| Ramza Wyvernjack |
Looks really nice so far. These base forms replace the original ones, right?
I think it's a little odd that the biped gains both two-handed firearm and a slam, making him good at ranged at melee, while keeping a decent melee weapon. Unless these are in addition to the original forms, in which case I suggest you keep the default claws, saving points on two-handed weapons is already a decent benefit, and it can do stuff like carrying and holding.
| Elghinn Lightbringer |
Sorry, it was late, missed deleting some things on Biped. These are in addition to the normal base forms shown in the Eidolon section of the Summoner. It should read this.
Biped
Additional Attack 1 firearm (one-handed or two-handed); Additional Free Evolution firearm appendage (one-handed or two-handed). A cannon eidolon with the biped base form may only one-handed or two-handed firearms.
So they all are exactly like the normal base forms (biped, quarduped, and serpent), but gain one firearm appendage evolution for free, thus gaining a single firearm attack.
Since firearm appendage is free, and a necessary part of the MCA, I'm reducing the base evolution points by 2 instead of 1, since firearm appendage is worth 2 points. that way, theya ren't getting more available points than other summoners.
Evolution Pool: The cannon eidolon gains 2 fewer evolution points than indicated on Table: Eidolon Base Statistics.
| Ramza Wyvernjack |
Now I need to work on the Clockwork Mage
Good luck with that!
For eindolon, I personally would try something like:
Benefits: New base for, arachnid. Affected by construct spells and effects. New Evolutions.
Starting from 1st level, the clockwork eindolon starts with 2 less evolution points, but instead gains the (constructed) subtype, allowing him to benefit from effects and spells that affect constructs.
At level 10, the eindolon's loyalty and service is repaid with step closer to it's wish, and it becomes a (constructed, clockwork) subtype, gaining the benefits of the Clockwork template instead of Aspect. (normal clockwork requires at least lvl 12 creator, so it's an added bonus).
At lvl 20th the eindolon finelly attains true mechanical perfection and becomes permanently the Constructed(clockwork type), this replaces Twin Eindolon.
6th level evolutions:
Resourceful(ex): Hidden compartments are placed all over the eindolon, and he's able to produce tools worth up to 25gp per level each day. These tools are temporary items created inside the eindolon to make mundane situations easier for his charge.
Shifting Plates(ex): As a swift action, the eindolon may change a weapons damage type to slashing, blunt or piercing. This evolution applies only one new damage type to one natural weapon at a time.
11th level evolutions:
Tricky Gears(ex): this evolution allows an eindolon to deal one of his natural attacks at a 15ft range as a thrown weapon, effectively working as throwing & returning special abilities. This is not reach.
Grinding Gears(ex): Upon attaining this evoultion, the eindolon becomes able to open parts of his chassis at will. Each round he grapples an opponent, they take xDy damage from the spinning gears exposed.
| Elghinn Lightbringer |
I'm thinking of dropping evlutions by 2 points, with what I have as Living Construct Traits. I've decided to combine the Half-Construct stuff from ARG with the Automaton's Constructed feature.
However, I'm first going to focus on the Clockwork Mage itself, not its eidolon. I’ll get to the eidolon later.
No one is more adept at summoning and controlling eidolons or other summoned creatures than the summoner. However, there are those among the practitioners of this focused form of arcana who pursue a far different form of summoning; that of calling forth clockwork eidolons, partial-constructs from a far-flung realm deep within the void of the Astral Plane. Known as clockwork mages, these oft maligned specialists are frequently shunned by summoning purists, for they meld the formal study of the arcane and technical savvy of the wizard with the summoner’s ability to leap beyond logic and shape the natural arcane energies that ebb and flow through the realms of existence. It was a clockwork mage who first discovered a plane that consisted of sentient, clockwork eidolons. Dubbed the Plane of Gears by this puissant scholar, it is now the technical term for this little-known realm of self-perpetuating half-constructs, and from whence the clockwork mage summons forth his minions. Although they are a strange amalgamation of summoner and wizard, their unorthodox methods have proven to be reliable, and at times, quite beneficial to those who number a clockwork mage among their company. While clockwork mages spend much of their time exploring the arcane arts alongside their clockwork eidolons, in the heat of battle they keep a level head as they unleash magical effects or command their eidolons to place themselves in harms way.
Primary Class: Summoner.
Secondary Class: Wizard.
Hit Dice: d8.
Bonus Skills and Ranks: The clockwork mage may select three wizard skills to add to his class skills in addition to the normal summoner class skills. The clockwork mage gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The clockwork mage is proficient with all simple weapons, with light armor, but not with shields. A clockwork mage can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a clockwork mage wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass clockwork mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spellcasting: The clockwork mage casts arcane spell drawn from the summoner’s and wizard’s spell list, and uses the summoner’s daily allotment of spells, as shown on Table: Clockwork Mage. If a spell appears on both spell lists at different spell levels, the clockwork gains access to it at the lower of the two levels. Unlike other summoners, the clockwork mage learns, prepares, and casts his spells as a wizard equal to his level by studying his spellbook before hand, and therefore may know any number of spells. Also, the clockwork mage uses his Charisma score to determine the level of spells he can cast, the Difficulty Class for their saving throws, and bonus spells per day. In addition, the clockwork mage adds the following spells to his spell list at the indicated levels and can use them without penalty, regardless of his chosen opposition schools: 2nd–make whole; 4th level–rapid repair, soothe construct, unbreakable construct; 5th level–call construct, control construct; 6th level–[/i]iron body[/i]. This ability otherwise functions as and replaces the summoner’s spellcasting ability.
I currently have the Clockwork Mage chooseing spells from both the Summoner and Sorer/Wizard spell lists. Is this OP? I really don't want to go through any of those spell list to create a "Clockwork Mage" spell list unless it's necessary. He does have a spellbook (see below), so even with the massive list, he can only gain a certain number of spells for free as he gains levels, and must find the others. He's also gaining only one new spell each level to add to his spellbook, instead of the usual two. Another limiter.
Schematic Spellbook (Ex): A clockwork mage finds less time to research new spells, but has mastered an emblematic method of scribing those she learns. At 1st level, the clockwork mage incorporates elements of a personalized secret code consisting of mathematical diagrams into her arcane writings. Creatures take a –4 penalty on skill checks involving the clockwork’s spellbook. The clockwork mage's spells (not including cantrips or 1st–level spells) take one less page each in his spellbook.
A clockwork mage begins play with a spellbook containing all 0-level summoner and sorcerer/wizard spells (except those from his opposed schools; see Arcane Schools) plus three 1st-level spells of his choice. The clock work mage also selects a number of additional 1st-level spells equal to his Charisma modifier to add to the spellbook. At each new clockwork mage level, he gains only one new spell of any spell level or levels that he can cast (based on his new clockwork mage level) for his spellbook. A clockwork mage may know any number of spells. At any time, a clockwork mage can also add spells found in another wizard’s spellbook to his. In all other respects, a clockwork mage's spellbook functions as a normal wizard's spellbook.
Clockwork Eidolon: A clockwork mage begins play with the ability to summon to his side a powerful outsider from the Plane of Gears called a clockwork eidolon. The clockwork eidolon forms a link with the clockwork mage, who, forever after summons an aspect of the same creature. This is exactly like the summoner’s eidolon ability, except that the clockwork eidolon’s physical appearance is always that of a metal, gear-driven, construct-like creature of its base form, although color, minor decorations, and texture are determined by the clockwork mage. Although a clockwork eidolon is not a construct, it is considered a construct for the purpose of casting the following spells: call construct, control construct, make whole, rapid repair, soothe construct, and unbreakable construct.
Craft Construct: Through study and research, a clockwork mage of 1st level or higher has learned the art and craft of creating constructs. When creating a construct construct, the clockwork mage counts as having the Craft Construct feat, even if he does not meet the prerequisites. He must meet all other construction requirements for the clockwork construct as normal. This ability replaces life link.
Summoner of Constructs: A clockwork mage is constantly in tune with the spark that gives life to constructs. Whenever a clockwork mage cast the summon monster spell, he summon one of the following alternative creatures of the construct type instead. (see spoiler below)
Arcane School: At 1st level, the clockwork mage gains the wizard’s arcane school ability, but may only select the Conjuration school (or one of its associated schools) or the Construct school. The clockwork mage uses his Charisma ability score instead of Intelligence for any ability score-dependent qualities for his chosen school powers. The clockwork mage may not select the Conjuration or Transmutation school as an opposition school. This ability replaces summon monster and gate.
I got rid of the Soothe, Unbreakable, and Control Construct abilities and replaces them with the following.
Construct Ascension (Ex): At 10th level, a clockwork mage begins to transform his clockwork eidolon into a true construct. The clockwork eidolon is no longer subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage. It also gains immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
At 14th level, the clockwork eidolon gains the clockwork subtype, even though it does not have the construct type.
At 18th level, a clockwork eidolon is no longer at risk of death from massive damage. It also gains immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning. This ability replaces aspect, greater aspect, and life bond.
Immortal Construct (Ex): At 20th level, a clockwork mage can transform his clockwork eidolon into a true construct. A clockwork mage can summon his clockwork eidolon in a ritual that takes 1 hour to complete. Once summoned, the clockwork eidolon gains the construct type, and its evolutions are permanently set, never to change again. The clockwork eidolon remains with its master and can no longer be sent back to its home plane when it is destroyed. As a result, only through the death of the clockwork mage can another gain control over his clockwork construct.
Should a clockwork eidolon be destroyed, it can regenerate itself at the rate of 1 hit point per minute. During such time, the clockwork eidolon remains inert and gains the helpless condition until it has regained half its total hit points or more. Once it has regenerated half or more of its total hit points, it is no longer helpless, and gains the broken condition until it has fully regenerated. While in this broken condition, the clockwork eidolon is considered a weapon, armor, and tool for the purpose of determining penalties related to attacks, AC, and skill checks. The clockwork eidolon must be fully regenerated before the broken condition is removed, or the clockwork mage may give it commands. This regeneration effect functions even if the clockwork eidolon has the self-destruct evolution.
In addition, the clockwork mage can use his maker’s call ability once per day to summon his clockwork eidolon to his side, regardless of distance or circumstance, and as long as the eidolon and master are on the same plane. This summoning functions as the call construct spell. This ability replaces twin eidolon.
Swap Table
Eidolon = Clockwork eidolon
Life link = Clockwork crafter
Change to Summon Monster Spells = Summoner of Constructs
Summon monster and gate = Aarcane school
Aspect, Greater aspect & Life bond = construct ascension
Twin eidolon = Immortal construct
Table: Summon Monsters I (Alternatives)
1st Level Alternatives Subtype(s) Source
Clockwork spy Clockwork B3
Table: Summon Monsters II (Alternatives)
2nd Level Alternatives Subtype(s) Source
Homunculus — B1
Table: Summon Monsters III (Alternatives)
3rd Level Alternatives Subtype(s) Source
Cobra, iron — B1
Clockwork servant Clockwork B3
Necrophidius — B2
Soulbound doll — B2
Table: Summon Monsters IV (Alternatives)
4th Level Alternatives Subtype(s) Source
Animated object — B1
Cobra, adamantine — B1
Caryatid column — B3
Table: Summon Monsters V (Alternatives)
5th Level Alternatives Subtype(s) Source
Golem, carrion — B2
Golem, ice — B1
Graven guardian — B3
Scarecrow — B2
Table: Summon Monsters VI (Alternatives)
6th Level Alternatives Subtype(s) Source
Clockwork soldier Clockwork B3
Golem, flesh — B1
Golem, wood — B1
Terra-cotta soldier — B3
Tulipaq — B3
Table: Summon Monsters VII (Alternatives)
7th Level Alternatives Subtype(s) Source
Bone golem — B3
Golem, alchemical — B2
Golem, glass — B2
Table: Summon Monsters VIII (Alternatives
8th Level Alternatives Subtype(s) Source
Golem, clay — B1
Golem, stone — B1
Taotieh — B3
Tophet — B3
Table: Summon Monsters IX (Alternatives)
9th Level Alternatives Subtype(s) Source
Clockwork leviathan Clockwork B3
Fossil golem — B3
Golem, clockwork Clockwork B2
Golem, iron — B1
| Elghinn Lightbringer |
I've also redesigned the Construct School. It's no longer a focused school, but its own school itself.
Construct School
The construct school is uses arcane energies to summon, mend, and control constructs and similar creatures. The construct school complements the Clockwork Mage multiclass archetype.
Artificer's Touch (Sp): You can cast mending at will, using your wizard level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two wizard levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Command Construct (Su): As a standard action, you can give an animated object or a creature with the construct type an undeniable order, as per the spell command. A Will save negates this effect. You cannot target a creature more than once per day with this ability. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Rapid Repair (Sp): At 8th level, you gain a number of rounds of fast healing 5 per day equal to your caster level, to be used on a creature of the construct type. These rounds do not need to be consecutive. This ability otherwise functions as the rapid repair spell.
Still working on the Construct School spell list, liek they did for the Elemental schools.
| Elghinn Lightbringer |
Made a change to Construct Ascension.
Construct Ascension (Ex): At 10th level, a clockwork mage begins to transform his clockwork eidolon into a true construct. The clockwork eidolon can only be repaired by spells that affect the construct type such as rapid repair. As such, a clockwork eidolon cannot be raised or resurrected. In addition, it is no longer subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
At 14th level, the clockwork eidolon gains the clockwork subtype, even though it does not have the construct type.
At 18th level, a clockwork eidolon is no longer at risk of death from massive damage. It also gains immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). This ability replaces aspect, greater aspect, and life bond.
I moved the huge block of immunities to the 20th level Immortal Construct ability instead.
BTW I like your new Evolutions Ramza!
| Raiderrpg |
I've also redesigned the Construct School. It's no longer a focused school, but its own school itself.
Construct School
The construct school is uses arcane energies to summon, mend, and control constructs and similar creatures. The construct school complements the Clockwork Mage multiclass archetype.Artificer's Touch (Sp): You can cast mending at will, using your wizard level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two wizard levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Command Construct (Su): As a standard action, you can give an animated object or a creature with the construct type an undeniable order, as per the spell command. A Will save negates this effect. You cannot target a creature more than once per day with this ability. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Rapid Repair (Sp): At 8th level, you gain a number of rounds of fast healing 5 per day equal to your caster level, to be used on a creature of the construct type. These rounds do not need to be consecutive. This ability otherwise functions as the rapid repair spell.
Still working on the Construct School spell list, liek they did for the Elemental schools.
Artificer's Touch - You can take out the damage reduction part. The hardness is relevant, the DR is not. Otherwise, works for me.
Command Construct- Eh. I don't like this, especially since it doesn't work in the normal constrains of the usual arcane school formula. Can we replace it with something 'always on' like most schools have?
Rapid Repair- needs a method of delivery. Otherwise, I like it.
I can probably whip up a few spells to go in the sidebar for this guy...
| Ramza Wyvernjack |
Any more opinions on the Desperado, guys? I think it's just about ready, personally, but I'm not against tweaking it.
While I personally won't play it because I for some reason just don't like the bardic performance mechanic, even if it's as awesome as this, from my viewpoint, the class seems like a good mix, if I was gonna play a gunslinger and didn't mind the mechanic, I'd pick this over default ones.
On a crappy laptop tho, and about to sleep, I'll check it again later :D
| Elghinn Lightbringer |
Artificer's Touch - You can take out the damage reduction part. The hardness is relevant, the DR is not. Otherwise, works for me.
Actually it's excatly word for word from the Artifice domain. :D
Command Construct- Eh. I don't like this, especially since it doesn't work in the normal constrains of the usual arcane school formula. Can we replace it with something 'always on' like most schools have?
If you have something better be my guest. I was trying to come up with something.
Had thought about using the Conjuration schools Summon's Charm. Especially since the Clockwork Mage summons constructs instead of monsters when using summon monster spells.
Summoner's Charm (Su)
Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Rapid Repair- needs a method of delivery. Otherwise, I like it.
What do you mean a method of delivery? It functions like the spell rapid repair so wouldn't it be cast?
I can probably whip up a few spells to go in the sidebar for this guy...
No, I'll do that. Then again you are far more wizardy than me. I already have a small list started but go ahead. Remember anything related constructs needs to be in there.
| Ramza Wyvernjack |
@Ramza: Yep liking your new eidolon evolutions a lot as well, esp Shifting Plates and Grinding Gears. Small note: For some reason though your post often has the spelling eindolon rather than eidolon.
Spank you very much. I find it fun and relaxing to create these things, discoveries, talents, evolutions. Much simpler than class features.
And your totally right, I've been misspelling it for a while, for some reason I got it into my head that it was ein- and just been going with it without thinking about it.
@General
Reading this thread and seeing your wiki has made me wanna try it too, well, maybe not exactly same, but kinda same idea?
There's a class from 3.5, Dragonfire Adept, basically a type of Warlock with an at will breath attack and a few at will "spells". I'd like to mix it with alchemist, because frankly it's my favorite class, especially the mutagen and discovery abilities because they allow for so much roleplay stuff.
Mutagen is a perfect base imho for an overdrive so to speak. A druid type could hulk out and become bestial with +str and natural weapons, and a tiefling could be filled with demonic energy, a cool dark aura as he gains +int.
Question is, once that abomination I make is somewhat done, can I post it for an opinion?
| Elghinn Lightbringer |
As long as you're trying to create an MCA out of it, go ahead. You will need to come up with an equivalent other class to work from. Figure out what the Dragonfire Adept is most like as one of the Core/Base classes and then use Alchemist as the other. Then we can go from there. Haven't hear or seen Dragonfire Adpt, but it sounds like a sorcerer with thed ragon bloodline or something.
| Ramza Wyvernjack |
It's based on a later added base class to 3.5 called Warlock, who have a blast ability that their class is defined around, and at will spell like abilities, though low number. At 10th level, an adept has six "spells".
I should probably just make a new thread for it, see if I can some balancing perspective, I was planning on using the 3.5 class itself, replacing parts of it with alchemist discoveries and mutagen.
As for Construct School, you could consider something like Circle against Evil, but against constructs perhaps. Think the general form is one almost spammable ability, like Apprentice Touch, and a few smaller ones?
I know Air has a pretty buff ability, giving Feather Fall, Levitate and Fly at will along with +fly check bonuses. That's on top of an aoe Dazzle and a Wind Wall ability.
One ability for clockwork mage could be to treat his eidolon as a construct for the purpose of the construct items/upgrades added in Ultimate Magic. Also, for the evolution to ride inside the eidolon, I suggest you make it that "the eidolon has to be same size or bigger than the mage." like the Construct Armor upgrade, as it is, two sizes bigger, only small creatures can reliably use it as armor, as a huge eidolon is both really constly, and very unconvient to have around you.
| Raiderrpg |
Re: Dragonfire Adept
As a note, Ram, we won't be able to include something like that on the wiki or as part of a PDF for obvious reasons. Jus' a heads up.
Re: Elghinn
Send me the spells you got, I can fix them up. Also, just toss in the range and such of Rapid Repair for a reminder. If it's not immediately obvious, people won't get it.
| Elghinn Lightbringer |
Wll, I think I'm down to one of the following for the replacement "constant" ability.
This on is exactly like the Conjuraiton school ability.
Summoner’s Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
OR the following whcih is an adaptatoin of the Metal elementalist school Metal Rending ability, just focused on construct types. and animated objects of metal or stone.
Touch of Ruin (Su): Whenever you cast a spell that deals hit point damage, you deal extra damage to creatures of the construct type, including animated objects. Affected creatures take additional damage equal to 1/2 your wizard level. This bonus damage is not increased by Empower Spell or similar effects. This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. The damage is of the same type as the spell. At 20th level, whenever you cast a spell on a creature of the construct type, you can roll twice to penetrate the creature’s spell resistance and take the better result.
I'm torn, because Ilike the idea of the Clockwork Mage being able to make a summoned construct remain permanently, but I also like the touch of ruin, sort of like a mnior "mace of ruin" attack. Thoughts?
| Oceanshieldwolf |
Re: Dragonfire Adept
As a note, Ram, we won't be able to include something like that on the wiki or as part of a PDF for obvious reasons. Jus' a heads up.
As long as Ramza calls it something different AND it isn't a complete clone of the Dragonfire Adept, AND it's an MCA it should be fine for us to put on the wiki or a futrue PDF.
Seesms like he's creating something that may not be an MCA though - thus his comment on creating another thread....| Ramza Wyvernjack |
Well, I was just thinking about some friendly balancing tips and opinions, not putting it out on wiki ^^; I'll be using nearly same formula, I just don't think it'll be.
Btw Light, what do you think bout lock in pf, is the blast at will too much, would it receive a times per day limit, or stay at will as it is?
| Elghinn Lightbringer |
I'm not sure. In PF, it would likely be 1d6 damage at 1st, +1d6 every two levels, max 10d6 at 19th. Similar to the Alchemist's bombs mechanic, so likely Eldritch Blast would be usable level + Charisma times per day. An Extra Eldritch Blast feat would add 2/day. It's all about trying to base conversion on PF proven mechanics. Working a Worlok PF conversion, Raider might be better on that, he's sort of our wizard/magic expert. I'm always willing to work on thinks via email if you want. My email's on my profile.
| ClausLars |
Wow, that was a lot of posts. I'll have time to look it over on the weekend. I did read the Cannon Eidolon but I won't have time to go through it all in detail until the weekend. One quick comment though, the Firearms should DEFINITELY count as Natural Attacks (though not for size scaling). If not the could still have up to 7 melee attacks in addition to their guns.
You could set a limit on the number of guns, forcin the others to be used as melee but I don't think I would. Does a 20th level Eidolon have some pretty good damage potential with 7 guns mounted? Sure, but it takes a feat to fire in melee without provoking an AoO. The feat requires a decently high level IIRC so it is balanced by that. Even with the feat though reloading them will provoke an AoO, and Lightning Reload is good for just one barrel a round. Multiple barrels would compensate a little but my point is that if a Siege Marshall wants his Eidolon to bristle with weapons then he sacrifices melee survivability to achieve that. So if the advance isn't halted in a round of two kiss the Eidolon goodbye.
What we don't want is an Eidolon with the full melee strength of any other summoner plus guns.
Counting them as weapons doesn't really work to delay multiple attacks unless I'm mistaken. I'd think it would be treated more like two weapon fighting rather than scaling with BAB. I'd also hate to force the player into buying the two weapon feats. Personally I feel that the loss of melee is a balancer in itself, though you could also count additional shots beyond the first as secondary attacks so they aren't at full BAB.
| Ramza Wyvernjack |
A heads up, an eidolon does not get iteriary attacks, he has a flat base attack bonus, which at level ten is +8, not +8/+2 or whatever it should be.
What about something like: The Firearms count as natural weapons for all purposes, but do not scale with the eidolons size.
I don't think you need to set a limit to the amount of guns because the reloading is a penalty itself. An eidolon will have to spent a full turn just to reload two musket barrels/one cannon, so he'll most likely be firing in bursts. Fire - Reload 2-3 rounds - Repeat.
| Elghinn Lightbringer |
So just to clarify:
1) Don't limit the number of guns since the reloading is going to slow it down anyways.
Currently I have the eidolon limited to only 2 firearms, whatever they decide to choose.
2) Keep guns as natural attacks; they count against the number of natural attacks, but do not scale with the eidolon's size.
I currently don't count firearms as natural weapons, but could go with your suggestion, especially if they DON'T scale with size; only Improved Damage would do that, and it can only be applied once. That leaves increased damage to either firearm choice (pistol, rifle, cannon, etc.) and the Improved Damage evolution.
RE: BAB - Eidolon's don't get itinerary attack? So, they just get multiple natural attacks using the listed BAB? Hmmm, makes them a bit stronger than I thought. It is possible to reduce the number of natural attacks the CAnnon Eidolon gets.
If we use firearms as natural attacks, we could have a 20th level Siege Marshal with a Cannon Eidolon that can make 7 natural attacks per round, which could be up to 7 gun if they wanted to. That would be brutal.
One balancer could be limiting the number of Firearm Appendages to a total of 4, use any other firearms you want, but if you take the Cannon evolution, it requires 2 Firearm Appendages "slots" per cannon. That way, you could have 2 pistols and 2 muskets (using the right evolutions), OR 2 Cannons, being that Great CAnnon deals 4d6 damage.
2 Cannons at 4d6/4d6 (48 max damage) or 42 pisotls/2 muskets doing 1d8/1d8/1d12/d12 (40 max damage). I think thats pretty comparable, and a way to go. Cannons would each count as 2 natural attacks.
So, and eidolon at 20th could do 7 natural attacks, say 2 pistols, 2 muskets, 2 claws, and 1 bite OR 2 cannons (each counting as 2 attacks), 2 claws and 1 bite.
Thoughts?
| Ramza Wyvernjack |
So just to clarify:
1) Don't limit the number of guns since the reloading is going to slow it down anyways.
Currently I have the eidolon limited to only 2 firearms, whatever they decide to choose.
2) Keep guns as natural attacks; they count against the number of natural attacks, but do not scale with the eidolon's size.
I currently don't count firearms as natural weapons, but could go with your suggestion, especially if they DON'T scale with size; only Improved Damage would do that, and it can only be applied once. That leaves increased damage to either firearm choice (pistol, rifle, cannon, etc.) and the Improved Damage evolution.
RE: BAB - Eidolon's don't get itinerary attack? So, they just get multiple natural attacks using the listed BAB? Hmmm, makes them a bit stronger than I thought. It is possible to reduce the number of natural attacks the CAnnon Eidolon gets.
If we use firearms as natural attacks, we could have a 20th level Siege Marshal with a Cannon Eidolon that can make 7 natural attacks per round, which could be up to 7 gun if they wanted to. That would be brutal.
One balancer could be limiting the number of Firearm Appendages to a total of 4, use any other firearms you want, but if you take the Cannon evolution, it requires 2 Firearm Appendages "slots" per cannon. That way, you could have 2 pistols and 2 muskets (using the right evolutions), OR 2 Cannons, being that Great CAnnon deals 4d6 damage.
2 Cannons at 4d6/4d6 (48 max damage) or 42 pisotls/2 muskets doing 1d8/1d8/1d12/d12 (40 max damage). I think thats pretty comparable, and a way to go. Cannons would each count as 2 natural attacks.
So, and eidolon at 20th could do 7 natural attacks, say 2 pistols, 2 muskets, 2 claws, and 1 bite OR 2 cannons (each counting as 2 attacks), 2 claws and 1 bite.
Thoughts?
"The cannon eidolon can selected twice, including the free firearm appendage granted by the eidolon’s base form." means three guns, not two D:
Also, consider this. A seven gun barrage on touch ac with 20ft range is nasty, yes, but a normal eidolon can have seven natural attacks and pounce, meaning he can charge and use all his attacks every turn, way longer than 20ft, while he uses pounce three times, the cannon eidolon, while superior against armored targets, sits still reloading for 2-3 turns depending on amount of firearms and barrels.
Could almost consider an Evolution that allows reloading one additonal barrel of the same type at once, so taking this two times allows reloading three musket barrels per action, kind of ranged pounce so to speak. I don't think that firearms is much stronger than claws/bite/sting if you limit it to early firearms, and case could be made that a fully melee eidolon can deal more damage, especially with things like Pounce, Rend, Reach, Size(increases damage on all weapons +str to damage)
| Elghinn Lightbringer |
We'll se about a new evolution to load two barrels simultaneously at a later time. For now, I want to get this other stuff balanced.
What do you think about the Cannon evolution or Great Cannon evolution using up 2 firearm appendages?
I see what you mean about the natural attacks. However, upon rereading the BAB entry...
BAB
This is the eidolon’s base attack bonus. An eidolon’s base attack bonus is equal to its Hit Dice. Eidolons do not gain additional attacks using their natural weapons for a high base attack bonus.
...and the Max Attacks entry...
Max. Attacks
This indicates the maximum number of natural attacks that the eidolon is allowed to possess at the given level. If the eidolon is at its maximum, it cannot take evolutions that grant additional natural attacks. This does not include attacks made with weapons.
...what I'm understanding is that the BAB entry says that they do not gain additional attacks with natural weapons, and Max Attacks relates to the max number of natural attack evolutions the eidlon can have, not that it can make that many attacks per round.
It actually doesn't specify that normal weapons can't be used with normal BAB (+13/+8/+3), or that Max Attacks relates to the number of natural attacks the eidolon can make in a round.
To me, the BAB is saying that the eidlon can make normal BAB attacks with weapons, but with natural weapons, it get one single attack at its highest BAB. If there is anywhere that this is clarified, could you point it out ot me? I just want to make sure of all these things.
Then again, reading through the evolutions, some attacks are primary, and others are secondary. That then lowers the BAB by 5 for secondary attacks. If I'm understanding this properly, the number of natural attacks can be used each once per round, and uses the BAB listed as either a primary or secondary attack.
So then, what happens if the eidlon is wielding a greatsword for example, does it get only 1 attack at its highest BAB, vs. multiple attacks with natural wepaons?
| Ramza Wyvernjack |
I'm pretty sure it means you can't attack with the same claw twice, like if you somehow decided to take Two-Weapon fighting. Not everyone seems to know about multi-attack and how natural weapons work. You use all primary attacks at full BAB, then secondary at -5, attacking once with each natural weapon. Eidolon also gains Multiattack for free, reducing his secondary attack penalty to -2 instead.
I'm basing the no iterative attacks on the fact that level 10 eidolon has just +8 bab, not +8/+2 like a normal class, hence the reason for making the firearms natural attacks, so it can fire it's salvo at once, then reload.
As a sample, 10th level eidolon.
2 claws, 1 bite, 1 sting(tail), pounce + large.
Eidlon charges, using full-round to attack, he attacks with both claws for 2d6, his bite for 1d8 and his stinger for 1d6. All these are primary, so he adds his full +8 bab, full str and other bonuses such as charging to both his To Hit and Damage. Next turn, he can do it again.
2 claws, 3 musket firearms, cannon.
Eidolon is already 20ft away from the big bad guy, he uses full-round action to shoot his three guns and the cannon for a total of 3d12 and 2d6 at touch ac + his dex x3 to the musket damage and To Hit.
He now requires three standard actions to reload the three muskets, and three full rounds to reload the cannon.
In the long run, the melee eidolon is more damage over the whole encounter, while the siege can deal a burst to an armored target at a fairly close range and then remains stationary for a few rounds.
Edit: I actually think you need to keep cannon damage as it is, or reduce the reload time to make cannon a worthwhile upgrade, as it is, it's better to take a 1d12 musket with a standard action reload than a 2d6 cannon with three full turns.
A full-round action to load each barrel of a two-handed early firearm. It takes three full-round actions by one person to load a siege firearm. This can be reduced to two full-round actions if more than one person is loading the cannon.
Since a siege eidolon can't move and fire all his guns in one turn, we should consider allowing him to fire more often.
1pt Ironworks supply(su): The eidolon keeps a link to his home plane, receiving ammunitions directly from there. Taking this evolution allows the eidolon to load one additional barrel as part of a reloading action, this can be taken a number of times equal to half the eidolons max natural attacks.
2-3pt Rapid Bombardment(ex): The siege eidolon becomes adept at siege warfare, reducing the reload time of his cannon evolution to two full-round actions instead of three. If he's adjecent to his summoner, it is instead reduced to a full-round action.
Edit 2: I strongly suggest you place a strategic letter 'Y' in your thread title. -puts on the music-
| Elghinn Lightbringer |
Hmm, that makes sense now.
So, your saying then, that having the Cannon and Great Cannon use 2 firearm appendages isn't really fair, since the reload times are so different from musket and pistols.
In the CAnnon evolution description, I have its relaod as a full-round action, guess I should change that.
BTW, here's what a Cannon Golem (the inspiration for the Siege Marshal) can do with it's cannons.
Cannon (Ex)
The golem's cannon has a range increment of 100 feet and deals 6d6 points of bludgeoning and piercing damage on a hit with a x4 critical modifier. The cannon's magazine can hold up to 20 cannonballs at a time—reloading a single cannonball into this magazine is a standard action for the golem, while loading a cannonball into the cannon itself to fire it is a swift action; this allows the golem to take two shots per round with the cannon.
Just something to consider. I realize it is a 15 CR monster, and it also has 2 slams.
Maybe we can make the Canons 3d6 and 6d6 damage, or should we keep them at 2d6 and 4d6?
I like your evolutions. I put Ironworks Supply at 6th level and 2 points, and and Rapid Bombardment at 12th level and 3 points.
| Ramza Wyvernjack |
Glad you like em. I found it a fun past time after I learned of this thread. The monster's cannon seems to be pretty decent, perhaps a weaker version of it might work.
2d6, x4 crit, 50 range, full-round action to reload. It might work, it's damage is on par with the musket, but it has a greater range and higher crit, so it's worth the upgrading as well, I think one slot for cannon but no extra barrels due to much faster reloading would be relatively balanced, the eidolon will be able to spend his round reloading three barrels of his firearms while moving up to his speed, or stay stationary and reload his long range cannon, in either case, he'll be able to fire every other round instead of every 2-4th.
Perhaps add a clause that Ironworks Supply does not function with cannons.
Greater cannon could have 4d6 and 100ft range.
The siege eidolon won't be able to fire both his cannon and his guns every turn, he'll have to select, does he reload and fire guns, or reload and fire cannon, which results in either a number of d8-d12s at 20ft range, or 2d6-4d6 at 50-100ft range, which isn't hard to match for an archer or melee class.
I believe eidolon can wear magic items, but uses the summoner's slot, so if it wears a belt, the summoner can't wear a belt, which would allow some tricks.
| Ramza Wyvernjack |
natural attacks function as one attack with no iteratives. An eidolon(with enough limbs and the weapon proficiency evolution) can also use attack with iterative attacks up to its BaB. An eidolon can potentially have seven natural attacks and three iterative attacks.
Yeah, forgot the weapon proficiency, he should gain iteratives like a normal character. Just remember that the moment you hit with your sword/weapon, all attacks become secondary, even if they were primary.
So after a sword slash, a bite takes -5(-2) to hit.
| Byrdology |
Ok, here is my half-baked Templar:
Challenge swaps for channel energy, full cleric progression.
Order turns into a domain (maybe two). All powers are based off of cha. The Templar must follow the tennants of their deity as they would their cavalier order.
Order ability becomes domain powers. Further more, they gain domain spells as SLAs up to 6th lvl spells. Minimum ability score is based off of cha ( need a 16 cha to cast 6th lvl domain spells).
All tactician and bonus feats can be used to take teamwork, combat, or channeling feats that the Templar meets the pre req for.
Notes: the domain spells may be a bit much, but the domains do lack a 15th lvl ability. Please let me know what you think, I have more that I am working on as well, but they are still on the scratch table.
| Elghinn Lightbringer |
By popular demand (OK, Ramza wanted to see it), here is my Rune Mage in its unrefined final form.
WARNING: WALL OF TEXT
RUNE MAGE
While most alchemists practice in mainstream alchemy–extracts, mutagens, and bombs–some diverge into the obscure path of magic that combines both alchemical knowhow with arcane runes. Rune mages have adapted the alchemist’s magical techniques to create a new method of spellcasting that employs rune inscribed tokens and stones to unleash magical effects, powerful explosions, or charge his weapon with runic energies. Despite their newly emerging expertise, rune mages are often viewed by other alchemists as having abandoned the pure path of alchemy in favor of one that is more spell-based and less exact. Fortunately, rune mages are just as ambitious and stubborn as their alchemic brothers, allowing them to openly work or adventure alongside other conventional spellcasters and gain the respect of mage and warrior alike.
Primary Class: Alchemist.
Secondary Class: Magus.
Hit Dice: d8.
Bonus Skills and Ranks: The rune mage may select three sorcerer skills to add to her class skills in addition to the normal magus class skills. The rune mage gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The rune mage is proficient with all simple weapons and explosive runes. The rune mage is also proficient with light armor, but not with shields.
Runecasting: A rune mages does not cast spells like other spellcaster, but instead inscribes runes (see Rune Tokens) that duplicate the effects of arcane spells. A rune mage casts arcane runes drawn from the magus spell list and adds the following spells to her list at the indicated spell level: 0 level—arcane mark; 1st level—bomber’s eye*, crafter’s fortune*, detect secret doors, erase, keen senses*, targeted bomb admixture†; 2nd level—acute sense**, heroic fortune*, kinetic reverberation†, perceive cues*, protection from arrows, resist energy, shadow bomb admixture†, symbol of mirroring**; 3rd level—absorbing touch*, draconic reservoir*, explosive runes, glyph of warding, lightning lash bomb admixture†, rune of durability±, rune of warding±, secret page, sepia snake sigil, tongues; 4th level—freedom of movement, spell immunity, symbol of revelation**, symbol of slowing **, viper bomb admixture†, vitriolic mist**; 5th level—elude time*, languid bomb admixture†, magic jar, overland flight, planar adaptation, polymorph, resurgent transformation*, spell resistance, symbol of scrying**; 6th level—analyze dweomer, caging bomb admixture†, greater glyph of warding, shadow walk. (*Advanced Player's Guide, **Ultimate Magic, ±Dwarves of Galorian)
Like other spellcasters a rune mage can cast only a certain number of runes of each spell level per day. Her daily allotment of runes is given on Table: Rune Mage. She also receives bonus runes per day if she has a high Intelligence score. A rune mage otherwise prepares runes as an alchemist equal to her rune mage level prepares extracts.
Alchemy (Su): Rune mages are masters of creating mundane alchemical substances and gains a competence bonus equal to her rune mage level on the Craft (alchemy) check. In addition, a rune mage can use Craft (alchemy) to identify ceramic, crystal, or glass items as if using detect magic. She must hold the item for 1 round to make such a check. A rune mage cannot create mutagens, extracts, or bombs. This ability and rune tokens replace the alchemist’s alchemy ability.
Scribe Scroll: At 1st level, a rune mage gains Scribe Scroll as a bonus feat. This ability replaces brew potion.
In addition to creating rune tokens, a rune mage can swiftly create explosive runes. These runes are quickly scribed into her palm and manifest as a red glowing rune that she can hurl at her enemies. A rune mage can create a number of explosive runes each day equal to her rune mage level + her Intelligence modifier. Explosive runes are unstable, and if not used in the round they are created, they degrade, become inert, and vanish—their method of creation prevents large numbers of explosive runes from being created and stored.
Inscribing an explosive rune and throwing it requires a standard action that provokes an attack of opportunity. Thrown explosive runes have a range of 20 feet and use the Throw Splash Weapon special attack. Explosive runes are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, a rune mage’s explosive rune inflicts 1d6 points of fire damage + additional damage equal to the rune mage’s Intelligence modifier. The damage of a rune mage’s explosive rune increases by 1d6 points at every odd-numbered rune mage level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from a rune mage explosive rune is always equal to the explosive rune’s minimum damage (so if the explosive rune would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the rune mage’s level + the rune mage’s Intelligence modifier.
Rune mages can learn new types of explosive runes as explosive discoveries (see the Discovery ability) as they level up. A rune mage’s explosive runes, like rune tokens, become inert if used or carried by anyone else.
Alternatively, a rune mage can trace a series of explosive runes upon a book, map, scroll, or similar object bearing written information. These explosive runes remain until they are read at which time they detonate, dealing an amount of fire damage as listed on Table: Rune Mage. Anyone next to the explosive runes (close enough to read them) takes the full damage with no saving throw; any other creature within 10 feet of the explosive runes is entitled to a Reflex save for half damage. The object on which the explosive runes were written also takes full damage (no saving throw). The rune mage and any characters she specifically instructs can read the protected writing without triggering the explosive runes. The rune mage can remove the explosive runes whenever desired. Another creature can remove them with a successful dispel magic or erase spell, but attempting to dispel or erase the explosive runes and failing to do so triggers the explosion.
At 3rd level, a rune mage can, as a standard action, create a blast rune in any adjacent square. Any creature entering this square takes damage equal to her bomb rune damage. This rune deals either acid, cold, electricity, or fire damage, decided when the rune mage creates the rune. The rune is invisible and lasts a number of rounds equal to the rune mage’s level or until discharged. A rune mage cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with a DC 26 Perception skill check and disarmed with a DC 26 Disable Device skill check. Creating a blast rune counts against the number of explosive runes she can create per day.
At 7th level, as a swift action, a rune mage can change the location of one of her blast runes. The rune must be within 30 feet. The rune mage can place the blast rune in any square adjacent to her, including one occupied by another creature.
At 9th level, when a creature is damaged by a rune mage’s blast rune, it cannot attack her for a number of rounds equal to 1/2 the rune mage’s level unless it succeeds at a Will save, as per the spell sanctuary. Using this ability is an immediate action when a creature triggers one of the rune mage’s blast runes. The ability does not prevent a rune mage from being attacked or affected by area of effect spells or abilities. A rune mage can use this ability once per day at 7th level, plus one additional time per day at 13th level and 19th level.
At 11th level, a rune mage can, as a swift action, attach another rune that she can cast to one of her blast runes, causing that rune to affect the creature that triggers the rune, in addition to the damage. This rune must be of at least one level lower than the highest-level rune she can cast and it must target one or more creatures. Regardless of the number of targets the rune can normally affect, it only affects the creature that triggers the rune. This expends a rune slot equal to the level of the rune that is attached to the blast rune.
This ability otherwise functions as and replaces the alchemist’s bomb ability and replaces mutagen and persistent mutagen.
A rune mage can create only a certain number of rune tokens of each level per day (see Runecasting). When a rune mage inscribes her runes, he infuses the tokens with magic siphoned from her own magical aura. A rune token immediately becomes inert if it leaves the rune mage’s possession, reactivating as soon as it returns to her keeping. A rune token, once inscribed, remains potent for 1 day before becoming inert, so a rune mage must re-prepare her rune tokens every day. Inscribing a rune token takes 1 minute of work—most rune mages prepare many tokens at the start of the day or just before going on an adventure, but it’s not uncommon for a rune mage to keep some (or even all) of her daily rune slots open so that she can prepare tokens in the field as needed.
Although the rune mage doesn’t cast spells in a conventional manner, she does have a rune list that determines what runes she can create. A rune mage can utilize spell-trigger items if the spell appears on her rune list, but not spell-completion items (unless she uses Use Magic Device to do so). A rune is “cast” by breaking or shattering the token, which requires a standard action—the effects of a rune mage’s token exactly duplicate the spell upon which its rune is based. The rune mage uses her level as the caster level to determine any effect based on caster level. Creating tokens consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular rune inscribed token. Runes cannot be made from spells that have focus requirements (runes that duplicate divine spells never have a divine focus requirement). A rune mage can prepare a token of any rune she knows.
To learn or use a rune, a rune mage must have an Intelligence score equal to at least 10 + the rune’s level. The Difficulty Class for a saving throw against a rune mage’s runes is 10 + the rune’s level + the rune mage’s Intelligence modifier. A rune mage may know any number of runes. She stores her runes in a special tome called a rune book. She must refer to this book whenever she prepares a token but not when she activates it.
A rune mage begins play with all 0-level runes and two 1st level runes of her choice, plus a number of additional runes equal to her Intelligence modifier. At each new rune mage level, she gains one new rune of any level that she can cast. A rune mage can also add runes to her book just like a wizard adds spells to his spellbook, using the same costs and time requirements. A rune mage can study a wizard’s spellbook to learn any rune that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a rune book. A rune mage does not need to decipher arcane writings before copying them. This ability otherwise functions as and replaces the rune mage’s extract ability.
Discovery (Su): This is exactly like the rune mage ability of the same name, except that a rune mage can select a discovery at 2nd level and every three levels thereafter. Any bomb discovery she chooses is applied to her explosive runes. Also, whenever a rune mage could select a discovery, she can select a magus arcana in place of a discovery.
A rune mage is restricted to the following discoveries: Blinding Bomb**, Concussive Bomb*, Confusion Bomb**, Defoliant Bomb±, Delayed Bomb*, Explosive Bomb*, Fast Bomb*, Immolation Bomb†, Inferno Bomb*, Precise Bomb*, Shock Bomb*, Smoke Bomb*, Sticky Bomb*, Stink Bomb*, Strafe Bomb*, and Sunlight Bomb**. A rune mage may also choose from the following magus arcana by Super Genius Games: Enruned Dagger, Enruned Great Weapon, Greater Enrune Dagger, and Greater Enrune Great Weapon.
In addition, a rune mage can choose one of the following cipher lore from the Cyphermage prestige class (see Pathfinder Campaign Setting: Inner Sea Magic) in place of a discovery or magus arcana: Analyze Scroll, Bypass Symbol, Defensive Scrollcaster, Enhance Scroll, Extended Scroll, Focus Scroll, Glyph Finder, Insightful Scroll, Rune Trap, Swift Scrivener, or Swift Scroll.
Inscribe Runes: At 3rd level, a rune mage gains Inscribe Runes as a bonus feat. This ability replaces throw anything.
At 3rd level, and every six levels thereafter, a rune mage learns one of the following runes of power.
Rune of Authority: The bearer of this rune is cloaked in an illusion of authority. Others perceive the bearer to be a legitimate figure of authority—a higher-ranking official, a religious figure, a more powerful warrior. This illusion grants you a +5 bonus on all Diplomacy and Intimidate checks. If the bearer attempts to disguise himself as a specific authority figure, he gains a +10 competence bonus on the Disguise check and any Bluff check related to impersonating that authority figure. In addition, others are uncomfortable acting against the bearer of the rune. Creatures with an Intelligence of 4 or more must make a Will save or take a –2 penalty on all opposed checks against the bearer. This rune can be activated by the bearer. The rune mage must be at least 3rd level to learn this rune of power.
Rune of Compulsion: This rune plants a subconscious directive in the bearer’s mind that forces him to act as the rune mage dictates when specific circumstances arise. The bearer can be either conscious or unconscious, but must understand the rune mage’s language. Upon inscribing this rune, the rune mage must state a course of action she wishes the bearer to take. This course of action must be described in 20 words or fewer. Rune mage must then state the condition under which the rune mage wishes the target to take this action, also describing it in 20 or fewer words.
Actions or conditions more elaborate than 20 words cause the rune to fail. A rune of influence cannot compel a target to kill himself, though it can compel him to perform exceedingly dangerous acts, face impossible odds, or undertake almost any other course of activity. The rune mage cannot issue new commands to the target after the rune is inscribed.
If the bearer fails his save against this rune, he is not compelled to act in any way, has no knowledge of the details of the spell affecting him, and has no memory of the last 10 minutes (although he might come to notice the missing time or the presence of the caster).
He can function as he wishes until the events the rune mage detailed as the condition takes place. Upon experiencing the prerequisite condition, the bearer is forced to perform the course of action the rune mage described as per the spell dominate person. For the next hour, the bearer acts as the rune mage dictated, doing all it can to fulfill her command. If, at the end of the hour, the bearer still has not completed the rune mage’s command, the bearer is released from the enchantment and the rune ends. Once the course of action is completed the rune ends. The bearer has full memory of acts performed during this hour.
For example, a rune mage might use a rune of compulsion on a farmer, giving him the order “murder the king” to be acted upon “when you hear church bells strike noon.” Thus, the next time the bearer hears church bells strike noon, the enchantment activates and for the next hour he does all he can to murder the king in the most effective way possible, with the spell ending either when the king is dead or the hour passes. How the bearer acts is wholly relative to the individual and the circumstances. This could lead the bearer to perform an assassination attempt or, if he’s some distance away from where he thinks the king is, ride for one hour at full speed towards the land’s capital.
It’s difficult to detect a rune of compulsion. Casting detect magic on someone affected by this rune only reveals an aura of enchantment magic if the caster of detect magic has a higher caster level then the caster of the rune. Even if the rune is detected, it can only be removed by break enchantment, limited wish, remove curse, miracle, or wish. Dispel magic does not affect a rune of compulsion. This rune is activated by the prerequisite condition detailed by the rune mage. The rune mage must be at least 12th level to learn this rune of power.
Rune of Contingency: The bearer of this rune gains the effects of the feather fall and water breathing spells. In addition, if the bearer of the rune is reduced to 0 or fewer hit points and is not killed, the rune is immediately activated and he turns into a cloud of vapor as per the spell gaseous form for 5 rounds. He remains conscious during this time, but after 5 rounds returns to his normal form and is unconscious and dying. This rune can be activated by the bearer. The rune mage must be at least 6th level to learn this rune of power.
Rune of Conveyance: The bearer of this rune can summon a floating, semi-real palanquin for 1 hour per level of the rune mage that inscribed it. This conveyance has all the special abilities of a phantom steed and can hold the bearer and up to 150 additional pounds of weight. Other creatures can ride the palanquin as long as the total weight is less than 150 pounds. The palanquin can be dismissed at any time as a free action. The look of the palanquin is decided when the rune is inscribed, though it usually takes the form of a regal, comfortable-looking litter that moves without the need for bearers. This rune can be activated by the bearer. The rune mage must be at least 15th level to learn this rune of power.
Rune of Inscrutability: The bearer of this rune confuses all attempts to divine information about him. This functions as a permanent misdirection spell, which the bearer can change the target of (and thus what he is detected as) at will. In addition, whenever the rune’s bearer enters an area affected by a divination (scrying) effect or anytime a creature casts a divination (scrying) spell that targets him, the scrying spell’s caster must make a DC 18 Will save. If this save fails, the rune’s bearer realizes that he is being scryed upon, knows what spell is in effect, and knows the name of the spell’s caster. This rune can be activated by the bearer. The rune mage must be at least 6th level to learn this rune of power.
Rune of Obedience: Designed as a foolproof means of ensuring absolute loyalty, even from those ordinarily immune to compulsion and mind-affecting magic, this rune is infused with a single specific prohibition when first inscribed. This prohibition must be stated in 10 words or fewer and the bearer must agree to it of his own free will. From then on, if the bearer breaks this prohibition, he is afflicted with searing pain, taking a –4 penalty on attack rolls, skill checks, and ability checks for as long as he is in violation of the prohibition and for 5 minutes thereafter. This rune affects any creature who agrees to bear it, and can be activated by the rune mage. The rune mage must be at least 9th level to learn this rune of power.
Rune of Razing: This rune grants the bearer the ability to ignore hardness and damage reduction for the duration of the rune’s effect. This rune can be activated by the bearer. The rune mage must be at least 12th level to learn this rune of power.
Rune of Resistance: This rune grants the bearer resistance 5 to two energy types chosen at the time that the rune is inscribed. At 9th level, this resistance increase to 10. This rune can be activated by the bearer. The rune mage must be at least 3rd level to learn this rune of power.
Rune of Spell Pilfering: Anytime a harmless (so noted by a spell’s saving throw description) spell of 3rd level or lower is cast by a spellcaster within 30 feet of the bearer of this rune, he may choose to immediately gain the benefit of that spell as if it had also targeted him. The intended target still gains the effect of the spell. This rune can be activated by the bearer. The rune mage must be at least 9th level to learn this rune of power.
Rune of Spell Power: The bearer of this rune can cast spells at a higher caster level. The bearer gains a +1 bonus to his caster level for the next spell he casts. At 12th level, this bonus to caster level increases to +2, at 18th level this bonus increases to +3. This rune can be activated by the bearer. The rune mage must be at least 6th level to learn this rune of power.
Rune of Susceptibility: Three times per day, the bearer of this rune can cause a creature he touches to take a –4 penalty on all Will saves made against spells of the enchantment school for the next 24 hours. This rune can be activated by the bearer. The rune mage must be at least 9th level to learn this rune of power.
Rune of Wrath: This rune forcibly repulses all creatures within 30 feet of the bearer, an object, or a location. The rune is triggered whan any creature not designated as an ally comes within 5 feet of the bearer or site of this rune. All creatures within the effect’s area take 1d6 points of force damage per level of the rune mage that inscribed it (maximum 15d6) and are subjected to a bull rush that attempts to push them directly away from him. The blast’s bull rush effect is treated as having Strength 25 + the rune mage’s Intelligence modifier, but gains no other bonuses for size or charging. The rune mage, bearer, and any designated allies are unaffected by both the rune’s force damage and bull rush effect. This rune is activated by any creature within 5 feet of the rune that is not designated as an ally of the bearer or inscriber of the rune. The rune mage must be at least 12th level to learn this rune of power.
Upon reaching 6th level, and at every three rune mage levels thereafter (9th, 11th, and so on), a rune mage can choose to learn a new rune of power in place of one she already knows. In effect, the rune mage loses the old rune in exchange for the new one. The new rune’s level must be the same as or lower than that of the rune being exchanged. A rune mage may swap only a single rune of power at any given level, and must choose whether or not to swap a rune at the same time that she gains a new rune of power. This ability replaces bomb 3d6, 5d6, and 7d6, swift alchemy, swift poisoning, and instant alchemy.
Bonus Feats: At 6th level, and every six levels thereafter, a rune mage gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. She must meet the prerequisites for these feats as normal.
Grand Rune (Su): At 20th level, a rune mage’s knowledge of rune magic greatly increases. The rune mage can choose two additional discoveries, magus arcana, or cipher lore of her choice. In addition, the rune mage can select one of the following spells which she can inscribe onto her rune tokens as a 7th level rune once per day: guards and wards, instant summons, planar binding, symbol of fear, symbol of pain, symbol of persuasion, symbol of sealing**, symbol of sleep, symbol of stunning, symbol of weakness. This ability replaces grand discovery.
Special: A rune mage can use a runestone of power (as per the magical item) to spontaneously cast a spell of a particular level as if she were a spontaneous spellcaster. A rune mage can also expend a runestone’s daily charge to cast a single rune or power that she knows without expending a use of her ability. The rune of power must be of a level equal to or lower than the spell level of runestone. In addition, when a rune mage that attempts to gain control of a rune guardian that is under another spellcaster’s control while in the possession of a runestone, she gains a bonus equal to the spell level of the runestone when she makes the check. [/spoiler]
SWAP TABLE
Alchemy = Alchemy + Rune Tokens
Brew Potion = Inscribe Runes
Throw Anything = Scribe Scroll
Poison Use/Poison Resistance = Runestrike
Bombs (1d6, 2d6, 4d6, 6d6, 8d6, 9d6, 10d6), Mutagen/Persistent Mutagen = Explosive Rune up to 7d6
Bombs (3d6, 5d6, 7d6)/Swift Alchemy/Swift Poisoning/Instant Alchemy = Rune of Power (1 minute per level)
Discovery (5, 11, 17) = Bonus feats (Combat, Item or Metamagic)
Grand discovery = Grand Rune (chose 1 7th level spell rune?)
Table: Rune Mage
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Alchemy, explosive rune 1d6, rune tokens, scribe scroll 3 1 — — — — —
2nd +1 +0 +3 +3 Discovery 4 2 — — — — —
3rd +2 +1 +3 +3 Inscribe runes, rune of power 4 3 — — — — —
4th +3 +1 +4 +4 Explosive rune 2d6 4 3 1 — — — —
5th +3 +1 +4 +4 Discovery 4 4 2 — — — —
6th +4 +2 +5 +5 Bonus feat 5 4 3 — — — —
7th +5 +2 +5 +5 Explosive rune 3d6 5 4 3 1 — — —
8th +6/+1 +2 +6 +6 Discovery 5 4 4 2 — — —
9th +6/+1 +3 +6 +6 Rune of power 5 5 4 3 — — —
10th +7/+2 +3 +7 +7 Explosive rune 4d6 5 5 4 3 1 — —
11th +8/+3 +3 +7 +7 Discovery 5 5 4 4 2 — —
12th +9/+4 +4 +8 +8 Bonus feat 5 5 5 4 3 — —
13th +9/+4 +4 +8 +8 Explosive rune 5d6 5 5 5 4 3 1 —
14th +10/+5 +4 +9 +9 Discovery 5 5 5 4 4 2 —
15th +11/+6/+1 +5 +9 +9 Rune of power 5 5 5 5 4 3 —
16th +12/+7/+2 +5 +10 +10 Explosive rune 6d6 5 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 Discovery 5 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Bonus feat 5 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Explosive rune 7d6 5 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Discovery, Grand rune 5 5 5 5 5 5 5
| Elghinn Lightbringer |
Alright, here is my updated version of the Clockwork Mage. Critiques welcome!
No one is more adept at summoning and controlling eidolons or other summoned creatures than the summoner. However, there are those among the practitioners of this focused form of arcana who pursue a far different form of summoning; that of calling forth clockwork eidolons, partial-constructs from a far-flung realm deep within the void of the Astral Plane. Known as clockwork mages, these oft maligned specialists are frequently shunned by summoning purists, for they meld the formal study of the arcane and technical savvy of the wizard with the summoner’s ability to leap beyond logic and shape the natural arcane energies that ebb and flow through the realms of existence. It was a clockwork mage who first discovered a plane that consisted of sentient, clockwork eidolons. Dubbed the Plane of Gears by this puissant scholar, it is now the technical term for this little-known realm of self-perpetuating half-constructs, and from whence the clockwork mage summons forth his minions. Although they are a strange amalgamation of summoner and wizard, their unorthodox methods have proven to be reliable, and at times, quite beneficial to those who number a clockwork mage among their company. While clockwork mages spend much of their time exploring the arcane arts alongside their clockwork eidolons, in the heat of battle they keep a level head as they unleash magical effects or command their eidolons to place themselves in harms way.
Primary Class: Summoner.
Secondary Class: Wizard.
Hit Dice: d8.
Bonus Skills and Ranks: The clockwork mage may select three wizard skills to add to his class skills in addition to the normal summoner class skills. The clockwork mage gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The clockwork mage is proficient with all simple weapons, with light armor, but not with shields. A clockwork mage can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a clockwork mage wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass clockwork mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spellcasting: The clockwork mage casts arcane spell drawn from the summoner’s and adds the following spells to his spell list at the indicated spell levels and can use them without penalty, regardless of his chosen opposition schools: 0 level–ray of frost, spark; 1st level–chill touch, jury-rig, grease, magic weapon, shocking grasp, stonefist; 2nd level–arcane lock, heat metal, keen edge, locate object, make whole, shatter, wood shape; 3rd level–ablative armor, burrow, lightning bolt, magic weapon (greater), soothe construct; 4th level–animate objects, rapid repair, stone shape, unbreakable construct; 5th level–ball lightning, call construct, control construct, fabricate, polymorph, wall of force; 6th level–mage’s private sanctum, wall of iron, wooden phalanx.
Unlike other summoners, the clockwork mage prepares his daily allotment of spells like a wizard by studying his spellbook beforehand (see Schematic Spellboook), and therefore may know any number of spells. A clockwork mage otherwise learns and casts spells as a summoner equal to his clockwork mage level. He also receives bonus spells per day if he has a high Charisma.
Schematic Spellbook (Ex): A clockwork mage finds less time to research new spells, but has mastered an emblematic method of scribing those she learns. At 1st level, the clockwork mage incorporates elements of a personalized secret code consisting of mathematical diagrams into her arcane writings. Creatures take a –4 penalty on skill checks involving the clockwork’s spellbook. The clockwork mage's spells (not including cantrips or 1st–level spells) take one less page each in his spellbook.
A clockwork mage begins play with a spellbook containing all 0-level summoner and sorcerer/wizard spells (except those from his opposed schools; see Arcane Schools) plus three 1st-level spells of his choice. The clock work mage also selects a number of additional 1st-level spells equal to his Charisma modifier to add to the spellbook. At each new clockwork mage level, he gains only one new spell of any spell level or levels that he can cast (based on his new clockwork mage level) for his spellbook. A clockwork mage may know any number of spells. At any time, a clockwork mage can also add spells found in another wizard’s spellbook to his. In all other respects, a clockwork mage's spellbook functions as a normal wizard's spellbook.
Clockwork Eidolon: A clockwork mage begins play with the ability to summon to his side a powerful outsider from the Plane of Gears called a clockwork eidolon. The clockwork eidolon forms a link with the clockwork mage, who, forever after summons an aspect of the same creature. This is exactly like the summoner’s eidolon ability, except that the clockwork eidolon’s physical appearance is always that of a metal, gear-driven, construct-like creature of its base form, although color, minor decorations, and texture are determined by the clockwork mage. Although a clockwork eidolon is not a construct, it is considered a construct for the purpose of casting the following spells: call construct, control construct, make whole, rapid repair, soothe construct, and unbreakable construct.
Construct Crafter: Through study and research, a clockwork mage of 1st level or higher has learned the art and craft of creating constructs. When using Spellcraft to create a construct, a clockwork mage gains a competence bonus equal to 1/2 his clockwork mage level on the Spellcraft check. In addition, a clockwork mage counts as having the Craft Construct feat, even if he does not meet the prerequisites. He is also considered to have all the spell prerequisites for the crafting of a construct on his spell list for the purpose of casting them from scrolls during the crafting process. He must meet all other construction requirements for the construct as normal. This ability replaces life link.
Summoner of Constructs: A clockwork mage is constantly in tune with the spark that gives life to constructs. Whenever a clockwork mage cast the summon monster spell, he summons one of the alternative creatures of the construct type instead (see Construct Summoning Options below).
Arcane School: At 1st level, the clockwork mage gains the wizard’s arcane school ability, but may only select the Conjuration school (or one of its associated schools) or the Construct school. The clockwork mage uses his Charisma ability score instead of Intelligence for any ability score-dependent qualities for his chosen school powers. The clockwork mage may not select the Conjuration or Transmutation school as an opposition school. This ability replaces summon monster and gate.
Construct Ascension (Ex): At 10th level, a clockwork mage begins to transform his clockwork eidolon into a true construct. The clockwork eidolon can only be repaired by spells that affect the construct type such as rapid repair. As such, a clockwork eidolon cannot be raised or resurrected. In addition, it is no longer subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
At 14th level, the clockwork eidolon gains the clockwork subtype, even though it does not have the construct type.
At 18th level, a clockwork eidolon is no longer at risk of death from massive damage. It also gains immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). This ability replaces aspect, greater aspect, and life bond.
Immortal Construct (Ex): At 20th level, a clockwork mage can transform his clockwork eidolon into a true construct. A clockwork mage can summon his clockwork eidolon in a ritual that takes 1 hour to complete. Once summoned, the clockwork eidolon gains the construct type, and its evolutions are permanently set, never to change again. The clockwork eidolon remains with its master and can no longer be sent back to its home plane when it is destroyed. As a result, only through the death of the clockwork mage can another gain control over his clockwork construct.
Should a clockwork eidolon be destroyed, it can regenerate itself at the rate of 1 hit point per minute. During such time, the clockwork eidolon remains inert and gains the helpless condition until it has regained half its total hit points or more. Once it has regenerated half or more of its total hit points, it is no longer helpless, and gains the broken condition until it has fully regenerated. While in this broken condition, the clockwork eidolon is considered a weapon, armor, and tool for the purpose of determining penalties related to attacks, AC, and skill checks. The clockwork eidolon must be fully regenerated before the broken condition is removed, or the clockwork mage may give it commands. This regeneration effect functions even if the clockwork eidolon has the self-destruct evolution.
In addition, the clockwork mage can use his maker’s call ability once per day to summon his clockwork eidolon to his side, regardless of distance or circumstance, and as long as the eidolon and master are on the same plane. This summoning functions as the call construct spell. This ability replaces twin eidolon.
Table: Summon Monsters I (Alternatives)
1st Level Alternatives Subtype(s) Source
Clockwork spy Clockwork B3
Table: Summon Monsters II (Alternatives)
2nd Level Alternatives Subtype(s) Source
Homunculus — B1
Table: Summon Monsters III (Alternatives)
3rd Level Alternatives Subtype(s) Source
Cobra, iron — B1
Clockwork servant Clockwork B3
Necrophidius — B2
Soulbound doll — B2
Table: Summon Monsters IV (Alternatives)
4th Level Alternatives Subtype(s) Source
Animated object — B1
Cobra, adamantine — B1
Caryatid column — B3
Table: Summon Monsters V (Alternatives)
5th Level Alternatives Subtype(s) Source
Golem, carrion — B2
Golem, ice — B1
Graven guardian — B3
Scarecrow — B2
Table: Summon Monsters VI (Alternatives)
6th Level Alternatives Subtype(s) Source
Clockwork soldier Clockwork B3
Golem, flesh — B1
Golem, wood — B1
Terra-cotta soldier — B3
Tulipaq — B3
Table: Summon Monsters VII (Alternatives)
7th Level Alternatives Subtype(s) Source
Bone golem — B3
Golem, alchemical — B2
Golem, glass — B2
[b]Table: Summon Monsters VIII (Alternatives
8th Level Alternatives Subtype(s) Source
Golem, clay — B1
Golem, stone — B1
Taotieh — B3
Tophet — B3
Table: Summon Monsters IX (Alternatives)
9th Level Alternatives Subtype(s) Source
Clockwork leviathan Clockwork B3
Fossil golem — B3
Golem, clockwork Clockwork B2
Golem, iron — B1
The construct school is uses arcane energies to summon, mend, and control constructs and similar creatures. The construct school complements the Clockwork Mage multiclass archetype.
Artificer's Touch (Sp): You can cast mending at will, using your wizard level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two wizard levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Summoner’s Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Rapid Repair (Sp): At 8th level, you can grant a number of rounds of fast healing 5 per day equal to your caster level upon a creature of the construct type that you touch. These rounds do not need to be consecutive. This ability is a standard action and otherwise functions as the rapid repair spell.
Construct School Spells
0th—ghost sound, mending.
1st—animate rope, endure elements, grease, magic weapon, stonefist, summon monster I.
2nd—bull’s strength, cat’s grace, heat metal, locate object, make whole, resist energy, shatter, summon monster II, wood shape.
3rd—dispel magic, haste, heroism, keen edge, magic weapon (greater), protection from energy, stinking cloud, summon monster III.
4th—freedom of movement, geas (lesser), minor creation, stone shape, stoneskin, summon monster IV.
5th—fabricate, major creation, polymorph, rapid repair, soothe construct, summon monster V, unbreakable construct.
6th—antimagic field, flesh to stone, geas/quest, stone to flesh, summon monster VI, wall of iron.
7th—control construct, limited wish, polymorph (greater), statue, summon monster VII, spell turning.
8th—call construct, discern location, iron body, polymorph any object, summon monster VIII.
9th—crushing hand, iron body, summon monster IX, wish, wooden phalanx.
Table: Clockwork Mage
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +0 +2 Arcane school, cantrips, clockwork eidolon, 2 1 — — — — —
Craft Construct, summoner of constructs
2nd +1 +0 +0 +3 Bond senses 3 2 — — — — —
3rd +2 +1 +1 +3 3 3 — — — — —
4th +3 +1 +1 +4 Shield ally 4 3 1 — — — —
5th +3 +1 +1 +4 4 4 2 — — — —
6th +4 +2 +2 +5 Maker’s call 5 4 3 — — — —
7th +5 +2 +2 +5 5 4 3 1 — — —
8th +6/+1 +2 +2 +6 Transposition 5 4 4 2 — — —
9th +6/+1 +3 +3 +6 5 5 4 3 — — —
10th +7/+2 +3 +3 +7 Construct ascension (construct) 5 5 4 3 1 — —
11th +8/+3 +3 +3 +7 5 5 4 4 2 — —
12th +9/+4 +4 +4 +8 Greater shield ally 5 5 5 4 3 — —
13th +9/+4 +4 +4 +8 5 5 5 4 3 1 —
14th +10/+5 +4 +4 +9 Construct ascension (clockwork) 5 5 5 4 4 2 —
15th +11/+6/+1 +5 +5 +9 5 5 5 5 4 3 —
16th +12/+7/+2 +5 +5 +10 Merge forms 5 5 5 5 4 3 1
17th +12/+7/+2 +5 +5 +10 5 5 5 5 4 4 2
18th +13/+8/+3 +6 +6 +11 Construct ascension (construct) 5 5 5 5 5 4 3
19th +14/+9/+4 +6 +6 +11 5 5 5 5 5 5 4
20th +15/+10/+5 +6 +6 +12 Immortal construct 5 5 5 5 5 5 5
CLOCKWORK EIDOLONs
Clockwork eidolons are living, sentient outsiders whose bodies are enhanced or have parts replaced by constructed metal mechanisms through a combination of magic and precise technologies. Clockwork eidolons that are summoned by clockwork mages hail from a little-known plane called the Plane of Gears. Although these clockwork eidolons are not constructs, it is only through bonding with a clockwork mage that their goal of becoming a true, sentient construct can be realized. As such, it willingly subjects itself to its master’s will in hopes of achieve its true purpose. A clockwork eidolon is considered an outsider for the purpose of what types of spell affect it. Clockwork eidolons have the base statistics as shown on the Clockwork Eidolon Base Statistics table. These base statistics can be modified by the construct’s base form and upgrade pool.
A clockwork eidolon’s abilities are determined by the clockwork mage’s level and by the choices made using its upgrade pool. Table: Clockwork Eidolon Base Statistics determines many of the base statistics of the construct. Each clockwork eidolon possesses a base form that modifies these base statistics. A clockwork construct’s qualities are similar to those described in the Eidolons description block of the Advanced Player’s Guide (see p. 58), except with the following changes.
Hit Dice: This is the total number of 10-sided (d10) Hit Dice the clockwork eidolon possesses.
Good/Bad Saves: These are the clockwork eidolon’s base saving throw bonuses. A clockwork eidolon always possesses a good Fort saving throw and a bad Reflex and Will saving throw, regardless of the creature’s base form.
Armor Bonus: The clockwork eidolon has only an armor bonus, and cannot split this amount between an armor bonus and a natural armor bonus.
Upgrade Pool: The clockwork eidolon uses upgrades, not evolutions to enhance itself. The clockwork gains a number of upgrade points at each level, as indicated on Table: Clockwork Eidolon Base Statistics. The clockwork eidolon’s upgrades otherwise function exactly like evolutions.
Special: This includes a number of abilities gained by all clockwork eidolons as they increase in power. Each of these bonuses is described below.
Constructed (Ex): While clockwork eidolons are not constructs, they do possess some minor construct-like qualities. For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), clockwork eidolons count as both outsiders and constructs. Clockwork eidolons gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Clockwork eidolons can never gain morale bonuses, and are immune to fear effects and all emotion-based effects. A clockwork eidolon does not breathe, eat, or sleep, unless it wants to gain some beneficial effect from one of these activities. This means that a clockwork eidolon can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the clockwork eidolon to survive or stay in good health.
Hardness (Ex): The clockwork eidolon has a hardness of 10.
Low-Light Vision (Ex): The clockwork eidolon has low-light vision, enabling it to see twice as far as a human in conditions of dim light.
Find Master (Su): As long as the clockwork eidolon and the clockwork mage that summoned it are on the same plane, the clockwork eidolon can locate its master. This ability replaces evasion.
Guard (Ex): If ordered to do so, a clockwork eidolon moves to defend the clockwork mage. All attacks against the clockwork mage take a –2 penalty when the clockwork eidolon is adjacent to its clockwork mage. This ability replaces devotion.
Spell Storing (Sp): The clockwork eidolon can store one spell of 4th level or lower that is cast into it by another creature. It “casts” this spell when commanded to do so or when a predefined situation arises. Once this spell is used, the clockwork eidolon can store another spell (or the same spell again). At 16th level, the clockwork eidolon can store one spell of 5th level or lower that is cast into it by another creature, in addition to a spell of 4th level or lower. This otherwise functions like the spell storing ability. This ability replaces improved evasion.
CLOCKWORK EIDOLON SKILLS
The following skills are class skills for the clockwork eidolon: Climb (Str), Knowledge (planes), Intimidate (Str*), Perception (Wis), Sense Motive (Wis), Stealth (Dex), and Swim (Str). *Note that clockwork eidolons use their Strength score when making Intimidate checks, which is due to their minimal Charisma score.
Base Forms
Each clockwork eidolon has one of four base forms that determine its starting size, speed, AC, attacks, and ability scores. All natural attacks are made using the clockwork eidolon’s full base attack bonus unless otherwise noted (such as in the case of secondary attacks). Clockwork eidolon slam attacks add 1-1/2 times the clockwork eidolon’s Strength modifier to the damage roll. If the clockwork eidolon gains additional attacks due to extra limbs, a tail, etc., it adds only its Strength modifier. These base forms also note any free upgrades that base form possesses. The bonuses from these free upgrades are already factored into the starting statistics. A clockwork mage may select from either the biped, quadruped, or serpentine base forms, and are similar to those listed in the eidolon description of the Advanced Player’s Guide (see p. 60), but use the statistics listed below. The clockwork mage may also select the new arachnid base for listed below. A clockwork mage cannot select the aquatic base form.
Alternatively, any one of these base forms can be used to make a Small clockwork eidolon. If the clockwork eidolon is Small it gains a +2 bonus to its Dexterity score and a –4 penalty to its Strength. The clockwork eidolon’s bonus hit points are reduced to 10. It also gains a +1 size bonus to its AC and attack rolls, a –1 penalty to its CMB and CMD scores, a +2 bonus on its Fly skill checks (if they have one), and a +4 bonus on its Stealth skill checks. Reduce the damage of all of its attacks by one step (1d6 becomes 1d4, 1d4 becomes 1d3). If this choice is made, the clockwork eidolon can be made Medium whenever the clockwork mage can change the clockwork eidolon’s upgrade pool (which causes it to lose these modifiers for being Small)
Arachnid
Starting Statistics: Size Medium; Speed 30 ft.; AC +2 armor bonus; Saves bad; Attack 1 slam (1d8); Ability Scores Str 14, Dex 14 Con 13, Int 7, Wis 10, Cha 11; Free Upgrades limbs (legs) (4), slam.
Biped
Alternate Starting Statistics: Size Medium; Speed 20 ft.; AC +2 armor bonus; Saves bad; Attack 1 slam (1d8); Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11; Free Upgrades limbs (arms), limbs (legs), slam.
Quadruped
Alternate Starting Statistics: Size Medium; Speed 30 ft.; AC +2 armor bonus; Saves bad; Attack 1 slam (1d8); Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11; Free Upgrades limbs (legs) (2), slam.
Serpentine
Alternate Starting Statistics: Size Medium; Speed 20 ft., climb 20 ft.; AC +2 armor bonus; Saves bad; Attack 1 slam (1d8), tail slap (1d6); Ability Scores Str 12, Dex 16 Con 13, Int 7, Wis 10, Cha 11; Free Upgrades climb, reach (slam), slam, tail, tail slap.
Like a summoner’s eidolon, a clockwork eidolon receives a number of points that can be spent to give the clockwork eidolon new abilities, powers, and other upgrades. These abilities are called upgrades, not evolutions, and can be changed whenever the clockwork mage gains a new level, but they are otherwise set. Some upgrades require that the clockwork eidolon have a specific base form or the clockwork mage be of a specific level before they can be chosen. A number of upgrades grant the clockwork eidolon additional natural attacks.
A clockwork eidolon may select any evolution listed in the Advanced Player’s Guide or Ultimate Magic as an upgrade. Unless otherwise noted here, an upgrade functions exactly like the evolution of the same name. Due to the clockwork eidolon’s nature, the following evolutions have no effect and cannot be added to the clockwork eidolon as an upgrade: channel resistance, gills, incorporeal form, keen scent, scent, swim, undead appearance, and unnatural aura.
The following list includes new upgrades specific to the clockwork mage multiclass archetype or rule changes to existing ones.
1-Point Upgrades
The following upgrades cost 1 point from the clockwork eidolon’s upgrade pool.
Improved Speed (Ex): One of the clockwork eidolon’s movement modes increases by +10 ft. This upgrade can be selected more than once. Its effects do stack. It can only be applied once to the clockwork eidolon’s speed mode, plus 1 additional time for every 6 levels the clockwork mage possesses.
Master’s Voice (Ex): The clockwork mage can use the clockwork eidolon to project his vocalizations. The clockwork eidolon appears to speak, but uses the voice and words of the clockwork mage. The clockwork mage can control the volume of his vocalizations as normal.
Piercing Attack (Ex): The clockwork eidolon’s slam attack deals piercing damage instead of bludgeoning damage.
Resourceful (Ex): The clockwork eidolon has a hidden compartment built directly into its chassis. Each compartment can create a single tool worth no more than 25 gp per clockwork mage level each day. This tool is a temporary item, created inside the clockwork eidolon to make mundane situations easier for his master. This evolution can be selected multiple times. Each time it is chosen it adds one additional compartment to the clockwork eidolon. The clockwork mage must be at least 6th level before selecting this upgrade.
Slashing Attack (Ex): The clockwork eidolon’s slam attack deals slashing damage instead of bludgeoning damage.
2-Point Upgrades
The following upgrades cost 2 points from the clockwork eidolon’s upgrade pool.
Armored Conveyance (Ex): The clockwork mage can enter a small chamber within the clockwork eidolon through a hatch somewhere upon its form. The chamber is only large enough for the clockwork mage to sit comfortably. While inside the clockwork eidolon, the clockwork mage is protected from harm and cannot be the target of spells or effects. All effects and spells currently targeting the clockwork mage are suspended until the clockwork mage emerges from the clockwork eidolon (although durations continue to expire). The chamber provides a safe place, keeping out of harms way as the clockwork eidolon fulfills its master's commands. It require a full round action to enter or emerge from the clockwork eidolon. The clockwork mage may only cast touch spells and those that target either himself or the clockwork eidolon while within the chamber. The clockwork mage must use his clockwork eidolon to deliver his touch spells. The clockwork eidolon must have the mount upgrade and be at least one size larger than its clockwork mage to select this upgrade.
Cleaving Attack (Ex): The clockwork eidolon can make a single attack against a foe within reach. If it hits, it deals damage normally and can make an additional attack against a foe that is adjacent to the first and also within reach. The clockwork eidolon can only make one additional attack per round. The clockwork eidolon also takes a –2 penalty to its Armor Class until its next turn. This upgrade functions exactly like the Cleave feat. The clockwork mage must be at least 7th level before selecting this upgrade.
Elemental Aura (Ex): The clockwork eidolon’s body generates an intense aura of elemental energy, dealing 1d4 points of damage with its touch. Creatures attacking a clockwork eidolon with unarmed strikes or natural weapons take this same energy damage each time one of their attacks hits. This damage increases to 1d6 once the clockwork mage reaches 8th level. The clockwork mage must be at least 4th level before selecting this upgrade.
Gear Grind (Ex): The clockwork eidolon can open a section of his chassis at will. As a standard action, the clockwork eidolon can attempt a grapple combat maneuver once per round. If the grapple is successful, the opponent takes 1d6 points of bludgeoning damage +1 point of damage per Hit Dice of the clockwork eidolon from the exposed rotating gears. The clockwork mage must be at least 11th level before selecting this upgrade.
Haste (Su): After it has engaged in at least 1 round of combat, a clockwork eidolon can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell. This upgrade is exactly like the clay golem’s haste ability. The clockwork mage must be must be at least 5th level before selecting this upgrade.
Lesser Breath Weapon (Su): The clockwork eidolon learns to exhale a cone or line of magical energy, which is usually reflected in its elemental spirit, gaining a breath weapon. Select either acid, cold, electricity, fire, or sonic. The clockwork eidolon can breathe a 30-foot cone (or 60-foot line) that deals 3d6 points of damage of the selected type. Those caught in the breath weapon can attempt a Reflex save for half damage. The DC is equal to 10 + 1/2 the clockwork eidolon’s HD + the clockwork eidolon’s Strength modifier. The clockwork eidolon can use this ability once per day. The clockwork eidolon can use this ability 1 additional time per day by spending an additional 1 upgrade point (maximum 3/day). The clockwork mage must be at least 9th level before selecting this upgrade.
Shifting Plates (Ex): As a swift action, the clockwork eidolon can alter his shell’s makeup, allowing it to change the damage type of natural attacks to slashing, blunt, or piercing. This evolution can be selected multiple times. Each time it is chosen it changes the damage type to a different natural attack. The clockwork mage must be at least 6th level before selecting this upgrade.
Silent Gears (Ex): The clockwork eidolon’s internal mechanisms no longer reverberate with grinds and whirls when it moves. Its gears and joints are under the constant effects of a silence spell and gains a +4 bonus to all Stealth checks.
Slow (Su): The clockwork eidolon can use a slow effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet in a burst centered on the clockwork eidolon and a duration of 7 rounds, requiring a DC 17 Will save to negate. The save DC is Constitution-based. This upgrade is exactly like the clay golem’s slow ability. The clockwork mage must be must be at least 7th level before selecting this upgrade.
3-Point Upgrades
The following upgrades cost 3 points from the clockwork eidolon’s upgrade pool.
Cold Iron (Ex): The clockwork eidolon’s form becomes composed of cold iron and its natural attacks are treated as cold iron for the purpose of bypassing damage reduction. The clockwork eidolon continues to have a hardness of 10. The clockwork mage must be at least 11th level before selecting this upgrade.
Deadly Critical (Ex): The clockwork eidolon increases the threat multiplier for one natural attack by 1. Its effects do not stack. Each time a clockwork eidolon selects this upgrade, it applies to a different natural attack. The clockwork mage must be at least 9th level before selecting this upgrade.
Exoskeleton (Ex): The clockwork eidolon’s external structure becomes stronger and more resilient. The clockwork eidolon gains a +4 enhancement bonus to its Armor Class and DR 5/–.
Final Destruction (Ex): When reduced to 0 hit points, the clockwork eidolon shatters in an explosion of jagged shards of metal and gears. All creatures within a 10-foot burst take 6d6 points of slashing damage; a DC 19 Reflex save halves the damage. The save DC is Constitution-based. The clockwork mage must be at least 13th level before selecting this upgrade.
Focused Critical (Ex): The clockwork eidolon gains a +4 bonus on attack rolls to confirm critical hits. Its effects do not stack. Each time a clockwork eidolon selects this upgrade, it applies to a different natural attack. The clockwork mage must be at least 9th level before selecting this upgrade.
Noxious Breath Weapon (Su): As a free action once every 1d4+1 rounds, the clockwork eidolon can exhale a 10-foot cube of gas. This gas cloud persists for 1 round; any creature within the area when the clockwork eidolon creates it (as well as any creature that passes through the cloud during the remainder of that round) is exposed to the cloud’s poisonous effects. This poison is magically created each time the clockwork eidolon uses this power. Breath weapon—inhaled; save Fort 19; frequency 1/round for 4 rounds; effect 1d4 Constitution damage; cure 2 saves. The save DC is Constitution-based. This upgrade is exactly like the iron golem’s breath weapon ability. The clockwork mage must be must be at least 11th level before selecting this upgrade.
Powerful Blows (Ex): The clockwork eidolon inflicts -1/2 times its Strength modifier and threatens a critical hit on a 19–20 with its slam attack. This upgrade does not stack. This upgrade is exactly like the iron golem’s powerful blows ability. The clockwork mage must be must be at least 9th level before selecting this upgrade.
Tricky Gears (Ex): The clockwork eidolon can use one of its natural attacks to deal damage like a thrown weapon with a 15-foot range, effectively functioning as if it had the throwing and returning weapon special abilities. This is natural attack does not have reach. This evolution can be selected multiple times. Each time it is chosen it applies to a different natural attack. The clockwork mage must be at least 11th level before selecting this upgrade.
4-Point Upgrades
The following upgrades cost 4 points from the clockwork eidolon’s upgrade pool.
Breath Weapon (Su): The clockwork eidolon adds sonic to the list of energy types it can select. This otherwise functions like the eidolon upgrade of the same name.
Heavy Chassis (Ex): The clockwork eidolon’s internal structure becomes heavy harder and stronger and more resilient. The clockwork eidolon’s hit points increase by 20, it gains a +2 enhancement bonus to Strength, and a +4 bonus to its CMD against any bull rush, drag, grapple, overrun, reposition, or sunder attempts.
Large (Ex): The clockwork eidolon does not gain the listed Constitution bonus, due to its lack of a Constitution score. This otherwise functions like the eidolon upgrade of the same name.
Mithral (Ex): The clockwork eidolon’s form becomes composed of mithral, is considered to weigh half its normal weight, and gains a hardness of 15. The clockwork eidolon’s natural attacks are treated as silver for the purpose of bypassing damage reduction. The clockwork mage must be at least 13th level before selecting this upgrade.
If 6 additional upgrade points are spent, the clockwork eidolon’s form becomes composed of adamantine and gains a hardness of 20. The clockwork eidolon’s natural attacks are treated as adamantine for the purpose of bypassing damage reduction. The clockwork eidolon must have selected the mithral upgrade. The clockwork mage must be at least 16th level before selecting this upgrade.
Self-Destruction (Su): When reduced to 10% its total hit points or less but still above 0, the clockwork eidolon self-destructs on its next turn, bursting in an explosion of metal scraps and steam that deals 12d6 points of slashing damage plus 12d6 points of fire damage to all creatures within a 20-foot-radius burst. A successful DC 24 Reflex save halves the damage. The save is Constitution-based. The clockwork mage must be at least 16th level before selecting this upgrade.
| Ramza Wyvernjack |
Clockwork looks way better now imho, and the eidolon has plenty of features to make it really work as a construct/clockwork pet, better than a real construct in many cases.
Rune Mage seems really sweet too, haven't had chance to read it all because there's a lot of text, but so far, it seems really interesting :D
| Elghinn Lightbringer |
Yeah, Clockwork Mage feels much more streamlined. Hard thing is, when you have a preconcieved vision of an MCA, and find that its OP, etc., it can be hard to see it whittled down. But I definitely think its a much tighter MCA now.
Rune Mage is quite elaborate, but that's the result of trying to combine mechanics and ideas related to rune magic.