Difference between revisions of "Monster Channeler (Apath)"

From Action
Jump to navigation Jump to search
 
(86 intermediate revisions by the same user not shown)
Line 1: Line 1:
 
{{Apath}}
 
{{Apath}}
''Instead of summoning creatures physically into his presence, the medium summons creatures to possess his own body. ''
+
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 ==
 
== Class Information ==
This is a [http://www.d20pfsrd.com/classes/base-classes/summoner summoner] archetype
+
This is a [http://www.d20pfsrd.com/classes/base-classes/summoner summoner] archetype.
 +
 
 +
'''Publisher:
 +
Everyman Gaming.
  
 
'''Hit Die:''' d8.
 
'''Hit Die:''' d8.
  
 
== Class Abilities ==
 
== Class Abilities ==
A medium has all class abilities of the normal summoner, except as follows.
+
A monster channeler has all class abilities of the normal summoner, except as follows.
 
 
=== Controlled Possession (Su) ===
 
{| class="wikitable" align=right width=300
 
|The language of controlled possession is somewhat convoluted, to make it work similarly to the ''[http://www.d20pfsrd.com/magic/all-spells/p/possession greater possession]'' spell. What really happens in the game world is that you act as a portal for the creature to enter, and then you trap the creature in your body, which changes to the creature's form and gains all the creature's abilities.
 
|}
 
Whenever you summon or call a creature, that creature manifests inside your 's body in a way similar to a reversed ''[http://www.d20pfsrd.com/magic/all-spells/p/possession greater possession]''. This applies to creatures summoned or called trough spells or spell-like abilities as well as to your eidolon. Both your and the creature's life force occupies your body, but your body assumes all the characteristics of the summoned creature, including mental attributes, effectively becoming that creature. ''Protection from evil'' and similar effects cannot prevent this voluntary possession. You have the normal degree of control over the creature, depending on how it was controlled or called. In effect, you now play 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 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. Any damage the creature took disappears with it.
 
{| class="wikitable" align=right width=300
 
|The "nearest legal space of the GMs choice" generally means the medium ends up next to his comrades. For example, if possessing an earth elemental and inside a wall when the effect ends, the closest legal space might be on the other side of the wall, but the GM is encouraged to position the medium in a space he knows about and together with the rest of the party. This is a recommendation, not a rule; GMs are free to ignore this recommendation as the case demands.
 
|}
 
You and the creature may not 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, squeezing or being displaced to a nearby legal space of the GMs choice.
 
 
 
When you become possessed or return to control, any spells or effects stay with the body. This means that any beneficial and debilitating effects affect whoever is the active part, you or the possessing creature. If an effect that could not affect its new target is transferred in this way, it ends instead. The share spells ability allows your spells to stay in effect when your eidolon possesses you.
 
  
Gear normally merges with your body when you are possessed; the creature appears with whatever gear is in its description instead. When you are possessed by your eidolon, any armor merges, as does gear that the eidolon cannot use, but other items can remain in physical space and continue to function or merge, at your option.  
+
=== 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.
  
While possessed, you can take no actions other than to cast spells on yourself (you are considered to be in an extra-dimensional space for this purpose, and can satisfy any components the spell has using any gear melded into your form), use your Life Link ability, and communicate with and control the creature possessing you. If you have some way to communicate that does not involve your body, such as telepathy, you can use that means to communicate with others. No action you take while possessed can trigger an attack of opportunity.
+
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.  
  
A medium can only control one summoned/called creature at a time, and further summons merely replace the current one. He can never control more than one creature at a time, and this applies to the eidolon as well as to called/summoned creatures (but see [[#Separate_Forms_.28Su.29|Separate Forms]] below).
+
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.  
  
If the possession ends for some reason, such as if the creature is exorcised, this power immediately ends and you return to your normal shape. The possessing creature is immediately returned to its home plane.
+
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.
  
This ability replaces Bond Senses.
+
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) ===
 
=== Possession Spellcasting (Su) ===
At 4th level, you can cast spells and use spell-like effects on yourself and on the creature possessing you while possessed. 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 ability replaces Shield Ally.
+
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.  
When you replace one possessing creature with another, you dismiss your current creature, transform back to your normal shape, summon the new creature, and transfer back to extra-dimensional space, all as a part of the action to summon the new creature. You can be attacked during this interval in material space, but only with a readied or immediate action. If you use a spell with a one-round casting time, this happens at the beginning of your next turn when the spellcasting is finished.
+
He cannot directly affect anything except the creature possessing him.
 
+
This replaces bond senses.
=== Condition Selection (Ex) ===
 
At 6th level, when being possessed or returning from being possessed, you can select which effects to transfer between yourself and 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 within 30 ft. of a creature with the to possess others, including a creature with such a spell prepared or using a spell to possess another creature. 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 currently being possessed. You can use this ability on a creature possessing you, even in situations where you'd normally be incapable of any action.
+
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.  
Trying to use this ability on a creature incapable of possession automatically fails.  
 
  
The creature 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 outlined 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.  
+
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.
  
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 assume the creature's shape and abilities if you are not already. If the saving throw succeeds, the creature is in control. If you have assumed the creature's shape 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.
+
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.  
  
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.  
+
Possession trap replaces shield ally.
  
Possession trap replaces Transposition.
+
=== 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.
=== Medium's Life Bond (Su) ===
+
Condition selection replaces maker's call.
At 14th level, a medium’s life becomes linked to his eidolon’s. When you take damage while not being possessed, you can transfer that would kill or incapacitate you to your eidolon, even tough your eidolon is not physically present. Damage in excess of that which would reduce you to fewer than 0 hit points is instead transferred to the eidolon. As long as the eidolon has 1 or more hit points, you are protected from harm. Damage is transferred 1 point at a time, meaning that as soon as the eidolon is reduced to a zero hit points, or has any attribute reduced t zero, all excess damage remains with the summoner.
 
 
 
Effects that cause death or conditions 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. It can transfer ability damage and drain.
 
 
 
This ability replaces Life Bond.
 
 
 
=== Separate Forms (Su) exit your eidolon while it is possessing you, and both can be physically present at the same time. This allows you to have your eidolon present along with another summoned or called creature that is possessing you. When using this ability, you can have 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 free 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.
+
=== 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 Merge Forms.
+
This ability replaces transposition, greater shield ally, merge forms, and twin eidolon.
  
== Table: The Medium  ==
+
=== 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="wikitable"
 
{| class="wikitable"
|rowspan=2| '''Class<br>Level'''||rowspan=2| '''Base Attack<br>Bonus'''||rowspan=2| '''Fort<br>Save'''||rowspan=2| '''Ref<br>Save'''||rowspan=2| '''Will<br>Save'''||rowspan=2| '''Special'''||colspan=6 align="center" |'''Spells per Day'''
+
|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'''
 
|-
 
|-
 
| '''1'''||| '''2'''||| '''3'''||| '''4'''|||'''5'''|||'''6'''
 
| '''1'''||| '''2'''||| '''3'''||| '''4'''|||'''5'''|||'''6'''
 
|-
 
|-
|valign="top"| 1st||valign="top"| +0||valign="top"| +0||valign="top"| +0||valign="top"| +2||valign="top"| Cantrips, controlled possession, eidolon, life link, summon monster I||valign="top"| 1||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —
+
|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"| ||valign="top"| 2||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"| 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 spellcasting||valign="top"| 3||valign="top"| 1||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"| —
 
|-
 
|-
 
|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"| 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"| 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"| —
 
|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"| —
 
|-
 
|-
|valign="top"| 8th||valign="top"| +6/+1||valign="top"| +2||valign="top"| +2||valign="top"| +6||valign="top"| Possession trap||valign="top"| 4||valign="top"| 4||valign="top"| 2||valign="top"| —||valign="top"| —||valign="top"| —
+
|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"| 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"| 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"| 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"| Greater shield ally||valign="top"| 5||valign="top"| 5||valign="top"| 4||valign="top"| 3||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"| 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"| Medium's life bond||valign="top"| 5||valign="top"| 5||valign="top"| 4||valign="top"| 4||valign="top"| 2||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"| 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"| Separate forms||valign="top"| 5||valign="top"| 5||valign="top"| 5||valign="top"| 4||valign="top"| 3||valign="top"| 1
+
|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"| 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
Line 112: Line 106:
 
|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"| 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"| Twin eidolon||valign="top"| 5||valign="top"| 5||valign="top"| 5||valign="top"| 5||valign="top"| 5||valign="top"| 5
+
|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
 
|}
 
|}
  
Line 118: Line 112:
 
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
 +
* Maker's Call
 
* Transposition
 
* Transposition
 +
* Greater Shield Ally
 
* Life Bond
 
* Life Bond
 
* Merge Forms
 
* Merge Forms
 +
* Twin Eidolon
 
<!-- OGL -->
 
<!-- OGL -->
 
<noinclude>{{OGL}}</noinclude>
 
<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
OGL logo.png The text in this article is Open Game Content. It is covered by the Open Game License v1.0a, rather than the Action copyright. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact one of the Action administrators. Please note that images used in article may have different copyright than the text.