User:Aarnott/Lego Bin 16/Alexander



Alexander is an eidolon manifestation of an entity from the Positive Energy Plane. He takes the form of a massive mechanical castle. There are often clockwork gears spinning all over the castle walls. Holy magic radiates around him, which creates the effects of a Daylight spell centered on him.

Alexander is the ultimate heal-bot. He starts off with the capability to radiate a holy aura that boosts his allies damage rolls as well as gives a small amount of fast healing. He also can fire holy bolts that deal full damage regardless of damage reduction and resistances or heal an ally for a considerable amount of damage. He also comes packed with more hit points than a normal eidolon, which will allow him to heal allies without dying himself. Most of his unlocked abilities are able to be interrupted, however, so he has to be careful how he draws attacks. Of course, drawing attacks helps him keep allies alive.

Alexander's esper represents the most virtuous side of the summoner. The esper will often offer help to the needy even when the summoner is reluctant, and will say only kind words about others in his soothing, slow voice. Alexander will become notably upset when he fails to protect an ally.

Statistics


 * Construct [ Extraplanar, Good ]
 * Required level 15: You cannot select Alexander as an eidolon until 15th level. You cannot have him as your chosen eidolon. Instead, you automatically gain each unlockable ability when you reach the required class level.
 * Colossal Sized (tall): Alexander is a colossal sized creature, which means that he takes up a 25 ft. square, has 25 ft. of reach and takes a -8 penalty to attack rolls and AC. Alexander is stronger and tougher than normal, however and gains a +8 bonus to attack rolls and +8 bonus to natural armor, effectively cancelling out her size penalties.
 * Levitates 25ft. above the ground naturally. He can fly at a speed of 30 ft. with clumsy maneuverability.

Base Abilities

Holy Aura (Ex): As a standard action, followed by a move action each round he wishes to maintain this ability, Alexander can radiate a holy aura that blesses his allies. Each ally within 60 ft. (including Alexander) gains a +10 morale bonus to damage rolls, a +4 morale bonus to saves vs. fear, and fast healing of 1/4 your character level when they are below half their maximum hit points.

Massive (Ex): Alexander is massive and has double the normal hitpoints of a normal eidolon. If he is destroyed, you take three times as much damage as you normally would (usually 3/4 of your maximum hit points).

Holy Bolt (Sp): As an attack action, Alexander can fire a holy bolt at a creature in medium range as a ranged touch attack, dealing 1d6 positive energy damage or sacred damage per character level + your Charisma modifier. Sacred damage acts like normal damage except it cannot be reduced or redirected in any way. Alexander chooses to deal positive energy or sacred damage when he attacks. Holy bolt cannot heal a creature past 50% of its maximum hit points.

Unlockable Abilities

Healing Wave (Sp), required level 16: As a standard action, Alexander can allow each ally within 60 ft. to spend a healing surge. You can spend a healing surge to heal Alexander or yourself in this way, but not both. Any creature that is healed from this ability gains 3 temporary hitpoints per character level.

Battle Resurrection (Sp), required level 17: By spending 2 rounds concentrating with standard actions, once per summoning, Alexander can resurrect a creature that has died in the past minute. The creature comes back to life with half of its maximum hitpoints, but loses 2 healing surges. If the creature does not have enough healing surges, you must supply them in place of the creature. You must have 2 healing surges remaining for Alexander to use this ability.

Retribution (Sp), required level 18: By spending 1 round concentrating with a standard action, Alexander can make a ranged attack against any creature within short range. This attack deals 2x the amount of damage he was dealt while concentrating (plus any bonuses such as from holy aura) as sacred damage. Note that this ability is a spell-like ability, so Alexander will have to make concentration checks whenever he is damaged in order to finish casting it.

Auto Life (Sp), required level 19: By spending a healing surge usable once per summoning, Alexander can concentrate protection magic on a creature, allowing it to bounce back to life when it would be killed. The next time the target creature would be killed, it immediately comes back to life at 1/4 its hit points. Alexander can only target a single creature at a time with this ability and if he is recalled, the healing surge is returned and the ability is cancelled.

Divine Judgement (Sp), required level 20: By spending 1 round concentrating with a standard action, once per summoning, Alexander can deal 1/2 the difference between his current and maximum hit points to each enemy in 60 ft. as sacred damage, Will save for half.