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Eidolon master

The document introduces two new archetypes for the summoner class in the Pathfinder Roleplaying Game: Eidolon Master and True Summoner. The Eidolon Master focuses on enhancing their eidolon at the cost of spellcasting abilities, while the True Summoner specializes in summoning powerful creatures without forming bonds with them. Each archetype features unique abilities and enhancements that redefine the summoner's role in gameplay.

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0% found this document useful (0 votes)
22 views

Eidolon master

The document introduces two new archetypes for the summoner class in the Pathfinder Roleplaying Game: Eidolon Master and True Summoner. The Eidolon Master focuses on enhancing their eidolon at the cost of spellcasting abilities, while the True Summoner specializes in summoning powerful creatures without forming bonds with them. Each archetype features unique abilities and enhancements that redefine the summoner's role in gameplay.

Uploaded by

Edward Barnaby
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Select Summoners

April 2nd, 2012

Joshua Zaback

Best in Class Archive

Hello everyone and welcome to another great edition of


Best in Class, where we bring you new and exciting class options
and archetypes each and every week. This week I want to look at
one of my least favorite classes to come out into the Pathfinder
Roleplaying Game: the summoner. So let’s get down to it with
some new archetypes.

New Summoner Archetype:

Eidolon Master
This sect of summoners has forgone the study of the arcane
arts in order to focus wholly on improving his eidolon. Eidolon
masters are rarely seen outside the company of their eidolons, and
will often refuse to go anywhere their eidolon is not welcome.

Spelless: An eidolon master cannot cast spells and loses


both his cantrips and spellcasting class features. This ability
affects only spellcasting granted by the summoner class;
spellcasting or cantrips granted by another class, such as wizard,
are unaffected.

Improved Eidolon (Su): At 1st level, and again at each


level beyond 1st, the eidolon master’s eidolon gains an additional
evolution point.

Empowered Eidolon (Su): Beginning at 4th level, the


eidolon master treats his Hit Dice as 2 higher than normal for the
purposes of determining his eidolon’s statistics and special
abilities.

Toughened Eidolon (Su): Beginning at 7th level, the


eidolon master’s eidolon gains 2 additional Hit Dice. This ability
may grant the eidolon additional base attack bonus, base saving
throw bonuses, skill points, feats and ability score increases, but
doesn’t affect the eidolon’s armor bonus, maximum attacks,
evolution points, or Strength or Dexterity adjustment.

Restive Eidolon (Su): Beginning at 10th level, the eidolon


master’s eidolon recovers 1 hit point per Hit Dice when it receives
at least 8 hours of rest. The eidolon must be summoned in order
for this ability to have any effect.

Heal Eidolon (Sp): Beginning at 13th level, the eidolon


master gains the ability to heal his eidolon. Once per day, the
eidolon master can use heal as a spell-like ability targeting his
eidolon. Unlike other spell-like abilities, this ability only functions
when targeting his eidolon.

Enhanced Eidolon (Su): Beginning at 16th level, the


eidolon master’s eidolon gains a +4 enhancement bonus to each of
its ability scores.

New Summoner Archetype:

True Summoner
This summoner cannot summon an eidolon, but does have
incredible powers with regard to summoning creatures. While true
summoners don’t form strong bonds with the creatures they
summon, they can summon creatures more often, and the creatures
they do summon are more powerful than normal creatures of their
kind.

Summon (Sp): The true summoner can cast summon


monster I and summon nature’s ally I as a spell-like ability at will.
His caster level for this ability is equal to his summoner level. At
3rd level, and every 2 levels thereafter, the power of this ability
increases by one spell level, allowing him to summon more
powerful creatures (to a maximum of summon monster IX and
summon nature’s ally IX at 17th level). At 19th level, this ability
can be used as gate, instead. If used as gate, the true summoner
must pay any required material components.
A true summoner cannot have more than one summon
monster or gate spell active in this way at one time. If this ability is
used again, any existing summon monster or gate immediately
ends. These summon spells are considered to be part of his spell
list for the purposes of spell trigger and spell completion items. In
addition, he can expend uses of this ability to fulfill the
construction requirements of any magic item he creates, so long as
he can use this ability to cast the required spell.
This ability replaces the eidolon, life link, and summon
monster class features.

Summoned Senses (Su): Beginning at 2nd level, creatures


the true summoner summons with his summon ability gain
darkvision and low-light vision. Additionally, as a standard action
the summoner can concentrate on a creature summoned by his
summon ability in order to see through its eyes, observing
everything it sees from its perspective for 1 full round.
This ability replaces bonded senses.

Summon Horde (Su): Beginning at 3rd level, when the


true summoner uses his summon ability to summon a greater
number of lesser creatures (such as using summon monster II in
order to summon 1d4+1 creatures from the summon monster I list)
he summons an additional creature.
This ability replaces shield ally.

Transport Summoned Creature (Sp): Beginning at 6th


level, the true summoner can magically transport his summoned
creature by spending a standard action. This ability functions
identically to the spell dimension door, except that it can only
affect creatures summoned by his summon ability.
This ability replaces maker’s call.

Banish Resistant (Su): Beginning at 8th level, any


creature the true summoner summons with his summon ability
cannot be dismissed or dispelled with spells such as dispel magic
or banishment.
This ability replaces transposition.

Enhance Summoned Creature (Su): Beginning at 10th


level, any creature the true summoner summons with his summon
ability gains an additional +2 enhancement bonus to its Strength,
Dexterity and Constitution scores. This ability stacks with
augment summoning, but not with spells such as bull’s strength.
This ability replaces aspect.

Greater Summoning (Sp): Beginning at 12th level, the


true summoner can use his summon ability to have up to two
summon monster, summon nature’s ally, or gate spells active as a
result of his summon ability at any one time.
This ability replaces greater shield ally.

Extended Summon (Sp): Beginning at 14th level,


creatures summoned by the true summoner’s summon ability last
for 1 minute per caster level, instead of one round per level.
This ability replaces life bond.

Powerful Summon (Su): Beginning at 16th level,


creatures summoned by the true summoner gain a +2 enhancement
bonus to their Intelligence, Wisdom and Charisma scores.
This ability replaces merge forms.

Master Summon (Su): Beginning at 18th level, the


enhancement bonuses granted by his enhance summoned creature
and powerful summon abilities increase to +6.
This ability replaces greater aspect.

Summon Legion (Sp): At 20th level, the true summoner


may have up to 3 summon monster, summon natures ally, or gate
spells active as a result of his summon ability.
This ability replaces twin eidolon.

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