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ACQUIRING A COMPANION SPIRIT

The process of attracting a companion spirit begins with a group of at least two and no more than eight creatures gathering for
a brief magic ritual.
The creatures in the group must each have at least 4 Hit Dice and an Intelligence score of 3 or higher. Other than the Hit Dice
requirement, the requirements for connecting with a companion spirit are the same as for establishing a team roster, and in the
vast majority of cases, the PCs will use the same roster for both team-based benefits. No creature can be connected to more
than one companion spirit, since the second spirit won’t establish a connection to a creature already under another spirit’s
companionship.
The hour-long ritual to attract and bind a companion spirit requires one of the creatures on the team to succeed on a DC 15
Spellcraft check. The ritual is simple enough that a PC can simply take 10 on it—there’s no consequence for failure other than
a wasted hour. By burning a series of rare reagents (worth 300 gp per team member), the team convinces a companion spirit to
approach. The exact order of the reagents burned determines the kind of companion spirit that approaches, chosen from those
described below.
Once attracted, the companion spirit connects to each character in turn, taking a measure of their life force (300 XP each).
Once the companion spirit has bound itself to the team, the ritual is nearly complete. By consensus, the team members choose
the companion spirit’s characteristics, selecting one from the list of general qualities and one from the list of specific qualities.
Once the team makes this choice, they gain the 1st-tier benefits associated with each chosen quality, and the ritual is complete.
Companion Spirits and the Team
The magical benefits the companion spirit provides are useful but not fl ashy or overtly powerful. These qualities encourage
teamwork among team members by using the companion spirit as a conduit for magical energy or providing a floating bonus
that the team decides jointly how to spend.
Unless stated otherwise, using a companion spirit’s benefit is a free action usable once per team member’s turn. The benefit
doesn’t manifest itself in any visible or audible way unless stated.
Changing the Team: As long as the companion spirit is connected to fewer than eight creatures, a character can join a team
under the companionship of a spirit by performing the ritual at the highest level the team has attained (according to Table 6–9
below). Only the creature joining the team must pay the XP cost; the other team members need only be present for the ritual
and assent to the creature’s joining the team. The reagent cost for the ritual is based on the total team membership, however,
including the new member.
A creature can disconnect from a companion spirit by spending an hour in meditation and burning a small amount (50 gp
worth) of the same reagents that first attracted the companion spirit—in reverse order. Doing so requires no skill in Spellcraft
or specific ritual trappings. Once the reagents have been burned and the meditation completed, the creature no longer has any
of the benefits of the team.
Improving a Companion Spirit
A companion spirit can become more powerful, just as the creatures under its companionship improve.
Periodically, the team can gather together and repeat the ritual that connected them to the companion spirit in the first place.
When they do so, they get a chance to exchange more of their life energy (represented as experience points) for greater magical
benefits from the companion spirit.
The team has an opportunity to perform the ritual and gain a new magical benefit every time the lowest-level creature on the
team gains 3 Hit Dice, starting at 7th level. If that character’s level drops below the required level (due to death or level drain),
the team retains its companion spirit benefit but won’t gain new ones until the lowest-level character regains his or her lost
levels plus three more levels.
The rituals require more expensive reagents and a greater XP cost as the creatures in the team gain levels.
Table 6–9: Companion Spirit Ritual Costs
Lowest-Level Reagent Cost XP Cost
Character (per team (per team
member) member) Benefit t
4th 300 gp 300 XP 1st-tier
7th 700 gp 750 XP 2nd-tier
10th 1,500 gp 1,200 XP 3rd-tier
13th 3,000 gp 1,650 XP 4th-tier
16th 7,500 gp 2,100 XP 5th-tier
COMPANION SPIRIT PERSONALITIES
Companion spirits are intentionally without personalities of their own, and they don’t directly interact with the PCs. In a
group full of characters, familiars, animal companions, cohorts, and other NPCs, the disembodied personality of the
companion spirit is just one more voice in the tumult. But if the group wants to interact with its companion spirit, you
can have it communicate in some fashion and give it whatever personality you wish. Likewise, the companion spirits
described below aren’t directly connected to alignments, deities, or organizations because such powers already have
instruments to aid or thwart the PCs. If you give companion spirits personalities and have them interact with PCs,
however, you might consider going all the way and providing them with goals and motives of their own.
Companion Spirit Benefits
When a team first connects with a companion spirit, the team chooses a specific quality and a general quality gaining the 1st-
tier benefit from both characteristics.
Each time thereafter that the team performs the ritual to improve the companion spirit (according to the schedule shown in
Table 6–9: Companion Spirit Ritual Costs), the spirit receives the next higher tier benefit t from the two benefit t categories
that it already possesses
Table 6–10: Companion Spirit Benefits
General Characteristics
Communication Provides magical communication between team members
Magical storage Stores spells that team members can cast Salve Healing of hit point and ability damage
Transference Share abilities between team members
Specific Characteristics
Chain Enhances team’s social dominance
Corrosion Gives team affinity to acid and poison
Flame Gives team affinity to fire
Frost Gives team affinity to cold
Lens Enhances team’s senses and sight
Lightning Gives team affinity to electricity
Rampart Enhances team’s defence by reducing number of hits
Shadow Enhances team’s stealthiness
Shroud Wards team against death
Thunder Gives team affinity to sound
Tower Enhances team’s defence and resiliency
GENERAL CHARACTERISTICS
The team chooses one of the following four general characteristics for its companion spirit.
Communication Benefits
Your companion spirit allows communication through the magical conduits that bind members of your team. 1st-Tier Benefit t:
Team members can talk to each other as though connected by a message spell (see page 253 of the Player’s Handbook) for 1
round per day per each person on the team, split up as each team member likes. For example, if there are eight people on your
team, you can use the message benefit t for 3 rounds before an encounter, then 4 rounds later in the day, and you’d still have 1
round of communication left.
2nd-Tier Benefit t: The team shares a permanent status effect, as described on page 284 of the Player’s Handbook.
3rd-Tier Benefit t: The team can send messages great distances through the air, as the whispering wind spell, though the
destination of each message is limited to the locations of other team members. The team can send one such message each day
for each team member.
4th-Tier Benefit t: Team members can telepathically communicate through a Rary’s telepathic bond for 1 minute per day per
team member.
5th-Tier Benefit t: Each team member can use scrying (as the spell) on another team member for 1 round per day per creature
on the team. For example, with six people on your team, you could scry on one of them for 2 rounds and another for 4 rounds.
You instinctively sense when a team member is scrying you, so you know it’s safe to intentionally fail the Will save the spell
requires.
Magical Storage Benefits
Your companion spirit stores magical energy that can be used by all members of the team.
1st-Tier Benefit: Your companion spirit can hold a 1st-level spell, which each team member can release.
Once per day, a spell caster on the team casts the spell into the companion spirit (ignoring usual targeting requirements). At
any point during the following 24 hours, each team member can release the spell as if it were a spell trigger item with a caster
level of 1st, but the team member need not have spell casting ability. The spell caster makes all choices the spell requires
(other than targeting) when originally casting the spell. Each team member can use the stored spell only once, and must abide
by targeting restrictions and line of effect when casting the spell. You can’t use the companion spirit to store spells with a
target entry of personal, and it won’t store 0-level spells.
2nd-Tier Benefit: As above, but your companion spirit can hold a spell of up to 2nd level, and the caster level of the spell
becomes 3rd level. This replaces the 1st-tier benefit.
3rd-Tier Benefit: As above, but your companion spirit can hold a spell of up to 3rd level, and the caster level of the spell
becomes 5th level. This replaces the 2nd-tier benefit.
4th-Tier Benefit: As above, but your companion spirit can hold a spell of up to 4th level, and the caster level of the spell
becomes 7th level. This replaces the 3rd-tier benefit.
5th-Tier Benefit: As above, but your companion spirit can hold a spell of up to 5th level, and the caster level of the spell
becomes 9th level. This replaces the 4th-tier benefit.
Salve Benefits
This companion spirit provides the succour of healing, mending the wounds of those under its protection.
1st-Tier Benefit t: Each day, the companion spirit offers a pool of curative magic equal to 3 hit points times the number of
team members. For example, a six-creature team would have 18 points of curative magic in its pool. A team member can claim
all or part of curative magic as a standard action, healing 1 point of damage for every point taken out of the pool. Once part of
the pool is claimed, the size of the pool shrinks accordingly for the rest of the day.
2nd-Tier Benefit: This benefit replaces the 1st-tier benefit. It is identical to that benefit, except that the pool is equal to 6 hit
points times the number of team members. You can also use the companion spirit to heal ability damage, at a cost of 4 hit
points of healing for each point of ability damage restored. You can heal either hit point damage or ability damage as a
standard action, but not both in the same action.
3rd-Tier Benefit t: This benefit t replaces the 2nd-tier benefit t. It is identical to that benefit t, except that the pool increases to 9
hit points times the number of team members, and members can claim all or part of the curative magic with a move action.
4th-Tier Benefit: This benefit replaces the 3rd-tier benefit. It is identical to that benefit t, except that the pool equals 12 hit
points times the number of team members.
5th-Tier Benefit: This benefit replaces the 4th-tier benefit t. It is identical to that benefit t, except that the pool increases to 15
hit points times the number of team members, and members can claim all or part of the curative magic with a swift action (see
page 237).
Transference Benefits
The tendrils that connect your team together are conduits for a variety of effects.
1st-Tier Benefit t: Once per day, anyone on the team can claim all or part of a +4 morale bonus on his or her next saving throw.
Once claimed, the bonus is unavailable to the rest of the team. For example, if you claim a +2 morale bonus on your next save,
the other members of your team have only a +2 bonus remaining to be claimed. (Most team members get a consensus before
claiming the bonus.)
2nd-Tier Benefit: As a move action, you can voluntarily accept a –2 penalty on your next attack roll to give another team
member a +2 circumstance bonus on his or her next attack roll against the same enemy. Your ally doesn’t get the bonus until
you actually make the attack with the –2 penalty.
3rd-Tier Benefit t: Once per day as a move action, each team member can voluntarily take 10 points of damage to give another
team member 10 temporary hit points, which last for up to 10 minutes.
4th-Tier Benefit t: Once per day as an immediate action, each team member can grant his save bonus (including any magic,
ability score, class, and race-based bonuses) to another team member. You effectively attempt the saving throw on behalf of
your comrade, lending them your ability through the companion spirit. (See page 237 for the definition of an immediate
action.)
5th-Tier Benefit: Once per day, you can target one team member with a spell and have it take effect on another team member.
The magic is transferred through the companion spirit to the true target. For example, you could cast a touch spell such as cure
critical wounds on a nearby ally, using this benefit t to heal a gravely injured team member who’s too far away to reach. The
spell also affects the team member you actually touch. You can’t use the companion spirit to transfer spells with a target entry
of personal, however.
SPECIFIC CHARACTERISTICS
The team chooses one of the following specific types of companion spirit and gains the accompanying benefits.
Chain Companion Spirit Benefits
Chain companion spirits seem interested in interpersonal connections between the creatures in their care, with a strong affinity
for social hierarchies and situations of social dominance.
1st-Tier Benefit t: Each day, the companion spirit offers a bonus pool on Intimidate checks equal to twice the number of team
members. For example, a five-creature team would have a +10 bonus pool. A team member can claim up to half (round up) of
the Intimidate bonus by taking a free action to do so prior to making a Intimidate check. Once part of the bonus pool is
claimed, the size of the bonus pool shrinks accordingly for the rest of the day.
2nd-Tier Benefit t: The companion spirit makes your compulsion spells more convincing, granting +1 to the effective caster
level for level-dependent spell variables such as damage dice or range, and for caster level checks on compulsion spells cast by
team members.
3rd-Tier Benefit t: The companion spirit can surround the team members in a thin grey mist that doesn’t obscure sight but
evokes great sadness in the team’s enemies (equivalent to a crushing despair spell, except that it’s not a cone). The Will save
DC is Charisma-based, and the caster level for the crushing despair effect equals the Hit Dice of the lowest-level team
member.
The mist surrounds each team member that activates it out to a 10-foot radius. Any team member can activate or deactivate the
mist with a move action, but the total duration on a team wide basis is limited to 2 rounds per team member. A team of six
could have the mist surround one member for 6 rounds, or they could get 2 rounds each, for example.
4th-Tier Benefit t: Once per day, each team member can call on the power of the companion spirit for a lesser geas spell-like
ability with a caster level equal to the Hit Dice of the lowest-level team member. The save DC is Charisma-based.
5th-Tier Benefit t: Once per day, each team member can call on the power of the companion spirit for a dominate person spell-
like ability with a caster level equal to the Hit Dice of the lowest-level team member. The save DC is Charisma-based.
Corrosion Companion Spirit Benefits
The forces of acid and decay are affinities for this companion spirit, which delights in gradual destruction and collapse.
1st-Tier Benefit t: Each team member can call on the companion spirit as a standard action to gain resistance to acid 5 for 10
minutes, as the companion spirit consumes some of the corrosive damage for itself. Team members activate their resistance on
an individual basis and don’t need to have the benefit t running at the same time.
2nd-Tier Benefit: When a team member makes an attack that includes poison (whether from natural venom or poison on a
weapon), the DC of the Fortitude saves to avoid the poison damage are increased by 1. Furthermore, attempts to sunder an
object (such as an opponent’s weapon) deal an extra 2 points of damage.
3rd-Tier Benefit: This benefit replaces the 1st-tier benefit t. It is identical to that benefit t, except that each team member gains
permanent resistance to acid 5.
4th-Tier Benefit: This benefit replaces the 2nd-tier benefit t. It is identical to that benefit t, except that the DC of poison saves
is increased by 2, and sunder attacks deal an extra 4 points of damage.
5th-Tier Benefit: This benefit replaces the 3rd-tier benefit t. It is identical to that benefit t, except that each team member gains
permanent resistance to acid 15.
Flame Companion Spirit Benefits
The flame spirit has no connection to fire elementals or other denizens of the Elemental Plane of Fire, but it has a fundamental
affinity for flame and the destruction it wreaks.
1st-Tier Benefit t: Each team member can call on the companion spirit as a standard action to gain resistance to fire 5 for 10
minutes, as the companion spirit consumes some of the fire for itself. Team members activate their resistance on an individual
basis and don’t need to have the benefit t running at the same time.
2nd-Tier Benefit: The companion spirit stokes the flames of your magic, granting +1 spell power (+1 effective caster level for
level-dependent spell variables such as damage dice or range, and for caster level checks) on fire spells cast by team members
and an additional 1 point of fire damage dealt by team members wielding a weapon that deals fire damage (everything from a
torch to a flame tongue Longsword).
3rd-Tier Benefit t: As the 1st-tier benefit t, except that each team member gains permanent resistance to fire 5.
4th-Tier Benefit t: As the 2nd-tier benefit t, but spell casters gain +2 spell power on fire spells, and weapons that deal fire
damage deal an extra 1d6 points of fire damage.
5th-Tier Benefit t: As the 3rd-tier benefit t, except that each team member gains permanent resistance to fire 15.
Frost Companion Spirit Benefits
Frost companion spirits crave cold (insofar as companion spirits have motivations).
1st-Tier Benefit t: Each team member can call on the companion spirit as a standard action to gain resistance to cold 5 for 10
minutes, as the companion spirit consumes some of the chill for itself. Team members activate their resistance on an individual
basis and don’t need to have the benefit t running at the same time.
2nd-Tier Benefit t: The companion spirit augments the chill of your magic, granting +1 spell power (+1 effective caster level
for level-dependent spell variables such as damage dice or range, and for caster level checks) on cold spells cast by team
members and an additional 1 point of cold damage dealt by team members wielding a weapon that deals cold damage.
3rd-Tier Benefit: This benefit replaces the 1st-tier benefit t. It is identical to that benefit t, except that each team member gains
permanent resistance to cold 5.
4th-Tier Benefit t: As the 2nd-tier benefit t, but spell casters gain +2 spell power on cold spells, and weapons that deal cold
damage deal an extra 1d6 points of cold damage.
5th-Tier Benefit: This benefit replaces the 3rd-tier benefit t. It is identical to that benefit t, except that each team member gains
permanent resistance to cold 15.
Lens Companion Spirit Benefits
Lens companion spirits are devoted to enhancing the senses of the creatures under their protection.
1st-Tier Benefit t: Each day, the companion spirit offers a bonus pool on Spot checks equal to the number of team members.
For example, a five-creature team would have a +5 bonus pool. A team member can claim all or part of the Spot bonus by
taking a free action to do so prior to making a Spot check. Once part of the bonus pool is claimed, the size of the bonus pool
shrinks accordingly for the rest of the day.
2nd-Tier Benefit: This benefit replaces the 1st-tier benefit t. It is identical to that benefit t except that the bonus pool can also
be spent on Listen and Search checks.
3rd-Tier Benefit t: Team members can see each other as long as they have line of effect to one another, even if ambient light
conditions wouldn’t allow them to do so. If it’s too dark to see a fellow team member, you can see him and everything within
10 feet of him with black-and-white vision (like dark vision). You can also see everything within 10 feet of yourself as if you
had dark vision.
4th-Tier Benefit t: The companion spirit can render visible an unseen foe (as an invisibility purge spell with a caster level equal
to the Hit Dice of the lowest-level team member). It can do so for a total of 2 rounds per team member. Any team member can
activate or deactivate the invisibility purge effect with a move action, but the total duration on a team wide basis is limited to 2
rounds per team member. A team of six could have one member as the centre of an invisibility purge for 12 rounds, or they
could get 2 rounds each, for example.
5th-Tier Benefit: This benefit replaces the 3rd-tier benefit t. It is identical to that effect except that you can see everything
within 30 feet of another team member, regardless of ambient light conditions, and everything within 30 feet of yourself..
Lightning Companion Spirit Benefits
This companion spirit has an affinity for bright fl ashes of light, quick movement, and electricity in all its forms.
1st-Tier Benefit t: Each team member can call on the companion spirit as a standard action to gain resistance to electricity 5 for
10 minutes, as the companion spirit consumes some of the electrical damage for itself. Team members activate their resistance
on an individual basis and don’t need to have the benefit t running at the same time.
2nd-Tier Benefit t:
Once per day, each team member can call on the power of the companion spirit for an expeditious retreat spell-like ability with
a caster level equal to the Hit Dice of the lowest level team member.
3rd-Tier Benefit: This benefit t replaces the 1st-tier benefit t. It is identical to that benefit t, except that each team member
gains permanent resistance to electricity 5.
4th-Tier Benefit: Once per day, each team member can call on the power of the companion spirit for a haste spell-like ability
with a caster level equal to the Hit Dice of the lowest-level team member. Unlike the standard haste spell, this spell-like ability
affects only the individual team members, but other team members can activate the power for themselves if they wish.
5th-Tier Benefit t: This benefit t replaces the 3rd-tier benefit t. It is identical to that benefit t, except that each team member
gains permanent resistance to electricity 15.
Rampart Companion Spirit Benefits
Rampart spirits seem to draw sustenance from combat—specifically by twisting fate so that successful blows turn into misses.
1st-Tier Benefit t: Each day, the companion spirit offers a bonus pool to Armour Class equal to double the number of team
members. For example, a five-creature team would have a +10 bonus pool. A team member can claim up to half (round up) of
the available Armour Class bonus by taking an immediate action to do so after the attack is announced, but before the attack
result is known. (See page 237 for the definition of an immediate action.) The bonus is considered an insight bonus to AC and
lasts only for that attack. Once part of the bonus pool is claimed, the size of the bonus pool shrinks accordingly for the rest of
the day.
2nd-Tier Benefit t: This benefit replaces the 1st-tier benefit t. It is identical to that benefit t
except that the size of the bonus pool to AC is equal to three times the number of team members. At most, a team member can
claim half the bonus pool’s maximum size for a single attack. For example, a six-member team would have a +18 bonus pool
to AC, and a team member could take up to a +9 bonus on any single attack.
3rd-Tier Benefit t: This benefit t replaces the 2nd-tier benefit t. It is identical to that benefit t except that the insight bonuses to
AC last for 1 round.
4th-Tier Benefit t: The companion spirit can extrude its energy so it surrounds a team member in a coruscating nimbus of
yellow-orange energy that provides concealment (and a corresponding 20% miss chance). It can do so for a total of 2 rounds
per team member. Any team member can activate or deactivate the nimbus with a move action, but the total duration on a team
wide basis is limited to 2 rounds per team member. A team of four could have one member protected for 8 rounds, or they
could get 2 rounds each, for example.
5th-Tier Benefit t: This benefit t replaces the 4th-tier benefit t. It is identical to that benefit t except that the nimbus provides
total concealment (and a corresponding 50% miss chance).
Shadow Companion Spirit Benefits
While this spirit companion has no overt connection to undead shadows or the Plane of Shadow, it has an affinity for all things
stealthy and hard to discern.
1st-Tier Benefit t: Each day, the companion spirit offers a bonus pool on Hide and Move Silently checks equal to double the
number of team members. For example, a five-creature team would have a +10 bonus pool. A team member can claim up to
half (round up) of the Hide and Move Silently bonus by taking a free action to do so prior to making a Hide or Move Silently
check; the bonus applies to both skills, so you can use it twice if you make both checks in the same round. Once part of the
bonus pool is claimed, the size of the bonus pool shrinks accordingly for the rest of the day.
2nd-Tier Benefit t: The companion spirit can dampen sound around a team member (as a silence spell with a caster level equal
to the Hit Dice of the lowest-level team member). It can do so for a total of 2 rounds per team member. Any team member can
activate or deactivate the silence effect with a move action, but the total duration on a team wide basis is limited to 2 rounds
per team member. A team of six could have one member as the centre of a silence spell for 12 rounds, or they could get 2
rounds each, for example.
3rd-Tier Benefit t: This benefit t replaces the 1st-tier benefit t. It is identical to that benefit t, except that the bonus pool is equal
to three times the number of team members.
4th-Tier Benefit: The companion spirit can render a team member unseen (as an invisibility spell with a caster level equal to
the Hit Dice of the lowest-level team member). It can do so for a total of 2 rounds per team member. Any team member can
activate or deactivate the invisibility effect with a move action, but the total duration on a team wide basis is limited to 2
rounds per team member. Unlike the standard invisibility spell, this benefit doesn’t prevent team members from seeing each
other, regardless of whether they have this benefit active.
5th-Tier Benefit t: This benefit t replaces the 3rd-tier benefit. It is identical to that benefit t, except that the bonus pool is equal
to four times the number of team members.
Shroud Companion Spirit Benefits
These companion spirits tend to hover near the border between life and death, keeping the creatures in their care on the life
side of that border.
1st-Tier Benefit: Team members continually have a gentle repose spell-like ability active on them with a caster level equal to
the Hit Dice of the lowest-level team member, so their bodies do not decay for days or weeks after death.
2nd-Tier Benefit t: Once per day, each team member can call on the power of the companion spirit for a false life spell-like
ability with a caster level equal to the Hit Dice of the lowest-level team member. The temporary hit points last until the
duration expires or the temporary hit points are lost in battle.
3rd-Tier Benefit: Each team member gains a +2 insight bonus on saving throws against death effects and effects employing
negative energy (such as inflict spells), and a +2 insight bonus on Fortitude saves against massive damage.
4th-Tier Benefit: The companion spirit can render a team member immune to magical death and negative energy effects (as a
death ward spell with a caster level equal to the Hit Dice of the lowest-level team member).
It can do so for a total of 2 minutes per team member. Any team member can activate or deactivate the death ward effect with
a move action, but the total duration on a team wide basis is limited to 2 minutes per team member. A team of six could have
one member protected by the death ward for 12 minutes, or they could get 2 minutes each, for example.
5th-Tier Benefit: This ability replaces the 3rd-tier benefit. It is identical to that benefit, except that the saving throw bonus is
+4. In addition, team members can activate their 4th-tier benefit as a swift action (see page 237).
Thunder Companion Spirit Benefits
This companion spirit seems attracted to loud sounds of all kinds—it’s not for the stealthy or unobtrusive.
1st-Tier Benefit t: Each team member can call on the companion spirit as a standard action to gain resistance to sonic 5 for 10
minutes, as the companion spirit consumes some of the energy damage itself. Team members activate their resistance on an
individual basis and don’t need to have the benefit t running at the same time.
2nd-Tier Benefit t: Once per day, each team member can call on the power of the companion spirit for a shatter spell-like
ability with a caster level equal to the Hit Dice of the lowest-level team member. The save DC is Charisma-based.
3rd-Tier Benefit: This benefit replaces the 1st-tier benefit t. It is identical to that benefit t, except that each team member gains
permanent resistance to sonic 5.
4th-Tier Benefit t: Once per day, each team member can call on the power of the companion spirit for a shout spell like ability
with a caster level equal to the Hit Dice of the lowest-level team member. The save DC is Charisma-based. Unlike the standard
shout spell, this spell-like ability doesn’t affect other team members, so they can stand in its area with impunity.
5th-Tier Benefit: This benefit replaces the 3rd-tier benefit t. It is identical to that benefit t, except that each team member gains
permanent resistance to sonic 15.
Tower Companion Spirit Benefits
Defence wins battles, and no companion spirit offers more defence than the tower companion. A kindred spirit to the rampart
companion, the tower companion offers a broader range of defensive benefits.
1st-Tier Benefit t: If you take a full attack action this round, you can voluntarily reduce your attack rolls by up to –5 and add
the same number to a bonus pool. Any other team member can use a free action at the beginning of their turn to take 1 point
from the bonus pool to gain a +1 insight bonus to their AC for 1 round. Unused points evaporate at the beginning of your next
turn.
2nd-Tier Benefit t: As an immediate action taken right before you attempt a saving throw, you can ask fellow team members to
grant you an insight bonus on that saving throw. (See page 237 for the definition of an immediate action.) The tower
companion spirit transfers fateful energy between you and your comrades, so that you gain a +1 insight bonus on that saving
throw for every team member who agrees to the exchange. Team members who agree to the exchange take a –2 penalty on all
saving throws for 1 round—including the saving throw from the current effect, if it affects multiple team members
simultaneously (such as a fireball).
3rd-Tier Benefit t: The companion spirit can make a team member’s skin preternaturally resistant to damage (as a stoneskin
spell with a caster level equal to the Hit Dice of the lowest-level team member). It can do so for a total of 2 rounds per team
member. Any team member can activate or deactivate stoneskin effect with a move action, but the total duration on a team
wide basis is limited to 2 rounds per team member. A team of four could have one member protected for 8 rounds, or they
could get 2 rounds each, for example.
4th-Tier Benefit: This benefit replaces the 2nd-tier benefit t. It is identical to that benefit t, except that you gain a +2 insight
bonus on that saving throw for every team member who agrees to the exchange (and accepts the –2 penalty on their own
saving throws).
5th-Tier Benefit: The companion spirit can render hostile magic ineffective, granting spell resistance equal to the Hit Dice of
the lowest-level team member + 12. It can do so for a total of 2 rounds per team member. Any team member can activate or
deactivate the spell resistance with a move action, but the total duration on a team wide basis is limited to 2 rounds per team
member. Team members ignore this spell resistance when casting spells on each other; the tower companion spirit knows to let
such spells pass through its defences.

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