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Milo v3
2015-10-25, 09:56 AM
Battlebound - Summoner Archetype
Some armies have found a way to create a bond between an eidolon and their soldiers without requiring arcane talent. This pact results in two beings, one of the planes and one of mortally, becoming one perfect unit.

Weapon Proficiency: Battlebound gain proficiency with martial weapons that are discipline weapons for them.

Maneuvers: A battlebound begins his career with knowledge of three martial maneuvers from the following disciplines: Broken Blade, Primal Fury, and either Black Seraph, Elemental Flux, Silver Crane, or Veiled Moon. The battlebound adds the associated skill for these disciplines to his list of class skills. Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by a battlebound is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one. He learns additional maneuvers at higher levels, as shown on Table 1-1: Archetype Maneuver Progression (see POW2_Archetypes_Doc). The maximum level of maneuvers gained through battlebound levels is limited by the those listed in that table as well; this restriction does not apply to maneuvers gained through other methods, such as through other classes or the Advanced Study feat. The battlebound must meet a maneuver's prerequisite to learn it.

Upon reaching 4th level, and at every even numbered level after that, he can choose to learn a new maneuver in place of one he already knows. In effect, the battlebound loses the old maneuver in exchange for the new one. The battlebound need not replace the old maneuver with a maneuver of the same level. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he knows. The battlebound can swap only a single maneuver at any given level. A battlebound's primary initiator attribute is Charisma, and each battlebound level is counted as a full initiator level.

This replaces the battlebound's spellcasting.

Maneuvers Readied: A battlebound can ready all three of his starting maneuvers, but as he advances in level and learns more maneuvers, he must choose which maneuvers to ready. He readies his maneuvers by communing or performing weapon drills with his eidolon for 10 minutes. The maneuvers he chooses remain readied until he decides to repeat this again and change them. Battlebound do not need to sleep or be well rested to ready their maneuvers; any time he spends 10 minutes in meditation, he can change his readied maneuvers. He begins an encounter with all readied maneuvers unexpended, regardless of how many times he may have already used them since he chose them. When the battlebound initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (until they are recovered, see below).

In order for the battlebound to recover maneuvers he must strength the pact he has with his eidolon; when he or his eidolon successfully hits a creature that the other is flanking, the battlebound recovers a number of maneuvers equal to his charisma bonus. Alternately, the battlebound may deeper invest himself into his planar bond, recovering a single maneuver as a standard action.

Stances Known: Battlebound begin play with knowledge of one 1st level stance from any discipline open to them. At the indicated levels, the battlebound selects an additional new stance. Unlike maneuvers, stances are not expended and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the battlebound cannot learn a new stance at higher levels in place of one he already knows.

War Pact (Su): A battlebound's eidolon can draw upon the the martial talent of it's battlebound. The eidolon can use any maneuver the battlebound current has ready, and gains the benefits of whichever stance the battlebound is in. Whenever the eidolon uses a maneuver in this way, the battlebound treats that maneuver as if he just expended it. Finally, the eidolon gains all the weapon proficiencies possess by it's battlebound. This replaces cantrips.

Contracts (Su): Starting at 1st level, a battlebound can tap into his pact to gain access to special contracts he has formed in his soul a number of times per day equal to 3 + his charisma modifier. Once used, this ability grants the battlebound evolutions as if he was an eidolon for one minute per class level, but with only a single point in his evolution pool. Which evolutions are gained set once chosen, but can be changed whenever the battlebound gains a class level. At 3rd level, and every two levels thereafter, the battlebound can select evolutions as if his evolution pool was one point larger. This ability replaces summon monster.

Bound Senses (Su): Starting at 2nd level, a battlebound can, as a swift action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his battle level multiplied by his charisma modifier. There is no range to this effect, but the eidolon and the battlebound must be on the same plane. The battlebound can end this effect as a free action. This replaced bonded senses.