I've just relaunched a campaign that got interrupted almost four years ago with a reduced cast of the original players. In the prior incarnation of the game there were five PCs and one periodically recurring NPC (that used to be a PC). That character, Theridon, was the party's Psion, who used to use his telepathy to mindlink the party during recons and combat.
Since we are picking up where we left off, in the middle of the action of course) with only three PCs of 14th Lvl and an abundance of illithids I decided to try out the Companion Spirit rules from the Players Handbook II.
Using the lowest character level out of the PCs as my baseline I determined that a fairly powerful spirit could be created with the rules that would help fill some of the functions of the missing Psion without the added onus of adding another part for me to play. You see, Companion Spirits do not communicate. They are just a pattern of force as it were.
The Campaign is loosely based on Dawn of the Overmind and Theridon was a Psion (Telepath) so I'll be bringing it into the game as the last survving imprint of his energy on the prime, programmed to protect them.
So here are the stats I came up with. Always happy to get comments and input!
4th Tier Companion Spirit- Theridon
Team Members: Kaolin, Tavist, and Taj Pach
General Quality: Communications (PHB II p196)
Message- 3/day; Range 100 ft. + 10 ft./level of lowest level Team Member
Status Effect- permanent among all Team Members, Range: Same Plane
Whispering Wind 3 / day; Range: Same Plane
Rary’s Telepathic Bond- 3 minutes / day; Range: 25 ft. + 5 ft./2 levels of lowest level Team Member
Specific Quality: Rampart (PHB II p200)
AC Bonus Pool- 9 points
Team Members can take up to half the available AC bonus to their AC as an immediate action. This is considered an insight bonus and lasts for one full round.
Nimbus- 6 rds / day
Theridon can extrude its energy so that it surrounds a Team Member in a coruscating nimbus of yellow energy that provides concealment (20% miss chance) . Any Team Member can activate the Nimbus as a move action, but total duration on a teamwide basis is limited to two rounds per team member.