Summoner Options: Summoners Unleashed

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A summoner is the conduit between the physical world and the spirit world. They are the negotiator of pacts, the friend of spirits, the crafter of energy into physical form. No matter how they summon their Eidelon, they all have several things in common.

Until now. This supplement is designed to offer additional rules, alternate archetypes, and other options for your summoner.

Archetypes

The following archetypes are alternate builds for summoners (or their eidelons). You may not select multiple archetypes if they replace the same core class abilities (or eidelon abilities). This requires careful consideration though, as unlike most classes, some archetypes affect the Eidelon rather than the base class. Unless otherwise noted, the archetype must be taken at 1st level.

Attuned Eidelon

This archetype is for the Eidelon, not the summoner. An attuned eidelon's connection with it's summoner is unaffected by magical auras. This allows the eidelon to wear magical items (but not armor, which still interferes with it's abilities).

Benefit : The eidelon may wear magical items as if it were a normal mortal character. It cannot have more than 10 slots (selected from the following : Forehead, helm, neck, torso, waist, arms, hands, ring, and feet), but, those slots may be assigned by the summoner during the form creation (for example, a quadruped eidelon with a human torso and four arms could have Head, Neck, Torso, Feet, Ring (x4) and Gloves (x2) or they could have Torso, Neck, Ring (x4) Gloves (x2) and arms (x2)). Certain slots must be considered paired. For example, arms require two limbs (although two tentacles would count). Feet refers to all the eidelon's feet. So a six legged horse eidelon would need wear six horseshoes of the zephyr for example. Gloves require a pair of hands. There is no additional cost for the items above any surcharge an NPC might charge for creating unique items not usable by non-eidelons. The Summoner does not need to 'share' slots with his attuned eidelon. However, items are left behind when the eidelon returns to it's native plane for any reason. Magically enchanted items may be bought with the 'Eidelon' special ability added to them. Items with this special ability become part of the Eidelon and return to it's native plane with it. All other costs for equipment (such as special materials, unusual body configurations, barding, or size modifiers) are applied normally. Note that if the Eidelon's form changes, equipment may have to be removed to allow the change. This may also prevent some spells from affecting the eidelon (for example, attempting to add the Wings evolution to an eidelon wearing full barding may be impossible due to the wings having no place to appear). The GM is final arbiter of what equipment and slots may be applied to a stable eidelon.

Replaces : Attunement modifies the eidelon in the following ways. An attuned eidelon may only have as many weapon attacks as it's limitation on natural attacks (3 at 1st level, 7 at 20th). This includes unarmed attacks as well (So an eidelon may have 6 arms at 1st level, but can only make 3 unarmed attacks per round with those 3 arms). Note that this limit is additive. An attuned eidelon cannot make more than it's limit in attacks even if it mixes weapon and natural attacks.

Clockwork

This archetype is for the Eidelon. It represents an eidelon pulled from a plane that is made up of mechanical or semi-mechanical extraplanar entities. The Eidelon appears as a clockwork version of whatever it is designed to look like by it's Summoner.

Benefit: The eidelon gains immunity to disease, aging, fatigue, nausea, sickening, and poison. It cannot look like any living creature, it is most obviously a construct in appearance.

Replaces: This archetype does not replace any given eidelon ability, it is actually more akin to a template. The eidelon's inability to heal becomes even stronger, and it cannot be healed by normal healing magic. It can only be healed by the summoner's Eidelon healing spells, or by summoner special abilities that transfer hp. If the eidelon is banished due to dieing, it returns with half it's HP as normal. A cleric with the Alignment Channel feat can still use his channel to heal the clockwork eidelon however, provided the alignments allow it.

Persistent Eidelon

This archetype applies to the summoner, but affects the eidelon. A persistent eidelon does not become banished if it's summoner is unconscious, asleep, or otherwise incapacitated. Even death does not banish the eidelon.

Benefit: The eidelon, once summoned, is not banished by the summoner being asleep, unconscious, or even dead. However, if an eidelon is reduced to 0 hp or banished while it's summoner is in one of these three states, then the eidelon is banished and cannot return until it is resummoned by the summoner. The eidelon cannot be healed by any means while his summoner is unconscious, asleep or dead, not even by friendly clerics or other summoners. The eidelon must still stay within it's proscribed distances of the summoner to remain on the physical plane. If they move far enough away from the summoner's body to lose hp, they are banished instead.

If the summoner dies, the eidelon is living on borrowed time. It cannot leave the body of it's summoner (although it may pick it up and take it with it, if it has sufficient strength and size). The eidelon cannot heal while it's summoner is dead, either. Thus the eidelon's only choice is to take it's summoner to a friendly party willing to resurrect or reincarnate them, or to bury the summoner in a safe place and then return to it's realm. If the summoner's body is destroyed, but not eradicated, then the eidelon only needs the largest available piece of it's summoner. If the summoner's body is completely destroyed (by a wish, or disintegrate spell, or other means), then the eidelon is banished.

Replaces: This replaces the summoner's spell like ability to summon creatures.

Polysummon Summoner

This archetype allows a summoner to make more than one pact with an otherworldly entity. The summoner cannot summon more than one eidelon at a time, but, they may switch out their eidelons as needed. The downside being that all the eidelons the summoner makes a pact with share a common pool of hp.

Benefit: At first level, the summoner may make a pact with one additional eidelon (two at first level). At 5th level, and each additional 5 levels (10th, 15th, 20th) the summoner gains the ability to form a pact with one additional eidelon. Note, however, that the eidelon's forms are less changeable than a normal eidelon's. The eidelons cannot be affected by the spell transmogrify.

In addition, the eidelon's all share a common HP pool (the summoner only calculates HP once for all eidelon's using the lowest CON of all his eidelons). If one eidelon is injured, then replacing it with a different eidelon results in summoning an injured eidelon. For example, a summoner (level 10) may have one quadruped eidelon with natural attacks that have fire, a serpentine that has ice natural attacks, and a biped with acid natural attacks. If the lowest CON was 12 amongst the three, the HP would be calculated for all 3 as if they had a 12 CON (although fort saves would be calculated normally for each).

To switch out an eidelon for another, the summoner may take a full round action that provokes an attack of opportunity to banish and replace an already summoned eidelon. If the summoner doesn't have an eidelon summoned, they must use the normal 1 minute long ritual to summon one first. The summoner may not use the Summon Eidelon spell to summon a 2nd eidelon while he already has an eidelon summoned. He may, however, switch out his eidelon's using a full action as specified above when the spell is already in use.

Archetypes that affect the eidelon, and only the eidelon, may be taken specifically for each individual eidelon. Thus, at first level, a polysummon summoner could have one eidelon that is normal, and one that is clockwork.

Replaces: This archetype replaces the summoners Spell Like Ability to summon monsters.

Additional Base Forms

The following base forms are in addition to the standard base forms as presented in the Advanced Player's Guide. Like existing base forms, the summoner cannot change his eidelon's base form when he levels.

Racer

This base form is primarily a basis for a bird-like eidelon at later levels. The base form is similar to a biped, but may take the Mount and Trample evolutions. It may not take the Limbs (legs) evolution, and if it takes the Limbs (arms) evolution, these arms are considered to be 0 reach limbs. This base form is best used as a basis for bipedal dinosaur eidelons, or as a base form for bird type eidelons. The racer base form has two selected free evolutions. These evolutions may be changed whenever the base form can normally be changed. However, all prerequisites must still be met. For example, the free wing buffet requires wings, and so could not be taken prior to level 5. The tail swipe requires the tail evolution, so both tail and tail swipe must be taken as the free evolutions.

Starting Statistics

Size Medium
Speed 30 ft.
AC +2 natural armor
Saves Fort (good), Ref (good), Will (bad)
Attack variable
Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11
Free Evolutions limbs (legs), choice of two of (bite, claws, slam, tail, tail slap, talons, wing buffet).

Evolutions

The following evolutions are intended to add to the versatility of the eidelon, but not to increase the power of the eidelon.

1-Point Evolutions

Talons: The eidelon's feet grow into birdlike talons. These talons do 1d6 piercing damage (or 1d8 for large and 1d10 for huge), and allow purchase of the Grab evolution. Talons may only be placed on Limbs (legs) and replace the feet. They may only be used in an attack if the eidelon is flying, or if it has more than one set of legs. For example, a flying quadruped with Talons on all four limbs could make four Talon attacks as part of a flying attack. However, the same quadruped could only make two attacks while on the ground (by rearing up to use the front talons). This evolution can be selected more than once, but the eidelon must possess an equal number of limbs (legs) evolutions.

2-Point Evolutions

Extra Head: The eidelon grows an extra head. The eidelon gains a +2 bonus to Perception checks. Additionally, the eidelon is harder to flank. Only a character with the the Uncanny Dodge ability can flank the eidelon. By spending 1 more evolution point, the eidelon may gain as many additional heads as the summoner wishes, and gains an additional +4 bonus to Perception. Any special senses the eidelon has are considered to be useable by all heads. The eidelon must still buy the Bite attack separately for each head the eidelon has.

Mutability: The eidelon gains the ability to assume either small or medium form. Changing sizes takes one minute as the eidelon's form grows or shrings. If the eidelon has the Large or Huge evolutions, they may adopt any size they are able to assume (A huge eidelon could shrink to large, then to medium, then to small). When changing sizes, the eidelon must pass through each size category (each transformation taking 1 minute). This provokes attacks of opportunity. For 2 additional evolution points, the eidelon may change it's size at the rate of 1 round per category. For 2 additional evolution points the eidelon may do so without provoking an attack of opportunity. These two options may be purchased seperately. The summoner must be at least 5th level to select this evolution.

Speed: The eidelon gains +10 to it's base ground movement. This does not increase the number of limbs (legs) it has, it just increases the base movement.

Tiny: The eidelon shrinks to a tiny size. Reduce the die size of all attacks by one die size (1d10->1d8, 1d8->1d6, 1d6->1d4, 1d4->1d3, 1d3->1d2, 1d2->1), with a minimum of 1. The eidelon is a tiny creature, and gains a +8 bonus to Dexterity, a +2 Size Bonus to it's AC, a -4 penalty to it's Strength, and a -2 penalty to it's Constitution. The eidelon must be small to take this evolution (or it must possess the Mutability evolution). The ability increase evolution costs twice as much (4 points) when adding to the Dexterity or Strength of a Tiny eidelon.

3-Point Evolutions

Feats
The following feats are intended for summoners, or their eidelons, as the case may be.

Close Bond
A closer than normal bond exists between the summoner and his eidelon.

Prerequisites: Summoner or Eidelon

Benefit: Unlike most summoner and eidelon pairs, the attuned pair have an especially close bond. The eidelon is not banished when the Summoner is asleep, but still is banished if the Summoner is unconscious or dead. In addition, the close bond gives the eidelon greater range of activity away from his summoner. The eidelon gains a 5/50/500 foot bonus to it's maximum limits it may travel from it's summoner for each level the eidelon possesses. For example, a 10th level eidelon could travel up to 150 feet from it's summoner without losing hp, up to 1,500 feet away and still retain 50% of it's hp totals, and up to 15,000 feet away and still retain 25% of it's HP totals.

Special: If the summoner has the Polysummoner archetype, this feat must be purchased separately once for each eidelon, either by the summoner, or by the eidelon. If the summoner does not have the Polysummoner archetype, this feat may be purchased only once by either the summoner or the eidelon.

Intense Bond

An intense bond exists between the summoner and his eidelon.

Prerequisites: Close Bond (Either yourself, or your summoner/eidelon partner must have it, so for example, if the eidelon has Close Bond, the summoner can take Intense Bond), Summoner or Eidelon level 7.

Benefit: The bond between summoner and eidelon is intensified. The eidelon is not banished when the Summoner is asleep or unconscious, but still is banished if the Summoner dies. In addition, the intense bond gives the eidelon greater range of activity away from his summoner. The eidelon gains a 10/100/1000 foot bonus to it's maximum limits it may travel from it's summoner for each level the eidelon possesses. This replaces the bonuses from Intense Bond, it does not stack. For example, a 10th level eidelon could travel up to 200 feet from it's summoner without losing hp, up to 2,000 feet away and still retain 50% of it's hp totals, and up to 20,000 feet away and still retain 25% of it's HP totals.

Special: If the summoner has the Polysummoner archetype, this feat must be purchased separately once for each eidelon, either by the summoner, or by the eidelon. If the summoner does not have the Polysummoner archetype, this feat may be purchased only once by either the summoner or the eidelon.

Perfect Bond

The bond between the summoner and his eidelon becomes unshakeable.

Prerequisites: Intense Bond (Either yourself, or your summoner/eidelon partner must have it, so for example, if the eidelon has Close Bond, the summoner can take Intense Bond), Summoner or Eidelon level 14.

Benefit: The attuned pair have perfected their shared bond. The eidelon is not banished when the Summoner is asleep, unconscious, or even dead. If the summoner dies, the eidelon continues to act (but cannot be healed by any means until the summoner is returned to life, or until it's banished, if the eidelon is banished while it's summoner is dead, it cannot return). In addition, the perfect bond gives the eidelon greater range of activity away from his summoner. The eidelon gains a 20/200/2000 foot bonus to it's maximum limits it may travel from it's summoner for each level the eidelon possesses. For example, a 10th level eidelon could travel up to 300 feet from it's summoner without losing hp, up to 3000 feet away and still retain 50% of it's hp totals, and up to 30,000 feet away and still retain 25% of it's HP totals.

Special: If the summoner has the Polysummoner archetype, this feat must be purchased separately once for each eidelon, either by the summoner, or by the eidelon. If the summoner does not have the Polysummoner archetype, this feat may be purchased only once by either the summoner or the eidelon.

Soul Bond

The summoner's bond to his eidelon is so close that their souls are entangled. While one lives, the other lives, when one dies, the other dies.

Prerequisites: Perfect Bond or Persistent Eidelon Archetype.

Benefit: The eidelon and summoner's souls are interconnected. If the summoner dies while the summon is within it's minimum HP limit (100 feet normally, although a Perfect Bond eidelon's limit could be much higher) then the summoner's soul is immediately merged with it's edielon, and his body turns to dust and is destroyed. Not even soul trapping items such as Soul Jars can keep the summoner's soul from traveling to it's eidelon. The eidelon may then travel without restriction (it is always within 100 feet of it's summoner).

The eidelon can't heal by any means while the summoner's soul is in his body. The eidelon loses half it's hit-points when it's summoner's soul enters it. The eidelon's body counts as the summoner's body for all resurrection and reincarnation spells, and the summoner is considered to be dead no longer than 1 round. Any spell that can revive such a dead person will create a replacement body for the summoner, even if it normally cannot. If it normally creates a random body, that body is determined as normal. If an eidelon dies while holding it's summoner's soul, the soul is taken back to the eidelon's plane with it.

If the eidelon is banished due to loss of HP, the summoner takes a number of hit points of damage equal to the eidelon's hit dice. This damage cannot be healed until the eidelon is resummoned. A banished eidelon, even a forcibly banished one, does not inflict this damage. If the hp damage would kill the summoner, then the summoner's soul is taken with the eidelon back to it's home plane.

If a summoner's soul is taken back to it's eidelon's plane, it is kept safely by the eidelon. The summoner is considered to be resurrectable by any spell or ability that would normally allow resurrection without a body. The eidelon will appear, at full health, with the summoner if he is resurrected while in the eidelon's protection.

Equipment

The following equipment special abilities directly affect the summoner.

Eidelon: Any item with the Eidelon property will merge with an eidelon when that eidelon is banished, returning to it's home plane with it. When the eidelon is re-summoned, the items will appear with it. If an eidelon is permanently banished (because of summoner death), the items merge with it and disappear forever, returning to the eidelon's plane with it.

A masterwork (but non enchanted item) can be given the Lesser Eidelon property for 300 gold pieces. This allows a non-magical item to be carried by the eidelon even when banished. A container with this property grants it to anything that fits inside it. However, enchanting the item magically destroys the Lesser Eidelon property.

A magically enchanted item can be given the Eidelon property for 5,000 gold pieces. Once given this property, the magical item can be taken back to the eidelon's plane with it when it is banished. It will return with the eidelon when it is re-summoned.