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<blockquote data-quote="Obly99" data-source="post: 8718289" data-attributes="member: 7035194"><p>When you want to play the summoner for its Eidolon but don't want to swarm the initiative and the game board with too many summons and get killed by your party and the DM</p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Eidolon Master (summoner and unchained summoner)</span></strong></p><p></p><p>This sect of summoners has forgone the study of the simple summon arts in order to focus wholly on improving his eidolon. Eidolon masters are rarely seen outside the company of their eidolons, and will often refuse to go anywhere their eidolon is not welcome.</p><p></p><p><strong>Lesser Summon</strong></p><p>The eidolon master looks only at his eidolon and has no time for other, weaker, summons. The eidolon master does not have conjuration (summoning) spells on his summoner spell list except for spells that go on his eidolon such as summon eidolon. An eidolon master cast one fewer spell per day of each level than normal. If this reduces the number to 0, he can cast spells of that level only if his Charisma score grants his bonus spells of that level. This ability alters the summoner’s spellcasting.</p><p></p><p><strong>Improved Eidolon (Su)</strong></p><p>At 1st level, and again at each level beyond 1st, the eidolon master’s eidolon gains an additional evolution point. In addition the eidolon is not automatically banished if the summoner is unconscious or asleep and it recovers 1 hit point per Hit Dice when it receives at least 8 hours of rest. The eidolon must be summoned in order for this ability to have any effect. An eidolon master can summon his eidolon in a ritual that takes 1 full round to perform and provoke an attack of opportunity. The Eidolon's Hit Dice are equal to the Eidolon Master's class level. The total armor and natural armor bonus possessed by the Eidolon is equal to its Hit Dice. The Strength and Dexterity bonuses are equal to one-half its hit dice. The Eidolon's maximum number of attacks is three at 1st level, increases to four at 4th level, and then increases again every four levels afterwards. The Eidolon has six skill points plus Intelligence modifier for every hit die it has, gains one feat at each odd-numbered hit die, just like a normal Summoner's Eidolon. It gains one ability score increase for every four hit dice. Other abilities, such as share spells, evasion, and multiattack, are gained at the same levels as a normal Summoner's Eidolon would gain them. This alter Eidolon and replace all instances of summon monster and gate.</p><p></p><p><strong>Bond Senses (Su)</strong></p><p>The eidolon master can use the Bond Senses ability for one minute per class level, divided up into one-minute increments.</p><p></p><p><strong>Empowered Eidolon (Su)</strong></p><p>Beginning at 4th level, the eidolon master eidolon gains a +2 enhancement bonus to each of its ability scores, +1 resistance bonus to saving throw and his natural attacks gain +1 enhancement bonus.</p><p></p><p><strong>Shield Ally (Ex)</strong></p><p>The eidolon master shield ally bonus increases to +3.</p><p></p><p><strong>Maker's Call (Su)</strong></p><p>The eidolon master maker's call ability can be used once per day at 6th level, plus once per day for every two levels thereafter.</p><p></p><p><strong>Aspect (Su)</strong></p><p>The eidolon master gains this ability at 7th level. At 11th level, they may acquire up to four points' worth of evolutions, costing two points from the Eidolon's evolution pool for every three points' worth of evolutions gained by the Eidolon Master (rounded up to the nearest whole point). At 15th level, they may acquire up to six points' worth of evolutions, costing one point from the evolution pool for every two points' worth of evolutions gained by the Eidolon Master (rounded up). At 19th level, they may acquire up to eight points' worth of evolutions, costing one point from the evolution pool for every two points of evolutions gained by the Eidolon Master (rounded up).</p><p></p><p><strong>Toughened Eidolon (Su)</strong></p><p>Beginning at 7th level, the eidolon master’s eidolon gains 2 additional Hit Dice. This ability may grant the eidolon additional base attack bonus, base saving throw bonuses, skill points, feats and ability score increases, but doesn’t affect the eidolon’s armor bonus, maximum attacks, evolution points, or Strength or Dexterity adjustment.</p><p></p><p><strong>Resistant Eidolon (Su)</strong></p><p>Beginning at 10th level, the eidolon master’s eidolon cannot be banished back to his home plane by effect with less than four more caster levels than summoner levels of the eidolon master (ex: for banish the eidolon of an eidolon master of 10th the effect must be at lest at caster level 14). The eidolon gains a +4 enhancement bonus to each of its ability scores, +3 resistance bonus to saving throw and his natural attacks gain +3 enhancement bonus. Summoning the eidolon is now a standard action that provoke an attack of opportunity and if the eidolon is sent back to its home plane due to death, it can be summoned again after 1 hour is passed with 1 hit point (If the eidolon is dead due to ability damage or ability drain, the ability score in question is restored to 1. If the eidolon is dead due to negative level, the eidolon return with a number of negative level equal to it’s HD-1).</p><p></p><p><strong>Greater Shield Ally (Su)</strong></p><p>The eidolon master greater shield ally bonus increases to +6 if the creature gaining the bonus is the eidolon master, or +3 if it is not.</p><p></p><p><strong>Heal Eidolon (Sp)</strong></p><p>Beginning at 13th level, the eidolon master gains the ability to heal his eidolon. Three times per day, the eidolon master can use <em>heal </em>as a spell-like ability targeting his eidolon. Unlike other spell-like abilities, this ability only functions when targeting his eidolon.</p><p></p><p><strong>Greater Resistant Eidolon (Su)</strong></p><p>Beginning at 14th level, the eidolon master’s eidolon ignore the effect of <em>antimagic field </em>but only for the part that makes summoned creatures disappear (the Su of the eidolon still do not function within it).</p><p></p><p><strong>Enhanced Eidolon (Su)</strong></p><p>Beginning at 16th level, the eidolon master’s eidolon gains a +6 enhancement bonus to each of its ability scores, +4 armor bonus, +5 resistance bonus to saving throw and his natural attacks gain +5 enhancement bonus. Summoning the eidolon is now a move action that not provoke an attack of opportunity and if the eidolon is sent back to its home plane due to death, it can be summoned again after 1 minute is passed with 1 hit point.</p></blockquote><p></p>
[QUOTE="Obly99, post: 8718289, member: 7035194"] When you want to play the summoner for its Eidolon but don't want to swarm the initiative and the game board with too many summons and get killed by your party and the DM [CENTER][B][SIZE=7]Eidolon Master (summoner and unchained summoner)[/SIZE][/B][/CENTER] This sect of summoners has forgone the study of the simple summon arts in order to focus wholly on improving his eidolon. Eidolon masters are rarely seen outside the company of their eidolons, and will often refuse to go anywhere their eidolon is not welcome. [B]Lesser Summon[/B] The eidolon master looks only at his eidolon and has no time for other, weaker, summons. The eidolon master does not have conjuration (summoning) spells on his summoner spell list except for spells that go on his eidolon such as summon eidolon. An eidolon master cast one fewer spell per day of each level than normal. If this reduces the number to 0, he can cast spells of that level only if his Charisma score grants his bonus spells of that level. This ability alters the summoner’s spellcasting. [B]Improved Eidolon (Su)[/B] At 1st level, and again at each level beyond 1st, the eidolon master’s eidolon gains an additional evolution point. In addition the eidolon is not automatically banished if the summoner is unconscious or asleep and it recovers 1 hit point per Hit Dice when it receives at least 8 hours of rest. The eidolon must be summoned in order for this ability to have any effect. An eidolon master can summon his eidolon in a ritual that takes 1 full round to perform and provoke an attack of opportunity. The Eidolon's Hit Dice are equal to the Eidolon Master's class level. The total armor and natural armor bonus possessed by the Eidolon is equal to its Hit Dice. The Strength and Dexterity bonuses are equal to one-half its hit dice. The Eidolon's maximum number of attacks is three at 1st level, increases to four at 4th level, and then increases again every four levels afterwards. The Eidolon has six skill points plus Intelligence modifier for every hit die it has, gains one feat at each odd-numbered hit die, just like a normal Summoner's Eidolon. It gains one ability score increase for every four hit dice. Other abilities, such as share spells, evasion, and multiattack, are gained at the same levels as a normal Summoner's Eidolon would gain them. This alter Eidolon and replace all instances of summon monster and gate. [B]Bond Senses (Su)[/B] The eidolon master can use the Bond Senses ability for one minute per class level, divided up into one-minute increments. [B]Empowered Eidolon (Su)[/B] Beginning at 4th level, the eidolon master eidolon gains a +2 enhancement bonus to each of its ability scores, +1 resistance bonus to saving throw and his natural attacks gain +1 enhancement bonus. [B]Shield Ally (Ex)[/B] The eidolon master shield ally bonus increases to +3. [B]Maker's Call (Su)[/B] The eidolon master maker's call ability can be used once per day at 6th level, plus once per day for every two levels thereafter. [B]Aspect (Su)[/B] The eidolon master gains this ability at 7th level. At 11th level, they may acquire up to four points' worth of evolutions, costing two points from the Eidolon's evolution pool for every three points' worth of evolutions gained by the Eidolon Master (rounded up to the nearest whole point). At 15th level, they may acquire up to six points' worth of evolutions, costing one point from the evolution pool for every two points' worth of evolutions gained by the Eidolon Master (rounded up). At 19th level, they may acquire up to eight points' worth of evolutions, costing one point from the evolution pool for every two points of evolutions gained by the Eidolon Master (rounded up). [B]Toughened Eidolon (Su)[/B] Beginning at 7th level, the eidolon master’s eidolon gains 2 additional Hit Dice. This ability may grant the eidolon additional base attack bonus, base saving throw bonuses, skill points, feats and ability score increases, but doesn’t affect the eidolon’s armor bonus, maximum attacks, evolution points, or Strength or Dexterity adjustment. [B]Resistant Eidolon (Su)[/B] Beginning at 10th level, the eidolon master’s eidolon cannot be banished back to his home plane by effect with less than four more caster levels than summoner levels of the eidolon master (ex: for banish the eidolon of an eidolon master of 10th the effect must be at lest at caster level 14). The eidolon gains a +4 enhancement bonus to each of its ability scores, +3 resistance bonus to saving throw and his natural attacks gain +3 enhancement bonus. Summoning the eidolon is now a standard action that provoke an attack of opportunity and if the eidolon is sent back to its home plane due to death, it can be summoned again after 1 hour is passed with 1 hit point (If the eidolon is dead due to ability damage or ability drain, the ability score in question is restored to 1. If the eidolon is dead due to negative level, the eidolon return with a number of negative level equal to it’s HD-1). [B]Greater Shield Ally (Su)[/B] The eidolon master greater shield ally bonus increases to +6 if the creature gaining the bonus is the eidolon master, or +3 if it is not. [B]Heal Eidolon (Sp)[/B] Beginning at 13th level, the eidolon master gains the ability to heal his eidolon. Three times per day, the eidolon master can use [I]heal [/I]as a spell-like ability targeting his eidolon. Unlike other spell-like abilities, this ability only functions when targeting his eidolon. [B]Greater Resistant Eidolon (Su)[/B] Beginning at 14th level, the eidolon master’s eidolon ignore the effect of [I]antimagic field [/I]but only for the part that makes summoned creatures disappear (the Su of the eidolon still do not function within it). [B]Enhanced Eidolon (Su)[/B] Beginning at 16th level, the eidolon master’s eidolon gains a +6 enhancement bonus to each of its ability scores, +4 armor bonus, +5 resistance bonus to saving throw and his natural attacks gain +5 enhancement bonus. Summoning the eidolon is now a move action that not provoke an attack of opportunity and if the eidolon is sent back to its home plane due to death, it can be summoned again after 1 minute is passed with 1 hit point. [/QUOTE]
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