Abiogenesist (Apath)

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Unofficial rules compendium

Not all eidolons are summoned—some are animated using alchemy. Carefully infusing inanimate substance with an alchemical semblance of life, the animator creates a servant. Called galem to distinguish them form the classical golem, this construct shares many of the golem's characteristics.

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


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Galem

Instead of summoning an eidolon, a animator begins play with a powerful construct called a galem and has the ability to build new galems. The animator forms a link with his galem, and can only maintain such a link to one galem at a time. If a animator builds a new galem, any link to a previous galem is lost and that galem is destroyed. A galem has the same alignment as the animator that created it and knows all languages its creator knows. Unlike an eidolon, it has no range restrictions, and can be any distance away from its creator without suffering any ill effects.

As a construct, it is immune to all ability damage, ability drain, bleed, disease, energy drain, exhaustion, fatigue, massive damage, necromancy, nonlethal damage, paralysis, poison, sleep, and stun effects. It does not need to eat, breathe, or sleep. It is not a living creature and is unaffected by effects that heals or harms living creatures. Finally it has immunity to any effect that requires a Fortitude save unless the effect also works on objects, or is harmless. The share spells ability overrides these immunities, making many heal and buff spells that would not affect constructs possible for the creator to use on his galem.

Unlike most constructs, a galem is not mindless and has no special resistance to mind-affecting effects. It has 2 skill points per level + its Intelligence modifier, which usually means it has only a single skill point per level unless its Intelligence is 10 or higher. It lacks class skills. Also unlike a normal construct, a galem does have a Constitution score reflecting how well it is built and designed. It does not gain bonus hit points based on it size category.

A galem does not heal naturally. It can be repaired using Craft (sculptor); each hour of work repairs a number of hit points equal to the result of a skill check. This is possible even if the galem has been destroyed. As it does not accumulate negative hit points, such repair is always started form zero hit points as long as most of the servant galem's body is recovered.

Like a normal eidolon, it has darkvision but not low-light vision.

A animator can create a new galem in a ritual that takes a full day to perform. Such a new galem is identical in all ways to the previous galem. Only when advancing in level can a animator create a new galem that differs from the old one, reconstructing it from the ground up. A galem is made out of clay and other base materials that have no monetary cost. It takes a form shaped by the animator’s desires. The galem’s Hit Dice, saving throws, skills, feats, and abilities are tied to the animator’s class level and increase as the animator gains levels. In addition, each galem receives a pool of evolution points, based on the animator’s class level, that can be used to give the galem different abilities and powers. Whenever the animator gains a level, he must decide how these points are spent, and they are set until he gains another level of animator.

The galem’s physical appearance is up to the animator, but it always appears as some sort of clay statue. It can be painted to look lifelike, but disguising it as a person takes the usual penalties based on disguise as a creature type other than your own. The galem also bears a glowing rune that is identical to a rune that appears on the animator’s forehead as long as the galem is active. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).

For the abilities, evolutions, and other specifications of the galem, it works just like an eidolon. All abilities of a normal summoner that are tied to an eidolon are tied to the galem for a animator.

This is a modification to the eidolon ability.

Discoveries

At level 2 and every even 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.

Galem Possession (Su)

Starting at 2nd level, as an at-will standard action, a animator can share the senses of his galem, hearing, seeing, smelling, tasting, and touching everything the galem does. He can also make the galem use his own skill ranks and class skill bonuses, modified by the galem’s ability scores, racial, and size modifiers rather than his own. He can use this ability at will, but doing so requires a standard action each round. There is no range limitation to this effect, but the galem and the animator must be on the same plane.

This replaces the bond senses ability normally gained at level 2.

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 +0 +0 +2 Cantrips, galen, life link, summon monster I 1
2nd +1 +0 +0 +3 Galem possession 2
3rd +2 +1 +1 +3 Summon monster II 3
4th +3 +1 +1 +4 Shield ally 3 1
5th +3 +1 +1 +4 Summon monster III 4 2
6th +4 +2 +2 +5 Maker’s call 4 3
7th +5 +2 +2 +5 Summon monster IV 4 3 1
8th +6/+1 +2 +2 +6 Transposition 4 4 2
9th +6/+1 +3 +3 +6 Summon monster V 5 4 3
10th +7/+2 +3 +3 +7 Aspect 5 4 3 1
11th +8/+3 +3 +3 +7 Summon monster VI 5 4 4 2
12th +9/+4 +4 +4 +8 Greater shield ally 5 5 4 3
13th +9/+4 +4 +4 +8 Summon monster VII 5 5 4 3 1
14th +10/+5 +4 +4 +9 Life bond 5 5 4 4 2
15th +11/+6/+1 +5 +5 +9 Summon monster VIII 5 5 5 4 3
16th +12/+7/+2 +5 +5 +10 Merge forms 5 5 5 4 3 1
17th +12/+7/+2 +5 +5 +10 Summon monster IX 5 5 5 4 4 2
18th +13/+8/+3 +6 +6 +11 Greater aspect 5 5 5 5 4 3
19th +14/+9/+4 +6 +6 +11 Gate 5 5 5 5 5 4
20th +15/+10/+5 +6 +6 +12 Twin eidolon 5 5 5 5 5 5

Galem Evolutions

Summary of Changed Class Abilities

  • Class Skills
  • Eidolon
  • Spell List
  • Summon Monster I - IX
  • Bond Senses
  • Gate

See Also

External Links

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