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 ==
Line 6: Line 6:
  
 
'''Hit Die:''' d8.
 
'''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 ==
 
== Class Features ==
The animator has all the summoner's class features, except as noted.
+
The abiogenesist has all the summoner's class features, except as noted.
{| class="wikitable" width=40% align=right
 
|'''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.
+
=== 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.
  
'''Alignment:''' Same as the animator. Their personality reflects that of the creator like a fun-house mirror, exaggerating some points and diminishing others.  
+
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.
  
'''Base Form:''' Biped (bite, limbs [arms], limbs [legs]) or quadruped (limbs [legs, 2], bite), or serpentine (bite, grab [tail slap], tail, tail slap).  
+
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.
  
'''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.
+
=== Brew Potion (Ex) ===
 +
Gained at first level, this is the same as the alchemist ability of the same name.
  
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.  
+
=== 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.
  
At 8th level, homunculi gain DR 5/Magic and immunity to poison. They also gain the ability to cast ''[http://www.d20pfsrd.com/magic/all-spells/i/invisibility invisibility]'' (self only) as a spell-like ability three times per day with a caster level equal to the homonculi's hit dice.
+
=== Takwin Eidolon ===
 +
An abiogeneticist begins play with a powerful construct called a takwin and the ability to build new takwins.  
  
At 12th level, homunculi gain the poison [bite] and flight evolutions.
+
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.  
  
At 16th level, homunculi gain immunity to massive damage, paralysis, and stun effects.  
+
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.  
  
At 20th level, homunculi gains the [http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Amorphous-Ex-  amorphous] and [http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Compression-Ex- compression] monster abilities. The homonculi's ''[http://www.d20pfsrd.com/magic/all-spells/i/invisibility invisibility]'' (self only) spell-like ability can now be used at will.
+
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.
|}
 
=== 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.
+
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.
  
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.  
+
=== 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.
  
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.
+
=== 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.  
  
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.
+
'''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.
  
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.
+
'''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.
  
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.
+
'''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 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.
+
'''Base Form:'''
 +
Biped (bite, limbs [arms], limbs [legs]),  
 +
quadruped (bite, limbs [legs, 2]), or
 +
serpentine (bite, climb, grab [tail slap], tail, tail slap).  
  
=== Brew Potion (Ex) ===
+
If using Everyman Unchained: Eidolons, the following additional base forms are available:
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.
+
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]).  
  
=== Discoveries ===
+
'''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 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 ===
+
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.
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.
+
At 8th level, takwins gain the fast healing evolution.  
  
Unlike most eidolons, a homunculus can heal naturally.
+
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>.
  
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.
+
At 16th level, takwins gain the frightful presence evolution.
  
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.
+
At 20th level, a takwin add 5 ft. of reach to all its attacks.  
 +
|}
  
== Table: Animator  ==
+
== 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 92: 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, Brew Potion, 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"| —  
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|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 132: Line 122:
 
|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, 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 ==
 
== Summary of Changed Class Abilities ==
Line 157: 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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