Difference between revisions of "Abiogenesist (Apath)"

From Action
Jump to navigation Jump to search
m (wk)
Line 39: Line 39:
 
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.
 
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.
+
An homunculus can access some unique evolutions, see the appendix. All abilities of a normal summoner that are tied to an eidolon are tied to the homunculus for a animator. Other than described here it is identical to a summoner's eidolon.
  
 
== Table: Animator  ==
 
== Table: Animator  ==

Revision as of 23:07, 24 April 2015

ApathApath Logo
Unofficial rules compendium

Not all servant creatures are summoned eidolons—some are created using alchemy. Carefully infusing inanimate substance with alchemical life, the animator creates a powerful servant, a homunculus.

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), 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 homunculus with an extract in oil form, and need not know the Infusion extract to do so. The homunculus cannot anoint itself with one of the animator's extracts, but can use infusions normally. This replaces spells.

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.

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. All abilities of a normal summoner that are tied to an eidolon are tied to the homunculus for a animator. Other than described here it is identical to a summoner's eidolon.

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, homunculus, 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

Appendix: Homunculus Evolutions

A homunculus has access to the following additional evolutions.

Large (Ex)

2 point evolution

The large evolution is only a two-point evolution for a homunculus, and the huge evolution an additional 3 points instead of 6 points. The benefits of being Large or Huge remain the same, and homuncului with this evolution still pay twice the normal cost for evolutions to Strength and Constitution.

By paying the full normal cost of the Large or Huge evolutions, the homunculus gains the ability to grow selectively, and can return to Small or Medium size or grow to its full possible size as a standard action.

Shrink (Su)

2 point evolution

The homunculus can shrink to Tiny size or resume its normal size as a standard action. A Tiny homunculus might be mistaken for a familiar.

While Tiny, the homunculus gains a +4 bonus to its Dexterity score. It also takes a –8 penalty to its Strength and a –4 penalty to its Constitution. It gains a +2 size bonus to its AC and attack rolls, a –2 penalty to its CMB and CMD scores, a +4 bonus on its Fly skill checks, and a +8 bonus on its Stealth skill checks. If it is normally Small, Large, or Huge, it loses the effects of these size modifications. Any natural armor the homunculus has is halved. It also loses its natural reach and all natural and weapon attacks do two steps less damage.

Summary of Changed Class Abilities

  • Class Skills
  • Eidolon
  • Spells
  • Cantrips
  • Summon Monster I - IX
  • Gate

See Also

External Links

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.