<<

PRODUCT NO. CA419

FOLLOW US ON FACEBOOK, TUMBLR, AND TWITTER! E-MAIL US AT: [email protected]

© ABANDONED ARTS PRESENTS:

EIGHTEEN NEW CLASS OPTIONS FOR USE WITH THE PATHFINDER® ROLEPLAYING GAME

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License.

See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. EIDOLON EVOLUTIONS

As described in the Pathfinder® Roleplaying Game: Advanced Player’s Guide ™, a summoner’s eidolon receives a number of evolution points that can be spent to give the eidolon new abilities, powers, and other upgrades. These abilities, called evolutions, may be changed whenever the summoner gains a new level, but they are otherwise set. Some evolutions require that the eidolon have a specific base form or the summoner be of a specific level before they can be chosen. A number of evolutions grant the eidolon natural attacks. Natural weapons listed as primary attacks are made using the eidolon's full base attack bonus and add the eidolon's Strength modifier on damage rolls. Natural weapons listed as secondary attacks are made using the eidolon's base attack bonus -5, and adding 1/2 the eidolon's Strength modifier on damage rolls (if positive). If the eidolon only has a single natural attack, the attack is made using its full base attack bonus and it adds 1-1/2 times its Strength modifier on damage rolls made with that attack, regardless of the attack's type. Evolutions are grouped by their cost in evolution points. Evolution points cannot be saved. All of the points must be spent whenever the summoner gains a level. Unless otherwise noted, each evolution may only be selected once.

1-POINT EVOLUTIONS

The following evolutions cost 1 point from the eidolon’s evolution pool.

COMPRESSION (EX): The eidolon can move through an area as small STENCH (EX): The eidolon secretes a foul odor. All living creatures as one-quarter of its space without squeezing, or one-eighth its space (except other creatures with this ability) within 30 feet must succeed while squeezing. on a Fortitude saving throw or be sickened for 10 rounds. The save DC for this effect is equal to 10 + half the eidolon’s Hit Dice + the DISEASED (EX): The eidolon’s natural attack carries a disease. The eidolon’s Constitution modifier. Any creature that successfully saves eidolon must have the bite evolution to take this evolution. Whenever cannot be affected by the same eidolon’s stench for 24 hours. A delay the eidolon’s bite attack hits, the target is diseased. poison or neutralize poison spell or effect removes the sickened effect.

Eidolon Disease–type disease (injury); save Fort negates (see below Creatures with immunity to poison are unaffected, and creatures for DC); onset 1d3 days; frequency 1/day; effect 1d2 Str damage and resistant to poison receive the usual bonus on their saving throws. dazzled for 1 day; cure 2 consecutive saves. STICKY TONGUE (EX): The eidolon gains a sticky tongue attack with a The save DC for this disease is equal to 10 + half the eidolon’s Hit reach 5 feet longer than his natural reach. This attack is a secondary Dice + the eidolon’s Constitution modifier. attack and deals 1d2 points of bludgeoning damage (1d3 if Large, 1d4 For an additional 2 evolution points, this disease deals 1d2 points of if Huge). An eidolon with the pull evolution gains a +2 bonus on CMB Constitution damage instead. checks made to use that ability with this natural attack.

2-POINT EVOLUTIONS

The following evolutions cost 2 points from the eidolon’s evolution pool.

FREEZE (EX): The eidolon’s hide bears a close resemblance to stone SPINES (EX): The eidolon’s back, tail, arms, or some other body part or some other material or mineral. The eidolon can hold itself so still is covered in deadly spines, which can be flung in projectile fashion as that it appears to be an inanimate object of the appropriate shape or a standard action. With a single volley, the eidolon can fling as many size (a statue, a patch of vegetation, and so on). The eidolon can take spines as its maximum limitation on natural attacks per round allows. 20 on its Stealth skill check to hide in plain sight as this kind of object. These attacks are primary ranged attacks, and each spine deals 1d6 points of piercing damage (1d8 if Large, 2d6 if Huge). Each spine has MIMICRY (EX): The eidolon can perfectly imitate specific sounds and a range of 100 feet with no range increment, and each target must voices by making a Bluff skill check opposed by each listener’s Sense be within 30 feet of each other target. Finally, the eidolon can launch Motive skill check to recognize the mimicry. Listeners familiar with only 24 spines in any 24-hour period. the sound gain a +8 bonus on their Sense Motive skill check, while For an additional evolution point, the eidolon may increase the 24- unfamiliar listeners take a -8 penalty. spines-per-day limit by an additional 24 spines.

2

3-POINT EVOLUTIONS

The following evolutions cost 3 points from the eidolon’s evolution pool.

CAPSIZE (EX): The eidolon can attempt to capsize a boat or ship by RESILIENT (SU): The eidolon is supernaturally resistant to harm and ramming it with a charge attack and making a combat maneuver ill fortune, gaining a +1 resistance bonus on all saving throws. check with a DC of 25, or the result of the captain’s Profession (sailor) skill check, whichever is higher. For each size category that the ship is ROCK CATCHING (EX): The eidolon can catch rocks of up to Large larger than the eidolon, the eidolon takes a cumulative -10 penalty size (including other projectiles of similar shape, such as a catapult’s on this combat maneuver check. The eidolon must have both the large payload). Once per round, the eidolon can attempt a Reflex saving and swim evolutions to take this evolution. throw to catch such a projectile that would normally hit it. The DC of this saving throw is equal to the attack roll of the projectile to be QUILLS (EX): The eidolon gains a primary quill slap attack. This attack caught. The eidolon must be aware of such an attack in order to deals 1d3 points of damage and may cause a quill to break off in the attempt to catch it. The eidolon must have both the large and rock target’s flesh, causing great pain. Whenever a creature takes damage throwing evolutions to take this evolution. from the eidolon’s quill slap, that creature must succeed on a Reflex saving throw or have one quill break off in its flesh. The save DC for ROCK THROWING (EX): The eidolon is a talented rock thrower, and this effect is equal to 10 + half the eidolon’s Hit Dice + the eidolon’s gains a +1 racial bonus on ranged attack rolls with thrown rocks. The Dexterity modifier. Removing a quill requires a DC 15 Heal skill check eidolon can hurl a rock or rock-like projectile (such as a catapult’s performed as a full-round action. For every 5 points by which this DC payload) that is up to two size categories smaller than its size with a check is exceeded, one additional quill can be removed. On a failed range increment of 20 feet. A thrown rock deals 4d6 points of damage check, one quill is still removed, but the process deals 1d4 points of (6d6 if Huge), adding one and a half times the eidolon’s Strength damage to the victim. As long as a creature suffers from at least one modifier. Throwing a rock requires two hands. The eidolon must have quill, that creature gains the sickened condition. the large evolution to take this evolution.

4-POINT EVOLUTIONS

The following evolutions cost 4 points from the eidolon’s evolution pool.

AMORPHOUS (EX): The eidolon’s body is malleable and shapeless. It STRANGLE (EX): An opponent grappled by the eidolon’s tentacle is immune to precision damage (such as sneak attacks) and to critical cannot speak or cast spells with verbal components. The eidolon must hits. The eidolon must have the compression evolution and either the have both the grab and tentacle evolutions to take this evolution. aquatic or serpentine base form to take this evolution. The summoner must be at least 9th level before selecting this evolution. STUNNING ROAR (EX): The eidolon can roar, filling a 30-foot cone with sonic energy. Any creatures caught in the cone must succeed on QUILL DEFENSE (EX): The eidolon’s sharp quills comprise a prickly a Fortitude saving throw or be stunned for 1 round. The save DC for defense. When a creature strikes the eidolon with a non-reach melee this effect is equal to 10 + half the eidolon’s Hit Dice + the eidolon’s weapon, an unarmed strike, or a natural weapon, that creature takes Constitution modifier. The eidolon can use this ability once per day. damage from the eidolon’s quills, and must succeed on a Reflex The eidolon can use this ability 1 additional time per day by spending saving throw or have a quill break off in its flesh. The eidolon must one additional evolution point (maximum 3/day). The summoner must have the quills evolution to take this evolution. be at least 9th level before selecting this evolution.

GENERAL FEATS

Both of the feats described below are restricted by their prerequisites to members of the summoner class, and benefit members of that class exclusively.

HEARTENING EIDOLON TRANSPOSITIONAL BLUR The magnificent sight of your otherworldly ally heartens you. Your translocational powers take effect with blurring speed. PREREQUISITES: eidolon class feature PREREQUISITES: transposition class feature BENEFIT: While you can see your eidolon, creatures attempting to use BENEFIT: Whenever you use your transposition ability, you and your the Intimidate skill to demoralize you take a -8 penalty on the check. eidolon both gain a 20% miss chance until the start of your next turns.

3

OPEN GAME LICENSE Version 1.0a The following text is the property of , Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.; System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors , , , based on material by E. and . Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Buhlman, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publushing. LLC; Authors: Jason Buhlman, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Abandoned Arts Presents: Class Acts: Summoners © 2012, Daron Woodson; Author: Daron Woodson, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

CREDITS

Design and editing by Daron Woodson.

Open Game License v 1.0 © 2000, Wizards of the Coast, Inc. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. Learn more about the Pathfinder Roleplaying Game at www.paizo.com.

4