Difference between revisions of "Monster Channeler (Apath)"

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{{Apath}}
 
{{Apath}}
''The medium is an archetype of the summoner. Instead of summoning creatures into his presence, the medium summons creatures to possess his own body. ''
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Instead of summoning creatures physically into his presence, the monster channeler summons creatures to possess his own body.  
  
== Alternate Class Abilities ==
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== Background ==
=== Controlled Possession (Su) ===
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Instead of summoning creatures physically into his presence, the monster channeler summons creatures to possess his own body. Often found in shamanic societies, monster channelers are vessels that can house extraplanar creatures, granting them access to the physical world. The result is visually similar to a polymorph, but a spirit channeler does not just assume another form, in a very real sense he becomes the creature he is channeling.
Whenever you summon or call a creature, that creature manifests inside your 's body. This applies to creatures called trough spells or spell-like abilities as well as to your eidolon. When this happens, your body is displaced into an extra-dimensional space, and replaced with the summoned or called creature. While in this extra-dimensional space, you are impervious to all effects. You have the normal degree of control over the creature, depending on how it was controlled or called. In effect, you now plays the creature instead of your normal character. You can perceive what the possessing creature perceives and can communicate telepathically with it. This telepathy transcends language barriers, but this only applies to communication between you and the creature. You can order the creature to speak, but only in languages it knows.
 
  
When the effect ends or the creature is defeated, the creature disappears and you return to the world in the same space the creature occupied.  
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== Class Information ==
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This is a [http://www.d20pfsrd.com/classes/base-classes/summoner summoner] archetype.
  
You and the creature do not necessarily have the same space, and sometimes you may have different movement modes that would prevent you from occupying the same space as the other when you change spaces. In every case, you are moved as little as possible, resolving conflicts in the following order.
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'''Publisher:
# If you can legally stand in the same or adjacent spaces, you do so.
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Everyman Gaming.
# If you can squeeze and remain in the same space, you do so.
 
# If you cannot squeeze and remain in place, you are displaced to the nearest point where you do not have to squeeze to stand, along a normal line of effect. You can move trough the space of other creatures to do this, and the movement does not trigger attacks of opportunity.
 
# If there is no space you can move that you have line of effect to, you are displaced to the nearest space you can occupy, disregarding line of effect, simply teleporting into a legal position. This teleportation cannot be prevented by effects that normally inhibit movement or teleportation, but you are dazed one round after such a teleport.
 
  
When you and a creature change places, any spells or effects transfer to the one outside the extra-dimensional space. This means that any beneficial and debilitating effects effects whoever is the active part, you or the creature. Creatures possessing you are considered legal target for any spells that could affect you, but you are not automatically a legal target for spells affecting a creature that has possessed you; is an effect that could not affect you would be transferred to you in this way, it ends instead. All gear and magic items move with you into the extra-dimensional space.  
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'''Hit Die:''' d8.
  
While in the extra-dimensional space, you can take no actions other than to cast spells on yourself, communicate with and control the creature possessing you, and use your Life Link ability. if you have some way to communicate across dimensional boundaries, you can use that means to communicate with others than your controlled creature.  
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== Class Abilities ==
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A monster channeler has all class abilities of the normal summoner, except as follows.
  
A medium can only control one summoned/called creature at a time, and further summons merely replace the current one. You can never control more than one creature at a time, and this applies to your eidolon as well (but see [[#Separate_Forms_.28Su.29|Separate Forms]] below).
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=== Channel Monster (Su) ===
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The monster channeler acts as a portal for a creature to enter the physical world, then traps the creature in his own body and controls it. This is a possession effect, the creature possesses the channeler, but the channeler is in control.
  
If the possession ends for some reason, such as if the creature is exorcised, this power immediately ends and you return from your extra-dimensional space. A summoned creature is immediately dismissed, while a called creature is affected normally depending on the power that forced it out of your body.
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Whenever the monster channeler summons or calls a creature, including his eidolon, that creature manifests inside his body. Both the monster channeler's and the creature's life force occupies the monster channeler's body, which assumes the physical form and all the characteristics of the possessing creature, including hit points, equipment, and alignment. The monster channeler controls the creature, and it acts on the monster channeler's turn. In effect, the monster channeler's player now plays the possessing creature instead of the normal character. The monster channeler can perceive what the possessing creature perceives and can communicate telepathically with it. This telepathy transcends language barriers, but does not confer language skills; the creature can be ordered to speak, but only in a language it knows (an eidolon knows the same languages the summoner does). A monster channeler can only control one summoned creature at a time, further summons merely replace the current one. This limitation applies to the eidolon as well as to summoned creatures.  
  
This ability replaces Bond Senses.
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The possessed monster channeler counts as both his original type and subtype and as the eidolon's type and subtype for the purpose of what spells and effects affect him.
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''Protection from evil'' and similar effects cannot prevent this voluntary possession.
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Effects that specifically end possession can expel the possessing creature.
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If the possession ends for any reason, such as if the creature is killed, dismissed, or cast out of the body, the monster channeler's body returns to normal. The possessing creature is immediately returned to its home plane. Any damage (including ability damage, ability drain, and negative levels) the creature took disappears with it.
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When possession begins or ends, any spells, effects, and conditions (except those related to hit points, ability damage, ability drain, and negative levels) stay with whoever now inhabits the body.
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Spells and effects cease to affect the monster channeler if he is no longer a legal target, such as a spell that does not affect the monster channeler's creature type.
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The share spells ability allows all the monster channeler's own spells to stay in effect when his eidolon possesses him.  
  
=== Spells ===
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All the monster channeler's gear merges with the body when he is possessed and has no effect; the possessing creature appears with whatever gear is in its description. The eidolon is an exception to this rule. When possessed by his eidolon, armor merges with his form, but other items the eidolon can use remain and continue to function. If the eidolon has the armor training evolution, the summoner's armor need not merge with his form.
Mediums add the following spells to the normal summoner spell list:
 
  
'''Level 3''': ''Dismissal''
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While possessed, the monster channeler can take no actions other than to use the life link ability and to control or dismiss the creature possessing his body.
 
 
'''Level 4''': ''Planar binding (lesser)''
 
 
 
'''Level 5''': ''Banishment, Planar binding''
 
 
 
'''Level 6''': ''Planar binding (greater)''
 
  
 
=== Possession Spellcasting (Su) ===
 
=== Possession Spellcasting (Su) ===
At 4th level, you can cast spells and use spell-like effects on yourself and on the creature possessing you while in your extra-dimensional space. You can also use abilities to summon or call different creatures; doing so replaces the creature currently possessing you with the one you summon. This is considered a transfer to your extra-dimensional space(1), which lets you use certain other class abilities. This ability replaces Shield Ally.
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At 2nd level, a possessed monster channeler can cast spells and use spell-like and supernatural effects on himself and on the creature possessing his body. He is considered a separate creature touching the possessing creature for this purpose. He can access and use any gear merged with his form. 
 
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He can summon or call a different creature; doing so replaces the creature currently possessing him with a new one.  
# Effectively you dismiss your current creature, transfer back to normal space, summon the new creature, and transfer back to extra-dimensional space, all as a part of the action to summon the new creature. You cannot be attacked during this interval in material space.
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He cannot directly affect anything except the creature possessing him.
 
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This replaces bond senses.
=== Condition Selection (Ex) ===
 
At 6th level, when moving to or from your extra-dimensional space, you can select which effects to transfer to or from yourself to the possessing creature. This allows you to get rid of unwanted effects while keeping enhancements. This ability replaces Maker's Call.
 
  
 
=== Possession Trap (Su) ===
 
=== Possession Trap (Su) ===
At 8th level, when you are in the presence of a creature that can possess others, whether it is currently possessing another creature or not, you can force that creature to possess your body as a standard action. You cannot use this ability when you are in your extra-dimensional space, but if successful you are moved to this space. The creature must be within 30 ft. and is allowed a Will saving trow (DC 10 + ½ your medium level + your Charisma modifier). If the saving throw fails the creature possesses you as outline in Controlled Possession, and you can control its actions. If the saving throw succeeds, the creature has the option to ignore you or to possess you normally, with the creature in control for one round.  
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At 4th level, the monster channeler can force a creature to possess his body as a full-round action. When within 30 ft. of a creature with the inherent ability to possess others the monster channeler can force that creature to possess him. This includes creatures that can possess others using supernatural and spell-like abilities, but not spells. Using this ability on a creature incapable of possession automatically fails. A monster channeler can always use this ability on a creature possessing him, even in situations where he'd normally be incapable of taking any action.  
  
Each round while possessing you, a creature with possession powers must make the above Will saving trow. If it fails, you are in control for this round and can move to your extra-dimensional space if you are not already there. If the saving throw succeeds, the creature is in control. If you are in your extra-dimensional space the creature can act normally or even choose to end the possession. If you are physically present to be possessed, the creature controls your body in the usual manner.
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The target is allowed a Will saving throw (DC 10 + 1/2 the monster channeler's level + his Charisma modifier). If the saving throw succeeds, nothing happens. If the saving throw fails the creature possesses the monster channeler as outlined in channel monster, the channeler assumes the creature's form and abilities and can control its actions. He can force the creature to attack itself, but cannot force it to become helpless or reduce it's defenses in any way.
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Each round at the beginning of the monster channeler's turn while he is possessed in this way, a hostile possessor can make another Will saving throw. If it fails, the monster channeler is in control for this round and can control the creature's actions, acting on the monster channeler's turn. If the saving throw succeeds, the creature is in control and can act normally on its own turn later in the round. It can also choose to immediately end the possession, which physically separates it from the monster channeler, who appears adjacent to the creature and is dazed. If the possessor chooses to not end the possession, it remains in the channeler's body but is in control.
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If the possessing creature is exorcised or falls below zero hit points, it materializes as a separate creature as above and is not sent to its home plane.
  
You can also use this on a creature called with a ''planar binding'' spell. Such a creature always possesses you, and you and the creature can fight for control just like you and a creature capable of possession would. You can bargain with the creature while this battle for control lasts, and in rounds when you have control, you also have a +4 bonus on Charisma rolls to establish a deal.  
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The monster channeler must use this ability on a creature he called with a planar binding spell. When a called creature fails its initial saving throw, it possesses the monster channeler, as possession trap. The monster channeler and the creature then fight for control as above. The monster channeler can bargain with the creature each round while this battle for control takes place, in rounds when the monster channeler has control, he gains a +2 bonus on Charisma rolls to establish a deal. If a called creature gains control, it can manifest as a separate being, but is still trapped as long as the calling is made inside a magic circle. Once a deal has been reached, the creature can be used with the channel monster ability or appear as a separate being in the normal fashion, bypassing the channel monster limitation.  
  
Trying to use this ability on a creature incapable of possession automatically fails.
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Possession trap replaces shield ally.
  
Possession trap replaces Transposition.
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=== Condition Selection (Ex) ===
 
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At 6th level, when beginning or ending a possession, the monster channeler can select to not transfer certain effects and conditions from himself to the possessing creature and vice verso. This allows him to get rid of unwanted effects while keeping beneficial ones. Mind-affecting effects cannot be removed in this way.  
=== Extradimensional Life Bond (Su) ===
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Condition selection replaces maker's call.
At 14th level, a medium’s life becomes linked to his eidolon’s. When you take damage while you are outside your extra-dimensional space, you can transfer some of that damage to your eidolon, even tough your eidolon is not physically present. As long as the eidolon has 1 or more hit points, you are protected from harm. Damage in excess of that which would reduce you to fewer than 0 hit points is instead transferred to the eidolon. This damage is transferred 1 point at a time, meaning that as soon as the eidolon is reduced to a number of negative hit points equal to its Constitution score, all excess damage remains with the summoner.
 
 
 
Effects that cause death but not damage are unaffected by this ability. This ability does not affect spells like ''baleful polymorph, flesh to stone'', or ''imprisonment'', or other spells that do not cause actual damage.
 
  
This ability replaces Life Bond.
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=== Rapid Eidolon (Ex) ===
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At 8th level the monster channeler can summon or dismiss his eidolon as a full-round action. At 12th level, he can summon or dismiss the eidolon as a standard action. At 16th level, he can summon or dismiss it as a swift action, at 20th level, he can summon or dismiss the eidolon as an immediate action. The eidolon always acts on the summoner's initiative, even if summoned outside his turn.  
  
=== Separate Forms (Su) ===
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This ability replaces transposition, greater shield ally, merge forms, and twin eidolon.
At 16th level, as a full-round action, you can separate your eidolon from yourself, and both can be physically present at the same time. This allows you to have your eidolon present along with another summoned creature that is possessing you. When using this ability, you can have use your eidolon and your ''summon monster'' class ability at the same time. You can use this ability for a number of rounds per day equal to your summoner level. You can end this effect at any time as a swift action.  
 
  
When you gain the Twin Eidolon ability, you can choose to activate that ability as a part of the same action in which you activate Separate Forms.
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=== Shielded Possession (Ex) ===
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At level 14 a creature possessing the monster channeler gains a +2 shield bonus to its Armor Class and a +2 circumstance bonus on its saving throws. This replaces life bond.
  
This ability replaces Merge Forms.
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== Table: Monster Channeler  ==
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{| class="wikitable"
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|rowspan=2 valign=bottom | '''Class<br>Level'''||rowspan=2 valign=bottom | '''Base <br>Attack<br>Bonus'''||rowspan=2 valign=bottom | '''Fort<br>Save'''||rowspan=2 valign=bottom | '''Ref<br>Save'''||rowspan=2 valign=bottom | '''Will<br>Save'''||rowspan=2 valign=bottom | '''Special'''||colspan=6 align="center" |'''Spells per Day'''
 +
|-
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| '''1'''||| '''2'''||| '''3'''||| '''4'''|||'''5'''|||'''6'''
 +
|-
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|valign="top"| 1st||valign="top"| +0||valign="top"| +0||valign="top"| +0||valign="top"| +2||valign="top"| Cantrips, channel monster, eidolon, life link, summon monster I ||valign="top"| 1||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —
 +
|-
 +
|valign="top"| 2nd||valign="top"| +1||valign="top"| +0||valign="top"| +0||valign="top"| +3||valign="top"| Possession spellcasting ||valign="top"| 2||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —
 +
|-
 +
|valign="top"| 3rd||valign="top"| +2||valign="top"| +1||valign="top"| +1||valign="top"| +3||valign="top"| Summon monster II||valign="top"| 3||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —
 +
|-
 +
|valign="top"| 4th||valign="top"| +3||valign="top"| +1||valign="top"| +1||valign="top"| +4||valign="top"| Possession trap ||valign="top"| 3||valign="top"| 1||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —
 +
|-
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|valign="top"| 5th||valign="top"| +3||valign="top"| +1||valign="top"| +1||valign="top"| +4||valign="top"| Summon monster III||valign="top"| 4||valign="top"| 2||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —
 +
|-
 +
|valign="top"| 6th||valign="top"| +4||valign="top"| +2||valign="top"| +2||valign="top"| +5||valign="top"| Condition selection ||valign="top"| 4||valign="top"| 3||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —
 +
|-
 +
|valign="top"| 7th||valign="top"| +5||valign="top"| +2||valign="top"| +2||valign="top"| +5||valign="top"| Summon monster IV||valign="top"| 4||valign="top"| 3||valign="top"| 1||valign="top"| —||valign="top"| —||valign="top"| —
 +
|-
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|valign="top"| 8th||valign="top"| +6/+1||valign="top"| +2||valign="top"| +2||valign="top"| +6||valign="top"| Rapid eidolon (full-round) ||valign="top"| 4||valign="top"| 4||valign="top"| 2||valign="top"| —||valign="top"| —||valign="top"| —
 +
|-
 +
|valign="top"| 9th||valign="top"| +6/+1||valign="top"| +3||valign="top"| +3||valign="top"| +6||valign="top"| Summon monster V ||valign="top"| 5||valign="top"| 4||valign="top"| 3||valign="top"| —||valign="top"| —||valign="top"| —
 +
|-
 +
|valign="top"| 10th||valign="top"| +7/+2||valign="top"| +3||valign="top"| +3||valign="top"| +7||valign="top"| Aspect ||valign="top"| 5||valign="top"| 4||valign="top"| 3||valign="top"| 1||valign="top"| —||valign="top"| —
 +
|-
 +
|valign="top"| 11th||valign="top"| +8/+3||valign="top"| +3||valign="top"| +3||valign="top"| +7||valign="top"| Summon monster VI ||valign="top"| 5||valign="top"| 4||valign="top"| 4||valign="top"| 2||valign="top"| —||valign="top"| —
 +
|-
 +
|valign="top"| 12th||valign="top"| +9/+4||valign="top"| +4||valign="top"| +4||valign="top"| +8||valign="top"| Rapid eidolon (standard) ||valign="top"| 5||valign="top"| 5||valign="top"| 4||valign="top"| 3||valign="top"| —||valign="top"| —
 +
|-
 +
|valign="top"| 13th||valign="top"| +9/+4||valign="top"| +4||valign="top"| +4||valign="top"| +8||valign="top"| Summon monster VII||valign="top"| 5||valign="top"| 5||valign="top"| 4||valign="top"| 3||valign="top"| 1||valign="top"| —
 +
|-
 +
|valign="top"| 14th||valign="top"| +10/+5||valign="top"| +4||valign="top"| +4||valign="top"| +9||valign="top"| Shielded eidolon ||valign="top"| 5||valign="top"| 5||valign="top"| 4||valign="top"| 4||valign="top"| 2||valign="top"| —
 +
|-
 +
|valign="top"| 15th||valign="top"| +11/+6/+1||valign="top"| +5||valign="top"| +5||valign="top"| +9||valign="top"| Summon monster VIII||valign="top"| 5||valign="top"| 5||valign="top"| 5||valign="top"| 4||valign="top"| 3||valign="top"| —
 +
|-
 +
|valign="top"| 16th||valign="top"| +12/+7/+2||valign="top"| +5||valign="top"| +5||valign="top"| +10||valign="top"| Rapid eidolon (swift) ||valign="top"| 5||valign="top"| 5||valign="top"| 5||valign="top"| 4||valign="top"| 3||valign="top"| 1
 +
|-
 +
|valign="top"| 17th||valign="top"| +12/+7/+2||valign="top"| +5||valign="top"| +5||valign="top"| +10||valign="top"| Summon monster IX||valign="top"| 5||valign="top"| 5||valign="top"| 5||valign="top"| 4||valign="top"| 4||valign="top"| 2
 +
|-
 +
|valign="top"| 18th||valign="top"| +13/+8/+3||valign="top"| +6||valign="top"| +6||valign="top"| +11||valign="top"| Greater aspect||valign="top"| 5||valign="top"| 5||valign="top"| 5||valign="top"| 5||valign="top"| 4||valign="top"| 3
 +
|-
 +
|valign="top"| 19th||valign="top"| +14/+9/+4||valign="top"| +6||valign="top"| +6||valign="top"| +11||valign="top"| Gate||valign="top"| 5||valign="top"| 5||valign="top"| 5||valign="top"| 5||valign="top"| 5||valign="top"| 4
 +
|-
 +
|valign="top"| 20th||valign="top"| +15/+10/+5||valign="top"| +6||valign="top"| +6||valign="top"| +12||valign="top"| Rapid eidolon (immediate) ||valign="top"| 5||valign="top"| 5||valign="top"| 5||valign="top"| 5||valign="top"| 5||valign="top"| 5
 +
|}
  
 
== Summary of Changed Class Abilities ==
 
== Summary of Changed Class Abilities ==
 
These abilities of the original class are lost or modified in this archetype:
 
These abilities of the original class are lost or modified in this archetype:
 
* Bond Senses
 
* Bond Senses
* Spell List
 
 
* Shield Ally
 
* Shield Ally
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* Maker's Call
 
* Transposition
 
* Transposition
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* Greater Shield Ally
 
* Life Bond
 
* Life Bond
 
* Merge Forms
 
* Merge Forms
 +
* Twin Eidolon
 +
<!-- OGL -->
 +
<noinclude>{{OGL}}</noinclude>

Latest revision as of 12:35, 11 September 2018

ApathApath Logo
Unofficial rules compendium

Instead of summoning creatures physically into his presence, the monster channeler summons creatures to possess his own body.

Background

Instead of summoning creatures physically into his presence, the monster channeler summons creatures to possess his own body. Often found in shamanic societies, monster channelers are vessels that can house extraplanar creatures, granting them access to the physical world. The result is visually similar to a polymorph, but a spirit channeler does not just assume another form, in a very real sense he becomes the creature he is channeling.

Class Information

This is a summoner archetype.

Publisher: Everyman Gaming.

Hit Die: d8.

Class Abilities

A monster channeler has all class abilities of the normal summoner, except as follows.

Channel Monster (Su)

The monster channeler acts as a portal for a creature to enter the physical world, then traps the creature in his own body and controls it. This is a possession effect, the creature possesses the channeler, but the channeler is in control.

Whenever the monster channeler summons or calls a creature, including his eidolon, that creature manifests inside his body. Both the monster channeler's and the creature's life force occupies the monster channeler's body, which assumes the physical form and all the characteristics of the possessing creature, including hit points, equipment, and alignment. The monster channeler controls the creature, and it acts on the monster channeler's turn. In effect, the monster channeler's player now plays the possessing creature instead of the normal character. The monster channeler can perceive what the possessing creature perceives and can communicate telepathically with it. This telepathy transcends language barriers, but does not confer language skills; the creature can be ordered to speak, but only in a language it knows (an eidolon knows the same languages the summoner does). A monster channeler can only control one summoned creature at a time, further summons merely replace the current one. This limitation applies to the eidolon as well as to summoned creatures.

The possessed monster channeler counts as both his original type and subtype and as the eidolon's type and subtype for the purpose of what spells and effects affect him. Protection from evil and similar effects cannot prevent this voluntary possession. Effects that specifically end possession can expel the possessing creature. If the possession ends for any reason, such as if the creature is killed, dismissed, or cast out of the body, the monster channeler's body returns to normal. The possessing creature is immediately returned to its home plane. Any damage (including ability damage, ability drain, and negative levels) the creature took disappears with it. When possession begins or ends, any spells, effects, and conditions (except those related to hit points, ability damage, ability drain, and negative levels) stay with whoever now inhabits the body. Spells and effects cease to affect the monster channeler if he is no longer a legal target, such as a spell that does not affect the monster channeler's creature type. The share spells ability allows all the monster channeler's own spells to stay in effect when his eidolon possesses him.

All the monster channeler's gear merges with the body when he is possessed and has no effect; the possessing creature appears with whatever gear is in its description. The eidolon is an exception to this rule. When possessed by his eidolon, armor merges with his form, but other items the eidolon can use remain and continue to function. If the eidolon has the armor training evolution, the summoner's armor need not merge with his form.

While possessed, the monster channeler can take no actions other than to use the life link ability and to control or dismiss the creature possessing his body.

Possession Spellcasting (Su)

At 2nd level, a possessed monster channeler can cast spells and use spell-like and supernatural effects on himself and on the creature possessing his body. He is considered a separate creature touching the possessing creature for this purpose. He can access and use any gear merged with his form. He can summon or call a different creature; doing so replaces the creature currently possessing him with a new one. He cannot directly affect anything except the creature possessing him. This replaces bond senses.

Possession Trap (Su)

At 4th level, the monster channeler can force a creature to possess his body as a full-round action. When within 30 ft. of a creature with the inherent ability to possess others the monster channeler can force that creature to possess him. This includes creatures that can possess others using supernatural and spell-like abilities, but not spells. Using this ability on a creature incapable of possession automatically fails. A monster channeler can always use this ability on a creature possessing him, even in situations where he'd normally be incapable of taking any action.

The target is allowed a Will saving throw (DC 10 + 1/2 the monster channeler's level + his Charisma modifier). If the saving throw succeeds, nothing happens. If the saving throw fails the creature possesses the monster channeler as outlined in channel monster, the channeler assumes the creature's form and abilities and can control its actions. He can force the creature to attack itself, but cannot force it to become helpless or reduce it's defenses in any way. Each round at the beginning of the monster channeler's turn while he is possessed in this way, a hostile possessor can make another Will saving throw. If it fails, the monster channeler is in control for this round and can control the creature's actions, acting on the monster channeler's turn. If the saving throw succeeds, the creature is in control and can act normally on its own turn later in the round. It can also choose to immediately end the possession, which physically separates it from the monster channeler, who appears adjacent to the creature and is dazed. If the possessor chooses to not end the possession, it remains in the channeler's body but is in control. If the possessing creature is exorcised or falls below zero hit points, it materializes as a separate creature as above and is not sent to its home plane.

The monster channeler must use this ability on a creature he called with a planar binding spell. When a called creature fails its initial saving throw, it possesses the monster channeler, as possession trap. The monster channeler and the creature then fight for control as above. The monster channeler can bargain with the creature each round while this battle for control takes place, in rounds when the monster channeler has control, he gains a +2 bonus on Charisma rolls to establish a deal. If a called creature gains control, it can manifest as a separate being, but is still trapped as long as the calling is made inside a magic circle. Once a deal has been reached, the creature can be used with the channel monster ability or appear as a separate being in the normal fashion, bypassing the channel monster limitation.

Possession trap replaces shield ally.

Condition Selection (Ex)

At 6th level, when beginning or ending a possession, the monster channeler can select to not transfer certain effects and conditions from himself to the possessing creature and vice verso. This allows him to get rid of unwanted effects while keeping beneficial ones. Mind-affecting effects cannot be removed in this way. Condition selection replaces maker's call.

Rapid Eidolon (Ex)

At 8th level the monster channeler can summon or dismiss his eidolon as a full-round action. At 12th level, he can summon or dismiss the eidolon as a standard action. At 16th level, he can summon or dismiss it as a swift action, at 20th level, he can summon or dismiss the eidolon as an immediate action. The eidolon always acts on the summoner's initiative, even if summoned outside his turn.

This ability replaces transposition, greater shield ally, merge forms, and twin eidolon.

Shielded Possession (Ex)

At level 14 a creature possessing the monster channeler gains a +2 shield bonus to its Armor Class and a +2 circumstance bonus on its saving throws. This replaces life bond.

Table: Monster Channeler

Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
1 2 3 4 5 6
1st +0 +0 +0 +2 Cantrips, channel monster, eidolon, life link, summon monster I 1
2nd +1 +0 +0 +3 Possession spellcasting 2
3rd +2 +1 +1 +3 Summon monster II 3
4th +3 +1 +1 +4 Possession trap 3 1
5th +3 +1 +1 +4 Summon monster III 4 2
6th +4 +2 +2 +5 Condition selection 4 3
7th +5 +2 +2 +5 Summon monster IV 4 3 1
8th +6/+1 +2 +2 +6 Rapid eidolon (full-round) 4 4 2
9th +6/+1 +3 +3 +6 Summon monster V 5 4 3
10th +7/+2 +3 +3 +7 Aspect 5 4 3 1
11th +8/+3 +3 +3 +7 Summon monster VI 5 4 4 2
12th +9/+4 +4 +4 +8 Rapid eidolon (standard) 5 5 4 3
13th +9/+4 +4 +4 +8 Summon monster VII 5 5 4 3 1
14th +10/+5 +4 +4 +9 Shielded eidolon 5 5 4 4 2
15th +11/+6/+1 +5 +5 +9 Summon monster VIII 5 5 5 4 3
16th +12/+7/+2 +5 +5 +10 Rapid eidolon (swift) 5 5 5 4 3 1
17th +12/+7/+2 +5 +5 +10 Summon monster IX 5 5 5 4 4 2
18th +13/+8/+3 +6 +6 +11 Greater aspect 5 5 5 5 4 3
19th +14/+9/+4 +6 +6 +11 Gate 5 5 5 5 5 4
20th +15/+10/+5 +6 +6 +12 Rapid eidolon (immediate) 5 5 5 5 5 5

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Bond Senses
  • Shield Ally
  • Maker's Call
  • Transposition
  • Greater Shield Ally
  • Life Bond
  • Merge Forms
  • Twin Eidolon
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