Abiogenesist (Apath)

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Unofficial rules compendium

Not all servant creatures are summoned eidolons—some are created using alchemy. The art of abiogenesis is the art of creating life by alchemy, allowing the creation of a powerful alchemical servant, a takwin. Abiogenecists scoff any similarity between a tawkin and a homonoculus, which they see as half finished experiments.

Class Information

This is a hybrid class, a combination of summoner and alchemist.

Hit Die: d8.

Class Skills

The abiogenesist’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.

Class Features

The abiogenesist has all the summoner's class features, except as noted.

Alchemy (Su)

Abiogenesists are highly trained in the creation of mundane alchemical substances and magical potion-like extracts. This is the same as the alchemist's alchemy class feature, except that the abiogenescist can only create elixirs, and mutagens, not bombs. An abiogenecist has a formula book and learns alchemical formula just as an alchemist does.

When using Craft (alchemy) to create an alchemical item, an abiogenesist gains a competence bonus equal to his class level on the skill check. In addition, an abiogenesist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.

This replaces spells and cantrips. An abiogenecist casts no spells, has no spell list, and cannot use spell trigger items (wands) or spell completion items (scrolls) except by means available to anyone, such as by using Use Magic Device.

This replaces spells.

Discoveries

At level 1 and every odd level thereafter, the abiogenesist gains a discovery, as the alchemist class feature. He cannot select discoveries that enhances abilities he does not have, such as bombs or poison use. This replaces summon monster and gate.

Mutagen (Su)

This is the same as the alchemist class feature of the same name. This replaces cantrips.

Takwin Eidolon

An abiogenesist begins play with a powerful construct called a takwin and has the ability to build new takwins. The share spells ability allows the abiogenesist to use extracts on his takwin, but the two must be adjacent.

The takwin is a wholly material creature and cannot be dismissed or summoned. Unlike most eidolons, it can heal naturally. If slain, it must be raised or replaced. The abiogenesist forms a link with his takwin, and can only maintain such a link to one takwin at a time. If an abiogenesist builds a new takwin, any link to a previous takwin is lost and that takwin is destroyed.

An abiogenesist can create a new takwin in a ritual that takes a full day to perform. This ritual needs only base materials and has no gold piece cost. Such a new takwin is identical in all ways to the previous takwin. Only when advancing in level can an abiogenesist create a new takwin that differs from the old one, reconstructing it from the ground up, including choosing a new base form.

All abilities of a normal summoner that are tied to an eidolon are tied to the takwin for an abiogenesist. Other than described here the takwin is identical to a summoner's eidolon. This is a modification of the eidolon class feature.

Takwin Eidolons
A takwin is an aberration, but use the same rules as other eidolons except as given here.

'Type: Takwins are aberrations for the purpose of determining which spells and effects affect them. An aberration eidolon gains a number of skill ranks equal to 4 + its Intelligence modifier per Hit Dice (this means that it gains half the values shown on Table: Eidolon Base Statistics in the unchained summoner section of Pathfinder Roleplaying Game Pathfinder Unchained unless it has an Intelligence score above the base value for its base form). This replaces the eidolon’s outsider type.

Class Skills: The following skills are class skills for an aberration eidolon: Acrobatics (Dex), Climb (Str), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Knowledge (any one) (Int), Perception (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str). This replaces the eidolon’s list of class skills.

Alignment: Same as the abiogenesist. Their personality reflects that of the creator like a fun-house mirror, exaggerating some points and diminishing others.

Base Form: Biped (bite, limbs [arms], limbs [legs]), quadruped (bite, limbs [legs, 2]), or serpentine (bite, climb, grab [tail slap], tail, tail slap).

If using Everyman Unchained: Eidolons, the following additional base forms are available: Aquatic (bite, gills, tail, tail slap, swim), avian (bite, flight, limbs [legs]), horror (bite, tentacle [2 points], improved damage [tentacle], reach [tentacle]), or tauric (bite, limbs [arms], limbs [legs, 2]).

Base Evolutions: Starting at 1st level, as a standard action the takwin can alter its size, from Tiny to the largest size it can attain (normally Medium, but see the large evolution). Any equipment the takwin wears or wields also changes size. The eidolon gains the effects due an eidolon of whatever size it currently has. A Tiny takwin 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. It also loses its natural reach and all natural and weapon attacks do two steps less damage.

At 4th level, takwins gain the ability increase (Constitution) evolution, qualify for all evolutions that require a subtype, gain the shapechanger subtype, and can revert to its natural form as a standard action when affected by a transmutation effect that changes its form or substance, such as polymorph and petrification.

At 8th level, takwins gain the fast healing evolution.

At 12th level, takwins gain DR 5/magic and are treated as having all base forms and all eidolon types and subtypes for the purpose of meeting the prerequisites of evolutions. Once per day, the summoner can fully change a takwin eidolon’s evolutions as if using transmogrifyAPG.

At 16th level, takwins gain the frightful presence evolution.

At 20th level, a takwin gains the reach evolution, applied to all its attacks.

Table: Abiogenesist

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, life link, mutagen, takwin 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
  • Spells
  • Cantrips
  • Summon Monster I - IX
  • Gate

See Also

External Links

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