Difference between revisions of "Summoner (Apath)"

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{{Apath}}
 
{{Apath}}
 
 
== Variant Unchained Eidolons ==
 
== Variant Unchained Eidolons ==
The following additional types of unchained eidolons exist, tough some are resistricted to certain summoner archetypes.
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The following [http://www.d20pfsrd.com/classes/unchained-classes/summoner-unchained/eidolons-unchained#TOC-Eidolon-Subtypes subtypes of unchained eidolons] are common, and there are also [[Eidolons_(Apath) | additional eidolons]], many of which are not outsiders. The descriptions of these new subtypes of eidolon follow those in Pathfinder Unchained, except as noted. There is a new entry, forbidden evolutions, that supplants any subtype requirements listed for eidolons. Other prerequisites, such as base form, still apply. Each subtype has a set of base evolutions that they start with, these replace the attacks an eidolon normally has because of its subtype.{{ : Summoner Spell List Additions (Apath) }}
 
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=== Frequently Asked Questions ===
=== Augmented Animal ===
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Unless noted, these answers are my interpretation of the rules, not intended to be rules changes.
(naturalist, spirit summoner, wild caller, wild caller racial)
 
 
 
Some summoners have bonded with a spirit of the wild, a spirit-animal or avatar of nature. These eidolons are of the animal type and the extra-dimensional subtype. Hailing from wild places on other planes, these creatures often start out looking like a terrestrial animal, but as they progress they often grow to be fantastic combinations of animal traits. They have the same attributes and type of hit dice as other eidolons, their type mainly changes what spells and effects can affect them. They have the same mental and physical attributes as other eidolons and can speak.
 
 
 
'''Alignment:''' Neutral Good, neutral, or neutral evil.
 
 
 
'''Base Form:''' Biped (bite or claws, limbs [arms], limbs [legs]) or quadruped (limbs [legs, 2], bite or claws, scent), or serpentine (bite, poison [bite], scent).  
 
 
 
'''Class Skills''' Instead of the normal eidolon's list of class skills the augmented animal uses the following list: Acrobatics (Dex), Climb (Str), Fly (Dex), Perception (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).
 
  
'''Base Evolutions:''' Starting at 1st level, augmented animals gain the increased attribute (Constitution) evolution.
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'''Do eidolons gain the benefits of being a player character?'''
 +
An eidolon is not a player character, and does not gain player character boons, such as traits. Eidolons can purchase traits using the Additional Traits feat. They must still have a source or trainer for the trait. An eidolon is not a character and does not get maximum hit points on its first Hit Die.
 +
If the campaign allows animal companions and familiars to gain PC bonuses, ediolons gain these bonuses too.  
  
At 4th level, augmented animals gain wild empathy (Ex). The eidolon can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The eidolon rolls 1d20 and adds its hit dice level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the eidolon and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The eidolon can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. If the augmented animal eidolon is using wild empathy against an animal it strongly resembles in form and function (at the GMs option), it gains a +4 bonus on the check.
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'''Do eidolons benefit from effects that boost summoned creatures?'''
 +
Spells and abilities that work on summoned creatures work on eidolons. Feats that improve or change the abilities or numbers of summoned creatures (like Augment Summoning and Superior Summoning) works for the summon monster ability, but never work with the eidolon, even when it is summoned using the ''summon eidolon'' spell.
  
At 8th level, augmented animals gain woodland stride (Ex). The augmented animal eidolon may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect it.
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'''Does the large evolution reduce the effects of base or base form evolutions?'''
 +
If an eidolon with the base form or base evolution increased attribute (Strength) takes the large evolution, the increased attribute evolution still works normally. It doesn’t matter that an evolution’s evolution point cost is doubled if it is free.
  
At 12th level, the augmented animal gains swift tracker (ex) and can move at its normal speed while using Survival to follow tracks without taking the normal –5 penalty. It takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
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'''How do eidolons heal?'''
 +
An eidolon cannot heal naturally, but it can be healed by any supernatural means. This includes rejuvenate eidolon spells, but also common healing spells like ''cure light wounds''. Eidolons cannot be healed with the Heal skill’s treat deadly wounds ability.
  
At 16th level, augmented animals gain quarry (Ex). The augmented animal can, as a standard action, denote one target within its line of sight as its quarry. Whenever it is following the tracks of his quarry, it can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, it receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. An augmented animal eidolon can have no more than one quarry at a time. It can dismiss this effect at any time as a free action, but it cannot select a new quarry for 24 hours. If the augmented animal eidolon sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.
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'''What damage reduction can an eidolon penetrate?'''
 +
Eidolons with DR/magic treat their natural weapons (but not wielded weapons) as magic weapons for the purpose of overcoming damage reduction.
  
At 20th level, augmented animals gain hide in plain sight (ex) and can use Stealth to hide even without cover or concealment in any kind of natural terrain.
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A eidolon with an alignment subtype (chaotic, evil, good, or lawful) or DR/alignment can overcome DR/alignment with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or alignments) that matched the subtype(s) of the creature or is opposed to the creature's DR.
  
=== Magical Beast ===
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This is in addition to the benefits of the magic attacks evolution.
(bestial summoner, monster channeler, monster mage
 
  
=== Fey ===
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'''How Much And What Type of Damage Does Eidolon Natural Attacks Do?
(first worlder)
 
  
=== Shadow ===
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The damage type dealt by an eidolons’ natural attacks are given in the universal monster rules. A summary of the parts relevant to eidolons is given below.
(shadow caller)
 
  
=== Storykin ===
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'''Table: Eidolon Natural Attacks by Size'''
(story summoner)
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{|class="wikitable"
 +
|-
 +
|valign="top"|  '''Natural Attack''' ||valign="top"|  '''Tiny''' ||valign="top"|  '''Small''' ||valign="top"|  '''Medium''' ||valign="top"|  '''Large''' ||valign="top"|  '''Huge''' ||valign="top"|  '''Damage Type''' ||valign="top"|  '''Attack type'''
 +
|-
 +
|valign="top"|  Bite ||valign="top"|  1d3 ||valign="top"|  1d4 ||valign="top"|  1d6 ||valign="top"|  1d8 ||valign="top"|  2d6 ||valign="top"|  B, P, and S ||valign="top"|  Primary
 +
|-
 +
|valign="top"|  Claw ||valign="top"|  1d2 ||valign="top"|  1d3 ||valign="top"|  1d4 ||valign="top"|  1d6 ||valign="top"|  1d8 ||valign="top"|  B and S ||valign="top"|  Primary
 +
|-
 +
|valign="top"|  Gore ||valign="top"|  1d3 ||valign="top"|  1d4 ||valign="top"|  1d6 ||valign="top"|  1d8 ||valign="top"|  2d6 ||valign="top"|  P ||valign="top"|  Primary
 +
|-
 +
|valign="top"|  Hoof, Tentacle, Wing ||valign="top"|  1d2 ||valign="top"|  1d3 ||valign="top"|  1d4 ||valign="top"|  1d6 ||valign="top"|  1d8 ||valign="top"|  B ||valign="top"|  Secondary
 +
|-
 +
|valign="top"|  Pincers, Tail Slap ||valign="top"|  1d3 ||valign="top"|  1d4 ||valign="top"|  1d6 ||valign="top"|  1d8 ||valign="top"|  2d6 ||valign="top"|  B ||valign="top"|  Secondary
 +
|-
 +
|valign="top"|  Slam ||valign="top"|  1d4 ||valign="top"|  1d6 ||valign="top"|  1d8 ||valign="top"|  2d6 ||valign="top"|  2d8 ||valign="top"|  B ||valign="top"|  Primary
 +
|-
 +
|valign="top"|  Sting ||valign="top"|  1d2 ||valign="top"|  1d3 ||valign="top"|  1d4 ||valign="top"|  1d6 ||valign="top"|  1d8 ||valign="top"|  P ||valign="top"|  Primary
 +
|-
 +
|}
  
== Frequently Asked Questions ==
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== See Also ==
These answers are my interpretation of the rules, not rules changes.
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* [[List of Evolutions (Apath) | List of Evolutions]]
* An eidolon cannot heal naturally, but it can be healed by any supernatural means.
 
* Eidolons do not begin with traits, but can purchase them using the [http://www.d20pfsrd.com/feats/general-feats/additional-traits Additional Traits] feat. They must still have a source or trainer for the trait.
 
* An eidolon is not a player character, and does not gain maximum hit points on its first hit die.
 
* A creature summoned by the Summon Monster ability (not spell) appears immediately and can act in the turn it appears.
 
* A creature summoned by a ''summon monster'' spell (as opposed to the class ability) uses all the normal rules of the spell, and can be present at the same time as the eidolon or a creature summoned using the class ability.
 
* Feats that improve or change the abilities or numbers of summoned creatures (like Augment Summoning and Superior Summoning) works for the summon monster ability, but never work with the eidolon, even when it is summoned using the ''summon eidolon'' spell.
 
  
 
== External Links ==
 
== External Links ==
 +
* [https://docs.google.com/document/d/1flEJrpr3VIkc09cH_ZofizK_9Dy90YNR3VWC_rIRtJM/edit Unchained Summoner Guide] by Mighty Glacier.
 
* [http://www.giantitp.com/forums/showthread.php?t=184592 Summoner Guide] at Giant in the Playground
 
* [http://www.giantitp.com/forums/showthread.php?t=184592 Summoner Guide] at Giant in the Playground
 
* [https://docs.google.com/document/d/1oRoaIVTmDH7k6tVbTdXzuw-dYTPkdRo57NYB5Wv7vJo/edit#heading=h.3od2l0e9sjh2 Utility Summoner Guide]
 
* [https://docs.google.com/document/d/1oRoaIVTmDH7k6tVbTdXzuw-dYTPkdRo57NYB5Wv7vJo/edit#heading=h.3od2l0e9sjh2 Utility Summoner Guide]
 
* [https://docs.google.com/document/d/1BVWY_NR5kJZAeGNYyvD5ljRs6whzFPDBCvOAryq2qcE/edit Melee Summoner Guide]
 
* [https://docs.google.com/document/d/1BVWY_NR5kJZAeGNYyvD5ljRs6whzFPDBCvOAryq2qcE/edit Melee Summoner Guide]
 +
* [https://docs.google.com/document/d/17Z77UBaz6lmvqTJRMqnY7hzwYUpPPsmxLcW_1X6w5DU/edit Getting into Someone Else’s Skin] N. Jolly’s mini guide to the Synthesis Summoner (chained)
 
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Latest revision as of 14:07, 13 September 2018

ApathApath Logo
Unofficial rules compendium

Variant Unchained Eidolons

The following subtypes of unchained eidolons are common, and there are also additional eidolons, many of which are not outsiders. The descriptions of these new subtypes of eidolon follow those in Pathfinder Unchained, except as noted. There is a new entry, forbidden evolutions, that supplants any subtype requirements listed for eidolons. Other prerequisites, such as base form, still apply. Each subtype has a set of base evolutions that they start with, these replace the attacks an eidolon normally has because of its subtype.

Summoner Spell List Additions

Paizo's unchained summoner spell list can be found at Archives of Nethys. The spells listed here are my own additions.

Level 0: benign dispel, fireflies, summon zero.

Level 1: bone armor, celestial healing, protection from evil, rouse undead I.

Level 2: human potential, alter summoned monster, final sacrifice, gird ally, glitterdust, rouse undead II.

Level 3: deft digits, master's escape, rouse undead IV, phantom chariot.

Level 4: celestial healing (greater), devil contract, hollow heroism, instant restoration, rouse undead V.

Level 5: banishing blade, master's mutation, rouse undead VI, teleport beacon.

Level 6: baleful shadow transmutation, dissolution, human potential (mass), planar refuge, rouse undead VII, shadow transmutation, summon laborers, true seeing.

Frequently Asked Questions

Unless noted, these answers are my interpretation of the rules, not intended to be rules changes.

Do eidolons gain the benefits of being a player character? An eidolon is not a player character, and does not gain player character boons, such as traits. Eidolons can purchase traits using the Additional Traits feat. They must still have a source or trainer for the trait. An eidolon is not a character and does not get maximum hit points on its first Hit Die. If the campaign allows animal companions and familiars to gain PC bonuses, ediolons gain these bonuses too.

Do eidolons benefit from effects that boost summoned creatures? Spells and abilities that work on summoned creatures work on eidolons. Feats that improve or change the abilities or numbers of summoned creatures (like Augment Summoning and Superior Summoning) works for the summon monster ability, but never work with the eidolon, even when it is summoned using the summon eidolon spell.

Does the large evolution reduce the effects of base or base form evolutions? If an eidolon with the base form or base evolution increased attribute (Strength) takes the large evolution, the increased attribute evolution still works normally. It doesn’t matter that an evolution’s evolution point cost is doubled if it is free.

How do eidolons heal? An eidolon cannot heal naturally, but it can be healed by any supernatural means. This includes rejuvenate eidolon spells, but also common healing spells like cure light wounds. Eidolons cannot be healed with the Heal skill’s treat deadly wounds ability.

What damage reduction can an eidolon penetrate? Eidolons with DR/magic treat their natural weapons (but not wielded weapons) as magic weapons for the purpose of overcoming damage reduction.

A eidolon with an alignment subtype (chaotic, evil, good, or lawful) or DR/alignment can overcome DR/alignment with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or alignments) that matched the subtype(s) of the creature or is opposed to the creature's DR.

This is in addition to the benefits of the magic attacks evolution.

How Much And What Type of Damage Does Eidolon Natural Attacks Do?

The damage type dealt by an eidolons’ natural attacks are given in the universal monster rules. A summary of the parts relevant to eidolons is given below.

Table: Eidolon Natural Attacks by Size

Natural Attack Tiny Small Medium Large Huge Damage Type Attack type
Bite 1d3 1d4 1d6 1d8 2d6 B, P, and S Primary
Claw 1d2 1d3 1d4 1d6 1d8 B and S Primary
Gore 1d3 1d4 1d6 1d8 2d6 P Primary
Hoof, Tentacle, Wing 1d2 1d3 1d4 1d6 1d8 B Secondary
Pincers, Tail Slap 1d3 1d4 1d6 1d8 2d6 B Secondary
Slam 1d4 1d6 1d8 2d6 2d8 B Primary
Sting 1d2 1d3 1d4 1d6 1d8 P Primary

See Also

External Links

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