Milo v3
2016-02-02, 01:35 AM
Warded Summoner - Summoner Archetype
Instead of calling an extraplanar eidolon to your presence, warded summoners are individuals who can strangely meld with a kami and act as that kami's ward.
Eidolon: A warded summoner need not make a ritual to summon his eidolon, instead the eidolon can enter or leave the body of it's summoner. This functions the same as Merge with Ward (see kami subtype), except that while merged the eidolon does not heal naturally. The only exception to this is if the eidolon was slain, in which case it reforms within the summoner the following day with half its normal hit points. This ability otherwise functions as normal.
Summon Nature's Ally I (Sp): Starting at 1st level, a warded summoner can cast summon nature's ally I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability requires an intimate connection with nature. As a result, he can only use this ability when his eidolon is merged with him. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon nature's ally IX at 17th level). At 19th level, this ability can be used as gate or summon nature's ally IX. If used as gate, the warded summoner must pay any required material components. A warded summoner cannot have more than one summon nature's ally or gate spell active in this way at one time. If this ability is used again, any existing summon nature's ally or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fulfil the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell. This replaces Summon Monster I.
Unchained Eidolon Subtypes (Not necessary for APG Summoners)
Kami
Alignment: Any.
Base Form: Biped (limbs [arms], limbs [legs], slam).
Special: To select this eidolon subtype, the summoner must have the warded summoner archetype.
Base Evolutions:
At 1st level, kami eidolons gain the resistance (electricity) and resistance (fire) evolutions. They also gain a +4 bonus on saving throws against polymorph effects.
At 4th level, kami eidolons gains the resistance (acid) evolution. They also gain immunity to bleeding effects.
At 8th level, kami eidolons gains a +4 bonus on saving throws against mind-affecting effects and add 1 point to their evolution pools.
At 12th level, kami eidolons gain immunity to petrification and polymorph effects. They also telepathy to 100 ft.
At 16th level, kami eidolons gains a +8 bonus on saving through against mind-affecting effects and add 1 point to their evolution pools.
At 20th level, kami eidolons gains fast healing 5.
Instead of calling an extraplanar eidolon to your presence, warded summoners are individuals who can strangely meld with a kami and act as that kami's ward.
Eidolon: A warded summoner need not make a ritual to summon his eidolon, instead the eidolon can enter or leave the body of it's summoner. This functions the same as Merge with Ward (see kami subtype), except that while merged the eidolon does not heal naturally. The only exception to this is if the eidolon was slain, in which case it reforms within the summoner the following day with half its normal hit points. This ability otherwise functions as normal.
Summon Nature's Ally I (Sp): Starting at 1st level, a warded summoner can cast summon nature's ally I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability requires an intimate connection with nature. As a result, he can only use this ability when his eidolon is merged with him. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon nature's ally IX at 17th level). At 19th level, this ability can be used as gate or summon nature's ally IX. If used as gate, the warded summoner must pay any required material components. A warded summoner cannot have more than one summon nature's ally or gate spell active in this way at one time. If this ability is used again, any existing summon nature's ally or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fulfil the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell. This replaces Summon Monster I.
Unchained Eidolon Subtypes (Not necessary for APG Summoners)
Kami
Alignment: Any.
Base Form: Biped (limbs [arms], limbs [legs], slam).
Special: To select this eidolon subtype, the summoner must have the warded summoner archetype.
Base Evolutions:
At 1st level, kami eidolons gain the resistance (electricity) and resistance (fire) evolutions. They also gain a +4 bonus on saving throws against polymorph effects.
At 4th level, kami eidolons gains the resistance (acid) evolution. They also gain immunity to bleeding effects.
At 8th level, kami eidolons gains a +4 bonus on saving throws against mind-affecting effects and add 1 point to their evolution pools.
At 12th level, kami eidolons gain immunity to petrification and polymorph effects. They also telepathy to 100 ft.
At 16th level, kami eidolons gains a +8 bonus on saving through against mind-affecting effects and add 1 point to their evolution pools.
At 20th level, kami eidolons gains fast healing 5.