Elemental Conduit (Apath)

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Unofficial rules compendium

An elemental conduit is focused on summoning creatures from the elemental planes. Their summons act as a conduit that gives the summoner direct access to elemental spells.

Class Information

This is a summoner archetype.

Publisher: Everyman Gaming.

Hit Die: d8.

Class Features

The elemental conduit has all the summoner's class features, except as described here.

Elemental Eidolon

An elemental conduit summoner always has an eidolon of the elemental subtype. If using Everyman Unchained: Eidolons, this can be an outsider of the elemental, genie or mephit subtype, an elemental animal, or an elemental ooze.

Elemental Summons (Sp)

An elemental conduit can only summon animals or creatures of the air, earth, elemental, fire, or water subtypes when using summoner abilities and spells. If a summoned creature would normally be celestial or fiendish they lose these templates and each time the elemental conduit casts a summon monster spell he must pick a simple elemental creature template that is applied to his summoned creatures: Simple Template: Aerial Creature, Simple Template: Aqueous Creature, Simple Template: Chthonic Creature, or Simple Template: Fiery Creature. See the appendix.

Elemental Conduit

When a creature of the air, earth, fire, or water subtype summoned or called by and under the control of the elemental conduit is within 30 ft., the elemental conduit gains access to additional spells. These spells are added to the spell list and to spells known, and can be cast like any other summoner spell. Each element adds a separate list of spells, and the elemental conduit can gain access to the spells of multiple elements by controlling different creatures. All spells that have a variable type, such as elemental aura, must be used with a type matching that of a creature the elemental conduit currently controls.

Air

Level 0

  1. Ghoust Sound:
    Figment sounds.

Level 1

  1. Alter WindsAPG:
    Increases/decreases natural wind strength.
  2. Shocking Grasp:
    Touch delivers 1d6/level electricity damage (max 5d6).

Level 2

  1. Gust of Wind:
    Blast of wind blows away or knocks down creatures.
  2. Whispering Wind:
    Sends a short message 1 mile/level.

Level 3

  1. Elemental AuraAPG:
    Creates an aura of energy around you.
  2. Lightning Bolt:
    Electricity deals 1d6/level damage.

Level 4

  1. Ball LightningAPG:
    Flying balls of lightning deal 3d6 electricity damage each.
  2. Dragon’s BreathAPG:
    Gives you a dragon’s breath weapon.

Level 5

  1. Sonic ThrustUM:
    Sound moves targets away from you.
  2. SuffocationAPG:
    Target quickly suffocates to death.

Level 6

  1. Chain Lightning:
    1d6/level damage, 1 more bolt/level.
  2. SiroccoAPG:
    Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone.
Earth

Level 0

  1. Acid Splash:
    Orb deals 1d3 acid damage.

Level 1

  1. Expeditious ExcavationAPG:
    Moves 5-ft. cubes of earth.
  2. Stone FistAPG:
    Your unarmed strikes are lethal.

Level 2

  1. Shatter:
    Sonic energy damages objects or creatures composed of crystal.
  2. Stone CallAPG:
    2d6 damage to all creatures in area.

Level 3

  1. Elemental AuraAPG:
    Creates an aura of energy around you.
  2. Shifting SandAPG:
    Creates difficult terrain, erases tracks.

Level 4

  1. Dragon’s BreathAPG:
    Gives you a dragon’s breath weapon.
  2. Stone Shape:
    Sculpts stone into any shape.

Level 5

  1. Acidic SprayUM:
    1d6/level acid damage plus 1 round of acid.
  2. Passwall:
    Creates passage through wood or stone wall.

Level 6

  1. Flesh to Stone:
    Turns subject creature into statue.
  2. Move Earth:
    Digs trenches and builds hills.
Fire

Level 0

  1. SparkAPG:
    Ignites flammable objects.

Level 1

  1. Burning Hands:
    1d4/level fire damage (max 5d4).
  2. Dancing LanternAPG:
    Animates a lantern that follows you.

Level 2

  1. Flaming Sphere:
    Ball of fire deals 3d6 fire damage.
  2. Scorching Ray:
    Ranged touch attack deals 4d6 fire damage, 1 ray/four levels (max 3).

Level 3

  1. Elemental AuraAPG:
    Creates an aura of energy around you.
  2. Fireball:
    1d6 fire damage per level, 20-ft. radius.

Level 4

  1. Dragon’s BreathAPG:
    Gives you a dragon’s breath weapon.
  2. Fire Trap:
    Opened object deals 1d4 damage +1/level.

Level 5

  1. Fire SnakeAPG:
    Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level.
  2. SuffocationAPG:
    Target quickly suffocates to death.

Level 6

  1. Contagious FlameAPG:
    Rays do 4d6 fire damage, then move on to new targets.
  2. SiroccoAPG:
    Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone.
Water

Level 0

  1. Ray of Frost:
    Ray deals 1d3 cold damage.

Level 1

  1. Hydraulic PushAPG:
    Sudden and powerful wave of water, bull rushes an enemy.
  2. Touch of the SeaAPG:
    Swim speed becomes 30 ft.

Level 2

  1. Accelerate PoisonAPG:
    Hastens targeted poison’s onset.
  2. SlipstreamAPG:
    Wave boosts creature’s speed.

Level 3

  1. Aqueous OrbAPG:
    Creates rolling sphere of water.
  2. Elemental AuraAPG:
    Creates an aura of energy around you.

Level 4

  1. Dragon’s BreathAPG:
    Gives you a dragon’s breath weapon.
  2. Ice Storm:
    Hail deals 5d6 damage in area 40 ft. across.

Level 5

  1. Acidic SprayUM:
    1d6/level acid damage plus 1 round of acid.
  2. Cone of Cold:
    1d6/level cold damage.

Level 6

  1. Fluid FormAPG:
    Gain DR 10/slashing, increases reach 10 ft., and breathe water.
  2. Freezing Sphere:
    Freezes water or deals cold damage.

This replaces bond senses and transposition.

Appendix: Simple Elemental Creature Templates

These templates are applied to creatures summoned by an elemental conduit.

Simple Template: Aerial Creature (CR +0 or +1)

Table: Simple Elemental Creature
Hit
Dice
DR Elemental
Resistance
Elemental
Damage
1–4 10 1 point
5–10 3/— 15 1d6
11+ 5/— 20 2d6

Aerial creatures are native denizens of the Elemental Planes of Air, and they possess unique adaptations to help them survive there.

This template can be applied only to a non-outsider with none of the subtypes that follow: air, cold, earth, fire, or water. An aerial creature's CR increases by 1 only if the base creature has 5 or more HD.

Rebuild Rules: Type gains the air subtype; Senses gains darkvision 60 ft.; Defensive Abilities gains DR and resistance to electricity as noted on Table: Simple Elemental Creature; Speed gains a fly speed equal to its highest speed with perfect maneuverability (maximum fly speed of 10 feet per HD); Attacks gains bonus electricity damage as noted on Table: Simple Elemental Creature on attacks with natural weapons and metal weapons.

Simple Template: Aqueous Creature (CR +0 or +1)

Aqueous creatures are native denizens of the Elemental Planes of Water, and they move with a unique grace underwater. This template can be applied only to a nonoutsider that has none of the following subtypes: air, cold, earth, fire, or water. An aqueous creature's CR increases by 1 only if the base creature has 5 or more HD.

Rebuild Rules: Type gains the water subtype; Senses gains darkvision 60 ft.; Defensive Abilities gains DR and resistance to cold as noted on Table: Simple Elemental Creature; Speed gains a swim speed equal to its highest speed + 10 ft.; Attacks gains bonus cold damage as noted on Table: Simple Elemental Creature on attacks with natural weapons and metal weapons.

Simple Template: Chthonic Creature (CR +0 or +1)

Chthonic creatures are native denizens of the Elemental Planes of Earth. They produce acid, which they use to help them burrow quickly through the dense rock of their homes. This template can be applied only to a nonoutsider that has none of the following subtypes: air, cold, earth, fire, or water. A chthonic creature's CR increases by 1 only if the base creature has 5 or more HD. Rebuild Rules: Type The creature gains the earth subtype; Senses gains darkvision 60 ft.; Defensive Abilities gains DR and resistance to acid as noted on Table: Simple Elemental Creature; Speed gains a burrow speed equal to half its highest speed (its tunnels always collapse behind it, and never leave behind a usable passage); Attacks gains bonus acid damage as noted on Table: Simple Elemental Creature on attacks with natural weapons.

Simple Template: Fiery Creature (CR +0 or +1)

Fiery creatures are native denizens of the Elemental Planes of Fire, and act as conduits to the burning energies of their home plane. This template can be applied only to a nonoutsider that has none of the following subtypes: air, cold, earth, fire, or water. Creatures with a swim speed can't be fiery creatures. A fiery creature's CR increases by 1 only if the base creature has 5 or more HD. Rebuild Rules: Type gains the fire subtype; Senses gains darkvision 60 ft.; Defensive Abilities gains DR as noted on Table: Simple Elemental Creature; Attacks gains bonus fire damage as noted on Table: Simple Elemental Creature on attacks with natural weapons and metal weapons.

Summary of Changed Class Abilities

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

  • Summon monster
  • Bond Senses
  • Transposition
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Section 15: Copyright Notice: Pathfinder Player Companion: Monster Summoner’s Handbook © 2015, Paizo Inc.; Authors: Alexander Augunas, Tyler Beck, Anthony Li, Luis Loza, David N. Ross, Owen K.C. Stephens, and Linda Zayas-Palmer.