User:Aarnott/Lego Bin 16

Note: This class requires the use of the Healing Surges variant rule. It is highly recommended that the Grimoire of the Balanced Wheel set of houserules are used with this class.

Eidolon Summoner
Summon Eidolon (Sp): Summoners specialize in summoning special monsters called eidolons. These monsters are completely under the control of the summoner and they represent the physical manifestation of powerful extraplanar entities. The summoner herself has learned to communicate with these entities and has formed a magical bond with them. Using this magical bond, she can call forth the eidolon.

Eidolons' statistics are based on your own ability scores. See the eidolons section for more details.

As a standard action, you can summon an eidolon. The eidolon appears in an unoccupied space within close range (25 ft. + 5 ft. / 2 levels) and can act immediately. Each round, you must spend a standard action to channel the summoning magic. Doing so continues this spell-like ability, which does not provoke new attacks of opportunity, but can be interrupted. Otherwise this ability is considered to be interrupted. It can be resummoned on your next turn if it still has hitpoints remaining, however. You can voluntarily recall an eidolon by spending a swift action at the end of your turn (recalling an eidolon does not count as interrupting this ability).

You begin play with the ability to summon 2 different eidolons (although you only summon a single eidolon at a time). Every 5 levels, you gain the ability to summon a new eidolon.

You must designate one of your first 2 eidolons as your chosen eidolon. That eidolon unlocks each ability available to it when you gain levels in this class. Every other eidolon you can summon (which are called secondary eidolons) can only unlock a number of abilities equal to 1/2 your class level and your class level is considered to be 3/4 of its real value (round up) for the purposes of determining the number of abilities you can unlock for that eidolon (See Table: The Summoner). Whenever you gain a level, you can change which unlocked abilities your secondary eidolons have access to (as long as each unlocked ability still meets all of its prerequisites).

Whenever an eidolon is destroyed, you take 1/4 your maximum hit points in damage. This damage cannot be prevented, reduced, or redirected in any way. Eidolons return to full hitpoints whenever you regain your healing surges.

You start play with one of your eidolons designated as your active eidolon. You can only summon your active eidolon. To designate a different eidolon that you have access to as your active eidolon, you must spend a standard action and your current active eidolon must be either destroyed or recalled.

Whenever this spell-like ability is interrupted, your active eidolon vanishes and it takes 1 damage per HD you have.

Otherwise, when an eidolon is recalled, a small spirit called an esper floats nearby the summoner. The esper looks like a diminutive glowing orb that glows a different color based on the eidolon (red for Ifrit, blue for Shiva, etc.). An esper doesn't have any mechanical benefits beyond the fact that it acts as the spiritual representation of the active eidolon. The esper can talk to the summoner although it only draws part of its personality from the entity that the eidolon is drawn from: the other part of its personality is drawn from the summoner herself.

Sometimes an esper can become unruly and reflect part of the summoner's emotions without the summoner's consent. The DM can apply a circumstance penalty of -2 to social checks that may involve deception (such as disguise, bluff, and diplomacy), but they should only do so when it seems appropriate for the particular esper that is present. On the other hand, the esper can help complement other skill checks if the summoner concentrates to have the esper help her and it will provide a +2 circumstance bonus to any skill check, usable once per day per 2 class levels (minimum once per day). If the summoner chooses to use this skill boost on a social check, she cannot receive a circumstance penalty as well (she is concentrating to control the esper).

Espers cannot be attacked (they are just floating balls of light that talk).

Oversoul (Su): With a quick gesture, the summoner's body changes to raw magical energy and flows into the eidolon. This merging of souls is called an oversoul. And although the summoner could control her eidolon before, now she can see through its senses and share its feelings.

As a swift action, you can merge your body into your eidolon as long as you are within close range (25 ft. + 5 ft. / 2 class levels). You take damage equal to the damage your eidolon takes, but you cannot be directly attacked and you do not need to make concentration checks to channel your eidolon when you take damage. This damage cannot be prevented, reduced, or redirected. You can dismiss the oversoul as a swift action and you appear in an adjacent square to your eidolon. While in an oversoul, you can't take any actions besides directing your eidolon (standard action) or dismissing the oversoul.

In addition, your eidolon gains access to any class features you have from other classes and any feats you have while the oversoul is active. For example, if you had +1d6 sneak attack damage, while in oversoul, your eidolon would gain the ability to sneak attack.

Transfer Life Force (Su): By sending some of your own life force through the magical bond between you and your eidolon, you can mend its wounds. As a swift action and move action, you can spend a healing surge to heal your active eidolon half its hitpoints + your Charisma modifier. On your next turn, you do not gain a swift action.

Strengthen Eidolon (Su): With a small flash of red flame, you send a burst of magic to strengthen your eidolon's attacks. As a swift action, you can grant your eidolon a bonus to its damage rolls until your next turn equal to 1/2 your Intelligence modifier.

Protect Eidolon (Su): With a glow of white light, you protect your eidolon from harmful magic. As an immediate action, you can grant your eidolon Improved Evasion and Mettle until your next turn.

Quicken Eidolon (Su): Your eidolon glows blue for a moment and gains a small burst of speed. As a swift action, your eidolon gains a 5ft. bonus to their base land speed, a 10ft. bonus to their swim speed, and a 20ft. bonus to their fly speed for 1 round. If your eidolon normally can't fly, it gently floats to the ground at the end of your turn.

Guide Eidolon (Su): You concentrate on your eidolon and guide its attacks to strike at the heart of your enemies. As a swift action, you can grant your eidolon a +2 bonus to its attack rolls until your next turn.

Fast Switch (Su): You expend some of your own life force to call upon one of your eidolons for help. As a swift action, you can spend 1 healing surge to change your active eidolon if it is already recalled.

Share Spells with Eidolon (Su): As a swift action, you can share any spells/effects that you are subject to with your eidolon. You can choose which effects are transferred. This ability lasts until your next turn.

Deflect Blow (Ex): You wince for a moment as a deadly blow is about to strike you only to have your eidolon swat it away at the last moment. As an immediate action, you can have your eidolon attempt to deflect an attack that targets you. The eidolon makes an attack roll opposed by the attacker's attack roll. If the eidolon's attack roll is equal to or greater than the attacker's, the attack is deflected and has no effect. The eidolon must threaten either the attacker or a square that the attack travels through (such as a square an arrow travels through).

Trick Switch (Su): You are able to suddenly switch your eidolon by sacrificing a large portion of your life reserves. As a swift action, you can spend 2 healing surges to change your active eidolon when it is within close range. It is immediately replaced by one of your other eidolons and you can choose an unoccupied area within close range to summon it into. Your new eidolon can only act this turn if the previous active eidolon did not act.

Dimensional Swap (Su): Using the bond between yourself and your eidolon, you are able to manipulate the space between both of you and instantly switch places. As a swift action, you can swap your position with your eidolon's position if you are within close range and have line of sight. You can use this ability once per day at level 12 and once per eidolon at level 16 (each usage must be with a different eidolon).

Contact Eidolon (Su): You can now communicate more directly with the entities that your eidolons come from. Treat this as a Contact Other Plane spell except you have no chance of going insane or becoming damaged. For any of the starting eidolons (Shiva, Ifrit, Ixion, Titan, Valefor) and Leviathan, you contact an elemental plane. For Bahamut, you contact the astral plane. For Anima, you contact the negative energy plane. For Alexander, you contact the positive energy plane. For Odin, you contact an Outer Plane (DM dependent, but usually defaults to an intermediate deity).

Double Summon (Su): The ultimate ability a summoner can learn is the ability to summon two eidolons at the same time. Once per day, you can summon and control two eidolons. This ability works the same way as regular summoning except that it requires your full concentration to channel, so you need to spend a full round action and a swift action each turn to command both eidolons. The summoning magic links both of the eidolon's together, and they take damage whenever the other eidolon takes damage, equal to 1/2 the amount. This damage cannot be prevented, reduced, or redirected. For example: if you summon Ifrit and Shiva and then Ifrit takes 45 fire damage from a single attack (which gets reduced to 40), Shiva will take 20 damage (this damage is not fire damage).

Eidolons
Eidolons are powerful creatures that are created by a magical bond between a summoner and an extraplanar entity. The statistics presented here are just archetypes for common eidolon manifestations. Feel free to talk to your DM about inventing new eidolons or different personalities and appearances for the eidolons presented here.

Eidolons do not use a full set of statistics. They are really only used for combat applications, so they only really have a need for combat statistics. If one of their abilities/attributes is not listed here, use your ability/attribute instead. The following list details the basic eidolon combat statistics.


 * Eidolons have HP equal to 1/2 your maximum HP, but they use your Intelligence modifier in place of your Constitution modifier for determining bonus HP. For example: if you have 10 HD, 120 hp (40 of which is from your +4 Constitution modifier), and you have a +7 Intelligence modifier, your eidolons will have 75 HP (80 base + 70 bonus = 150 adjusted max hp).
 * Eidolons preserve their HP score between summonings (they don't come back fully charged with HP).
 * Whenever you regain your healing surges, your eidolons regain their hit points.
 * Eidolons act during your initiative. If you want to have the eidolon delay or ready an action, your initiative is lowered along with its initiative.
 * Eidolons have a base land speed of 30 ft. unless otherwise noted.
 * Eidolons don't gain any of the normal features for their creature type and subtypes. They just count as that type/subtype for the purposes of spells and abilities.
 * Eidolons have a melee and ranged attack bonus equal to your character level + your Charisma modifier + 1/2 your Intelligence modifier.
 * Eidolons are considered to have a base attack bonus equal to your character level, but they do not gain extra attacks from having a high base attack bonus.
 * Eidolons have a melee and ranged touch attack bonus equal to your Charisma modifier + 1/2 your Intelligence modifier.
 * DCs for eidolon abilities are 10 + 1/2 your character level + your Charisma modifier, unless otherwise noted.
 * AC = 10 + 5 (armor) + your HD (1/2 of this is natural armor, 1/4 is natural armor enhancement -- round up, 1/4 is enhancement -- round up) + 1/4 your summoner level (deflection) + your Intelligence modifier (dodge)
 * Touch AC = 10 + 1/4 your summoner level (deflection) + your Intelligence modifier (dodge)
 * Eidolons start with a set of base abilities. Other abilities can be unlocked by selecting them when you gain summoner levels (these abilities also have a required summoner level to unlock).

You choose your eidolons from the following list. The eidolon's role in combat is put in parentheses.


 * Ifrit (striker + a little defender)
 * Ixion (striker)
 * Shiva (controller + a little defender)
 * Titan (defender)
 * Valefor (striker + a little controller)
 * Anima (defender + "damage over time" striker)
 * Bahamut (striker)
 * Alexander (defender)
 * Leviathan
 * Odin

Leviathan

 * Magical Beast [Water, Aquatic]

Odin

 * ??? In Final Fantasy games, this dude kills everything...