Difference between revisions of "Monster Magus (Apath)"
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This is a modification to the eidolon ability, except as noted this is the same as the regular eidolon. | This is a modification to the eidolon ability, except as noted this is the same as the regular eidolon. | ||
− | === | + | ==== Eidolon Choices ==== |
− | A native eidolons is never an extraplanar creature and must be selected among creatures that live naturally in the material plane. Exactly which creatures do so depend on the game world | + | A native eidolons is never an extraplanar creature and must be selected among creatures that live naturally in the material plane. Exactly which creatures do so depend on the game world, but at a minimum elementals are available. If using Everyman Unchained: Eidolons all eidolons that are not outsiders are available. |
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=== Summon Monster (Sp) === | === Summon Monster (Sp) === |
Revision as of 11:57, 3 September 2016
Unofficial rules compendium | |
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A monster mage has a pact with a supernatural creature that is of this world. While the monster mage is still a powerful spellcaster with a supernatural ally, his eidolon is not an extra-dimensional creature but native to this world.
Class Information
This is a summoner archetype
Hit Die: d8.
Class Features
The monster mage has all the summoner's class features, except as described here.
Native Edolon
A monster mage begins play with the services of a powerful creature called an native eidolon. The native eidolon formed a pact with the monster mage for reasons that need not be entirely clear. An native eidolon has an alignment selected by the player, it can be different from the monster mage's own alignment.
Native eidolon are a permanent fixture of the summoner's home plane. They are not extra-dimensional and cannot be summoned or dismissed. This means that it cannot be conveniently stowed away when not needed; keeping the native eidolon nearby can be a problem.
Eidolon allies are very hard to kill; they go unconscious normally at zero hit points, but automatically stabilize and can survive at negative hit points equal to half their full normal hit points. An native eidolon that is slain can be raised or resurrected without suffering negative levels, or the monster mage can call upon his pact to contact a new native eidolon. This is a one-hour ritual that severs all ties with the old monster. The replacement native eidolon must travel to the monster mage using its own abilities, a process that can take up to a week.
Native eidolons pay only half the usual evolution point cost for the large/huge evolution.
This is a modification to the eidolon ability, except as noted this is the same as the regular eidolon.
Eidolon Choices
A native eidolons is never an extraplanar creature and must be selected among creatures that live naturally in the material plane. Exactly which creatures do so depend on the game world, but at a minimum elementals are available. If using Everyman Unchained: Eidolons all eidolons that are not outsiders are available.
Summon Monster (Sp)
This is the same as the summoner ability of the same name, except the monster mage can use it while his eidolon is around. He can still only have one instance of the summon monster ability active at any one time; using this ability dismisses any monsters remaining from a previous use of the ability. This is a modification of summon monster and also replaces life link.
No Summon Eidolon
Remove the summon eidolon spell from the monster mage’s spell list.
Aspect (Su)
This is the same as the summoner ability of the same name, except it is gained at 8th level.
Greater Call (Su)
At 10th level, the monster mage can teleport his native eidolon to his side once per day. This works like maker's call, except the range is that of teleport. The caster level of this ability is the monster mage's level. This replaces transposition.
Table: Monster Mage
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day | |||||
1st | 2nd | 3rd | 4th | 5th | 6th | ||||||
1st | +0 | +0 | +0 | +2 | Cantrips, native eidolon, summon monster I | 1 | — | — | — | — | — |
2nd | +1 | +0 | +0 | +3 | Bond senses | 2 | — | — | — | — | — |
3rd | +2 | +1 | +1 | +3 | Summon monster II | 3 | — | — | — | — | — |
4th | +3 | +1 | +1 | +4 | Shield ally | 3 | 1 | — | — | — | — |
5th | +3 | +1 | +1 | +4 | Summon monster III | 4 | 2 | — | — | — | — |
6th | +4 | +2 | +2 | +5 | Maker’s call | 4 | 3 | — | — | — | — |
7th | +5 | +2 | +2 | +5 | Summon monster IV | 4 | 3 | 1 | — | — | — |
8th | +6/+1 | +2 | +2 | +6 | Aspect | 4 | 4 | 2 | — | — | — |
9th | +6/+1 | +3 | +3 | +6 | Summon monster V | 5 | 4 | 3 | — | — | — |
10th | +7/+2 | +3 | +3 | +7 | Greater call | 5 | 4 | 3 | 1 | — | — |
11th | +8/+3 | +3 | +3 | +7 | Summon monster VI | 5 | 4 | 4 | 2 | — | — |
12th | +9/+4 | +4 | +4 | +8 | Greater shield ally | 5 | 5 | 4 | 3 | — | — |
13th | +9/+4 | +4 | +4 | +8 | Summon monster VII | 5 | 5 | 4 | 3 | 1 | — |
14th | +10/+5 | +4 | +4 | +9 | Life bond | 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 | Merge forms | 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 | Twin eidolon | 5 | 5 | 5 | 5 | 5 | 5 |
Summary of Changed Class Abilities
These abilities of the original class are lost or modified in this archetype:
- Eidolon
- Life Link
- Summon Monster (all)
- Aspect
- Transposition
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