Difference between revisions of "Abiogenesist (Apath)"
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=== Alchemy === | === Alchemy === | ||
The animator has the alchemist's alchemy ability, including the ability to create extracts. The animator's extracts take the form of oils, not potions, and are applied by anointing the user or an adjacent, willing target with the oil, a standard action. The animator can anoint his galem with an extract in oil form, and need not know the Infusion extract to do so. The galem cannot anoint itself with one of the animator's extracts, but can use infusions normally. This replaces spells. | The animator has the alchemist's alchemy ability, including the ability to create extracts. The animator's extracts take the form of oils, not potions, and are applied by anointing the user or an adjacent, willing target with the oil, a standard action. The animator can anoint his galem with an extract in oil form, and need not know the Infusion extract to do so. The galem cannot anoint itself with one of the animator's extracts, but can use infusions normally. This replaces spells. | ||
− | + | ||
− | + | === Homunculus === | |
+ | An animator begins play with a powerful construct called a homunculus and has the ability to build new homunculi. Unlike the creature called a homunculus (which animators consider only half finished experiments), the homunculi animators create is alive, an outsider of the native subtype. The animator forms a link with his homunculus, and can only maintain such a link to one homunculus at a time. If a animator builds a new homunculus, any link to a previous homunculus is lost and that homunculus is destroyed. A homunculus has the same alignment as the animator that created it and knows all languages its creator knows. It is a wholly material creature and cannot be dismissed or summoned. | ||
+ | |||
+ | A animator can create a new homunculus in a ritual that takes a full day to perform. Such a new homunculus is identical in all ways to the previous homunculus. Only when advancing in level can a animator create a new homunculus that differs from the old one, reconstructing it from the ground up, including choosing a new base form. A homunculus is made from a brew of blood and dung, deposited in a bag made of an animal's intestines, gently heated over a slow fire while the animator stirs and exhales on it. At first the creature is very small (hence the name), but further work makes it grow in size and power. | ||
+ | |||
+ | An homunculus can access some unique evolutions, see the appendix. Other than described here it is identical to a summoner's eidolon. | ||
=== Discoveries === | === Discoveries === |
Revision as of 22:50, 24 April 2015
Unofficial rules compendium | |
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Not all eidolons are summoned—some are animated using alchemy. Carefully infusing inanimate substance with an alchemical semblance of life, the animator creates a servant. Called galem to distinguish them form the classical golem, this construct shares many of the golem's characteristics.
Class Information
This is a hybrid class, a combination of summoner and alchemist.
Hit Die: d8.
Class Features
The following are the class features of the animator.
Class Skills
The animator’s class skills are Appraise (Int), Craft (Int), Disable Device (Dex), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
Alchemy
The animator has the alchemist's alchemy ability, including the ability to create extracts. The animator's extracts take the form of oils, not potions, and are applied by anointing the user or an adjacent, willing target with the oil, a standard action. The animator can anoint his galem with an extract in oil form, and need not know the Infusion extract to do so. The galem cannot anoint itself with one of the animator's extracts, but can use infusions normally. This replaces spells.
Homunculus
An animator begins play with a powerful construct called a homunculus and has the ability to build new homunculi. Unlike the creature called a homunculus (which animators consider only half finished experiments), the homunculi animators create is alive, an outsider of the native subtype. The animator forms a link with his homunculus, and can only maintain such a link to one homunculus at a time. If a animator builds a new homunculus, any link to a previous homunculus is lost and that homunculus is destroyed. A homunculus has the same alignment as the animator that created it and knows all languages its creator knows. It is a wholly material creature and cannot be dismissed or summoned.
A animator can create a new homunculus in a ritual that takes a full day to perform. Such a new homunculus is identical in all ways to the previous homunculus. Only when advancing in level can a animator create a new homunculus that differs from the old one, reconstructing it from the ground up, including choosing a new base form. A homunculus is made from a brew of blood and dung, deposited in a bag made of an animal's intestines, gently heated over a slow fire while the animator stirs and exhales on it. At first the creature is very small (hence the name), but further work makes it grow in size and power.
An homunculus can access some unique evolutions, see the appendix. Other than described here it is identical to a summoner's eidolon.
Discoveries
At level 1 and every odd level thereafter, the animator gains a discovery, as the alchemist ability. He cannot select discoveries that enhances abilities he does not have, such as bombs or poison use. This replaces the summon monster and gate abilities.
Galem Possession (Su)
Starting at 2nd level, as an at-will standard action, a animator can share the senses of his galem, hearing, seeing, smelling, tasting, and touching everything the galem does. He can also make the galem use his own skill ranks and class skill bonuses, modified by the galem’s ability scores, racial, and size modifiers rather than his own. He can use this ability at will, but doing so requires a standard action each round. There is no range limitation to this effect, but the galem and the animator must be on the same plane.
This replaces the bond senses ability normally gained at level 2.
Table: Animator
Class Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special | Spells per Day | |||||
1 | 2 | 3 | 4 | 5 | 6 | ||||||
1st | +0 | +2 | +0 | +2 | Cantrips, discovery, eidolon, life link | 1 | — | — | — | — | — |
2nd | +1 | +3 | +0 | +3 | Bond senses | 2 | — | — | — | — | — |
3rd | +2 | +3 | +1 | +3 | Discovery | 3 | — | — | — | — | — |
4th | +3 | +4 | +1 | +4 | Shield ally | 3 | 1 | — | — | — | — |
5th | +3 | +4 | +1 | +4 | Discovery | 4 | 2 | — | — | — | — |
6th | +4 | +5 | +2 | +5 | Maker’s call | 4 | 3 | — | — | — | — |
7th | +5 | +5 | +2 | +5 | Discovery | 4 | 3 | 1 | — | — | — |
8th | +6/+1 | +6 | +2 | +6 | Transposition | 4 | 4 | 2 | — | — | — |
9th | +6/+1 | +6 | +3 | +6 | Discovery | 5 | 4 | 3 | — | — | — |
10th | +7/+2 | +7 | +3 | +7 | Aspect | 5 | 4 | 3 | 1 | — | — |
11th | +8/+3 | +7 | +3 | +7 | Discovery | 5 | 4 | 4 | 2 | — | — |
12th | +9/+4 | +8 | +4 | +8 | Greater shield ally | 5 | 5 | 4 | 3 | — | — |
13th | +9/+4 | +8 | +4 | +8 | Discovery | 5 | 5 | 4 | 3 | 1 | — |
14th | +10/+5 | +9 | +4 | +9 | Life bond | 5 | 5 | 4 | 4 | 2 | — |
15th | +11/+6/+1 | +9 | +5 | +9 | Discovery | 5 | 5 | 5 | 4 | 3 | — |
16th | +12/+7/+2 | +10 | +5 | +10 | Merge forms | 5 | 5 | 5 | 4 | 3 | 1 |
17th | +12/+7/+2 | +10 | +5 | +10 | Discovery | 5 | 5 | 5 | 4 | 4 | 2 |
18th | +13/+8/+3 | +11 | +6 | +11 | Greater aspect | 5 | 5 | 5 | 5 | 4 | 3 |
19th | +14/+9/+4 | +11 | +6 | +11 | Discovery | 5 | 5 | 5 | 5 | 5 | 4 |
20th | +15/+10/+5 | +12 | +6 | +12 | Twin eidolon | 5 | 5 | 5 | 5 | 5 | 5 |
Summary of Changed Class Abilities
- Class Skills
- Eidolon
- Spell List
- Summon Monster I - IX
- Bond Senses
- Gate
See Also
External Links
- Summoner class at d20pfsrd.com
- Summoner spells at d20pfsrd.com
- Eidolons at d20pfsrd.com
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