Monster Ally (Apath)

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Unofficial rules compendium

A monster ally is a summoner with a pact with a supernatural creature that is of this world. The combination of monster and hero makes a stalwart duo. Strictly speaking, the monster ally is not a summoner at all, his eidolon is an ally of this world rather than a summoned creature, but the monster ally might have the ability to summon other kinds of creatures.

This archetype works conceptually well with many other archetypes, especially ones that give up the summon monster ability.

Class Information

This is a summoner archetype that has an eidolon native to his own plane.

Publisher: Everyman Gaming.

Hit Die: d8.

Class Features

The monster ally has all the summoner's class features, except as described here.

Native Eidolon

A monster ally begins play with the services of a powerful creature called a native eidolon. The native eidolon formed a pact with the monster ally for reasons that need not be entirely clear. A native eidolon can have any alignment, selected by the player, it can be completely different from the monster ally's own alignment (this is possible, but not recommended). It gains the native subtype and loses the extraplanar subtype. If using Everyman Unchained: Eidolons, only outsider eidolons gain the native subtype.

A native eidolon is a creature from the summoner's home plane. It is not extra-dimensional and cannot be summoned or dismissed. This means that it cannot be conveniently stowed away when not needed; keeping the native eidolon nearby can be a problem. It ignores the range effects of Life Link, but the link and life bond abilities have a maximum range of 100 ft.

The native eidolon gains a choice of abilities at first level. It can either gain the large evolution, or the ability to change size; as a standard action the native eidolon can alter its size, from Tiny to it's normal size (normally Medium, but see the large evolution). Any equipment the native eidolon wears or wields also changes size. The eidolon gains the effects due an eidolon of whatever size it currently is. A Tiny native eidolon gains a +4 bonus to its Dexterity score, 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 than a Medium eidolon. A Tiny eidolon is likely to be mistaken for a familiar. Whenever the summoner changes the eidolon’s evolutions, he can also change which of these abilities to gain.

Native eidolons are very hard to kill; they go unconscious normally at zero hit points, but automatically stabilize and can survive at negative hit points equal to half their full normal hit points. Unlike normal eidolons, eidolon allies heal naturally over time. A native eidolon that is slain can be raised or resurrected without suffering negative levels, or the monster ally can call a new native eidolon. This is a one-hour ritual that severs all ties with the old native eidolon. The replacement must travel to the monster ally using its own abilities, a process that can take up to a week.

This is a modification to the eidolon ability, except as noted this is the same as the regular eidolon.

Eidolon Choices A native eidolon is not an extraplanar creature and liveson the material plane. A creature that normally is extraplanar might naturalize itself to the material plane, losing the extra-dimensional quality, in order to become a native eidolon. If using Everyman Unchained: Eidolons elementals, kami, oni, rakshasa, and all eidolons that are not outsiders make especially good native eidolons.

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Eidolon
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