapon damage rolls. If a sorcerer releases their companion from service, they may gain a new one by performing a ceremony requiring 24 uninterrupted hours of meditation. This ceremony is also required to replace a companion that has perished. At 2nd-level the sorcerer’s companion is completely typical for its kind except as noted below. As the sorcerer advances in level, the companion’s power increases as shown on the table. A sorcerer of 4th level or higher may select from an alternative list of companions (see below). Should they select a companion from one of these alternative lists, the creature gains abilities as if the character’s sorcerer level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s sorcerer level and compare the result with the sorcerer level entry on the table to determine the companion’s powers. (If this adjustment would reduce the sorcerer’s effective level to 0 or lower, thet can’t have that creature as a companion.) THE SORCERER’S SUMMONED COMPANION The sorcerer’s companion is superior to a normal creature of its kind and has special powers, as described below. A sorcerer’s companion is treated as a magical beast for the purpose of all effects that depend on its type (though it retains HD, base attack bonus, saves, skill points, and feats by its natural type). [b]Sorcerer…….Bonus…..Natural…...Str/Dex………………Bonus [u]Level………...HD……....Armor……....ADJ…..…..INT…..Tricks……….Special[/u][/b] 2-5……….........+0……….....+2…………......+1……….......4…….....1………......Empathic Link, Share Spell 6-8………….......+2……….....+4………….....+2……….......5………...2………......Evasion 9-11………….....+4……….....+6…………......+3……..….....6…….....3………......Devotion 12-14………......+6……….....+8………….....+4……..….....7………...4………......Multiattack 15-17………......+8………....+10……….......+5……..….....8………...5………......Improved Evasion 18-20……….....+10………...+12……….......+6……..….....9………...6………......Spell Resistance [b]Sorcerer’s Companion Basics:[/b] Use the base statistics for a creature of the companion’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below. [i]Bonus HD:[/i] Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the companion’s base attack and base save bonuses. A summoned companion’s base attack bonus is equal to that of a cleric of a level equal to the companion’s HD. A companion has good Fortitude and Reflex saves (treat it as a character whose level equals the companion’s HD). The companion gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice. [i]Natural Armor Adj.:[/i] The number on the table is an improvement to the companion’s existing natural armor bonus. [i]Str/Dex Adj.:[/i] Add this figure to the companion’s Strength and Dexterity scores. [i]Int:[/i] The companion’s Intelligence score. [i]Bonus Tricks:[/i] The value given in this column is the total number of “bonus” tricks that the companion knows in addition to any that the sorcerer might choose, or be able to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the companion. The sorcerer selects these bonus tricks, and once selected, they can’t be changed. [i]Devotion (Ex):[/i] A companion gains a +4 morale bonus on Will saves against enchantment spells and effects. [i]Empathic Link (Su):[/i] The sorcerer has an empathic link with their companion out to a distance of up to 1 mile. The sorcerer cannot see through the companion’s eyes, but they can communicate empathically. Note that even intelligent companions see the world differently from humans, so misunderstandings are always possible. Because of this empathic link, the sorcerer has the same connection to an item or place that their companion does, just as with a master and familiar (see Familiars). [i]Evasion (Ex):[/i] If a companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw. [i]Improved Evasion (Ex):[/i] When subjected to an attack that normally allows a Reflex saving throw for half damage, a companion takes no damage if it makes a successful saving throw and half damage if the saving throw fails. [i]Multiattack:[/i] A companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the companion instead gains a second attack with its primary natural weapon, albeit at a –5 penalty. [i]Share Spells:[/i] At the sorcerer’s option, they may have any spell (but not any spell-like ability) they cast on themselves also affect their companion. The companion must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the companion if it moves farther than 5 feet away and will not affect them again even if it returns to the sorcerer before the duration expires. Additionally, the sorcerer may cast a spell with a target of “You” on their companion (as a touch range spell) instead of on themselves. A sorcerer and their companion can share spells even if the spells normally do not affect creatures of the companion’s type (magical beast). [i]Spell Resistance (Ex):[/i] A companion’s spell resistance equals its master’s sorcerer level + 5. To affect the companion with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the companion’s spell resistance. ALTERNATIVE COMPANION EXAMPLES A sorcerer of sufficiently high level can select their companion from one of the following lists, applying the indicated adjustment to the sorcerer’s level (in parentheses) for purposes of determining the companion’s characteristics and special abilities. Some variations such as Celestial, Fiendish and Elementals may require certain lineages, per DM approval. [b]5th Level or Higher (Level –3):[/b] Ape (animal); Bear, black (animal); Bison (animal); Boar (animal); Cheetah (animal); Crocodile (animal)*; Dire badger; Dire bat; Dire weasel; Leopard (animal); Lizard, monitor (animal); Lizard, shocker (animal); Shark, Large* (animal); Snake, constrictor (animal); Snake, Large viper (animal); Stirge; Wolverine (animal) Anarchic, Celestial, Feral, Fiendish, Half-Elemental, Shadow-bound, or Warbeast templated version of base list companion [b]8th Level or Higher (Level –6):[/b] Bear, brown (animal); Dire wolverine; Crocodile, giant (animal); Deinonychus (dinosaur); Dire ape; Dire boar; Dire wolf; Elasmosaurus* (dinosaur); Lion (animal); Pseudodragon (dragon); Rhinoceros (animal); Snake, Huge viper (animal); Tiger (animal) Anarchic, Celestial, Feral, Fiendish, Half-Elemental, Shadow-bound, or Warbeast templated version of 5th Level (Level-3) list companion [b]11th Level or Higher (Level –9):[/b] Bear, polar (animal); Dire lion; Megaraptor (dinosaur); Shark, Huge* (animal); Snake, giant constrictor (animal); Whale, orca* (animal) Anarchic, Celestial, Feral, Fiendish, Half-Elemental, Shadow-bound, or Warbeast templated version of 8th Level (Level-6) list companion [b]14th Level or Higher (Level –12):[/b] Dire bear; Elephant (animal); Octopus, giant* (animal) Anarchic, Celestial, Feral, Fiendish, Half-Elemental, Shadow-bound, or Warbeast templated version of 11th Level (Level-9) list companion [b]17th Level or Higher (Level –15):[/b] Dire shark*; Dire tiger; Squid, giant* (animal); Triceratops (dinosaur); Tyrannosaurus (dinosaur) Anarchic, Celestial, Feral, Fiendish, Half-Elemental, Shadow-bound, or Warbeast templated version of 14th Level (Level-12) list companion (*) Available only in an aquatic environment. Thoughts/Comments? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Sorcerer Fix - Continued from "D&D Rules" (PART 4)
Top