Grod_The_Giant
2015-02-02, 10:03 AM
A few months back I made a PrC (http://www.giantitp.com/forums/showthread.php?354130-The-Endocist-Synthesist-Summoner-as-a-PrC-%283-5%29)out of the Synthesist Summoner from Pathfinder. However, it was pointed out to me that the idea might work better as a base class. Then I got distracted by something. But now I've found the old thread, and have updated from PrC to base class. So, without further ado...
The Endocist
Alignment: Any
Hit Die: d10
An Endocist’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Speak Language, Spot (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.
Pathfinder Skill List: Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Planes) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Swim (Str).
Level
BAB
Fort
Ref
Will
Special
Evolution Pool
Max Attacks
1st
+0
+2
+0
+2
Fusion, Eidolon (1st), Detect Extraplanar
3
3
2nd
+1
+3
+0
+3
Planar Intuition
4
3
3rd
+2
+3
+1
+3
Two Minds at Once
5
3
4th
+3
+4
+1
+4
Eidolon's Armor
7
4
5th
+3
+4
+1
+4
Eidolon (2nd)
8
4
6th
+4
+5
+2
+5
Dimensional Contacts (Lesser)
9
4
7th
+5
+5
+2
+5
Absorb Extraplanar
10
4
8th
+6/+1
+6
+2
+6
Planar Authority (Dismissal)
11
4
9th
+6/+1
+6
+3
+6
Dimensional Contacts (Moderate)
13
5
10th
+7/+2
+7
+3
+7
Eidolon (3rd)
14
5
11th
+8/+3
+7
+3
+7
Planar Wanderer
15
5
12th
+9/+4
+8
+4
+8
Dimensional Contacts (Greater), Planar Authority (Banishment)
16
5
13th
+9/+4
+8
+4
+8
Two Minds as One
17
5
14th
+10/+5
+9
+4
+9
Dominate Extraplanar
19
6
15th
+11/+6/+1
+9
+5
+9
Eidolon (4th)
20
6
16th
+12/+7/+2
+10
+5
+10
Planar Authority (Disruption)
21
6
17th
+12/+7/+2
+10
+5
+10
Planar Traveler
22
6
18th
+13/+8/+3
+11
+6
+11
Instant Fusion
23
6
19th
+14/+9/+4
+11
+6
+11
Sacrifice Eidolon
25
7
20th
+15/+10/+5
+12
+6
+12
Secondary Eidolon, Eidolon (5th)
26
7
Weapon and Armor Proficiency: An Endocist is proficient with all simple weapons, with light armor, and with shields (except tower shields). He is also proficient with any natural weapons his Eidolon might grant him.
Eidolon: An Endocist forms a link with powerful spirits, known as an Eidolons. Eidolons count as having the same number of hit dice, and the same base attack bonus and the same base save bonuses as the Endocist.
An Eidolon has its own mind, even if it doesn't have a proper body on the material plane. An Eidolon begins play with expertise in four skills, and gains expertise in additional skill for every five Endocist levels its master possesses. It does not possess actual ranks in the skills, and it cannot make checks by itself; its "expertise" can only be expressed via aid to its master (see Fusion).
The true power of the Eidolon, however, lies in his Evolution Pool. Points from this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the Eidolon, known as Evolutions. Whenever the Endocist gains a level, he gains a number of new points, as shown on the table above, and can spend these points to change the abilities of the Eidolon. Additionally, he may re-assign a number of Evolution Points equal to his Endocist level; however, this total applies across all Eidolons he can contact, rather than being per Eidolon.
The list of Evolutions may be found here (http://www.d20pfsrd.com/classes/base-classes/summoner/eidolons). The Endocist counts as a Summoner of his Endocist level when it comes to qualifying for Evolutions, feats, prestige classes, and so on.
An Endocist may only have a certain number of natural attacks, as shown on the table above. If the Eidolon is at its maximum, it cannot take evolutions that grant additional natural attacks. This does not include attacks made with weapons.
Finally, Eidolons are not entirely blank slates. When first contacted, Eidolons may take one of the following three shapes: Biped, Quadraped, or Serpentine. Eidolons of each shape begin play with five Evolution Points worth of free Evolutions, as described below:
Biped: Claws, Limbs (Arms), Limbs (Legs)
Quadruped: Bite, Limbs (Legs) x2
Serpentine: Bite, Climb, Reach (Bite), Tail, Tail Slap
Eidolons also have a natural armor bonus equal to 2+one-half the Endocists's level, rounded down. The Endocist gains this bonus when fused with an Eidolon. They also automatically grant the Endocist 60ft Darkvision.
At 5th level, and again at 10th level, an Endocist may contact one additional Eidolon. These Eidolons are just as powerful as the first, with the same number of Evolution points, skill points, and mental ability boosts. They may be distributed differently, however.
Fusion (Su): An Endocist can summon the essence of one of his Eidolons and merge with it, essentially become a single physical being. Doing so requires a ritual taking one minute and assorted ritual components, such as can be produced from a standard spell component pouch. Dismissing an Eidolon is a free action.
The Endocist retains all of his ability scores, physical and mental; however, he gains the benefits of all of his Eidolon’s Evolutions, including Ability Increase. Otherwise, this ability functions as the Alternate Form special ability.
While the Endocist and his Eidolon are one being physically, they are separate mentally. The Eidolon retains its own mind and mental ability scores when fused with its master, and the two may communicate telepathically. It may speak on its own, although its voice is noticeably different from its master's, and distinctly inhuman. The Eidolon cannot make skill checks; however, it can aid its master. When making a skill check using a skill the Eidolon has expertise in, the Endocist gains one of two benefits:
If he has fewer than one-half his Endocist level, rounded down (minimum 1) ranks in the skill, he is treated as having that many ranks. This allows him to make trained-only skill checks, but does not allow him to qualify for feats, prestige classes, and so on which require ranks in the skill.
If he has more than one-half his level ranks in the skill, he may instead roll the skill check twice and take the better result. When taking 10, he instead takes 15.
The combination of Endocist and Eidolon is treated as an Outsider (Native). Despite being a summoned creature, the Eidolon's connection to the Endocist allows the merged being to bypass barriers such as protection from evil or magic circle against evil, as well as granting it immunity to magics such as banishment or dismissal.
Detect Extraplanar (Su): An Endocist may detect the presence of Outsiders and creatures with the [Extraplanar] subtype. This ability functions similarly to a Detect Undead spell, except that it targets the aforementioned creatures instead of Undead, and it is always active. An Endocist cannot be stunned by an overwhelming aura.
Planar Intuition (Ex): Beginning at 2nd level, an Endocist gains an insight bonus to Knowledge (Planes) checks equal to his Charisma modifier.
Two Minds as Once (Su): Beginning at 13th level, when fused with an Eidolon and making a save against a mind-affecting spell or effect, or attempting to penetrate an illusion, an Endocist rolls twice and takes the better result.
Eidolon's Armor (Su): Beginning at 4th level, when fused with an Eidolon, an Endocist gains a bonus to armor class equal to his Charisma modifier. This bonus is sacred if the Endocist is Good, and profane if he's Evil. Neutral Endocists may choose either sacred or profane when they gain this ability. This choice cannot subsequently be changed, unless his alignment changes.
Absorb Extraplanar (Su): Beginning at 7th level, an Endocist can absorb power from spirits other than his chosen Eidolons. Whenever he damages a creature with the [Extraplanar] subtype, or an Outsider on its native plane with a natural weapon, he regains a number of hit points equal to his Charisma modifier. Each round, he may heal a number of hit points equal to his Endocist level in this fashion.
If he reduces a creature with the [Extraplanar] subtype, or an Outsider on its native plane to zero hit points or fewer, he may choose to utterly destroy it, such that only a deity's direct intervention may restore it. If he does so, he regains a number of hit points equal to the destroyed creature's HD times his Charisma modifier, and benefits as though a greater restoration spell was cast on him.
Planar Authority (Su): Beginning at 8th level, an Endocist can force extraplanar creatures from the plane through will alone. Once per day per point of his Charisma modifier, he may use dismissal as a supernatural ability. The save DC is 1.5 times his Endocist level plus his Charisma modifier, minus the target's hit dice.
Beginning at 12th level, he may use banishment as a supernatural ability instead of dismissal.
Beginning at 16th level, he may attempt to disrupt any Conjuration (Calling) or Conjuration (Summoning) spell he is aware of being cast within his line of effect. The caster must make a caster level check, with a DC of of 10 + Endocist level + Charisma modifier. If he fails, the spell is ruined, as though it had been counterspelled. This is an optional ability-- he chooses whether or not to disrupt a spell every time one is cast. The Endocist does not need to take an action to disrupt a spell in this manner, although he must be conscious and able to take mental actions.
Dimension Contacts (Sp): An Endocist meets many spirits over the course of his career. Though he only partners with a few, he can call upon many for information. Beginning at 6th level, he may use augury as a spell-like ability a number of times per day equal to his Charisma modifier. At 9th level, he may use either augury or divination, and at 12th level he may use augury, divination, or contact other plane. All spell-like abilities share the same pool of uses.
Planar Wanderer (Su): Beginning at 11th level, an Endocist may use plane shift as a supernatural ability a number of times per day equal to his Charisma modifier. He cannot transport other targets without also plane shifting himself.
Two Minds as One (Su): Beginning at 13th level, when fused with an Eidolon, an Endocist rolls all Will saves, Sense Motive checks, and checks to penetrate illusions twice and takes the better result.
Dominate Extraplanar(Su): Beginning at 14th level, an Endocist’s authority over outsiders is such that he may impose his will over their own. As a standard action, he may attempt to dominate a single Outsider or creature with the [Extraplanar] subtype. He may use this ability a number of times per day equal to his Charisma modifier. Otherwise, this ability functions as the spell dominate person.
Planar Traveler (Su): Beginning at 17th level, an Endocist may may use his Planar Wanderer ability at will. In addition, he may upgrade the ability to function as the spell greater plane shift (SpC) a number of times per day equal to his Charisma modifier.
Instant Fusion (Su): Beginning at 18th level, an Endocist may summon his Eidolons as a standard action that does provokes attacks of opportunity. Alternate, he may switch directly from one summoned Eidolon to another as a full-round action that provokes attacks of opportunity.
Sacrifice Eidolon (Ex): Beginning at 19th level, whenever an Endocist would be affected by an attack, spell, or any other effect, he may instead allow his currently summoned Eidolon to take the hit for him. The Eidolon is de-summoned, and cannot be summoned again for 24 hours, but the Endocist suffers no effect.
Secondary Eidolon (Su): Beginning at 20th level, once per day as a standard action an Endocist may summon one of his Eidolons without fusing with it. The summoned Eidolon’s statistics— ability scores, BAB, base saves, and so on— are identical to what the Endocist’s would be if he had fused with the Eidolon, and the two share a single pool of health. Essentially, there are two copies of the Endocist on the battlefield, each fused with a different Eidolon. The secondary Eidolon remains summoned for one minute, or one hour if the Endocist and the summoned Eidolon take 2d4 damage to all their Ability Scores.
The Endocist
Alignment: Any
Hit Die: d10
An Endocist’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Speak Language, Spot (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.
Pathfinder Skill List: Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Planes) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Swim (Str).
Level
BAB
Fort
Ref
Will
Special
Evolution Pool
Max Attacks
1st
+0
+2
+0
+2
Fusion, Eidolon (1st), Detect Extraplanar
3
3
2nd
+1
+3
+0
+3
Planar Intuition
4
3
3rd
+2
+3
+1
+3
Two Minds at Once
5
3
4th
+3
+4
+1
+4
Eidolon's Armor
7
4
5th
+3
+4
+1
+4
Eidolon (2nd)
8
4
6th
+4
+5
+2
+5
Dimensional Contacts (Lesser)
9
4
7th
+5
+5
+2
+5
Absorb Extraplanar
10
4
8th
+6/+1
+6
+2
+6
Planar Authority (Dismissal)
11
4
9th
+6/+1
+6
+3
+6
Dimensional Contacts (Moderate)
13
5
10th
+7/+2
+7
+3
+7
Eidolon (3rd)
14
5
11th
+8/+3
+7
+3
+7
Planar Wanderer
15
5
12th
+9/+4
+8
+4
+8
Dimensional Contacts (Greater), Planar Authority (Banishment)
16
5
13th
+9/+4
+8
+4
+8
Two Minds as One
17
5
14th
+10/+5
+9
+4
+9
Dominate Extraplanar
19
6
15th
+11/+6/+1
+9
+5
+9
Eidolon (4th)
20
6
16th
+12/+7/+2
+10
+5
+10
Planar Authority (Disruption)
21
6
17th
+12/+7/+2
+10
+5
+10
Planar Traveler
22
6
18th
+13/+8/+3
+11
+6
+11
Instant Fusion
23
6
19th
+14/+9/+4
+11
+6
+11
Sacrifice Eidolon
25
7
20th
+15/+10/+5
+12
+6
+12
Secondary Eidolon, Eidolon (5th)
26
7
Weapon and Armor Proficiency: An Endocist is proficient with all simple weapons, with light armor, and with shields (except tower shields). He is also proficient with any natural weapons his Eidolon might grant him.
Eidolon: An Endocist forms a link with powerful spirits, known as an Eidolons. Eidolons count as having the same number of hit dice, and the same base attack bonus and the same base save bonuses as the Endocist.
An Eidolon has its own mind, even if it doesn't have a proper body on the material plane. An Eidolon begins play with expertise in four skills, and gains expertise in additional skill for every five Endocist levels its master possesses. It does not possess actual ranks in the skills, and it cannot make checks by itself; its "expertise" can only be expressed via aid to its master (see Fusion).
The true power of the Eidolon, however, lies in his Evolution Pool. Points from this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the Eidolon, known as Evolutions. Whenever the Endocist gains a level, he gains a number of new points, as shown on the table above, and can spend these points to change the abilities of the Eidolon. Additionally, he may re-assign a number of Evolution Points equal to his Endocist level; however, this total applies across all Eidolons he can contact, rather than being per Eidolon.
The list of Evolutions may be found here (http://www.d20pfsrd.com/classes/base-classes/summoner/eidolons). The Endocist counts as a Summoner of his Endocist level when it comes to qualifying for Evolutions, feats, prestige classes, and so on.
An Endocist may only have a certain number of natural attacks, as shown on the table above. If the Eidolon is at its maximum, it cannot take evolutions that grant additional natural attacks. This does not include attacks made with weapons.
Finally, Eidolons are not entirely blank slates. When first contacted, Eidolons may take one of the following three shapes: Biped, Quadraped, or Serpentine. Eidolons of each shape begin play with five Evolution Points worth of free Evolutions, as described below:
Biped: Claws, Limbs (Arms), Limbs (Legs)
Quadruped: Bite, Limbs (Legs) x2
Serpentine: Bite, Climb, Reach (Bite), Tail, Tail Slap
Eidolons also have a natural armor bonus equal to 2+one-half the Endocists's level, rounded down. The Endocist gains this bonus when fused with an Eidolon. They also automatically grant the Endocist 60ft Darkvision.
At 5th level, and again at 10th level, an Endocist may contact one additional Eidolon. These Eidolons are just as powerful as the first, with the same number of Evolution points, skill points, and mental ability boosts. They may be distributed differently, however.
Fusion (Su): An Endocist can summon the essence of one of his Eidolons and merge with it, essentially become a single physical being. Doing so requires a ritual taking one minute and assorted ritual components, such as can be produced from a standard spell component pouch. Dismissing an Eidolon is a free action.
The Endocist retains all of his ability scores, physical and mental; however, he gains the benefits of all of his Eidolon’s Evolutions, including Ability Increase. Otherwise, this ability functions as the Alternate Form special ability.
While the Endocist and his Eidolon are one being physically, they are separate mentally. The Eidolon retains its own mind and mental ability scores when fused with its master, and the two may communicate telepathically. It may speak on its own, although its voice is noticeably different from its master's, and distinctly inhuman. The Eidolon cannot make skill checks; however, it can aid its master. When making a skill check using a skill the Eidolon has expertise in, the Endocist gains one of two benefits:
If he has fewer than one-half his Endocist level, rounded down (minimum 1) ranks in the skill, he is treated as having that many ranks. This allows him to make trained-only skill checks, but does not allow him to qualify for feats, prestige classes, and so on which require ranks in the skill.
If he has more than one-half his level ranks in the skill, he may instead roll the skill check twice and take the better result. When taking 10, he instead takes 15.
The combination of Endocist and Eidolon is treated as an Outsider (Native). Despite being a summoned creature, the Eidolon's connection to the Endocist allows the merged being to bypass barriers such as protection from evil or magic circle against evil, as well as granting it immunity to magics such as banishment or dismissal.
Detect Extraplanar (Su): An Endocist may detect the presence of Outsiders and creatures with the [Extraplanar] subtype. This ability functions similarly to a Detect Undead spell, except that it targets the aforementioned creatures instead of Undead, and it is always active. An Endocist cannot be stunned by an overwhelming aura.
Planar Intuition (Ex): Beginning at 2nd level, an Endocist gains an insight bonus to Knowledge (Planes) checks equal to his Charisma modifier.
Two Minds as Once (Su): Beginning at 13th level, when fused with an Eidolon and making a save against a mind-affecting spell or effect, or attempting to penetrate an illusion, an Endocist rolls twice and takes the better result.
Eidolon's Armor (Su): Beginning at 4th level, when fused with an Eidolon, an Endocist gains a bonus to armor class equal to his Charisma modifier. This bonus is sacred if the Endocist is Good, and profane if he's Evil. Neutral Endocists may choose either sacred or profane when they gain this ability. This choice cannot subsequently be changed, unless his alignment changes.
Absorb Extraplanar (Su): Beginning at 7th level, an Endocist can absorb power from spirits other than his chosen Eidolons. Whenever he damages a creature with the [Extraplanar] subtype, or an Outsider on its native plane with a natural weapon, he regains a number of hit points equal to his Charisma modifier. Each round, he may heal a number of hit points equal to his Endocist level in this fashion.
If he reduces a creature with the [Extraplanar] subtype, or an Outsider on its native plane to zero hit points or fewer, he may choose to utterly destroy it, such that only a deity's direct intervention may restore it. If he does so, he regains a number of hit points equal to the destroyed creature's HD times his Charisma modifier, and benefits as though a greater restoration spell was cast on him.
Planar Authority (Su): Beginning at 8th level, an Endocist can force extraplanar creatures from the plane through will alone. Once per day per point of his Charisma modifier, he may use dismissal as a supernatural ability. The save DC is 1.5 times his Endocist level plus his Charisma modifier, minus the target's hit dice.
Beginning at 12th level, he may use banishment as a supernatural ability instead of dismissal.
Beginning at 16th level, he may attempt to disrupt any Conjuration (Calling) or Conjuration (Summoning) spell he is aware of being cast within his line of effect. The caster must make a caster level check, with a DC of of 10 + Endocist level + Charisma modifier. If he fails, the spell is ruined, as though it had been counterspelled. This is an optional ability-- he chooses whether or not to disrupt a spell every time one is cast. The Endocist does not need to take an action to disrupt a spell in this manner, although he must be conscious and able to take mental actions.
Dimension Contacts (Sp): An Endocist meets many spirits over the course of his career. Though he only partners with a few, he can call upon many for information. Beginning at 6th level, he may use augury as a spell-like ability a number of times per day equal to his Charisma modifier. At 9th level, he may use either augury or divination, and at 12th level he may use augury, divination, or contact other plane. All spell-like abilities share the same pool of uses.
Planar Wanderer (Su): Beginning at 11th level, an Endocist may use plane shift as a supernatural ability a number of times per day equal to his Charisma modifier. He cannot transport other targets without also plane shifting himself.
Two Minds as One (Su): Beginning at 13th level, when fused with an Eidolon, an Endocist rolls all Will saves, Sense Motive checks, and checks to penetrate illusions twice and takes the better result.
Dominate Extraplanar(Su): Beginning at 14th level, an Endocist’s authority over outsiders is such that he may impose his will over their own. As a standard action, he may attempt to dominate a single Outsider or creature with the [Extraplanar] subtype. He may use this ability a number of times per day equal to his Charisma modifier. Otherwise, this ability functions as the spell dominate person.
Planar Traveler (Su): Beginning at 17th level, an Endocist may may use his Planar Wanderer ability at will. In addition, he may upgrade the ability to function as the spell greater plane shift (SpC) a number of times per day equal to his Charisma modifier.
Instant Fusion (Su): Beginning at 18th level, an Endocist may summon his Eidolons as a standard action that does provokes attacks of opportunity. Alternate, he may switch directly from one summoned Eidolon to another as a full-round action that provokes attacks of opportunity.
Sacrifice Eidolon (Ex): Beginning at 19th level, whenever an Endocist would be affected by an attack, spell, or any other effect, he may instead allow his currently summoned Eidolon to take the hit for him. The Eidolon is de-summoned, and cannot be summoned again for 24 hours, but the Endocist suffers no effect.
Secondary Eidolon (Su): Beginning at 20th level, once per day as a standard action an Endocist may summon one of his Eidolons without fusing with it. The summoned Eidolon’s statistics— ability scores, BAB, base saves, and so on— are identical to what the Endocist’s would be if he had fused with the Eidolon, and the two share a single pool of health. Essentially, there are two copies of the Endocist on the battlefield, each fused with a different Eidolon. The secondary Eidolon remains summoned for one minute, or one hour if the Endocist and the summoned Eidolon take 2d4 damage to all their Ability Scores.