Difference between revisions of "Summoner (Apath)"
m (→Storykin: wk) |
m (→Storykin: wk) |
||
Line 158: | Line 158: | ||
'''Base Evolutions:''' the storykin eidolon can take harrow cards from its body and throw them as if they were shuriken (1d2 damage (1 point for Small eidolons), range increment 10 ft. It has an unlimited supply of cards and is proficient in shuriken. This coundt as both a thrown weapon and a natural attack for the purpose of what spells and abilities it works with. Thrown cards are destroyed and without value. At level 4 and every four levels therafter, the damage of these shuriken increase by one step; 1d3 at level 4, 1d4 at level 8, 1d6 at level 12, 1d8 at level 16, and 2d6 at level 20. A small storykin eidolon's shuriken damage is reduced by one step. A storykin eidolon does not need to breathe and is immune to poison and disease, but takes damage from water; 1d6 on a direct hit from a flask of water, 1 hit point if splashed, 5d6 per round if immersed in water. | '''Base Evolutions:''' the storykin eidolon can take harrow cards from its body and throw them as if they were shuriken (1d2 damage (1 point for Small eidolons), range increment 10 ft. It has an unlimited supply of cards and is proficient in shuriken. This coundt as both a thrown weapon and a natural attack for the purpose of what spells and abilities it works with. Thrown cards are destroyed and without value. At level 4 and every four levels therafter, the damage of these shuriken increase by one step; 1d3 at level 4, 1d4 at level 8, 1d6 at level 12, 1d8 at level 16, and 2d6 at level 20. A small storykin eidolon's shuriken damage is reduced by one step. A storykin eidolon does not need to breathe and is immune to poison and disease, but takes damage from water; 1d6 on a direct hit from a flask of water, 1 hit point if splashed, 5d6 per round if immersed in water. | ||
− | At 4th level, storykin | + | At 4th level, all the storykin eidolon's natural attacks count as magical weapons and it gains the skilled (Escape artist) evolution. |
− | At 8th level, | + | At 8th level, storykin eidolons gains DR 5/cutting. |
At 12th level, storykin eidolons gain the gore evolution. | At 12th level, storykin eidolons gain the gore evolution. |
Revision as of 15:54, 1 October 2015
Unofficial rules compendium | |
|
Variant Unchained Eidolons
The following additional types of unchained eidolons exist, tough some are resistricted to certain summoner archetypes.
Augmented Animal Eidolon
(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 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 eidolon 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 animal eidolons gain the increased attribute (Constitution) evolution.
At 4th level, augmented animal eidolons 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 its 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 it 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.
At 8th level, augmented animal eidolons 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 its 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.
At 12th level, the augmented animal eidolon 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.
At 16th level, augmented animal eidolons gain quarry (Ex). The augmented animal eidolon can, as a standard action, denote one target within its line of sight as its quarry. Whenever it is following the tracks of its quarry, it can take 10 on its Survival skill checks while moving at normal speed, without penalty. In addition, it receives a +2 insight bonus on attack rolls made against its 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 its quarry is dead, it can select a new quarry after waiting 1 hour.
At 20th level, augmented animal eidolons gain hide in plain sight (ex) and can use Stealth to hide even without cover or concealment in any kind of natural terrain.
Dragon Eidolon
Dragon Type | Energy Type | Breath Shape | Alignment |
Black | Acid | 60-foot line | Chaotic Evil |
Blue | Electricity | 60-foot line | Lawful Evil |
Green | Acid | 30-foot cone | Lawful Evil |
Red | Fire | 30-foot cone | Chaotic Evil |
White | Cold | 30-foot cone | Chaotic Evil |
Brass | Fire | 60-foot line | Chaotic Good |
Bronze | Electricity | 60-foot line | Lawful Good |
Copper | Acid | 60-foot line | Chaotic Good |
Gold | Fire | 30-foot cone | Lawful Good |
Silver | Cold | 30-foot cone | Lawful Good |
(monster channeler, monster mage)
Certain summoners ally with extra-dimensional dragons. These dragon eidolons are proud and won't stand for abuse, but will indulge a loyal and polite summoner as if he was a pet. A dragon eidolon is modeled on a kind of true dragon, and gains a breath weapon and damage resistance based on the type of dragon, see Table: Dragon Eidolon.
Alignment: Depends on the type of dragon chosen, see Table: Dragon Eidolon.
Base Form: Quadruped (limbs [legs, 2], bite and claws).
Base Evolutions: At first level, dragon eidolons gain the flight (wings) evolution. A dragon eidolon must be Small in size until level 4. Thereafter it can be any size normally allowed.
At 4th level, dragon eidolons gain the resistance evolution against the energy type from Table: Dragon Eidolon.
At 8th level, dragon eidolons gain the breath weapon evolution. Certain dragon eidolons may have a 60 ft' line instead of a 30 ft. cone, depending on the type of breath the original dragon has, see Table: Dragon Eidolon.
At 12th level, dragon eidolons gain the immunity evolution against the damage type listed on Table: Dragon Eidolon. The dragon eidolon gets no refund for the resistance evolution which now becomes obsolete.
At 16th level, dragon eidolons gain the wing buffet evolution.
At 20th level, dragon eidolons gain the frightful presence evolution.
Magical Beast
(bestial summoner, monster channeler, monster mage)
Certain eidolons are of the magical beast type with the extra-dimensional subtype. The magical beast eidolon often mimics some kind of legendary creature like a unicorn or owlbear, it takes a Knowledge Arcana check (DC 20 + eidolon's hit dice) to identify a magical beast eidolon for what it is. The DC is reduced by 5 for each evolution the magical beast eidolon has that the creature it lacks mimics. The number of evolution points in each evolution does affect the DC, nor does base evolutions
Alignment: Any.
Base Form: Biped (bite or claws, limbs [arms], limbs [legs]) or quadruped (limbs [legs, 2], bite or claws), or serpentine (bite, poison [bite] or grab, tail).
Base Evolutions: 2 points of evolutions.
At 4th level, magical beast eidolons gain the improved damage [bite] and scent evolutions.
At 8th level, magical beast eidolons gains DR 5/magic.
At 12th level, magical beast eidolons gain the ability increase (Strength) evolution.
At 16th level, magical beast eidolons gain the improved natural armor evolution
At 20th level, magical beast eidolons gain the fast healing evolution.
Fey
(first worlder)
Fey rarely regard creatures of other types with any degree of sympathy, but rarely a certain fey develops such a deep rapport with another creature that they allow that creature to call upon them. They have the fey type and the extra-planar subtype.
Alignment: Any non-lawful.
Hit Dice: Fey eidolon have d6 hit dice.
Languages: Fey eidolons speak Sylvan as well as any languages spoken by the summoner.
Saving Throws: Fey eidolons with a humanoid base form have the following saves: Saves Fort (poor), Ref (good), Will (good).
Skills: Fey eidolons gain 6 skill points per hit dice and have the following class skills:: Acrobatics, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (geography), Knowledge (local), Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, and Use Magic Device.
Base Form: Biped (flight (wings), limbs [arms], limbs [legs]) or quadruped (limbs [legs, 2], bite, scent), or serpentine (bite, poison [bite], scent).
Base Evolutions: A fey eidolon gains a number of spell-like abilities as the summoner advances in level, which they fey eidolon uses as a sorcerer of a level equal to it's hit dice. When first gained, they fey eidolon can use these spell-like abilities once per day, and it gains an additional daily use of each ability for every 4 levels after gaining it.
At 1st level the fey eidolon can use charm person and faerie fire.
At 4th level the fey eidolon can use deep slumber and tree shape.
At 8th level the fey eidolon can use charm monster and hallucinatory terrain.
At 12th level the fey eidolon can use confusion and polymorph (self only).
At 16th level the fey eidolon can use feeblemenid and transport via plants.
At 20th level the fey eidolon can use mass charm monster and irresistible dance.
Shadow
(shadow caller)
Shadow eidolons hail from the plane of shadow and are the allies or slaves of other creatures from that plane. The have fleeting, indistinct forms.
Alignment: Any (usually non-good).
Base Form: Biped (bite or claws, limbs [arms], limbs [legs]) or quadruped (limbs [legs, 2], bite or claws), or serpentine (bite, tail, tail slap).
Base Evolutions: At first level shadow eidolons gain shadow blend (su): In any illumination other than bright light, a shadow eidolon blends into the shadows, giving it concealment (20% miss chance). A shadow eidolon can suspend or resume this ability as a free action.
At 4th level, shadow eidolons gain the resistance evolution against cold and electricity.
At 8th level, shadow eidolons gain DR 5/magic.
At 12th level, shadow eidolons add 1d6 cold damage to each of their natural attacks.
At 16th level, shadow eidolons gain the frightful presence evolution.
At 20th level, shadow eidolons can use shadow stepUM as a swift action three times per day
Storykin
(story summoner)
Tied to the harrow deck, storykin eidolons are manifestations of fate. A storykin eidolon appears as an amalgam of shifting cards.
Alignment: Any.
Base Form: Biped (claws, limbs [arms], limbs [legs]), quadruped (limbs [legs, 2], claws), or serpentine (claws, limbs [arms], tail).
Base Evolutions: the storykin eidolon can take harrow cards from its body and throw them as if they were shuriken (1d2 damage (1 point for Small eidolons), range increment 10 ft. It has an unlimited supply of cards and is proficient in shuriken. This coundt as both a thrown weapon and a natural attack for the purpose of what spells and abilities it works with. Thrown cards are destroyed and without value. At level 4 and every four levels therafter, the damage of these shuriken increase by one step; 1d3 at level 4, 1d4 at level 8, 1d6 at level 12, 1d8 at level 16, and 2d6 at level 20. A small storykin eidolon's shuriken damage is reduced by one step. A storykin eidolon does not need to breathe and is immune to poison and disease, but takes damage from water; 1d6 on a direct hit from a flask of water, 1 hit point if splashed, 5d6 per round if immersed in water.
At 4th level, all the storykin eidolon's natural attacks count as magical weapons and it gains the skilled (Escape artist) evolution.
At 8th level, storykin eidolons gains DR 5/cutting.
At 12th level, storykin eidolons gain the gore evolution.
At 12th level, storykin eidolons gain the fly (wings) evolution.
At 20th level, storykin eidolons gain the wing buffet evolution.
Primary Evolutions flight, magic attacks, spell resistance; Secondary Evolutions basic magic (dancing lights, daze, detect magic, or mage hand) blindsense, dimension door, immunity, Large, no breath, reach, unnatural aura, wing buffet.
Frequently Asked Questions
These answers are my interpretation of the rules, not rules changes.
- 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 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.
See Also
External Links
- Summoner Guide at Giant in the Playground
- Utility Summoner Guide
- Melee Summoner Guide
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. |