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.
Contents
Eidolon Summoner[edit]
Level | Base Attack Bonus |
Saving Throws | Special | Secondary Eidolons | |||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | Abilities | Effective Class Level | |||||||||||||||||||||||||||||||||||||
1st | +0 | +0 | +0 | +2 | Summon Eidolon (2 eidolons), Oversoul, Transfer Life Force | 0 | 1 | ||||||||||||||||||||||||||||||||||
2nd | +1 | +0 | +0 | +3 | Strengthen Eidolon | 1 | 2 | ||||||||||||||||||||||||||||||||||
3rd | +1 | +1 | +1 | +3 | Protect Eidolon | 1 | 3 | ||||||||||||||||||||||||||||||||||
4th | +2 | +1 | +1 | +4 | Quicken Eidolon | 2 | 3 | ||||||||||||||||||||||||||||||||||
5th | +2 | +1 | +1 | +4 | Summon Eidolon (3 eidolons) | 2 | 4 | ||||||||||||||||||||||||||||||||||
6th | +3 | +2 | +2 | +5 | Guide Eidolon | 3 | 5 | ||||||||||||||||||||||||||||||||||
7th | +3 | +2 | +2 | +5 | Fast Switch | 3 | 6 | ||||||||||||||||||||||||||||||||||
8th | +4 | +2 | +2 | +6 | Share Spells with Eidolon | 4 | 6 | ||||||||||||||||||||||||||||||||||
9th | +4 | +3 | +3 | +6 | Deflect Blow | 4 | 7 | ||||||||||||||||||||||||||||||||||
10th | +5 | +3 | +3 | +7 | Summon Eidolon (4 eidolons) | 5 | 8 | ||||||||||||||||||||||||||||||||||
11th | +5 | +3 | +3 | +7 | Trick Switch | 5 | 9 | ||||||||||||||||||||||||||||||||||
12th | +6/+1 | +4 | +4 | +8 | Dimensional Swap (1/day) | 6 | 9 | ||||||||||||||||||||||||||||||||||
13th | +6/+1 | +4 | +4 | +8 | Contact Eidolon | 6 | 10 | ||||||||||||||||||||||||||||||||||
14th | +7/+2 | +4 | +4 | +9 | — | 7 | 11 | ||||||||||||||||||||||||||||||||||
15th | +7/+2 | +5 | +5 | +9 | Summon Eidolon (5 eidolons) | 7 | 12 | ||||||||||||||||||||||||||||||||||
16th | +8/+3 | +5 | +5 | +10 | Dimensional Swap (1/encounter) | 8 | 12 | ||||||||||||||||||||||||||||||||||
17th | +8/+3 | +5 | +5 | +10 | — | 8 | 13 | ||||||||||||||||||||||||||||||||||
18th | +9/+4 | +6 | +6 | +11 | — | 9 | 14 | ||||||||||||||||||||||||||||||||||
19th | +9/+4 | +6 | +6 | +11 | Double Summon | 9 | 15 | ||||||||||||||||||||||||||||||||||
20th | +10/+5 | +6 | +6 | +12 | Summon Eidolon (6 eidolons) | 10 | 15 | ||||||||||||||||||||||||||||||||||
Class Skills (4 + Int modifier per level, ×4 at 1st level) |
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[edit]
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
Ifrit[edit]
Ifrit is the eidolon manifestation of a powerful entity in the Elemental Plane of Fire. He often takes the form of a bestial humanoid that incorporates some elements of efreeti physical traits (possibly suggesting that the entity he comes from is somehow related to an efreeti sultan). Ifrit is always covered in fire, which beyond looking pretty awesome, also provides light like a torch. He is always heavily muscled and often is adorned with large golden hoops pierced in his ears and intricately designed golden bracelets (attire that is suggestive of efreeti).
Although he is under complete control by the summoner, outside of combat (if the summoner does decide to talk to him), he likes to suggest more reckless strategies of attack. In fact, he is most happy being put directly in front of attacks so that he can lash back at the enemy with stronger attacks. And that isn't a bad strategy to use his abilities either. He powers his class abilities by taking damage, so summoners will often try to have him draw several attacks early on in the battle and then use those abilities aggressively before falling back for healing.
Ifrit tends to get angry very easily and as an esper, he will often betray the angry emotions of a summoner while the summoner is involved in negotiation. During combat, he often yells extremely vulgar words at his enemies in Ignan and he smiles with sadistic glee when he defeats an enemy that has harmed him.
Note: many class abilities were "borrowed" from the Fire Mage class.
Statistics
- Elemental [Extraplanar, Fire]
- Large sized (tall): Ifrit takes up a 10ft. square area and has a 10ft. reach., but he takes a -1 penalty to attack rolls and AC.
- Fire Resist 5.
- Increases to Fire Resist 10 at 5th level.
- Increases to Fire Resist 15 at 10th level.
- Increases to Fire Resist 20 at 15th level.
- Increases to Fire Resist 30 at 20th level.
- Takes 25% extra damage from cold sources
- Uses your Charisma instead of Strength to determine his bonus to grappling.
Base Abilities
Fire Punch (Su): Ifrit has a slam natural weapon that deals 1d6 fire damage per character level + your Charisma modifier.
At 8th level as a full round action that costs 6 revenge points, Ifrit can make two Fire Punches.
At 16th level as a full round action that costs 6 revenge points, Ifrit can make three Fire Punches.
Revenge (Ex): Ifrit is constantly burning with rage. He has a pool of points called a "Revenge Pool" that starts at 0 points when he is summoned and increases each time he takes damage. Whenever he takes damage, he adds a number of revenge points to his revenge pool equal to half the damage he took. Whenever he heals HP, he loses a number of revenge points from his revenge pool equal to twice the HP healed.
Fiery Anger (Ex): As a free action that costs half of Ifrit's revenge points (round up), he deals extra damage with his next attack equal to the number of revenge points spent. He can only use this ability once per attack. If the attack misses, his revenge points are still consumed.
Unlockable Abilities
Stoke the Fire (Ex), required level 2: As an immediate action after an attack hits, but before damage is rolled, Ifrit can choose to take an additional 1 damage per 2 character levels from the attack but gain revenge points equal to the full damage of the attack, not half (including the extra damage caused by this ability).
Fire Burst (Su), required level 3: As a standard action that costs 4 revenge points, Ifrit can pound the ground and send a wave of flame into each square he threatens. Each creature in the area must make a Reflex save or else be ignited and take 1d6 fire damage per 2 character levels at the start of each of their turns. The creature can attempt a new saving throw each round as a move action to stop this effect. A creature can only be ignited by one effect at the time (taking the highest damage effect).
Piercing Flames (Ex), required level 4: Any fire damage that Ifrit deals ignores the first 5 points of hardness or fire resistance.
Fire Ball (Su), required level 5: As a full round action that costs 6 revenge points, Ifrit can throw a fireball anywhere within medium range. It explodes in a 15ft. radius and deals 1d6 fire damage per character level.
Greater Fire Punch (Su), required level 6: Ifrit's fire punch can ignite a creature he hits. The creature must make a Reflex save or else be ignited and take 1d6 fire damage per 2 character levels at the start of each of their turns. The creature can attempt a new saving throw each round as a move action to stop this effect. A creature can only be ignited by one effect at the time (taking the highest damage effect).
Reckless (Ex), required level 7: Ifrit gains a +4 morale bonus to saving throws against fear, charms, and compulsions.
Improved Piercing Flames (Ex), required level 8 and Piercing Flames: Any fire damage that Ifrit deals ignores the first 10 points of hardness or fire resistance.
Sculpt Flames (Su), required level 9: As a standard action that costs 5 revenge points, Ifrit can create shapes and walls made of fire. The Fire is fully shapeable, but cannot pass through more than 2 squares per character level. Any creature passing through a square with fire in it suffers 1d6 of fire damage per character level. A creature which is in a square that is being filled with fire is entitled to a Reflex Save to avoid the damage. These flames persist for 1 round, but each round Ifrit can spend a move action and 2 revenge points to keep the fires burning for another round.
Huge Sized (Ex), required level 10: When Ifrit is summoned, he can be summoned as a Huge sized creature (taking a 15ft. square area, having a 15ft. reach, and taking a -2 penalty to attack rolls and AC).
Cauterize Wounds (Ex), required level 11: As a move action that consumes all of Ifrit's remaining revenge points, he can heal himself for a number of hitpoints equal to the number of revenge points spent. This ability is only usable once per summoning.
Improved Stoke the Fire (Ex), required level 12 and Stoke the Fire: Ifrit can optionally have Stoke the Fire apply to each attack against him until his next turn. He also gains 1.5x the damage dealt to him as revenge points.
Flaming Body (Ex), required level 13: As a move action that costs 8 revenge points, Ifrit can cover his entire body with intense fire, dealing 2d6 damage per character level to any creature he grapples. This ability lasts 1 round.
Fire Cloud (Sp), required level 14: As a full round Action that costs 10 revenge points, Ifrit can create a huge billowing cloud of fire. The fire cloud must be created within long range, and persists for 3 rounds whether it is still in range or not. The cloud is shapeable, and covers at most 2 10' cubes per character level in a contiguous region. Each round, everyone and everything inside the cloud suffers 1d6 of fire damage per character level, but is entitled to a Reflex save for half damage.
Greater Piercing Flames (Ex), required level 15 and Improved Piercing Flames: Any fire damage that Ifrit deals can only be reduced by a maximum of 50% from fire resistance, fire immunity, or hardness.
Greater Flaming Body (Ex), required level 16 and Flaming Body: Ifrit can spend 8 revenge points as a free action at the start of his turn to extend the duration of flaming body by an extra round (causing fire damage again to creatures he grapples).
Bonds of Fire (Sp), required level 17: Ifrit can craft solid fire and entrap a victim in it by spending 10 revenge points. The bonds will immobilize a creature within close range if it fails a Reflex Save. They also entangle the creature unless it succeeds on its save by more than 5. A creature can attempt a new saving throw by taking a standard action to break the bonds. The victim suffers 20 points of fire damage per round they are immobilized, and the bonds of fire last until the victim escapes or Ifrit dismisses them.
Consumed by Flame (Su), required level 18: As a full round action that costs 15 revenge points, Ifrit can Swallow Whole an enemy of any size that he is grappling (the target actually enters extra dimensional space on the elemental plane of fire). The creature is entitled to a Reflex save to avoid being swallowed The creature takes 1d6 fire damage per character level each round and needs to deal 1/2 of Ifrit's hit points in damage to the walls of the extra dimensional space to be released. When the creature is released, Ifrit takes damage equal to 1/2 his maximum hit points. Ifrit can only swallow a single creature at a time.
Greater Stoke the Fire (Ex), required level 19 and Improved Stoke the Fire: Ifrit can activate improved stoke the fire on his turn as a free action. He gains 2x the amount of damage he takes as revenge points.
Hellfire (Su), required level 20: As a full-round action that provokes attacks of opportunity and costs 20 revenge points, Ifrit can lift a 15ft. cube of earth/rock that is adjacent to him, jump up, and then throw it at a 15ft. cubed area within close range. When Ifrit grabs the earth, he sends powerful fire magic through it, turning it into a red ball of fire. Any enemy hit by it takes 1d6 fire damage per character level and 1d6 bludgeoning damage per character level. Creatures that are in the path of it can make a Reflex save for half damage. Any creatures standing on the earth the he pulls up can make a Reflex save to avoid being launched with the earth (avoiding the damage completely). These creatures that are launched with the earth are placed in an unoccupied square on the ground in the area the fire/earth ball hits (of Ifrit's choice) and their movement does not provoke attacks of opportunity.
Ixion[edit]
Ixion is an eidolon manifestation of an entity from the Elemental Plane of Air or possibly the Elemental Plane of Water. He often takes the form of a powerful white unicorn with a curved horn. His hooves constantly flicker with electrical charges that spark between him and the ground. Indeed, Ixion is known by many to be the lord of storms and the keeper of lightning. His mane is often braided and interlaced with conductive metals that occasionally show the electrical sparks that flow through Ixion's body.
Ixion's combat ability tends to focus on building an electrical charge as well as physically charging his opponents with his horn. His impale ability works similarly to power attack, except that his ability does not reduce his attack roll in order to increase his damage. After a Thor's hammer, Ixion, if fully charged, can deal up to 448 damage on a charge attack (64 x 7). And that is his big trick: charging up power and then making an impale attack for massive amounts of damage. Yes. He's a one trick pony.
Ixion's esper tends to reflect the summoner's confidence and arrogance. If the summoner thinks of herself as superior to another creature, Ixion makes no effort to hide it. He may even let out racist remarks, much to the horror of the summoner. In combat he will taunt the enemy and boast of his superior strength and skill.
Statistics
- Magical Beast [Extraplanar]
- Lightning Resist 5
- Increases to Lightning Resist 10 at 5th level.
- Increases to Lightning Resist 15 at 10th level.
- Increases to Lightning Resist 20 at 15th level.
- Increases to Lightning Resist 30 at 20th level.
- Takes 25% extra damage from acid sources
- Large sized (long): Ixion takes up a 10ft. square area and has a 5ft. reach., but he takes a -1 penalty to attack rolls and AC. He is also a quadraped, which increases his carrying capacity and gives a +4 stability bonus against being tripped.
- Base land speed of 50'
- Uses your Charisma modifier in place of your Strength modifier for bullrush attempts.
Base Abilities
Aerospark (Ex): Ixion can fire several electrical jolts at an enemy within medium range as a standard action. He makes a ranged attack roll against the target, and if it hits, the attack deals 1d6 lightning damage per 2 character levels (minimum 1d6) + your Charisma modifier. Any creature hit by Aerospark, must make a Fortitude save or else take double damage from impale if Ixion uses it on his next turn. The standard rules that two doublings make a tripling apply (such as aerospark followed by a powerful charge).
At 8th level, Ixion can fire 2 aerosparks as a standard action by spending 3 charge points. The doublings of impale stack (each require a successful save).
At 16th level, Ixion can fire 3 aeroparks as a standard action by spending 6 charge points. The doublings of impale stack (each require a successful save).
Build Energy (Su): Whenever Ixion hits with an attack, he gains 3 charge points. At the start of each of his turns, he loses 1 charge point. He initially comes summoned with 0 charge points. Charge points are used to power some class abilities. Ixion can spend a full round action to gain a number of charge points equal to your Intelligence bonus.
Impale (Ex): Ixion has a gore natural attack that deals 2d6 + your Charisma modifier piercing damage. Ixion can spend a number of charge points equal to 1/2 your character level to deal an extra 4 damage with this attack.
Unlockable Abilities
Ride by Attack (Ex), required level 2: Ixion can move, take an attack action, and continue his movement.
Thunder Hooves (Su), required level 3: As a standard action, Ixion can kick his opponents and channel lightning through his hooves. The attack deals 2d6 bludgeoning damage + your Charisma modifier. It also deals 1d6 lightning damage per character level. Ixion can choose to spend 2 charge points if the attack hits to create a loud crack of thunder. The thunder forces each creature within 10 ft. of Ixion to make a Fortitude save or be deafened for 3 rounds.
Absorb Power (Su), required level 4: Ixion can spend a move action to gain a number of charge points equal to your Charisma bonus. If he does, he takes damage equal to your Intelligence bonus.
Lightning Lance (Su), required level 5: As a standard action that costs 3 charge points, Ixion can transform his horn into a long, sharp blade of lightning. He makes a melee touch attack, but it targets each creature in a 30 ft. line (compare a single attack roll to each creature's AC). If it hits, it deals 1d6 lightning damage per character level. Ixion can spend a number of charge points equal to 1/4 your character level to add an additional 2d6 lightning damage per charge point spent.
Powerful Charge (Ex), required level 6: When making a charge, impale deals double damage.
Full Power (Ex), required level 7: When Ixion is summoned, he comes with 4 charge points.
Draw Charge (Su), required level 8: Whenever Ixion hits when charging, he gains an additional 2 charge points.
Overwhelming Charge (Ex), required level 9: Whenever Ixion charges a creature, he can bullrush the creature as a free action if he hits with his attack.
Lightning Spire (Su), required level 10: As a full-round action that costs 4 charge points, Ixion can call down lightning from the sky. The lightning strikes every creature that is above ground in a 5 ft. square within long range (possibly striking multiple creatures if one of them is flying directly above the other). This attack deals 1d6 lightning damage per character level + your Charisma modifier, Fortitude save for half damage. On a failed save, the creature is dazzled for 3 rounds. This ability does not count as an attack for the purposes of build energy and does not recover charge points.
Improved Powerful Charge (Ex), required level 11 and Powerful Charge: When making a charge, impale deals triple damage instead.
Improved Full Power (Ex), required level 12 and Full Power: When Ixion is summoned, he comes with 7 charge points.
Improved Draw Charge (Su), required level 13 and Draw Charge: Whenever Ixion hits when charging, he gains an additional 4 charge points.
Chain Lightning (Su), required level 14: As a full-round action that costs 5 charge points, Ixion can create an arcing bolt of lightning that bounces between targets. He makes a ranged touch attack against a single creature within medium range, which, if it hits, deals 1d6 lightning damage per character level + your Charisma modifier. Also if it hits, he can make a new ranged touch attack against another creature that is in close range of the creature he hit and that attack deals 1/2 the damage that the first attack dealt (don't roll, round down). He can continue making ranged touch attacks against creatures in close range, halving the damage each time (1/2, 1/4, 1/8, etc.) until he misses an attack or the damage becomes 1 (at which point 1/2 damage would be 0 damage). This ability does not count as an attack for the purposes of build energy and does not recover charge points.
Lightning Speed (Su), required level 15: By spending 2 charge points, Ixion can double his base land speed for 1 round. He can only use this ability once per summoning.
Greater Powerful Charge (Ex), required level 16 and Improved Powerful Charge: When making a charge, impale deals quadruple damage instead.
Greater Full Power (Ex), required level 17 and Improved Full Power: When Ixion is summoned, he comes with 10 charge points.
Greater Draw Charge (Su), required level 18 and Improved Draw Charge: Whenever Ixion hits when charging, he gains an additional 6 charge points.
Greater Lightning Speed (Su), required level 19 and Lightning Speed: Lightning speed only costs 1 charge point and Ixion can use it twice per summoning.
Thor's Hammer (Su), required level 20: As a full-round action that costs 15 charge points, Ixion can unleash the power of the storms. He makes a ranged touch attack against a creature within medium range. If he hits, the creature takes 2d6 lightning damage per character level and must make a Fortitude save or be immobilized for 1 round. Whether or not it makes its save, the damage from impale is quadrupled on Ixion's next turn against the creature (making a greater powerful charge + impale deal 7x damage).
Shiva[edit]
Shiva is an eidolon manifestation of an entity from a particularly cold section of the Elemental Plane of Water. She takes the form of a blue fey-like creature that has parts of her body encased in solid ice. She is often scantly clothed (if at all) and she radiates a faint aura of cold: enough to cover nearby surfaces with a layer of frost. Despite her near naked (or fully naked) appearance, and her well proportioned figure, she is not what many would consider attractive because of her emotionless ice-blue eyes and unchanging expression. Much like her physical manifestation of cold, her personality comes across as frozen and chilling. She is more like a moving piece of art than a living creature.
In combat, Shiva creates icy pathways to slow down opponents or trip them up. She does put herself at risk however and benefits greatly from allies who can take advantage of the weaknesses she creates in enemy footing. Sometimes she will blast herself with a heavenly strike in order to regain lost hitpoints.
Shiva's esper usually reflects a callous cold side of the summoner. If she does choose to speak, her words often cut like a knife and say truths that hurt. She may note in an uncaring voice that the villagers probably won't survive, right after the summoner has just reassured them that she will do what she can to save them. That's just the way Shiva rolls. And on the other hand, some summoners find Shiva's stark honesty refreshing because she can point out some things that they may feel but are afraid to confront. In combat, she usually keeps silent, unless she has insights that she considers valuable to convey such as "we are going to die against these opponents".
Statistics
- Fey [Cold, Extraplanar]
- Medium sized (tall)
- Cold Resist 5
- Increases to Cold Resist 10 at 5th level
- Increases to Cold Resist 15 at 10th level
- Increases to Cold Resist 20 at 15th level
- Increases to Cold Resist 30 at 20th level
- Takes 25% extra damage from fire sources.
Base Abilities
Icewalking (Ex): Shiva can walk easily on ice and treats it as normal terrain. She never needs to make balance checks to move on ice.
Frost Step (Su): As a standard action, Shiva can cover the square she is in and each adjacent square with ice. Any square she moves into before her next turn and each adjacent square is also covered in ice, however, until her next turn, any time Shiva enters a threatened area, she provokes an attack of opportunity. The ice lasts 1 round. Unlike normal ice, this ice requires any creature that begins its turn on it to make a Reflex save or fall prone. The base DC to balance on the ice is 10 + your character level + your Intelligence modifier (which may be modified if a creature tries charging over iced squares, for example).
Heavenly Strike (Su): As an attack action, Shiva can throw a bolt of ice at a target in medium range. The bolt deals 1d6 cold damage per character level + your Charisma modifier and requires a successful ranged touch attack. Any creature that is damaged by Shiva's ice bolt must make a Fortitude Save or lose their swift action on their next turn.
At 8th level as a full round action, Shiva can fire two heavenly strike bolts at any two targets in medium range.
At 16th level as a full round action, Shiva can fire three heavenly strike bolts at any three targets in medium range.
Unlockable Abilities
Improved Frost Step (Su), required level 2: Any creature other than Shiva that ends its turn on a square of ice generated by frost step takes 1d6 cold damage per 2 character levels, Fortitude save for half.
Frozen Anatomy (Ex), required level 3: Parts of Shiva's body become encased in ice and become less vulnerable to attacks. Shiva is treated as having light fortification (25%).
Absorb Cold (Ex), required level 4: Whenever Shiva would be dealt cold damage, 1 damage per HD instead heals Shiva. This healing cannot heal Shiva past 50% of her maximum HP and it occurs before her cold resistance reduces the cold damage further.
Frost Punch (Su), required level 5: Shiva gains a slam attack that deals 1d6 cold damage per character level. Any creature hit by her slam attack must make a Fortitude save or become slowed for 1 round.
Ice Glide (Ex), required level 6: Whenever Shiva uses frost step, she can choose to take a -2 penalty to her AC in order to gain a 10' enhancement bonus to her land speed.
Cone of Cold (Sp), required level 7: As a full-round action usable once per summoning, Shiva can blast each creature in a 30ft. cone. The cone deals 1d6 cold damage per character level, Reflex save for half.
Blizzard (Sp), required level 8: As a full-round action usable once per summoning, Shiva can create a 10ft. radius, 150ft. tall cylinder in medium range that deals 1d6 cold damage per character level to each creature in the area, Reflex save for half. Any flying creature using a non-magical means of flight that fails its Reflex save must make an additional Fortitude save or be unable to fly for 3 rounds (which will likely cause it to take falling damage).
Deep Freeze (Sp), required level 9: As a standard action usable once per summoning, Shiva can force a creature in close range to make a Fortitude save at the start of each of its turns or else be immobilized and take 1d6 cold damage per character level. This effect lasts 3 rounds or until a successful save.
Improved Frozen Anatomy (Ex), required level 10 and Frozen Anatomy: Shiva is treated as having fortification (75%).
Improved Ice Glide (Ex), required level 11 and Ice Glide: Shiva gains a 20' enhancement bonus to her land speed when she uses ice glide.
Greater Frost Step (Su), required level 12 and Improved Frost Step: Any creature that ends its turn on more than one square of ice generated by frost step takes 1d6 cold damage per 2 character levels per ice square it is on, Fortitude save for half. For example: A large sized creature is standing on two iced squares at the end of its turn and you are 12th level. The large creature would take 12d6 cold damage instead of the normal 6d6 cold damage.
Improved Frost Punch (Su), required level 13 and Frost Punch: Frost punch no longer provokes an attack of opportunity and it deals 2d6 cold damage per character level.
Improved Blizzard (Su), required level 14 and Blizzard: The blizzard lasts 3 rounds, dealing damage at the start of each of your turns. Any creature that spends more than 1 round inside the blizzard must make a Fortitude save or become slowed until the blizzard ends.
Wall of Ice (Sp), required level 15: As a standard action usable once per summoning, Shiva can create an ice plane like the Wall of Ice spell in an area within close range. Her caster level is equal to your character level.
Greater Ice Glide (Ex), required level 16 and Improved Ice Glide: Shiva gains a 30' enhancement bonus to her land speed when she uses ice glide.
Ice Aura (Su), required level 17: Any creature that begins its turn within Shiva's threatened area takes 1 cold damage per character level you have. Shiva can choose to let a creature ignore this damage.
Greater Frozen Anatomy (Ex), required level 18 and Improved Frozen Anatomy: Shiva is treated as having heavy fortification (100%).
Greater Frost Punch (Su), required level 19 and Improved Frost Punch: Frost punch slows for 2 rounds on a failed save instead.
Diamond Dust (Sp), required level 20: As a standard action usable once per summoning, Shiva can attempt to freeze her enemies solid. Each enemy within 30ft. must make a Fortitude save or else be turned to ice for 1 round (treated as an object with an amount of hit points equal to the creature's current hit points).
Titan[edit]
Titan is an eidolon manifestation of an entity from the Elemental Plane of Earth. He takes the form of a rocky giant. Sometimes he looks more like an earth elemental than a giant, but a good way to picture him is anywhere from a standard D&D stone giant, to Thing from the Fantastic Four (or you can think of something like the picture provided with this entry). He is tremendously tough and will shrug off many attacks that would be lethal to heroes.
Titan is a powerful defender. He can draw attacks from enemies fairly well and then absorb the attacks they send at him. His thick, stony skin protects him from dangerous attacks and he can also brace himself for a round to reduce the amount of damage he would take. He starts out fairly weak against flying and ranged enemies, but he eventually gains the ability to throw large rocks that cause immobilization, which he can use to close in on such enemies. He also can stomp on the ground, which causes enemies and allies alike to fall prone, so he must use that ability with caution.
Titan's esper is reluctant to change. Whenever new evidence in an argument is presented that may change attitudes, Titan is the last to be convinced. He will cling to old ideas and traditions just because "it is the right way to do things". And although his esper does reflect a part of the summoner's own personality, Titan's esper is usually the least liked of any summoner's espers just because he can be so thick-headed.
Statistics
- Giant [Earth, Extraplanar]
- DR 1/—
- Takes 25% extra damage from sonic sources
- Uses your Charisma modifier in place of your Strength modifier for grapple checks.
Base Abilities
Menace (Ex): As a standard action, Titan can force a creature within close range to make a Will save or else take a -2 penalty to any attack that does not target Titan. This effect lasts 3 rounds and the creature may attempt a new saving throw each round.
Brace for Impact (Ex): As a full round action, Titan can ignore the next 3 damage per character level he would be dealt before his next turn.
Slam (Ex): Titan can slam a creature as an attack action, dealing 1d6 bludgeoning damage per character level + your Charisma modifier in damage.
Unlockable Abilities
Improved Menace (Ex), required level 2: Titan may target an extra creature at character levels 5, 10, 15, and 20. Even on a successful save, a creature targeted by menace takes a -1 penalty to attacks that do not target Titan.
Stomp (Ex), required level 3: As a standard action, Titan can stomp on the ground causing each creature within twice the area of his reach to need to make a Reflex save or take 1d6 damage per 2 character levels and fall prone.
Thick Skin (Ex), required level 4: Titan has DR 2/—.
Stone Endurance (Ex), required level 5: Titan has an additional 15 max hitpoints.
Adamantine Fists (Ex), required level 6: Titan's fists count as magic and adamantine for the purposes of overcoming damage reduction. He also deals double damage to objects.
Large Sized (Ex), required level 7: Titan can be summoned as a large sized creature, which means he takes up a 10ft. square area, has a 10ft. reach, and takes a -1 penalty to attack rolls and AC.
Improved Thick Skin (Ex), required level 8 and Thick Skin: Titan has DR 3/—.
Double Grapple (Ex), required level 9: When Titan is in a grapple, he can take a -2 penalty to grapple checks for the next round in order to start another grapple with any enemy within his reach.
Improved Stone Endurance (Ex), required level 10 and Stone Endurance: Titan has an additional 30 max hitpoints instead.
Shockwave (Ex), required level 11 and Stomp: Titan can make his Stomp a 30 ft. cone instead.
Greater Thick Skin (Ex), required level 12 and Improved Thick Skin: Titan has DR 4/—.
Rock Throw (Ex), required level 13: Titan can throw a rock (he comes summoned with 3 big rocks). He makes a ranged attack roll with a max range of 200 ft. and a range increment of 40ft. The boulder deals 3d6 bludgeoning damage per class level, Reflex save for half. Any creature that fails its Reflex save is immobilized for 1 round.
Huge Sized (Ex), required level 14 and Large Sized: Titan can be summoned as a huge sized creature, which means he takes up a 15ft. square area, has a 15ft. reach, and takes a -2 penalty to attack rolls and AC.
Greater Stone Endurance (Ex), required level 15 and Improved Stone Endurance: Titan has an additional 45 max hitpoints instead.
Supreme Thick Skin (Ex), required level 16 and Greater Thick Skin: Titan has DR 5/—.
Greater Shockwave (Ex), required level 17 and Shockwave: Titan can make his Stomp a 60 ft. cone instead.
Gargantuan Sized (Ex), required level 18 and Huge Sized: Titan can be summoned as a gargantuan sized creature, which means he takes up a 20ft. square area, has a 20ft. reach, and takes a -4 penalty to attack rolls and AC. Titan becomes stronger at this size, however, and gains a +2 bonus to attack rolls and a +2 bonus to natural armor (effectively making the penalties -2).
Greater Menace (Ex), required level 19: Titan can use menace as a move action. Creatures take a -4 penalty on a failed save and a -2 penalty on a successful save.
Gaia's Wrath (Ex), required level 20: As a full round action usable once per summoning, Titan can channel the wrath of the earth at his enemies. He must make an attack roll as if he were making a melee attack, although the target area can be within medium range. Each creature on the ground within a 10ft. square that he beats their AC is caught in a localized earthquake that deals 75 bludgeoning damage and forces the targets to make a Fortitude save or else be dazed for 1 round.
Valefor[edit]
Valefor is an eidolon manifestation of an entity from the Elemental Plane of Air. She takes the form of a majestic magical beast with brightly colored feathers, small horns, and a sharp beak and talons. She also comes with several piercings because pierced giant chickens are cool.
Valefor specializes in flyby attacks. She gains several abilities to displace herself or dodge as she flies by for a talon strike. She can also create large gusts of wind to knock creatures prone. Eventually, she can shoot explosive lasers at her enemy, which seems very strange for a giant flying chicken, but probably not for a pierced giant flying chicken.
Valefor's esper is very impatient. Even when she gets her way and the summoner moves on the a new task, Valefor is bored and wants to move on to the next. She does have a lot of energy, however, and can be a great motivator.
Statistics
- Magical Beast [Air, Extraplanar]
- Takes a -2 penalty to saving throws against poisons
- Has a fly speed of 40 ft. with good maneuverability. While flying, Valefor cannot carry more than 10 lbs. and you cannot be in an oversoul with Valefor.
Base Abilities
Sonic Wings (Ex): As a standard action, Valefor can create a massive burst of wind using her wings. The burst deals 1d6 sonic damage per 2 character levels against a creature within close range (minimum 1d6 sonic damage). The creature must make a Reflex save or be knocked prone. Valefor can only use sonic wings when she is gripping a solid surface with her talons.
Talon Swipe (Ex): This chicken has very large talons. Valefor has talons as a single natural weapon that deals 1d6 slashing damage per character level + your Charisma modifier. Her talons are extra sharp and have a critical range of 19-20/x3.
Flyby Attack (Ex): Valefor can take a move action to fly, make an attack, and continue flying.
Unlockable Abilities
Motion Blur (Su), required level 2: Once per summoning as free action, Valefor gains concealment with a miss chance of 20% for 1 round. Valefor must be flying for this ability to take effect.
Mobility (Ex), required level 3: Valefor is treated as having the mobility feat.
Faster Flight (Ex), required level 4: Valefor can now fly at a speed of 50 ft. instead.
Nimble Flyer (Ex), required level 5: Valefor now has perfect maneuverability when flying.
Wind Coils (Ex), required level 6: As a standard action, Valefor can create a spiral of powerful winds that pin a creature to the ground. She can target any creature within close range and that creature must make a Reflex save or be immobilized for 1 round.
Oversouled Flight (Ex), required level 7: Valefor can now fly when you are in an oversoul with her. She can also carry her full carrying capacity while flying (which is probably equal to your carrying capacity).
Improved Faster Flight (Ex), required level 8 and Faster Flight: Valefor can now fly at a speed of 60 ft. instead.
Augmented Critical (Ex), required level 9: Valefor's critical range for her talons becomes 17-20/x3. This ability does not stack with other abilities that enhance her critical range.
Energy Ray (Su), required level 10: Once per summoning, Valefor can fire a beam of magical energy in a 100 ft. line that is 5 ft. wide. Each creature in the area takes 4d6 magic damage per character level (unattended objects are also damaged), Reflex save for half. After using this ability, Valefor is dazed until the end of her next turn. She also cannot be recalled (although trick switch will still work).
Large Sized (Ex), required level 11: Valefor can be summoned as a Large sized (long) creature. This gives her a -1 penalty to attack rolls and AC, but notably increases her carrying capacity (which may be enough to carry a medium sized rider). She also comes summoned with a masterwork military saddle if you wish.
Greater Faster Flight (Ex), required level 12 and Improved Faster Flight: Valefor can now fly at a speed of 80 ft. instead.
Whirlwind (Ex), required level 13: Valefor can create a cylindrical whirlwind that is 10 ft. at the base and up to 100 feet tall. The whirlwind deals 1d6 damage per 2 class levels to everything in the area. Each creature in the area must also make a Reflex save or be drawn 10 feet upward into the whirlwind and be immobilized for 1 round. Valefor can continue the whirlwind each round, damaging each creature in the area and allowing new Reflex saving throws (failure causes the creature to be drawn 10 ft. higher up). A creature that does succeed on its saving throw is ejected into a square adjacent to the whirlwind and may take falling damage.
Greater Motion Blur (Su), required level 14: Once per summoning as free action, Valefor gains concealment with a miss chance of 50% for 1 round. Valefor must be flying for this ability to take effect.
Greater Augmented Critical (Ex), required level 15: Valefor's critical range for her talons becomes 15-20/x4. This ability does not stack with other abilities that enhance her critical range.
Supreme Faster Flight (Ex), required level 16 and Greater Faster Flight: Valefor can now fly at a speed of 100 ft. instead.
Like the Wind (Su), required level 17: Once per summoning as free action, Valefor can become invisible for 1 round. Valefor must be flying for this ability to take effect.
Permanent Motion Blur (Su), required level 18: Valefor gains concealment with a miss chance of 20% during any round in which she flies.
Ethereal Flight (Su), required level 19: Once per summoning as free action, Valefor can become ethereal for 1 round. Valefor must be flying for this ability to take effect.
Energy Blast (Su), required level 20: Once per summoning, Valefor can fire several beams of magical energy that explode when they hit something solid. She shoots out four beams, which create 5ft. radius explosions that deal 2d6 magic damage per class level to everything in the area, Reflex save for half damage. These explosions can be overlapped. After using this ability, Valefor is dazed until the end of her next turn. She also cannot be recalled (although trick switch will still work).
Anima[edit]
Anima is an eidolon manifestation of an entity from the Negative Energy Plane. Legend says that she is the soul of some cowardly child's mother that sacrificed herself for him (he was a summoner and was supposed to use her eidolon to fight off a terrible monster, but after she died he didn't follow through). Whatever her origins are, Anima the eidolon is downright horrifying. The eidolon has its arms chained up and its eyes are constantly bleeding. It is mummified and where its legs should be is another body and head (which also has bleeding eyes).
When she is summoned, a dark portal to the negative energy plane is created and she is physically connected to this portal by various chains that bind her. The portal is only one way, so creatures cannot pass into it, but negative energy will flow out of it (which generally just causes dark waves to flicker in the air around Anima).
Anima exists to inflict pain on others. She can curse her enemies with pain, which will damage them over time. She can also put a dark edict on a creature, which will curse them with pain if they do not attack Anima. This ability solidifies her role as a defender. She draws attacks with the threat of horrible pain otherwise. She delights in the suffering of others too and she will laugh when she sees enemies or allies alike struggle to survive.
Anima's esper is a malevolent spirit that represents the blackest evils in the summoner's soul. The esper will say the very worst thoughts and feelings of the summoner and will generally spread tidings of hatred to anyone who listens to her.
Statistics
- Undead [Evil, Extraplanar]
- Required level 10: You cannot select Anima as an eidolon until 10th level. When you do, you can change your chosen eidolon to be Anima to unlock all of her abilities (eventually). Otherwise, she unlocks 5 less abilities than normal, which means she unlocks her first ability when you reach your 12th class level.
- Huge Sized (tall): Anima is a huge sized creature, which means that she takes up a 15ft. square, has 15ft. of reach and takes a -2 penalty to attack rolls and AC. Anima is stronger and tougher than normal, however and gains a +2 bonus to attack rolls and +2 bonus to natural armor, effectively cancelling out her size penalties.
- Anima is healed by negative energy and damaged by positive energy.
- Anima is immobile and cannot move or be moved (she is physically connected to a portal into the negative energy plane that is created when she is summoned).
Base Abilities
Dark Edict (Su): By spending 1 round concentrating her wish for suffering upon a creature within medium range, Anima can place a terrible curse on it. When she has finished channeling this ability (which does not provoke attacks of opportunity, but can be interrupted like a spell-like ability), the target creature must make a Will save for each attack it makes during its next turn or else be affected by a copy of Anima's pain ability, taking damage immediately (and requiring subsequent saves as usual). Any attacks against Anima herself do not trigger this effect.
Pain (Su): As an attack action against a target within medium range, Anima can cause massive amounts of pain to a creature by channeling her hatred towards it. Each round, the creature must make a Fortitude saving throw or take 1d6 negative energy damage per character level. A single successful save removes a single pain effect, but multiple uses of pain do stack.
Unlockable Abilities
Masochist (Ex), required level 11: Whenever Anima's pain ability deals damage to a creature, she heals 1 hitpoint per 2 HD of the creature to a maximum of 50% of her maximum hitpoints.
Greater Pain (Ex), required level 12: Whenever a creature has the pain ability placed on it (whether directly from the pain ability or from one of her other class features), Anima can take 1 damage per character level to increase the negative energy damage to 2d6 per character level.
Suffering (Ex), required level 13: Any creature that takes damage from Anima's pain ability is shaken for 1 round.
Purge (Su), required level 14: Anima can attempt to strip creatures of the magic that protects them. Each creature within 60 ft. of Anima must make a Will save or else she must choose one ongoing spell or supernatural ability affecting the creature (if any) and it is dispelled. If the effect is permanent, it is suppressed for 1 minute instead.
Share Pain (Su), required level 15: By spending 1 round, Anima can create a bond between herself and her enemies, sharing her pain with them. The creature must make a Will save or else have one copy of her pain ability be added to the creature at the start of its next 3 turns (the creature still gets a saving throw to avoid the damage and remove the effect). This ability does not provoke attacks of opportunity, but can be interrupted like a spell-like ability.
Dark Masochist (Ex), required level 16: Whenever Anima's pain ability kills a creature, she heals 2 hitpoints per HD of the creature to a maximum of 75% of her maximum hitpoints.
Black Edict (Su), required level 17: Whenever Anima uses Dark Edict, even if the creature does not make any attacks, it still gets a at least a number of copies of pain on it equal to the number of attacks it has from BAB. If the creature attacks Anima at least once, it can ignore this effect.
Hatred (Su), required level 18 and Purge: Whenever Anima uses Purge, she deals 2d6 negative energy damage per character level to any creature that fails its saving throw.
Torment (Su), required level 19 and Share Pain: Any creature that fails its saving throw against share pain is confused for its next turn.
Oblivion (Su), required level 20: Once per day, by spending 1 round channeling her pain and hatred, Anima can put 3 copies of greater pain (the 2d6 damage one) on each creature within 60 ft. of her (including allies). She takes 2 damage per character level afterwards. This ability does not provoke attacks of opportunity, but can be interrupted like a spell-like ability.
Bahamut[edit]
Bahamut, sometimes known by his epithet "The Dragon King", is a mighty eidolon with origins in the Astral Plane. As expected, he is a massive dragon with the usual horns, wings, armor plating, and explosive breath weapon. He usually is silver or black, with glowing eyes, but his appearance varies as widely as dragons do.
He is not to be confused with the deity. It is certainly a possibility that the eidolon is just a manifestation of the deity's powers, which would explain the origins of his name.
He likes to do typical dragon things in combat. He will fly into opponents, crushing them into the ground. He will fly high and then charge up a massive energy blast, which will disintegrate pretty much everything in its wake. That sort of stuff. Also, he can fly with such power that he can burst right through time and space, which is pretty awesome.
Bahamut's esper is noble and stern. He will often take the moral high ground and strongly reflects a self-righteous air of the summoner.
Statistics
- Dragon [Extraplanar]
- Required level 10: You cannot select Bahamut as an eidolon until 10th level. When you do, you can change your chosen eidolon to be Bahamut to unlock all of his abilities (eventually). Otherwise, he unlocks 5 less abilities than normal, which means he unlocks his first ability when you reach your 12th class level.
- Huge Sized (long): Bahamut is a huge sized dragon, which means that he takes up a 15ft. square, has 10ft. of reach and takes a -2 penalty to attack rolls and AC. Bahamut is stronger and tougher than normal, however and gains a +2 bonus to attack rolls and +2 bonus to natural armor, effectively cancelling out his size penalties.
- Energy Resistance 10: Bahamut resists the first 10 points of damage from any energy source (acid, cold, fire, lightning, sonic).
- Fly speed of 100ft. with poor maneuverability.
- Has the Wingover feat.
- Uses your Charisma score in place of Strength for ability checks or grappling whenever it would be beneficial.
Base Abilities
Crush (Ex): Whenever Bahamut dives at an opponent (see Fly), he can slam his entire body into any opponents he flies into (being huge sized, that could be several opponents with one dive) making a single melee attack against their AC. if he hits, he deals his slam damage and makes a free trip attempt against the target. A creature with a 5 ft. reach can make an attack of opportunity against him, but if they do, they take a -4 penalty to AC against this attack.
Flare (Su): Bahamut can fire a deadly beam of energy at his enemies once per summoning (any of his "flare" abilities counts against this limit). Bahamut can choose the area of this ability to be a 40 ft. cone, a 80 ft. line that is 10 ft. wide, or a 30ft. radius explosion. Flare deals 2d6 force damage per character level to each creature in its area, Reflex save for half. Any creatures or objects killed or destroyed by this ability are reduced to a fine dust.
Slam (Ex): Just a regular slam natural weapon that deals 2d6 bludgeoning damage + 4 per character level.
Unlockable Abilities
Impulse (Su), required level 11: Bahamut is the king of dragons. And with his kingly powers comes the ability to make force magic explosions wherever he wills it. These explosions require a ranged attack roll against targets within medium range that he wants to hit (one attack opposed by each creature's AC). The force explosion is a 5 ft. radius sphere and it deals 2d6 force damage per character level. Any creatures or objects killed or destroyed by this ability are reduced to a fine dust.
Force Screen (Su), required level 12: As a standard action, Bahamut can grant himself and any creature riding him a +4 shield bonus to AC for 3 rounds.
Break through Space (Su), required level 13: Bahamut can fly with such incredible force that he breaks through the bounds of space. When he uses this ability, he can teleport like the spell. He must be flying to use this ability and he can only use it once per day per 5 character levels.
Break through Magic (Su), required level 14 and Break through Space: Bahamut can fly with such incredible force that he breaks through the strands of magic that hold a spell together. When he uses this ability, he can fly through any barrier that has been created by a magic spell (such as a wall of force or prismatic wall) without suffering any ill effects from it. He cannot use this ability if he is under the effects of a dimensional anchor. He can use this ability once per summoning.
Mega Flare (Su), required level 15: Bahamut can fire an even bigger and deadlier beam of energy at his enemies once per summoning (any of his "flare" abilities counts against this limit). Mega flare takes 2 rounds to cast, during which time it can be interrupted like a spell (the spell level is equal to 1/2 your character level). Once he has finished casting it, he chooses one of the following areas for the effect: a 60 ft. cone, a 120 ft. line that is 10 ft. wide, or a 40ft. radius explosion. Mega flare deals 10 force damage per character level to each creature in its area, Reflex save for half. Any creatures or objects killed or destroyed by this ability are reduced to a fine dust.
Spell Resistance (Ex), required level 16: Bahamut gains spell resistance equal to 10 + your character level.
Giga Flare (Su), required level 17: Bahamut can fire a massive and horribly deadly beam of energy at his enemies once per summoning (any of his "flare" abilities counts against this limit). Giga flare takes 3 rounds to cast, during which time it can be interrupted like a spell (the spell level is equal to 1/2 your character level). Once he has finished casting it, he chooses one of the following areas for the effect: a 60 ft. cone, a 120 ft. line that is 10 ft. wide, or a 40ft. radius explosion. Giga flare deals 15 force damage per character level to each creature in its area, Reflex save for half. Any creatures or objects killed or destroyed by this ability are reduced to a fine dust.
King of Dragons (Su), required level 18: Behold his majesty! Whenever a creature comes within 30ft. of Bahamut, they must make a Will save or become shaken (as the Frightful Presence ability) for as long as they can see him. They may attempt a new saving throw each time Bahamut attacks them.
Break through Time (Su), required level 19 and Break through Magic: Bahamut can fly with such incredible force that he breaks through time itself. When he uses this ability, he acts as if under the effects of a time stop spell for 1d4 rounds. He can only use this ability once per day (and he must be flying at the time).
Tera Flare (Su), required level 20: Bahamut can fire a ridiculously deadly beam of energy at his enemies once per summoning (any of his "flare" abilities counts against this limit). Tera flare takes 4 rounds to cast, during which time it can be interrupted like a spell (the spell level is equal to 1/2 your character level). Once he has finished casting it, he chooses one of the following areas for the effect: a 120 ft. cone, a 300 ft. line that is 15 ft. wide, or a 60ft. radius explosion. Tera Flare deals 20 force damage per character level to each creature in its area, Reflex save for half. Any creatures or objects killed or destroyed by this ability are reduced to a fine dust.
Alexander[edit]
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.
Leviathan[edit]
- Magical Beast [Water, Aquatic]
Odin[edit]
- ??? In Final Fantasy games, this dude kills everything...