Difference between revisions of "Summoner (Apath)"

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{{Apath}}
 
{{Apath}}
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== Variant Unchained Eidolons ==
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The following [http://www.d20pfsrd.com/classes/unchained-classes/summoner-unchained/eidolons-unchained#TOC-Eidolon-Subtypes subtypes of unchained eidolons] are common, and there are also [[Eidolons_(Apath) | additional eidolons]], many of which are not outsiders. The descriptions of these new subtypes of eidolon follow those in Pathfinder Unchained, except as noted. There is a new entry, forbidden evolutions, that supplants any subtype requirements listed for eidolons. Other prerequisites, such as base form, still apply. Each subtype has a set of base evolutions that they start with, these replace the attacks an eidolon normally has because of its subtype.{{ : Summoner Spell List Additions (Apath) }}
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=== Frequently Asked Questions ===
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Unless noted, these answers are my interpretation of the rules, not intended to be rules changes.
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'''Do eidolons gain the benefits of being a player character?'''
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An eidolon is not a player character, and does not gain player character boons, such as traits. Eidolons can purchase traits using the Additional Traits feat. They must still have a source or trainer for the trait. An eidolon is not a character and does not get maximum hit points on its first Hit Die.
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If the campaign allows animal companions and familiars to gain PC bonuses, ediolons gain these bonuses too.
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'''Do eidolons benefit from effects that boost summoned creatures?'''
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Spells and abilities that work on summoned creatures work on eidolons. Feats that improve or change the abilities or numbers of summoned creatures (like Augment Summoning and Superior Summoning) works for the summon monster ability, but never work with the eidolon, even when it is summoned using the ''summon eidolon'' spell.
  
== Variant Unchained Eidolons ==
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'''Does the large evolution reduce the effects of base or base form evolutions?'''
The following [http://www.d20pfsrd.com/classes/unchained-classes/summoner-unchained/eidolons-unchained#TOC-Eidolon-Subtypes subtypes of unchained eidolons] are common, and there are also [[http://hastur.net/wiki/Eidolons_(Apath) | additional eidolons]], many of which are not outsiders. The descriptions of these new subtypes of eidolon follow those in Pathfinder Unchained, except as noted. There is a new entry, forbidden evolutions, that supplants any subtype requirements listed for eidolons. Other prerequisites, such as base form, still apply. Each subtype has a set of base evolutions that they start with, these replace the attacks an eidolon normally has because of its subtype.
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If an eidolon with the base form or base evolution increased attribute (Strength) takes the large evolution, the increased attribute evolution still works normally. It doesn’t matter that an evolution’s evolution point cost is doubled if it is free.
  
== Evolutions ==
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'''How do eidolons heal?'''
New evolutions available to eidolons.
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An eidolon cannot heal naturally, but it can be healed by any supernatural means. This includes rejuvenate eidolon spells, but also common healing spells like ''cure light wounds''. Eidolons cannot be healed with the Heal skill’s treat deadly wounds ability.
  
=== Size Alteration (Su) ===
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'''What damage reduction can an eidolon penetrate?'''
''4 point evolution''
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Eidolons with DR/magic treat their natural weapons (but not wielded weapons) as magic weapons for the purpose of overcoming damage reduction.
  
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.
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A eidolon with an alignment subtype (chaotic, evil, good, or lawful) or DR/alignment can overcome DR/alignment with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or alignments) that matched the subtype(s) of the creature or is opposed to the creature's DR.
  
=== Tiny (Su) ===
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This is in addition to the benefits of the magic attacks evolution.
''1 point evolution''
 
  
The eidolon is Tiny in size. A Tiny eidolon is often mistaken for a familiar, but Knowledge (Arcana) (DC 10 + eidolons hit dice) can identify it for what it is.
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'''How Much And What Type of Damage Does Eidolon Natural Attacks Do?
  
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.
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The damage type dealt by an eidolons’ natural attacks are given in the universal monster rules. A summary of the parts relevant to eidolons is given below.
  
== Frequently Asked Questions ==
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'''Table: Eidolon Natural Attacks by Size'''
These answers are my interpretation of the rules, not rules changes.
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{|class="wikitable"
* An eidolon cannot heal naturally, but it can be healed by any supernatural means.
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|-
* Eidolons do not begin with traits, but can purchase them using the [http://www.d20pfsrd.com/feats/general-feats/additional-traits Additional Traits] feat. They must still have a source or trainer for the trait.
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|valign="top"|  '''Natural Attack''' ||valign="top"|  '''Tiny''' ||valign="top"|  '''Small''' ||valign="top"|  '''Medium''' ||valign="top"|  '''Large''' ||valign="top"|  '''Huge''' ||valign="top"|  '''Damage Type''' ||valign="top"|  '''Attack type'''
* An eidolon is not a player character, and does not gain maximum hit points on its first hit die.
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|-
* A creature summoned by the Summon Monster ability (not spell) appears immediately and can act in the turn it appears.
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|valign="top"|  Bite ||valign="top"|  1d3 ||valign="top"|  1d4 ||valign="top"|  1d6 ||valign="top"|  1d8 ||valign="top"|  2d6 ||valign="top"|  B, P, and S ||valign="top"|  Primary
* A creature summoned by a ''summon monster'' spell (as opposed to the class ability) uses all the normal rules of the spell, and can be present at the same time as the eidolon or a creature summoned using the class ability.
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|-
* Feats that improve or change the abilities or numbers of summoned creatures (like Augment Summoning and Superior Summoning) works for the summon monster ability, but never work with the eidolon, even when it is summoned using the ''summon eidolon'' spell.
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|valign="top"|  Claw ||valign="top"|  1d2 ||valign="top"|  1d3 ||valign="top"|  1d4 ||valign="top"|  1d6 ||valign="top"|  1d8 ||valign="top"|  B and S ||valign="top"|  Primary
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|-
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|valign="top"|  Gore ||valign="top"|  1d3 ||valign="top"|  1d4 ||valign="top"|  1d6 ||valign="top"|  1d8 ||valign="top"|  2d6 ||valign="top"|  P ||valign="top"|  Primary
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|-
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|valign="top"|  Hoof, Tentacle, Wing ||valign="top"|  1d2 ||valign="top"|  1d3 ||valign="top"|  1d4 ||valign="top"|  1d6 ||valign="top"|  1d8 ||valign="top"|  B ||valign="top"|  Secondary
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|-
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|valign="top"|  Pincers, Tail Slap ||valign="top"|  1d3 ||valign="top"|  1d4 ||valign="top"|  1d6 ||valign="top"|  1d8 ||valign="top"|  2d6 ||valign="top"|  B ||valign="top"|  Secondary
 +
|-
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|valign="top"|  Slam ||valign="top"|  1d4 ||valign="top"|  1d6 ||valign="top"|  1d8 ||valign="top"|  2d6 ||valign="top"|  2d8 ||valign="top"|  B ||valign="top"|  Primary
 +
|-
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|valign="top"|  Sting ||valign="top"|  1d2 ||valign="top"|  1d3 ||valign="top"|  1d4 ||valign="top"|  1d6 ||valign="top"|  1d8 ||valign="top"|  P ||valign="top"|  Primary
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|-
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|}
  
 
== See Also ==
 
== See Also ==

Latest revision as of 14:07, 13 September 2018

ApathApath Logo
Unofficial rules compendium

Variant Unchained Eidolons

The following subtypes of unchained eidolons are common, and there are also additional eidolons, many of which are not outsiders. The descriptions of these new subtypes of eidolon follow those in Pathfinder Unchained, except as noted. There is a new entry, forbidden evolutions, that supplants any subtype requirements listed for eidolons. Other prerequisites, such as base form, still apply. Each subtype has a set of base evolutions that they start with, these replace the attacks an eidolon normally has because of its subtype.

Summoner Spell List Additions

Paizo's unchained summoner spell list can be found at Archives of Nethys. The spells listed here are my own additions.

Level 0: benign dispel, fireflies, summon zero.

Level 1: bone armor, celestial healing, protection from evil, rouse undead I.

Level 2: human potential, alter summoned monster, final sacrifice, gird ally, glitterdust, rouse undead II.

Level 3: deft digits, master's escape, rouse undead IV, phantom chariot.

Level 4: celestial healing (greater), devil contract, hollow heroism, instant restoration, rouse undead V.

Level 5: banishing blade, master's mutation, rouse undead VI, teleport beacon.

Level 6: baleful shadow transmutation, dissolution, human potential (mass), planar refuge, rouse undead VII, shadow transmutation, summon laborers, true seeing.

Frequently Asked Questions

Unless noted, these answers are my interpretation of the rules, not intended to be rules changes.

Do eidolons gain the benefits of being a player character? An eidolon is not a player character, and does not gain player character boons, such as traits. Eidolons can purchase traits using the Additional Traits feat. They must still have a source or trainer for the trait. An eidolon is not a character and does not get maximum hit points on its first Hit Die. If the campaign allows animal companions and familiars to gain PC bonuses, ediolons gain these bonuses too.

Do eidolons benefit from effects that boost summoned creatures? Spells and abilities that work on summoned creatures work on eidolons. Feats that improve or change the abilities or numbers of summoned creatures (like Augment Summoning and Superior Summoning) works for the summon monster ability, but never work with the eidolon, even when it is summoned using the summon eidolon spell.

Does the large evolution reduce the effects of base or base form evolutions? If an eidolon with the base form or base evolution increased attribute (Strength) takes the large evolution, the increased attribute evolution still works normally. It doesn’t matter that an evolution’s evolution point cost is doubled if it is free.

How do eidolons heal? An eidolon cannot heal naturally, but it can be healed by any supernatural means. This includes rejuvenate eidolon spells, but also common healing spells like cure light wounds. Eidolons cannot be healed with the Heal skill’s treat deadly wounds ability.

What damage reduction can an eidolon penetrate? Eidolons with DR/magic treat their natural weapons (but not wielded weapons) as magic weapons for the purpose of overcoming damage reduction.

A eidolon with an alignment subtype (chaotic, evil, good, or lawful) or DR/alignment can overcome DR/alignment with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or alignments) that matched the subtype(s) of the creature or is opposed to the creature's DR.

This is in addition to the benefits of the magic attacks evolution.

How Much And What Type of Damage Does Eidolon Natural Attacks Do?

The damage type dealt by an eidolons’ natural attacks are given in the universal monster rules. A summary of the parts relevant to eidolons is given below.

Table: Eidolon Natural Attacks by Size

Natural Attack Tiny Small Medium Large Huge Damage Type Attack type
Bite 1d3 1d4 1d6 1d8 2d6 B, P, and S Primary
Claw 1d2 1d3 1d4 1d6 1d8 B and S Primary
Gore 1d3 1d4 1d6 1d8 2d6 P Primary
Hoof, Tentacle, Wing 1d2 1d3 1d4 1d6 1d8 B Secondary
Pincers, Tail Slap 1d3 1d4 1d6 1d8 2d6 B Secondary
Slam 1d4 1d6 1d8 2d6 2d8 B Primary
Sting 1d2 1d3 1d4 1d6 1d8 P Primary

See Also

External Links

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