Monster Scion (Apath)

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Unofficial rules compendium

A monster scion is the scion of a noble family that has the service of a monster as part of its heritage. There is always a history of the relationship between the scion's family and the monster or its family, which might contain secrets that makes the life of the monster scion interesting. Often the scion's family gained their present position and status from this ancient alliance, sometimes at a high price.

Unlike a summoner, the monster scion's ally is usually native to this world and not extra-dimensional.

Class Information

This is a prestige archetype.

Prestige Class: Monster scion from Pathfinder Campaign Setting: Paths of Prestige.

Build Class: Summoner.

The monster scion is a noble with a monstrous heritage.

Role: A monster scion relies on his eidolon to provide cover and mutual support. Together they make a dangerous fighting team able to win honor and glory.

Alignment: Any.

Hit Die: d8.

Class Skills

The monster scion's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks at Each Level: 2 + Int modifier.

Class Features

These are all the class features of the monster scion.

Weapon and Armor Proficiency

Monster scions are proficient with all simple weapons and with the lance and long sword. Monster scions are also proficient with light and medium armor but not with shields. A monster scion can cast monster scion spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a monster scion wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass monster scion still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Ancestral Eidolon

A monster scion begins play with the services of a powerful creature called an ancestral eidolon. This is a modification to the eidolon ability. The ancestral eidolon formed a pact with the monster scion's predecessors long ago, and is here to fulfil its part of that pact trough service. An ancestral eidolon has an alignment selected by the monster scion, it can be different from the monster scion's own alignment.

The ancestral eidolon is an native outsider, tough it often looks like a conventional monster, like a dragon, griffon, or other heraldic beast. The ancestral eidolon’s physical appearance is up to the monster scion, but it always appears as some sort of fantastical creature. This control is not fine enough to make the ancestral eidolon appear like a specific creature.

Unlike eidolons, most ancestral eidolons are extra-dimensional creatures and are summoned. Normal ancestral eidolons are native outsiders and are not summoned but are a permanent fixture of this world. Ancestral eidolons are very hard to kill; they go unconscious normally at zero hit points, but can survive at negative hit points equal to their full normal hit points. If they take more damage than that they die normally. An ancestral eidolon killed by a death effect does not actually die, it instead takes damage equal to its normal hit points, but can still be saved. An ancestral eidolon that is killed can be raised or resurrected without suffering negative levels, or the monster scion can call upon his ancestral pacts to contact a new monster scion. This is a one-hour ritual that severs all ties with the old monster scion. The replacement ancestral eidolon must travel to the monster scion using its own abilities, a process that can take up to a week.

The ancestral eidolon’s Hit Dice, saving throws, skills, feats, and abilities are tied to the monster scion’s class level and increase as the monster scion gains levels. In addition, each ancestral eidolon receives a pool of evolution points, based on the monster scion’s class level, that can be used to give the ancestral eidolon different abilities and powers. Whenever the monster scion gains a level, he must decide how these points are spent, and they are set until he gains another level of monster scion. These attributes are the same as those of a regular eidolon.

Ancestral eidolons have access to some new and modified evolutions.

Extra-Dimensional (Ex)

2 point evolution

Like a normal summonmer's eidolon, the ancestral eidolon becomes extra-dimensional, and can now be summoned like a regular eidolon. Many of the normal rules for eidolons now apply to the ancestral eidolon.

A monster scion can summon an extra-dimensional ancestral eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the ancestral eidolon hit points are unchanged from the last time it was dismissed or banished. The only exception to this is if the ancestral eidolon was slain, in which case it returns with half its normal hit points.

Extra-dimensional ancestral eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its monster scion, an extra-dimensional ancestral eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.

The ancestral eidolon remains until dismissed by the monster scion (a standard action). If an extra-dimensional ancestral eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The ancestral eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally. If the monster scion is unconscious, asleep, or killed, his ancestral eidolon is immediately banished.

Large (Ex)

2 point evolution

The large evolution is only a two-point evolution for an ancestral eidolon, and the huge evolution an additional 3 points instead of 6 points. The benefits of being Large or Huge remain the same, and ancestral eidolons 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 ancestral eidolon gains the ability to grow selectively, and can return to Medium size or grow to its full possible size as a standard action.

An extra-dimensional ancestral eidolon cannot use this modified evolution and instead uses the normal rules for the Large evolution.

Shrink (Su)

4 point evolution

An ancestral eidolon can shrink to Tiny size or resume its normal size as a standard action. An ancestral eidolon with the shize-changing variant of the Large evolution (above) can change into any size it is capable of assuming. A Tiny ancestral eidolon is often mistaken for a familiar.

While Tiny, the ancestral 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. If it is normally Small, Large, or Huge, it loses the effects of these size modifications. Any natural armor the ancestral eidolon has is halved. It also loses its natural reach and all natural and weapon attacks do two steps less damage.

Affluent (Ex)

At each level, a monster scion gains a stipend worth a number of gold pieces equal to 750 multiplied by his class level. (He gains 750 gp at 1st level, an additional 1,500 gp at 2nd level, and so on.)

Spells

This is the same as the summoner ability of the same name.

Cantrips

This is the same as the summoner ability of the same name.

Bond Senses (Su)

Gained at level 2, this is the same as the summoner ability of the same name.

Prestigious Influence (Ex)

At 2nd level, a monster scion can use his influence to receive special treatment, favors, and other services. He effectively has a pool of virtual gold pieces equal to 150 gp plus 10 gp per class level to spend on services and non-material goods. This pool replenishes at the beginning of every week.

Services and nonmaterial goods available to a monster scion include:

  • Pay for lodgings, stabling, taxes, and tolls.
  • Improve his lifestyle quality.
  • Hire entertainers, messengers, mounts, servants, transport, workers, and so on.
  • Obtain invitations to exclusive events, or entry into privileged locations.
  • Spread rumors or start a whispering campaign.
  • Purchase spellcasting services.
  • Employ an expert hireling to make a skill check with a check bonus of +10 plus his class level (50 gp).

A monster scion cannot permanently gain goods or wealth from this ability; boons attainable from this ability are generally only available in settlements of 5,000 people or more. The exact benefits available in a location are subject to GM discretion. This replaces improved spell combat.

Aristocratic Erudition (Ex)

At 3rd level, a monster scion gains a bonus equal to 1/3 his class level on Diplomacy, Knowledge (local), and Knowledge (nobility) checks. This ability also reduces the DCs of Diplomacy and Knowledge (local) checks others make to gather publicly known information about the monster scion by the same amount.

Servitor (Ex)

At 4th level, a monster scion gains a faithful NPC servitor of the same level as a cohort granted by the Leadership feat. This servitor can only have levels in NPC classes and comes equipped with gear appropriate for a character 1 level lower than the servitor's actual level. The servitor does not follow the monster scion as would a cohort or follower, but instead can run various errands for his master while the monster scion is adventuring, such as delivering messages or maintaining the scion 's manor in his stead.

Shield Ally (Ex)

Gained at level 4, this is the same as the summoner ability of the same name.

Regional Expertise (Ex)

At 5th level, and again at 10th and 14th level, a monster scion gains a bonus feat from one of the lists below, depending on where he is from. These feats must be taken from the same list at each level (except for feats under the “general” category, which can be taken by nobles from any region). A monster scion need not meet the prerequisites for these feats. At their discretion, GMs may add other feats to these regions or create lists for other regions. This replaces the level 6, 10, and 14 hexes.

The Dwarf Fastness: Deepsight, Fortified Armor Training, Hammer The Gap, Skill Focus (Knowledge [engineering]) Weapon Focus (any axe or hammer).

Land of the Fallen Dragon Kings: Exotic Weapon Proficiency (dueling sword), Flanking Foil, Step Up, Weapon Focus (dueling sword).

The Empire of Devils: Careful Speaker, Enforcer, Intimidating Prowess, Skill Focus (Knowledge [planes]).

The Land of the Ten-Thousand Gods: Improved Unarmed Strike, Skill Focus (Perform [dance]), Voice of the Sibyl, Weapon Focus (unarmed strike).

The Elven Forest Kingdom: Agile Maneuvers, Breadth of Experience, Skill Focus (Knowledge [nature]), Weapon Focus (longbow).

The Shadow Kingdom: Blind-Fight, Diehard, Shadow Strike, Stealthy.

The Kingdom of Pharaohs: Exotic Weapon Proficiency (khopesh), Self-Sufficient, Skill Focus (Knowledge [history]), Weapon Focus (khopesh).

The Satrapy of the Desert: Animal Affinity, Quick Draw, Skill Focus (Appraise), Weapon Focus (scimitar).

The River Nations: Improved Dirty Trick, Improved Steal, Ironguts, Skill Focus (Knowledge [local]).

The Fallen Empire: Dazzling Display, Exotic Weapon Proficiency (falcata), Skill Focus (Bluff ), Weapon Focus (falcata).

The Gothic Kingdoms: Combat Reflexes, Focused Discipline, Skill Focus (Knowledge [nobility]), Stoic.

General: Acrobatic, Additional Traits, Alertness, Antagonize, Athletic, Cosmopolitan, Deceitful, Deft Hands, Fleet, Improved Initiative, Persuasive, Prodigy, Rhetorical Flourish, Run, Scholar.

Leadership (Ex)

At 7th level, the monster scion gains Leadership as a bonus feat.

Maker's Call (Su)

This is the same as the summoner ability of the same name, except it is gained at level 8.

Ancestral Pacts

At 10th level, the monster scion reawakens ancient pacts his ancestors forged with outsiders. Choose one subtype of outsider. If this is an alignment subtype, it must match the ancestral eidolon's alignment. Against this subtype of outsider, the monster scion can add his ancestral erudition bonus to Charisma checks made for planar binding spells.

Greater Shield Ally (Ex)

Gained at level 12, this is the same as the summoner ability of the same name.

Greater Leadership (Ex)

At 13th level, a monster scion can recruit a cohort up to one level lower than himself and doubles the number of followers. At 19th level, he can recruit a cohort of the same level as himself and quadruples the number of followers.

Aspect (Su)

This is the same as the summoner ability of the same name, except it is gained at level 14. Having an aspect often indicates that the pact between the families of the monster and scion is more than platonic.

The monster scion can forego this ability to instead form ancestral pacts (see above) with an additional subtype of outsiders. This also foregoes the greater aspect ability below.

Life Bond (Su)

This is the same as the summoner ability of the same name, except it is gained at level 16.

Greater Aspect (Su)

Gained at level 18, this is the same as the summoner ability of the same name. If the monster scion changed the aspect ability above for an additional ancestral pact, he gains one more ancestral pact instead of the greater aspect ability.

Peerless Patrician (Ex)

At 20th level, once per round a monster scion can roll twice on any Bluff, Diplomacy, Intimidate, Knowledge (nobility), or Sense Motive check and take the better roll. Once per day, instead of rolling one of these skill checks, he can assume the roll resulted in a natural 20.

Table: Monster Scion

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st 2nd 3rd 4th 5th 6th
1st +0 +0 +0 +2 Affluent, ancestral eidolon, cantrips 1
2nd +1 +0 +0 +3 Bond senses, prestigious influence 2
3rd +2 +1 +1 +3 Aristocratic erudition +1 3
4th +3 +1 +1 +4 Servitor 3 1
5th +3 +1 +1 +4 Regional expertise 4 2
6th +4 +2 +2 +5 Aristocratic erudition +2 4 3
7th +5 +2 +2 +5 Leadership 4 3 1
8th +6/+1 +2 +2 +6 Maker’s call 4 4 2
9th +6/+1 +3 +3 +6 Aristocratic erudition +3 5 4 3
10th +7/+2 +3 +3 +7 Ancestral pacts 5 4 3 1
11th +8/+3 +3 +3 +7 Regional expertise 5 4 4 2
12th +9/+4 +4 +4 +8 Aristocratic erudition +4 5 5 4 3
13th +9/+4 +4 +4 +8 Greater leadership 5 5 4 3 1
14th +10/+5 +4 +4 +9 Aspect 5 5 4 4 2
15th +11/+6/+1 +5 +5 +9 Aristocratic erudition +5 5 5 5 4 3
16th +12/+7/+2 +5 +5 +10 Life bond 5 5 5 4 3 1
17th +12/+7/+2 +5 +5 +10 Regional expertise 5 5 5 4 4 2
18th +13/+8/+3 +6 +6 +11 Aristocratic erudition +6, greater aspect 5 5 5 5 4 3
19th +14/+9/+4 +6 +6 +11 Greater leadership 5 5 5 5 5 4
20th +15/+10/+5 +6 +6 +12 Peerless patrician 5 5 5 5 5 5