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View Full Version : [Pathfinder] Summoner Archetype - Contractor [PEACH, Halp]



Darkone8752
2011-09-24, 07:31 PM
So, looking for some advice on this. Based a bit around Risky's Unbound (http://www.giantitp.com/forums/showthread.php?t=208611).

Edit: Rework in progress to make more readable. Reworked formatting. Reworked some balance.
Edit2: General changes, bringing it more in-line with its purpose, and a bit of a nerf (now has roughly similar physical stats)

Contractor
Many Summoners form a simple bond with their Eidolon through research in summoning, allowing them to call up a manipulable shade of their Eidolon as needed. The Contractor, whether through natural connections, deal-making, binding, separating a piece of their soul, or some other class of magic forms a stronger connection, bringing a true Eidolon fully into the world.

The Contractor Archetype represents a Summoner with a more powerful planar ally/friend, rather than a master of summoning who happens to have an outsider-shaped, semi-intelligent dancing weapon with skill ranks. Their partner is a potent companion, but not a slave. This can represent everything from a guardian angel, a contracted devil, a summoned hero, to ancestral spirits.


Contracted Eidolon: The Summoner's Eidolon is an intelligent Outsider, manifested and maintained much more firmly on the Material through complicated magics. This ability replaces the standard Eidolon and Summon Monster abilities.

A Contractor begins play with the ability to summon to his side a powerful outsider called an Eidolon. The Eidolon is bound to the summoner through one of many forms of magic, and is summoned or conjured in its entirety. The Eidolon's home plane may be another plane, or it may be an aspect of the Summoner's soul, or any other fitting description. An Eidolon has the same alignment as the summoner that calls it and can speak all of his languages. An Eidolon is treated as a Native Outsider and therefore needs to eat, drink, and sleep. It cannot be Banished, Dismissed, or otherwise sent back to its home plane. It is not considered a summoned creature. The Eidolon may dematerialize at will as a Free Action. The Contractor has no say so on when the Eidolon dematerializes.

When Dematerialized due to range, or by choice, the Contractor may summon his Eidolon in a ritual that takes 1 minute to perform and consumes spell levels equal to the Eidolon's level. The Eidolon stays with the Contractor until slain, and also heals naturally. If the Contractor is asleep or unconscious, the Eidolon is rendered asleep or unconscious respectively until the Contractor recovers, at which point the Eidolon recovers instantly. While the Eidolon is asleep due to this, it will not wake. If the Contractor is killed, the Eidolon dematerializes instantly.

When brought to negative HP equal to its Constitution score, the Eidolon is slain and dematerialized, and the Contractor may not summon it until revived. The Contractor may revive the Eidolon himself by performing a ritual. The ritual takes 8 hours of time, and consumes (and requires) all of the Contractor's spell levels at the start of the ritual. When complete, the Eidolon is revived and summoned with HP equal to its level, and a -8 Str/Dex, -4 Con penalty that heals over 4 days at -2/-1 per day respectively which cannot be healed otherwise.

The Eidolon's form is set, and is typically chosen by the Contractor prior to binding, though some bindings may happen by fate or circumstance. The Eidolon is typically in the form of a fantastic creature or outsider. The Eidolon also bears a glowing rune that is identical to a rune that appears on the summoner’s forehead as long as the Eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).

Contract (Su): As per Life Link (which this ability replaces) with the following exception: Rather than lose HP, past 400 feet, the Eidolon is Fatigued; past 1,000, exhausted; past 10,000, exhausted and sickened. Past 20 miles, the Eidolon is dematerialized, suffering 1/2 its remaining HP in damage. The Contractor immediately knows, and may perform the 1 minute summoning ritual to bring it back.

The Eidolon is an individual with its own mind. While they are usually naturally sympathetic - due to fate or careful selection by the Summoner - the binding only enhances their view and attitude towards their 'master', and does not enforce the Contractor's will.

As such, they may not cooperate if treated poorly or if the Summoner acts in a way significantly contradictory to his alignment.
As well, the other Summoner class features, such as Bond Senses, only work when the Eidolon is willing.
Will pursue other interests when not needed, though will typically remain near the Contractor. Being an individual, they are open to things like Bribery, but are still extremely loyal to their Contractor, and receive a bonus to resist being turned against him (See Devotion).
When setting the Eidolon's stats (see below), it may not have any mental stat below 10, and must possess one mental stat at 14, representing the Eidolon's general personality.
These stats and the ones applied through ability increase are set when chosen and cannot be changed on level-up.
Similarly, major mutation changes should be explained in-character - a Contractor's Eidolon is an individual with an identity, and thus will not be a devil one level and a pseudo-natural centaur the next. Feats, spells, and other abilities that normally allow the Summoner to change or gain evolutions must follow this same rule.


Contracted Eidolon Creation
Contracted Eidolons are more powerful than normal, but more fickle and vulnerable. The following rules detail the creation of a contracted Eidolon:

Ability Scores: Buy initial ability scores as a human with a 15 point point-buy. No mental stat may be under 10, and one must be equal to 14 or more.

Hit Die: d10, equal to level

Skills: As per standard Eidolon rules, keeping in mind that they now have full HD for their level and receive 6 + Int Modifier skill points per HD.

Feats: The Eidolon receives feats as a normal character - 1 at 1st level, and 1 every 2 levels thereafter. Eidolons may select any feat they qualify for, but cannot change their selection on level up.

Base Form: The Eidolon selects from the following base forms to determine starting free evolutions and saves.

Quadruped: Size Medium; Speed 40ft; AC +2 natural armor; Saves Fort (good), Ref (good), Will (bad); Attack Bite (1d6); Free Evolutions bite, limbs (legs) (2).
Biped: Size Medium; Speed 30ft; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack 2 Claws (1d4); Free Evolutions claws, limbs (arms), limbs (legs).
Serpentine: Size Medium; Speed 20 ft., climb 20 ft.; AC +2 natural armor; Saves Fort (bad), Ref (good), Will (good); Attack bite (1d6), tail slap (1d6); Free Evolutions bite, climb, reach (bite), tail, tail slap.


Advancement:

{table=head]Level|Base Attack Bonus|Good Saves|Bad Saves|AC Bonus|Str/Dex Bonus|EV Pool|Attacks|Special

1st|
+1|
+2|
+0|
+0|
+0|
3|
3|Low-Light Vision, Link

2nd|
+2|
+3|
+0|
+2|
+1|
4|
3|Devotion +2, Bonded Form(SU)

3rd|
+3|
+3|
+1|
+2|
+1|
5|
3|

4th|
+4|
+4|
+1|
+2|
+1|
7|
4|

5th|
+5|
+4|
+1|
+4|
+2|
8|
4|Ability Score Increase

6th|
+6/1|
+5|
+2|
+4|
+2|
9|
4|Devotion +4

7th|
+7/2|
+5|
+2|
+6|
+3|
10|
4|

8th|
+8/3|
+6|
+2|
+6|
+3|
11|
4|

9th|
+9/4|
+6|
+3|
+6|
+3|
13|
5|

10th|
+10/5|
+7|
+3|
+8|
+4|
14|
5|Ability Score Increase

11th|
+11/6/1|
+7|
+3|
+8|
+4|
15|
5|

12th|
+12/7/2|
+8|
+4|
+10|
+5|
16|
5|

13th|
+13/8/3|
+8|
+4|
+10|
+5|
17|
5|

14th|
+14/9/4|
+9|
+4|
+10|
+5|
19|
6|Devotion +6

15th|
+15/10/5|
+9|
+5|
+12|
+6|
20|
6|Ability Score Increase

16th|
+16/11/6/1|
+10|
+5|
+12|
+6|
21|
6|

17th|
+17/12/7/2|
+10|
+5|
+14|
+7|
22|
6|

18th|
+18/13/8/3|
+11|
+6|
+14|
+7|
23|
6|

19th|
+19/14/9/4|
+11|
+6|
+14|
+7|
25|
7|

20th|
+20/15/10/5|
+12|
+6|
+16|
+8|
26|
7| [/table]

Base Attack Bonus: The BAB of the Eidolon. The Eidolon may make only a single attack per natural weapon at its highest BAB bonus normally, but may make iterative attacks if it wields a normal weapon. When wielding a weapon, all natural attacks are considered secondary attacks.

Good Saves, Bad Saves: Set by base form.

AC Bonus: This modifier is added to the Eidolon's base AC as determined by Base Form. May be split between armor bonus and natural armor bonus in any way desired. The Eidolon cannot wear magical armor, nor armor that provides more than +1 AC. It may still wear non-magical clothes, or armor may be part of its body (setting some or all of the AC bonus to Armor Bonus).

Str/Dex Bonus: This modifier is added to Eidolon's base Strength and Dexterity as a Racial Modifier.

EV Pool: The number of Evolution Points available at this level.

Attacks: Maximum number of Natural Attacks the Eidolon may make per round. They Eidolon may possess more than this number, but can only use up to this many. Weapon attacks do not count towards this limit.

Special: Special abilities, feats, and other bonuses.

Low Light Vision (Ex): The Eidolon receives Low-Light vision at level one. Darkvision, 60ft, replaces the Low-Light Vision One-Point Evolution.
Link (Ex): works as per standard rules.
Devotion (Ex): A +2 morale bonus to Will saves to resist enchantment spells and effects. This improves to +4 at 6th level, and +6 at 14th level.
Bonded Form (Su): At 2nd level, a monstrous Eidolon may assume the appearance of a creature of the same race as its Contractor. The appearance is constant, and is similar enough to the Contractor to pass for a sibling or close relative, but carries traits over from its natural form. If it's natural form is already humanoid, the Eidolon retains that appearance, but loses excess mutations. It retains all abilities and stats, and evolutions. Limb evolutions are grown and lost to meet the humanoid form of two legs and two arms. Any other evolution may be retained or suppressed, with the accompanying alteration to the Eidolon's bonded form.

The time taken to assume or leave this form is equal to a Move Action per every 2 Evolution Points worth of change, but does not consume actions. Evolutions are inactive until the end of the actions that generate them. Thus a Large, but otherwise humanoid Eidolon will take a full round to change, but may act during that round as if it was medium.


Individual Spirit (Su): At 6th level, the Contractor may use the Unfetter spell at will as a Spell Like Ability once per day per 3 levels.
In addition:

The Contractor may invoke Bond Senses an unlimited number of rounds per day.
The Eidolon is 'real' enough to exist normally. It is no longer rendered unconscious or asleep when the Contractor is unconscious or asleep. It must still sleep the normal 8 hours per day.

This ability replaces Maker's Call.

Inseparable Spirit (Su): At 10th level, the Contractor may call the Eidolon to his side as a free action as long as he is not grappled, helpless, paralyzed, stunned, or silenced. This Desperate Calling automatically succeeds as long as the Eidolon is alive, regardless of plane, and penetrates all attempts to block it, such as Dimensional Anchor or Anti-Magic Fields. Using this ability immediately burns spell levels equal to the Eidolon's Level x 2. If enough slots are not available, the Contractor accrues a 'tally' that is automatically paid off whenever he rests or otherwise recovers spells. He may not use this ability again until the tally is paid off.
In addition:

The Eidolon may invoke a reverse form of Bond Senses using the same rules as the contractor.
The Eidolon may activate the Contractor's Desperate Calling as a standard action.
The Eidolon and Contractor may select one magic item slot (such as a ring or head slot) which no longer counts as shared.

This ability replaces Transposition and Aspect.

Perfected Contract (Su): At 14th level, the bond is powerful enough to properly sustain the Eidolon. The Eidolon may use a reverse form of Life Link to protect the Contractor.
In addition:

The range brackets for penalties are pushed up to 1000 feet, 10,000 feet, and 20 miles. The Eidolon is not dematerialized until it reaches 50 miles.
The Contractor gains additional uses of his Unfetter SLA per day equal to half his Charisma Bonus and may spend two uses to activate the ability regardless of range.
The Eidolon may activate the Unfetter SLA itself by taking the appropriate action and spending from the Contractor's pool.

This ability replaces Life Bond.

Unhindered Spirit (Su): At 18th level, several abilities are enhanced as follows:

The Contractor and Eidolon may now select two magic item slots which no longer count as shared.
The Contractor's additional uses of his Extended Unfetter SLA is increased to Charisma bonus, rather than half Charisma bonus.
The Contractor may activate Desperate Calling even when grappled, helpless, paralyzed, stunned, or silenced.

This Ability replaces Greater Aspect.

=====


Thoughts on Balance? In exchange for Summoning ability, as well as making the Eidolon less freely disposable (and more vulnerable to other issues), the Eidolon gets a fairly significant boost in strength.
It gains two more feats while losing Evasion, Imp. Evasion, and Multiattack, and gets full BAB and HP.

Losing the Share Spells ability: Both to help slightly in keeping the Eidolon in line (There's a few good ones that can only be used with this, though most of the buffs work anyways) and to possibly encourage the summoner to either spend those on team mates, or pick less buff spells and take a more active role.

Thoughts on mechanics/Things to add? Thinking of possible options, packages of sorts, that rather less than covertly encourage less min-max'y builds, like one that gives Martial Weapon proficiency and something else for free, in exchange for making it less capable of using natural attacks. Opinions on this?

Finally, wondering about changing some of the base evos as a general, non-contractor change. The magic ones are particularly weak for their cost, for example (Should probably come with uses/day based on level of evo, and buy additional ones like breath weapon). Then there's the whole issue with Pounce being a bit broken... Opinions?

Should I make it an explicit (rather than implicit) statement that the Eidolon should be at least as fleshed out personality wise as the Contractor, and the GM should feel free to take it over if he feels like it? :smalltongue: As well, now being a target for its own wants can lead to entertaining situations with a human-form spirit, say, blowing part of the master's gold on booze for example. Or a particularly pissed one using the single Calling per day to avoid having to walk home.

o/ Help, help, help critique the Contractor,
Suggest, suggest, suggest more additions! o/

Darkone8752
2011-09-27, 08:52 AM
Aight. Bumpin' this, sorry for double post, because it's reached something like a 'beta' stage and I could use some feedback.

Outside of general balance, does this seem thematically well done? Does removing Share Spells for example make the Summoner less of a buff bot? If unbalanced, would shifting AC and Str/Dex down 4 and 2 points from their max respectively be enough?

Onto more questioning questions:

What do you guys think of the Magic Evolutions as they are now? The 1/day at regular cost limit is very rough, especially with the terrible caster level. The majority of them just aren't balanced with similar cost evolutions. (As well, maybe moving Tongues down to the 3 pt Evo, as it doesn't really fit the 4 pointer)

Pounce. This Evo is really too good. Has anyone thought of a way/seen a good way to balance it out? Scratch that, on further look it's alright. On a tangentially related note, making Mount available to all forms certainly doesn't seem unfair.

Speed. What do you think of decoupling base speed from limbs (thus Flight is no longer based on limbs and starts at 20ft), setting all forms to a base of 30 ft, making the limbs bonus +10 feet Land Speed for every pair more than 1, and allowing a 1EP/20ft land speed evolution? As is, flight is the way to go BOTH for speed and usefulness, and getting faster ground speed is horribly inefficient. Oh, and Poor Serpentine forms...

Low Light Vision / Darkvision swap - Seems funny that the better vision type is free, and the weaker one is a 1 pter. Other thoughts include letting them choose and pay 1 evo to get the other vision type.

More if I think of more.