Post by Orbak the Monster on Apr 28, 2013 21:30:32 GMT -5
Horned Human (Summoner)
Long ago, there lived a tribe of humanity that lived alongside nature rather than controlling it. Thanks to their highly spiritual lifestyle, they found the human desire for wealth and power slowly wane. They found joy in the simple way they lived their lives, and were rewarded by the creatures that govern the natural world with a horn - sometimes multiple horns - revealing their allegiance to the natural world above anything else. They became idealized: men and women shaped by the environment into attractive figures. Soon, they found themselves open to the languages of animals... and after that, they learned the names of great spirits that govern the natural world: the eidolons. The first people to successfully bring one of these creatures under their control, the tribe became famous for their incredible power. However, they had no desire to use this power on the other races, far more interested in spiritual pursuits.
Unfortunately, the greed and fear of other races cannot be easily brought to heel. The race was slaughtered for the threat they represented, leaving those left the dregs of their soceity. those that are left tend to avoid society, and become natural rangers and druids. Some become skilled arcanists, learning secrets through the magic in the world around them. Few, however, escape the pull of their birthright: the majority of horned humans become summoners, regardless of their choices in life.
RP: 9
- Humanoid (Human Subtype)
- Medium Size.
- Speed: 30ft.
- +2 to one ability score of player's choice during character creation.
- Languages: Common. Bonus Languages (7)
Magic Racial Traits:
- Tuning Horn: Horned Humans learned long ago how to have conversations with the creatures of the world, as well as sense magical auras and disturbances in the world around them. They gain 'speak with animals' as a constant spell-like ability. The caster level of the spell-like ability is equal to the horned human's character level. Loss of the horn negates the use of this ability, but it can be regrown with a 'regeneration' spell.
Feat and Skill Traits:
- Flexible Bonus Feat: Horned humans select one extra feat at 1st level.
Special Trait:
- Natural Summoner: The eidolons of the horned human are considerably more powerful than those of other races. Horned Humans who are summoners gain an extra evolution point per character level, and their eidolon gains the character's charisma bonus to it's HP per character level. This allows them to raise the power of their eidolon even if they choose to multiclass.
Favored Class Options:
=Special: The Horned Human has multiple choices if they make Summoner their favored class.=
*Bard: Add +1/2 to the bard’s bardic knowledge bonus.
*Cleric: Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.
*Druid: Gain an evolution point which can be used on the character's animal companion.
*Ranger: Add a +1/2 bonus on wild empathy checks to influence animals and magical beasts.
*Sorcerer: Add one spell known from the cleric spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
*Wizard: Add +1/2 to your effective caster level for any conjuration spell you cast. (+1 effective level for every two times you select this option.)
*Magus: Add +1/4 point to the magus's arcane pool.
*Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
*Summoner: Add +1 hit point to the summoner’s eidolon.
*Summoner: Add a +1/4 natural armor bonus to the AC of the summoner's eidolon.
*Summoner: Add +1/4 to the eidolon’s evolution pool.
*Witch: Gain an evolution point which can be used on the character's familiar.
Devoted Summoner
You have never forgotten the oaths held between your race and the mighty eidolons.
Prerequisite: Horned Human, Summoner class, Spell Focus (Conjuration), Augmented Summoning.
Benefit: Treat your character level as your Summoner level when determining the abilities of your Eidolon.
Ancient Blessing
Just as there are many people, there are many eidolons: you've discovered a close bond with one of them, who lends you their power.
Prerequisite: Horned Human, Summoner class, Good alignment.
Benefit: You have close ties to a specific eidolon, which offers to lend it's own aspect to your eidolon. The eidolon you summon with your Eidolon class ability gains a special power, selected at the time this feat is chosen. It cannot be changed afterward.
*Mega Flare: Your eidolon gains powers from mighty Bahamut, and always appears vaguely draconic. Once per day, the eidolon may emit a beam of energy from it's mouth, dealing it's hit die in d8 damage. A reflex save is allowed for half damage. The DC is 10+1/2 the summoner's level+the eidolon's Constitution modifier. This is a spell-like ability.
*Hellfire: Ifrit girds your eidolon with it's power, tinting it's flesh a burnt brown color and giving it a pair of horns. Once per day, the Eidolon may cast a Fireball with itself as the center, which does no damage to the Eidolon. Caster level is equal to the summoner's caster level. This is a spell-like ability.
*Tidal Wave: From the deeps, Leviathan offers his own skill to your eidolon, which has an aquatic cast to it's features. As a standard action, your eidolon can cause a mighty wave to appear that pushes or pulls a single creature. Make a combat maneuver check against the target, using your summoner level + your Charisma modifier as it's CMB. If successful, you may pull or push the creature as if using the bull rush or drag combat maneuver. Your eidolon can use this ability a number of times per day equal to 3 + your Charisma modifier. Once per day, the eidolon may do this as part of a melee attack.
*Zantetsuken: Swift and deadly Odin lends his god-given might to your eidolon, which appears armored from then on. As well, the eidolon's weaponry gains a frightening appearance. All the eidolon's weapons are treated as if they were Keen. At level 15, the eidolon's weapons also become vorpal.
*Excalibur: Gilgamesh demands that your eidolon fight like a man! Or a lady! Or a lady that dresses like a man! Your eidolon must be bipedal and have at least two arms. It gains a red scarf around it's neck, and the ability to use swordlike weapons. When summoned, the eidolon appears equipped with a swordlike weapon appropriate to the summoner's level.
*Judgement Bolt: Wise Ramuh, the god of lightning, offers his considerable might to your eidolon, which appears wise and slightly older than usual. All the eidolon's weapons gain the shocking quality. In addition, the eidolon gains the ability to call a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The targets are allowed a reflex save for half damage. The DC is 10+1/2 the summoner's level+the eidolon's Constitution modifier. This is a spell-like ability.
*Gaia's Wrath: The strength of Titan is hard to ignore, and the power it lends your eidolon is mighty indeed. Your eidolon appears more muscular, with oversized pectoral and arms. Your eidolon gains a bonus feat from the following list: Power Attack, Cleave, Great Cleave, Cleaving Finish, Improved Trip, Greater Trip, Improved Overrun, Greater Overrun, Improved Grapple, Greater Grapple, Improved Drag, Greater Drag, Toughness. Every four summoner levels the character obtains, the eidolon gains another feat from this list.
*Diamond Dust: Beautiful Shiva has offered you some of her icy company, and you're more than happy to accept her offer. Your eidolon sheds snow and ice which melts very quickly. Your eidolon freezes squares in a 20ft burst at the end of it's turn without any effort on it's part. These squares are treated as natural difficult terrain. They melt once more at the beginning of the eidolon's next turn. This is an extraordinary ability.
*Ruby Light: Fun-loving and joyful Carbuncle really just wants to protect it's friends. Your eidolon has a soft, kind look to it. It gains a deflection bonus to it's armor class equal to it's natural armor, which it grants to adjacent allies.
*Divine Judgement: Stalwart Alexander offers discipline and order in exchange for obedience. Only Lawful summoners gain this eidolon's loyalty. Your eidolon gains a slightly mechanical appearance. As a full-round action, the eidolon may attack all enemies within 20 feet of itself with a single natural attack, using it's highest attack bonus if it has multiple attacks.
*Flames of Rebirth: Pheonix regrets that it's presence is only fleeting, but has offered you something to remember it by in the form of your eidolon. Your eidolon becomes a myriad of bright oranges and reds. If your eidolon is ever destroyed, it deals half it's normal maximum in HP in fire damage to a single adjacent enemy. You gain temporary HP equal to one-fourth the eidolon's maximum HP.
*Dark Messenger: Hiding in darkness, Diabolos offers some manner of aid against what it knows to be a harsh world. Your eidolon appears noticeably devil-like. Creatures struck by the natural weapons of your eidolon are shaken, without a save. Creatures who are already shaken or immune to becoming shaken instead take an amount of extra damage equal to the summoner's charisma modifier. This is an extraordinary ability.
*Runaway Train: No one really knows what the creature known as Doomtrain really wants, but none can argue that it's alien desires must be disturbing. Your eidolon appears slightly fungal. Fungal growths appear in the wounds of an enemy hit by your eidolon's natural attacks, which causes 1 bleed damage per round for an amount of rounds equal to the eidolon's Constitution modifier. The eidolon is healed by an amount equal to this bleed damage. This is an extraordinary ability.
*Eternal Darkness: Caring only for destruction, the airship-summon 'Ark' has seen fit to grant you power... for reasons you're not entirely sure about or comfortable thinking about. You must be Chaotic to gain Ark's attention in this way. Your eidolon takes on a disturbingly dark cast with crazed, blood-red eyes. Your eidolon's attacks deal double damage to creatures immune to critical hits and targets of a coup de grace. Increase the multiplier of the eidolon's criticals by 1.
*Millennial Decay: You are counted among swift and courageous' Fenrir's many charges. Your eidolon takes on a canine appearance. Your eidolon gains the celestial template, and a +20ft bonus to it's speed.
*Terra Homing: Madeen still misses her best friend, and you've offered her sympathy for this. Out of gratitude, she's offered you a little of her power. The eidolon is always female in appearance. The eidolon gains Combat Reflexes as a bonus feat. Once per round, the eidolon may make an attack of opportunity against a foe who's successfully hit an adjacent ally in melee.
Special: This feat can only be obtained at level 1.