|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.
Hit Die: d8.
The abiogenesist has all the summoner's class features, except as noted.
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.
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.
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.
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.
|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.
|Special||Spells per Day|
|1st||+0||+2||+0||+2||Brew potion, discovery, life link, takwin||1||—||—||—||—||—|
|12th||+9/+4||+8||+4||+8||Greater shield ally||5||5||4||3||—||—|
Summary of Changed Class Abilities
- Class Skills
- Summon Monster I - IX
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