Difference between revisions of "Abiogenesist (Apath)"

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{{Apath}}
 
{{Apath}}
''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.''
+
''Not all eidolons are summoned—some are created using alchemy. Abiogenesis (literally inorganic origin) is the art of creating life from base materials, including the creation of a powerful servant, a takwin. Abiogenetecists scoff at homonoculi, which they see as half finished experiments, not fully alive.  
  
 
== Class Information ==
 
== Class Information ==
This is a hybrid class, a combination of  [http://www.d20pfsrd.com/classes/base-classes/summoner summoner] and [http://www.d20pfsrd.com/classes/base-classes/alchemist alchemist].
+
This is a [[Hybrid Class (Apath) | hybrid class]], a combination of  [http://www.d20pfsrd.com/classes/base-classes/summoner summoner] and [http://www.d20pfsrd.com/classes/base-classes/alchemist alchemist].
  
 
'''Hit Die:''' d8.
 
'''Hit Die:''' d8.
  
 
== Class Features ==
 
== Class Features ==
The following are the class features of the animator.
+
The abiogenesist has all the summoner's class features, except as noted.
  
=== Class Skills ===
+
=== Alchemy (Su) ===
The animator’s class skills are Appraise (Int),
+
Abiogenesisits 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 abiogenesisit can only create elixirs and mutagen, not bombs. An abiogenesist has a formula book and learns alchemical formula just as an alchemist does.
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.
+
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. Unlike alchemists, abiogenetecists don't get a bonus to alchemy checks to create alchemical items.
  
=== Alchemy ===
+
This replaces spells and cantrips. An abiogenesist 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.
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.
+
 
 +
=== Brew Potion (Ex) ===
 +
Gained at first level, this is the same as the alchemist ability of the same name.
  
 
=== 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 or poison use. This replaces the summon monster and gate abilities.
+
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. Discoveries that enhance the alchemist can be applied either to the abiogeneticist or his takwin, and can be taken twice to apply to both. The takwin must fulfil any prerequisites (except alchemist levels). This replaces summon monster I and gate.
 +
 
 +
=== Takwin Eidolon ===
 +
An abiogeneticist begins play with a powerful construct called a takwin and the ability to build new takwins.
 +
 
 +
An abiogenetecist can create a new takwin in a ritual that takes 8 hours 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 abiogenetecist create a new takwin that differs from the old one, reconstructing it from the ground up, including choosing a new base form.
 +
 
 +
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 abiogenetecist forms a link with his takwin, and can only maintain such a link to one takwin at a time. If an abiogenetecist builds a new takwin, any link to a previous takwin is lost and that takwin is destroyed.
 +
 
 +
The share spells ability allows the abiogenetecist to use extracts on his takwin, but the two must be adjacent when the ability is activated. The two can move apart after activation.
 +
 
 +
All abilities of a normal summoner that are tied to an eidolon are tied to the takwin for an abiogenetecist. Other than described here the takwin is identical to a summoner's eidolon. This is a modification of the eidolon class feature.
 +
 
 +
=== Mutagen (Su) ===
 +
Gained at level 6, this is the same as the alchemist ability of the same name. The abiogeneticist can apply the mutagen (including any discoveries) to his takwin when it is within 5 ft. This replaces maker's call.
 +
 
 +
=== Dual Mutagen (Su) ===
 +
At 8th level, the abiogeneticist can have two doses of mutagen prepared at the same time, usually one for himself and one for his takwin. He can apply different discoveries to each mutagen. This replaces transposition.
 +
{| class="wikitable"
 +
|+'''  Takwin Eidolons  '''
 +
|-
 +
| valign="top" | A takwin is an aberration, but use the same rules as other eidolons except as given here.
 +
 
 +
'''Type:'''
 +
Takwin eidolons 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 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.
  
=== Homunculus ===
+
'''Alignment:''' Same as the abiogenesist. Their personality reflects that of the creator like a fun-house mirror, exaggerating some points and diminishing others.
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.
+
'''Base Form:'''
 +
Biped (bite, limbs [arms], limbs [legs]),  
 +
quadruped (bite, limbs [legs, 2]), or
 +
serpentine (bite, climb, grab [tail slap], tail, tail slap).  
  
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.
+
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]).  
  
== Table: Animator  ==
+
'''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. A tiny takwin is often mistaken for a homonoculus or familiar.
 +
 
 +
At 4th level, takwins gain the ability increase (Constitution) evolution and qualify for all evolutions that require a type or 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. Once per day, the abiogenesisist can fully change a takwin eidolon’s evolutions as if using ''transmogrify''<sup><sup><sup>APG</sup></sup></sup>.
 +
 
 +
At 16th level, takwins gain the frightful presence evolution.
 +
 
 +
At 20th level, a takwin add 5 ft. of reach to all its attacks.
 +
|}
 +
 
 +
== Table: Abiogenetecist ==
 
{| class="wikitable"
 
{| class="wikitable"
 
|rowspan=2 valign=bottom | '''Class<br>Level'''||rowspan=2 valign=bottom | '''Base <br>Attack<br>Bonus'''||rowspan=2 valign=bottom | '''Fort<br>Save'''||rowspan=2 valign=bottom | '''Ref<br>Save'''||rowspan=2 valign=bottom | '''Will<br>Save'''||rowspan=2 valign=bottom | '''Special'''||colspan=6 align="center" |'''Spells per Day'''
 
|rowspan=2 valign=bottom | '''Class<br>Level'''||rowspan=2 valign=bottom | '''Base <br>Attack<br>Bonus'''||rowspan=2 valign=bottom | '''Fort<br>Save'''||rowspan=2 valign=bottom | '''Ref<br>Save'''||rowspan=2 valign=bottom | '''Will<br>Save'''||rowspan=2 valign=bottom | '''Special'''||colspan=6 align="center" |'''Spells per Day'''
Line 47: Line 82:
 
| '''1'''||| '''2'''||| '''3'''||| '''4'''|||'''5'''|||'''6'''
 
| '''1'''||| '''2'''||| '''3'''||| '''4'''|||'''5'''|||'''6'''
 
|-
 
|-
|valign="top"|  1st ||valign="top"| +0 ||valign="top"| +2 ||valign="top"| +0 ||valign="top"| +2 ||valign="top"| Cantrips, discovery, homunculus, life link ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —  
+
|valign="top"|  1st ||valign="top"| +0 ||valign="top"| +2 ||valign="top"| +0 ||valign="top"| +2 ||valign="top"| Brew potion, discovery, life link, takwin ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —  
 
|-
 
|-
 
|valign="top"| 2nd ||valign="top"| +1 ||valign="top"| +3 ||valign="top"| +0 ||valign="top"| +3 ||valign="top"| Bond senses ||valign="top"| 2 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —  
 
|valign="top"| 2nd ||valign="top"| +1 ||valign="top"| +3 ||valign="top"| +0 ||valign="top"| +3 ||valign="top"| Bond senses ||valign="top"| 2 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —  
Line 57: Line 92:
 
|valign="top"| 5th ||valign="top"| +3 ||valign="top"| +4 ||valign="top"| +1 ||valign="top"| +4 ||valign="top"| Discovery  ||valign="top"| 4 ||valign="top"| 2 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —  
 
|valign="top"| 5th ||valign="top"| +3 ||valign="top"| +4 ||valign="top"| +1 ||valign="top"| +4 ||valign="top"| Discovery  ||valign="top"| 4 ||valign="top"| 2 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —  
 
|-
 
|-
|valign="top"| 6th ||valign="top"| +4 ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| +5 ||valign="top"| Maker’s call ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —  
+
|valign="top"| 6th ||valign="top"| +4 ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| +5 ||valign="top"| Mutagen ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —  
 
|-
 
|-
 
|valign="top"| 7th ||valign="top"| +5 ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| +5 ||valign="top"| Discovery  ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| —  
 
|valign="top"| 7th ||valign="top"| +5 ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| +5 ||valign="top"| Discovery  ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| —  
 
|-
 
|-
|valign="top"| 8th ||valign="top"| +6/+1 ||valign="top"| +6 ||valign="top"| +2 ||valign="top"| +6 ||valign="top"| Transposition ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 2 ||valign="top"| — ||valign="top"| — ||valign="top"| —  
+
|valign="top"| 8th ||valign="top"| +6/+1 ||valign="top"| +6 ||valign="top"| +2 ||valign="top"| +6 ||valign="top"| Dual mutagen ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 2 ||valign="top"| — ||valign="top"| — ||valign="top"| —  
 
|-
 
|-
 
|valign="top"| 9th ||valign="top"| +6/+1 ||valign="top"| +6 ||valign="top"| +3 ||valign="top"| +6 ||valign="top"| Discovery  ||valign="top"| 5 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| — ||valign="top"| — ||valign="top"| —  
 
|valign="top"| 9th ||valign="top"| +6/+1 ||valign="top"| +6 ||valign="top"| +3 ||valign="top"| +6 ||valign="top"| Discovery  ||valign="top"| 5 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| — ||valign="top"| — ||valign="top"| —  
Line 86: Line 121:
 
|-
 
|-
 
|valign="top"| 20th ||valign="top"| +15/+10/+5 ||valign="top"| +12 ||valign="top"| +6 ||valign="top"| +12 ||valign="top"| Twin eidolon ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5  
 
|valign="top"| 20th ||valign="top"| +15/+10/+5 ||valign="top"| +12 ||valign="top"| +6 ||valign="top"| +12 ||valign="top"| Twin eidolon ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 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 ==
 
== Summary of Changed Class Abilities ==
Line 118: Line 136:
 
== External Links ==
 
== External Links ==
 
* [http://www.d20pfsrd.com/classes/base-classes/summoner Summoner class] at d20pfsrd.com
 
* [http://www.d20pfsrd.com/classes/base-classes/summoner Summoner class] at d20pfsrd.com
* [http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---summoner Summoner spells] at d20pfsrd.com
+
* [http://www.d20pfsrd.com/magic/spell-lists-and-domains/formulae-lists---alchemist Alchemist formulas] at d20pfsrd.com
 
* [http://www.d20pfsrd.com/classes/base-classes/summoner/eidolons Eidolons] at d20pfsrd.com
 
* [http://www.d20pfsrd.com/classes/base-classes/summoner/eidolons Eidolons] at d20pfsrd.com
 
<!-- OGL -->
 
<!-- OGL -->
 
<noinclude>{{OGL}}</noinclude>
 
<noinclude>{{OGL}}</noinclude>

Latest revision as of 07:23, 27 September 2021

ApathApath Logo
Unofficial rules compendium

Not all eidolons are summoned—some are created using alchemy. Abiogenesis (literally inorganic origin) is the art of creating life from base materials, including the creation of a powerful servant, a takwin. Abiogenetecists scoff at homonoculi, which they see as half finished experiments, not fully alive.

Class Information

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

Hit Die: d8.

Class Features

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

Alchemy (Su)

Abiogenesisits 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 abiogenesisit can only create elixirs and mutagen, not bombs. An abiogenesist has a formula book and learns alchemical formula just as an alchemist does.

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. Unlike alchemists, abiogenetecists don't get a bonus to alchemy checks to create alchemical items.

This replaces spells and cantrips. An abiogenesist 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.

Brew Potion (Ex)

Gained at first level, this is the same as the alchemist ability of the same name.

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. Discoveries that enhance the alchemist can be applied either to the abiogeneticist or his takwin, and can be taken twice to apply to both. The takwin must fulfil any prerequisites (except alchemist levels). This replaces summon monster I and gate.

Takwin Eidolon

An abiogeneticist begins play with a powerful construct called a takwin and the ability to build new takwins.

An abiogenetecist can create a new takwin in a ritual that takes 8 hours 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 abiogenetecist create a new takwin that differs from the old one, reconstructing it from the ground up, including choosing a new base form.

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 abiogenetecist forms a link with his takwin, and can only maintain such a link to one takwin at a time. If an abiogenetecist builds a new takwin, any link to a previous takwin is lost and that takwin is destroyed.

The share spells ability allows the abiogenetecist to use extracts on his takwin, but the two must be adjacent when the ability is activated. The two can move apart after activation.

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

Mutagen (Su)

Gained at level 6, this is the same as the alchemist ability of the same name. The abiogeneticist can apply the mutagen (including any discoveries) to his takwin when it is within 5 ft. This replaces maker's call.

Dual Mutagen (Su)

At 8th level, the abiogeneticist can have two doses of mutagen prepared at the same time, usually one for himself and one for his takwin. He can apply different discoveries to each mutagen. This replaces transposition.

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

Type: Takwin eidolons 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 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. A tiny takwin is often mistaken for a homonoculus or familiar.

At 4th level, takwins gain the ability increase (Constitution) evolution and qualify for all evolutions that require a type or 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. Once per day, the abiogenesisist 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 add 5 ft. of reach to all its attacks.

Table: Abiogenetecist

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 Brew potion, discovery, life link, 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 Mutagen 4 3
7th +5 +5 +2 +5 Discovery 4 3 1
8th +6/+1 +6 +2 +6 Dual mutagen 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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