Courses / AR / Making Friends

Making Friends

Code:
AR 120B
Required For:
Qualifies For:
Level:
1
Study DC:
9

Making Friends

Spell (Undispellable)

Time:
Action
Target:
Ranged: sight
Cost:
Spellburn 1, materials
Limit:
You can only have a limited number of little buddies at the same time
Duration:
Until your little buddy is defeated

Choose a type of material (ex: books, bones, pencils, plushies, etc.) when you take this course.
This spell creates a small animated “little buddy” out of your chosen material plus a small amount of paste and googly eyes. It can obey simple commands, and perform a melee attack in combat.
The little buddy comes into existence where the materials used to make it are. If the materials are on your person, it appears adjacent to you.
If your little buddy is defeated, the materials used to make it may survive and be re-usable at the Headmaster’s discretion.

Your little buddies each get a turn on the same initiative as your turn, including on the turn that you create them. You choose the order in which you and your buddies move and act.
If you are incapacitated, your little buddies will continue following the last commands you issued to them.
Little buddies can be dismissed as a fast action, and return to being lifeless objects.
(If your little buddy is dispelled, it does not instantly die)
(Upgrading your mastery of this course improves your buddies’ stats)

Little buddies have disadvantage on tests of seeking. They are mostly incapable of independent thought or action and largely dependent on their instructions and their summoner’s understanding of a situation.

Item Bonuses:
You may make a little buddy out of a magic item, and as long as someone is bound to that item, that item’s magical properties will be active and it will benefit from them. If no one is bound to that item, it does not benefit from that item’s magical properties (ignore the properties which are magical).

If you make a little buddy out of armor:
That buddy may use 10 + the armor’s AC bonus instead of its normal AC.
(Your buddy’s normal AC includes passive bonuses to its AC, but not AC from buffs such as Ward).
That buddy may use the armor’s physical damage reduction instead of its normal physical damage reduction.

If you make a little buddy out of a weapon:
It gets no bonus to damage or hit from the weapon’s base properties.
It gets the benefits and penalties of any modifications on the weapon, including active magical modifications.

Suggested Backfire: Making Enemies: The buddy is hostile to its creator, and cannot be dismissed.

Incompatible:
Little buddies are constructs which cannot be healed by normal healing magic.
They may be healed by effects which specifically work on constructs.
They may receive the benefit of temporary HP.
Casting Making Friends on an existing little buddy refills its HP.
This only heals for the maximum HP of one little buddy when used on a Friendship Titan.

Bonuses to your weapon or spell damage do not apply to your little buddies.
Bonuses to your little buddies’ weapon damage do apply to their damage.

Optional Rule:
So that a summoner’s turn does not take so long, if a character controls multiple independent little buddies, they may use a single roll for hit and damage and treat it as if each buddy had rolled that, rather than rolling once for each buddy.
They may also resolve rolls which affect multiple little buddies with one shared roll, such as saves against an area of effect spell.
Modifiers which are not common across all buddies and rerolls should be applied to each little buddy’s roll independently.

Tags: Spellburn, Action, Spell, Ranged, Summon, Undispellable

Making Many Friends

Spell (Undispellable)

Time:
10 minutes
Target:
Ranged: sight
Cost:
Spellburn 1, 1 material supply roll per buddy

You summon multiple little buddies at once.
You can summon as many as you want using this spell, but cannot have more buddies than you can control at the same time. Any extra become lifeless objects.
(This is cheaper on spellburn than summoning them one by one, but takes a long time).

Tags: Spell, Spellburn, Ranged, Summon, Undispellable

Attachment

Passive

Trigger:
When one of your little buddies would take damage.

When one of your little buddies would take damage, you may take it instead.
Apply your buddy’s immunities, resistances, and damage reduction to the damage.
Then take the damage as it is, do not apply your own immunities, resistances, or damage reduction to it.

Effortless: As long as you are conscious, you may use this reaction. Being disabled or ambushed does not prevent you from using it.

Tags: Passive, Trigger, Effortless, Damage, Redirect

Friendship Titan

Ability

Time:
Action

By using their actions, at least four adjacent little buddies may combine into a larger construct called the “Friendship Titan”. Any little buddy adjacent to a titan may join the titan after it is created as an action.
Once a buddy joins the titan it cannot leave.
Buddies in the titan still count against the cap on how many buddies you may have at the same time.

The titan’s maximum HP is the total of the maximum HP of all the buddies that make it up.
The titan deals the sum of the damage of every little buddy that makes it up when it hits.
The to hit bonus of the titan is the highest of the buddies used to form it.
The AC of the titan is the highest of the buddies used to form it.
The titan has +6 on tests of Strength.
The titan has all of the abilities of the little buddies that comprise it. (However, your Goodbye only applies to your own buddies within the Titan).

Buffs applied to a titan only should be calculated as them only applying to the titan, not to every buddy within the titan (ex: a +1 damage buff would be +1 damage, not +4 damage).
A titan is considered a heavy weapon for the purposes of bonuses which apply to heavy weapons.

The titan’s size scales with the number of buddies.
A rough guideline is that it becomes medium at four buddies, large at eight buddies, huge at forty buddies, and gargantuan at one hundred buddies.

If multiple characters contribute buddies to a Friendship Titan, it takes its turn on the same initiative as one of their turns.
It only gets one turn each round, it does not get a turn during each of their turns.

If multiple characters contribute buddies to a Friendship Titan, it takes more magic to animate and move it, meaning Haste Beat must be used multiple times on a Titan before it takes effect. Start a countdown at the number of contributors. Each time Haste Beat is cast on the Titan, reduce the counter by one. If this causes the counter to reach 0, Haste Beat takes effect and the counter resets.

Glue is an optional component of this ability.

Item Bonuses:
Buddies made of items with bonuses on them may be combined into a titan.
Here is guidance on how such bonuses should be handled:

Apply damage and HP bonuses from items once, not once per buddy. (These bonuses apply only to the buddy the item is made of, not each buddy in the entire titan).

For all other bonuses from items, do not add bonuses to the same thing from separate items together. Use the highest bonus from among the buddies comprising the titan.
Notably, this includes bonuses to hit, tests of skill, AC, and damage reduction.
You may combine disparate bonuses or abilities from separate items (ex: armors with different resistances may be combined to get resistance to all elements).

Tags: Summon

“Friendless? Alone? Sounds like you could use a friend. Why not … make one?”


Upgrades
Name Effort Requires Description
Unlock 10 You can cast Making Friends
You can only have 1 little buddy at a time
Your little buddies stats are:
HP: 1
AC: 12
+5 to hit
1 damage
Move: 30 ft.
Immune to psychic, poison, and disease
Disadvantage on tests of Seeking
2 Buddies 10 Unlock You can have up to 2 little buddies at the same time
3 Buddies 10 2 Buddies You can have up to 3 little buddies at the same time
Making Many Friends 5 2 Buddies You can cast Making Many Friends
Attachment 0 Unlock You may take damage instead of your buddies
Titan 0 3 Buddies You can combine buddies into a Friendship Titan.
Making a Friendship Titan requires at least 4 buddies.
HP = Sum of buddy HP
Damage = Sum of buddy damage
AC = Highest buddy’s AC
Hit = Highest buddy’s hit
Move: 30 ft.
+6 on tests of Strength
Is a heavy weapon for the purposes of buffs.
Extra Credit
Hit +7
Effort: 0
Requires: Hit +5, Sophomore+
+7 to hit
Hit +9
Effort: 0
Requires: Hit +7, Junior+
+9 to hit
Hit +11
Effort: 0
Requires: Hit +9, Senior+
+11 to hit