Difference between revisions of "Abiogenesist (Apath)"

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

Revision as of 15:58, 2 September 2016

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 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.

Class Features

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

Unchained Homunculus

If using the unchained summoner, use the following rules for the homunculus. When this box and the text of the homunculus ability contradict each other, rules in this box take precedence.

A homunculus is a construct, but use the same rules as other eidolons except as given here. Homunculi qualify for all evolutions that require a certain type of eidolon.

Alignment: Same as the animator. 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]) or quadruped (limbs [legs, 2], bite), or serpentine (bite, grab [tail slap], tail, tail slap).

Base Evolutions: Starting at 1st level, homunculi gain the resistance (electricity) evolution. They also gain a +4 bonus on saving throws against poison, polymorph, and petrification.

At 4th level, homunculi 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, homunculi gain DR 5/Magic and immunity to poison. They also gain the ability to cast invisibility (self only) as a spell-like ability three times per day with a caster level equal to the homonculi's hit dice.

At 12th level, homunculi gain the poison [bite] and flight evolutions.

At 16th level, homunculi gain immunity to massive damage, paralysis, and stun effects.

At 20th level, homunculi gains the amorphous and compression monster abilities. The homonculi's invisibility (self only) spell-like ability can now be used at will.

Alchemy (Su)

Animators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.

When using Craft (alchemy) to create an alchemical item, an animator gains a competence bonus equal to his class level on the skill check. In addition, an animator 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.

Like an alchemist, an animator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the animator's level as the caster level. The animator can apply an extract to his homunculus when adjacent to it, and need not know the Infusion extract to do so. Even extracts with a range of personal can be used this way. The homunculus cannot apply an extract to itself, but can use infusions normally.

An animator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Animator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an animator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the animator's possession, reactivating as soon as it returns to his keeping—an animator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an animator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.

Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.

An animator uses the alchemist formula list to determine the extracts he can know. An animator can prepare an extract of any formula he knows. To learn or use an extract, an animator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an animator's extract is equal to 10 + the extract's level + the animator's Intelligence modifier.

An animator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an animator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new animator level, he gains one new formula for any level that he can create. An animator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An animator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An animator can also learn formulae from another animator's or an alchemist's formula book (and vice versa). An animator does not need to decipher arcane writing before copying that formulae. This replaces spells.

Brew Potion (Ex)

At 1st level, animators receive Brew Potion as a bonus feat. An animator can brew potions of any formulae he knows (up to 3rd level), using his animator level as his caster level. The spell must be one that can be made into a potion. The animator does not need to meet the prerequisites for this feat. This replaces cantrips.

Discoveries

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

Homunculus

An animator begins play with a powerful construct called a homunculus and has the ability to build new homunculi. This is different from the creature called a homunculus, which animators consider only half finished experiments. The homunculi animators create is a living construct. The animator forms a link with his homunculus, and can only maintain such a link to one homunculus at a time. If an 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 has no class skills of its own, but the summoner can imbue it with six class skills of his choice when it is created.

The homonoculus is a wholly material creature and cannot be dismissed or summoned. It begins with the size alteration and tiny evolution at no cost in evolution points.

Unlike most eidolons, a homunculus can heal naturally.

An 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 an 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.

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

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, Brew Potion, 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, both of which cost no evolution points.

Size Alteration (Su)

As a standard action the eidolon can alter its size, from the smallest size category it is capable of (normally Small, but see the tiny evolution) to the largest (normally Medium, but see the large evolution). Any equipment the eidolon wears or wields also changes size. The eidolon gains the effects due an eidolon of whatever size it currently has. An eidolon with size alteration can simultaneously have the large/huge and tiny evolutions, increasing its available size choices. An eidolon with size alteration with the large evolution still pays the increased cost for improved attribute (Strength or Constitution) evolutions.

Tiny (Su)

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.

A Tiny eidolon 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. All natural armor the native eidolon has is halved. It also loses its natural reach and all natural and weapon attacks do two steps less damage. An eidolon with the Tiny evolution cannot also be Small, Large, or Huge.

Summary of Changed Class Abilities

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

See Also

External Links

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