|
Mental Prowess (Ex)
The Elder Eidolon gains a +1 to any one mental ability score it has (Int, Wis, or Cha). An Elder Eidolon can select this ability more than once. | | |
| | Insanity Aura (Su)
Any creature within 5 feet of an Elder Eidolon must make a Will Save (DC 10 + ½ HD + Cha Mod) each round or become confused for 1 round. This aura can only be maintained for a number of rounds equal to half the Elder Eidolons HD (min 2), after which an Elder Eidolon must wait 4 rounds before activating this ability again. Activating this ability is a swift action.
Insanity Aura can be selected more than once. Each time it is selected it’s range is doubled and its recharge time is reduced by 2 rounds (becoming an at-will after being selected for the 3rd time) |
|
Deflective Geometry (Su)
The Elder Eidolon has a deflection bonus to it's AC equal to half it's Cha bonus (min 1). If the eidolon has the Greater Eidolon body class feature, this deflection bonus to AC is now equal to it's full Cha bonus instead of half.
This ability can be selected multiple times, adding a +1 to the deflection bonus each time after the first. | | |
| | Servitor The Elder Eidolon gains a Servitor, a small construct designed to assist the Eidolon. An Eidolon is in full control of the Servitor, which is effectively an extension of the Eidolon, and can command it as a free action on the Eidolon’s turn. If the Servitor is destroyed, the Eidolon suffers take's 1d4 damage per 2 HD the Servitor possesses (Fort DC 15 Half). A destroyed Servitor is replaced by an identical Servitor after 8 hours of inactivity. Servitors have the following traits:
Size/Type: | Tiny Construct | Hit Dice: | Equal to Master’s HD | Hit Points: | Equal to half the Master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice. | Speed: | Same Movement Speeds as Master. An Elder Eidolon can hover about 5 feet above the ground with it's land speed but is treated as if on the ground regardless. | Armor Class Bonuses: | Any bonuses the master receives from the Elder Eidolon class | Base Attack Bonus: | Equal to Master’s Base Attack Bonus | Attack: | Slam (1d3 + 1.5 Str mod). Can Be enchanted as if it was a Masterwork Manufactured Weapon. | Base Saves: | Equal to Master’s Base Saves | Base Ability Scores: | Elite Array with the 10 set to Constitution (which the Servitor loses as a Construct). | Damage Reduction/Hardness: | Same Damage Reduction / Hardness as Master. | Skill Ranks: | Equal to Master’s skill ranks. The Servitor has no skill points of it’s own. | Feats: | 1 plus 1 per 3 HD. The Servitor is treated as having 1 level in the Elder Eidolon class for the purposes of meeting feat prerequesites. | Alignment: | As Master's |
Simultaneous Movement (Ex) If the servitor is within 5 feet of it’s master it can move along with it’s master if it’s master moves as if it simultaneously moved, but it cannot perform any other kind of movement for that turn (including a 5 foot step). The Servitor moves with any kind of movement it’s master takes or is affected by, including bull rushes, teleportations or similar effects. The Servitor is treated as part of it’s master for effects that target the master for effects that cause the master to move (such as Dimension Door). Geometries The servitor gains 2 Geometries of any kind. Treat the servitor’s HD as half normal when calculating the effects of Geometries. Power of the Master If any attack or effect that the Servitor successfully hits or affects it’s target(s), the Servitor is treated as if it was used by the servitor’s master, applying any additional effects the master would apply to an attack of that kind. For Instance, if the servitor successfully hit a creature with it’s Doom Cannon Geometry, and it’s master had levels in the Scout class, the skirmish class feature would apply to the attack (presuming the servitor moved that turn). The servitor would not however, gain the effect of it’s master’s Ability Focus (Doom Cannon) feat, as it has not yet affected it’s target, nor would it gain the bonus to AC from skirmish after the attack is completed. The Servitor does not gain the benefit of any Geometries the master has to an attack or effect (such as Mindslaying Strikes). Improved Evasion (Ex) The Servitor takes no damage on a successful Reflex saving throw against attacks, band takes only half damage on a failed save. A helpless servitor does not gain the benefit of improved evasion. Share Spells/Powers At the master’s option, he can have any spell, power or similar effect he uses on himself also affect his servitor. The servitor must be within 5 feet of him at the time of the effect activates to receive the benefit. If the effect has a duration other than instantaneous, it stops affecting the servitor if it moves farther than 5 feet away, and will not affect the servitor again, even if it returns to its master before the duration expires. Empathic Link (Su) The master has an empathic link with his servitor out to a distance of up to 1 mile. The master cannot see through the servitor’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. Subordinate Mind The Servitor can never permanently gain a creature under it's control by any means. In the case of spells and effects such as Animate Undead, it's master automaticlly assumes control of the creature(s), and any limits such an ability has are passed on to the master (in effect the servitor uses such an ability on the behalf the the master). Other abilites and effects that allow permanent control over a creature cannot be used. A Servitor can still use effects that provide temporarly control over a creature such as dominate person, but can never maintain control longer then a single use of such an ability, after which the creature cannot be controled by the servitor again. Equip Item (Ex) The Servitor can equip one item as if it was wielding the item in 2 hands. This item can be a weapon, shield, wonderous item, wand, or set of scrolls. The Servitor is proficient with any armor or weapon it's master is proficent with, and can equip a weapon two size catagories larger then itself at no penalty. The Servitor can carry 50 pieces of ammunition for a ranged weapon or 20 thrown weapons. Light Crossbows are the most commonly equipped item providing a ranged attack to servitors. In the case of wonderous items, wands, and scrolls, the servitor must meet all requirments for using the item, including making Use Magical Device checks if nessisary. Servitors are inefficent in using wands and use 2 charges when activating wands. Servitors can hold a number of scrolls equal to it's Int score, though can only have one ready to use at any one time, and must use a move action to swap between scrolls or ready a new scroll. The servitor can carry other items besides the item it has equipped, but cannot utilize them. To equip an item or unequip a item equipped to a Servitor takes 1 minute, and a Servitor cannot do this to itself (though two servitors can help each other).[/size] An Elder Eidolon can select this ability more than once, applying one of the following augments:- Gain an additional Servitor under
the Elder Eidolon's control. Each can be customized diffrently. - Grant each Servitor an additional Geometry.
This ability is suppressed if all servitors are destroyed. If the Elder Eidolon possesses an ability that requires it to supress this ability to use (such as the Modular Design feat), all Servitors must be adjacent to the Eidolon beforehand. |
Mindslaying Strikes (Su): The touch of an Elder Eidolon destroys the minds of those unfortunate enough to receive them. Each time an Elder Eidolon hits with a natural weapon, the attack deals 1 ability damage (either Int, Wis, or Cha) in addition to its normal damage. A Will Save (DC 10 + half HD + Cha Mod) negates this damage. An Elder Eidolon can also choose to deliver this attack with a melee touch attack instead of a natural weapon.
An Elder Eidolon can select this ability more than once. Gaining one of the following augments:
- Increase ability damage by 1 point.
- Select one ability score this effect does not deal damage to (either Int, Wis, or Cha). This effect now deals an equal amount of ability damage to that ability score.
- Reduce ability damage by 1 (to a minimum of 0). This effect now bestows 1 negative level (Fort DC 10 + half HD + Cha Mod negates).
Reality Phantasm (Su): Select one spell off the Sorcerer/Wizard spell list of the Abjuration, Enchantment, or Illusion schools and of a level no higher than half the Eidolons HD (minimum 1). An Elder Eidolon can cast this spell as a Supernatural ability 1/day per X HD (minimum 1), where X is the spell level of the choosen spell. The spell has a CL equal to HD and any save DCs are equal to 10 + spell level + Cha Mod. The Eidolon must pay any costs (xp, gold, material, etc). If the spell requires a focus, the eidolon can merge it into it's body for use with the spell at no cost. Further, the Elder Eidolon gains Spellcraft as a class skill and adds this spell to it's list of spells known at the approriate level if it has the ability to cast spells of the spell's level. If all uses of this ability are used, this ability is suppressed.
An Elder Eidolon can select this ability more than once.
Temporal Shield (Su): At the start of a Elder Eidolon's turn, it gains temporary hit points equal to 1/4 it's HD (min 1). These temporary hit points can stack with each other, up to twice the Elder Eidolons HD. if these temporary hit points drop to 0, this ability is suppressed for 1d4 rounds.
This ability can be taken multiple times, increasing the temporary hit points gained and the max number of temporary hit points by 3 every time after the first.
Void Jaunt (Su): The Elder Eidolon can once every 4 rounds slip between the space between dimensions and appear elsewhere. This ability acts as Dimension Door, but the eidolon uses it as a move action, and can take actions after using this ability. The Eidolon moves a distance equal to twice it's fastest movement speed. The Elder Eidolon can use this ability as part of a charge attack by using a standard action in addition to a move action, taking his movement with this ability and immediately attacking a target at the end of his movement (applying the benefits/penalties of charging).
An Elder Eidolon can select this ability more than once. Gaining one of the following augments:
- Reduce recharge time by 1 rounds.
- This ability can now be used as a free action once per round (instead of or in addition to being useable as a move action), but the second time this ability is used in the same round the distance traveled with it is reduced by half. This allows the Elder Eidolon to charge with this ability by using just a standard action when using this ability
This ability is suppressed while recharging.
Levitation (Su): The Elder Eidolon gains a fly speed equal to it's fastest natural speed (besides fly speed) with good maneuverability, but can never fly higher than 5 feet per 2 HD above the ground (min 5 feet). After the Eidolon reaches 7 HD, the height limit is removed. This movement can be used to pass through liquids at half speed. If the Eidolon already possesses a faster fly speed, increase the maneuverability by one step instead(or set the maneuverability to good if below good).
This ability can be taken multiple times increasing maneuverability by one step each time.
Magic Resistance (Su): The Elder Eidolon gains SR equal to 11 + HD. This ability is suppressed for 1d4 rounds if the Elder Eidolon is effected by a Stone to Flesh, Transmute Rock to Mud, or similar effect (no save/no SR).
An Elder Eidolon can select this ability more than once. Gaining one of the following augments:
- Increase the SR to 15 + HD. If this augment is selected again, the eidoolon is instead Immune to any effect that allows SR
- Suppress this ability as a free action for 1 round, or as a immediate action in response to an effect that allows SR when it's not the eidolons turn.
Improved Senses (Su): The Elder Eidolon gains Tremorsense out to 60 feet, and gains a bonus to spot and listen checks equal to the eidolons Cha mod. This ability can be taken more than once, applying one of the following modifications each time after the first:
- The Elder Eidolon also gains Blindsight with equal distance to it’s Tremorsense. If this modification is selected again, the elder Eidolon gains True Seeing of a equal distance.
- The range of it’s Tremorsense is doubled.
Strength of the Fallen (Su): When an elder Eidolon is destroyed, it’s power temporarily lingers on, empowering it’s allies or hindering it’s enemies.
Select 1 creature per 5 HD the eidolon has (minimum 1) within Medium range (100 feet + 10 feet per HD). It gains one of the three following benefits (or penalties) for a number of rounds equal to the eidolon's Cha mod (minimum 2), or less if the ability has a shorter duration.
- +1/-1 to all attack rolls and damage rolls. This bonus/penalty is increased by 1 for every 3 HD the Elder Eidolon has.
- +1/-1 to AC and all saving throws. This bonus/penalty is increased by 1 for every 3 HD the Elder Eidolon has.
- One Transmutation spell from the Sorcerer/Wizard spell list of a level no higher than half the elder eidolons HD (CL equal to HD).
Targets are entitled to a saving throw (Fort DC 10 + half HD + cha mod), though beneficial abilities are usually harmless.
This ability can be selected more than once, applying one of the following augmentations each time:
- Double the number of targets.
- Double the duration of benefit(s)/penalty(s).
- Apply one additional benefit/penalty to the target(s)
- Choose one additional spell as an optional benefit/penalty to choose from.
An Elder Eidolon can choose to self destruct as a swift action, destroying the eidolon and activating Strength of the Fallen.
Frightful Gaze (Su): The Elder Eidolon gains a gaze attack with a range of 30 feet. A creature is entitled to a Saving Throw (Will DC 10 + half HD + Cha mod) to avoid the effect of the gaze. The effect of the gaze is based on the creature's HD.
|
HD | Effect |
Up to the Eidolon's HD or Greater | Shaken Cha Mod Rounds |
Up to the Eidolon's HD -1 | Frightened 1 Round |
Up to the Eidolon's HD -5 | Panicked 1 Round |
Up to the Eidolon's HD -10 | Destroyed |
A creature can be effected by more then one effect. Regardless of whether or not a creature succeeds it save or not, the creature is immune to effect for 24 hours after. This immunity is ignored if the Elder Eidolon chooses to actively use its gaze against the creature. Actively focusing a gaze on a creature is a standard action.
This ability can be selected more than once, applying one of the following augmentations each time:
- Double the range of the gaze attack.
- Double the duration of the effects of the gaze attack.
- Increase the maximum HD of each effect by 2.
This ability can be suppressed for 1d4 rounds as a free action.
Willpower (Ex): The elder eidolon gains Iron Will as a bonus feat.
This ability can be taken more than once, increasing the bonus of the feat by +2 each time. If taken twice, the Eidolon gains Mettle which applies to Will Saves only.
Overload Drive:The Elder Eidolon can activate it's Overload Drive, granting it superior combat ability at the cost of going berserk, potentially permanently.
While the Overload Drive is active, the Elder Eidolon recieve a +2 to hit and damage for all attacks, and increases all save DCs of it's abilities by 2. When the drive deactivates, the Elder Eidolon takes ability damage to each of it's mental ability scores equal to the number of rounds the drive was active (this ability damage ignores the Elder Eidolons' immunities, and heals at a rate of 1 point every 10 minutes after taking the damage). If any ability score is reduced to 0, the elder eidolon becomes mindless as detailed in the Elder Eidolon Construction Ritual.
Unlike a Barbarian rage, an Elder Eidolon is not limited to the types of actions it can take.
While the Overload Drive is active, the Elder Eidolon must attack those it perceives as foes to the best of it's ability. Should the elder eidolon run out of enemies before the drive is deactivated, it's rampage continues. The Eidolon must then attack the nearest creature (determine randomly if several potential foes are equidistant) and fight that opponent without regard to friendship, innocence, or health (the target's or her own).
There are only 3 ways the Overload Drive deactivates. The First way if for the Elder Eidolon to succeed on a Will Save at the start of it's turn with a DC equal to 10 + half HD + X, where X is equal to the twice the number of rounds the elder eidolon did not attempted the save (this number does not decrease after the Elder Eidolon does attempt to make a save.). An Elder Eidolon cannot choose to intentionally fail the save, but can choose to not make the save at the start of it's turn. The second way to deactivate the drive is to drop the Elder Eidolon below 0 HP, however this also usually destroys most Elder Eidolon. The Third way is to let the Drive time out, which happens a number of rounds after activation equal to the Elder Eidolon's highest mental ability score.
An Elder Eidolon can select this ability more than once, Gaining one of the following augments:
- Reduce the ability damage the Eidolon recieves after the drive is deactivated by 2 (min 0) and increase the maximum duration by 2.
- Increase the bonus to hit, damage and DCs by 1 each.
- Decrease the DC to deactivate the drive by 2.
After the drive deactivates, this ability is suppressed for 1d4 rounds.
Spell Attuned: Select one arcane spellcasting class. The Elder Eidolon gains new spells per day and an increase in caster level (and spells known, if applicable) as if it had also gained 1 level in an arcane spellcasting class to which it belonged before adding gaining this geometry. It does not, however, gain any other benefit a character of that class would have gained. If it had more than one arcane spellcasting class before becoming an abjurant champion, the elder eidolon must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
An Elder Eidolon can select this ability more than once, increasing spells per day and caster level for one arcane class as if he had gained one level in a spellcasting class. This ability can only be taken a number of times equal to 3/4th the class level of the Elder Eidolon.[/li][/list]
Ability Adaption: The Elder Eidolon fully adapts to it's new body and can use the abilities it gained prior to becoming an Elder Eidolon more effectively despite it's new body. The Elder Eidolon recalulates any abilities or traits which calculate based on it's Con Mod using its full Str Mod instead of half.
Advanced Construction: The Elder Eidolon can select one feat that requires levels in the Elder Eidolon class an a bonus feat.
An Elder Eidolon can select this ability more than once, gaining a bonus feat from the same list of feats.