
Warhawk7 |
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Hey guys.
So, a discussion about androids and summoners got me thinking, why not have an archetype for androids that is Int based instead of Cha based. This led to me working on a racial archetype for android summoners. It's not completely finished, but I was hoping the community could help out on that regard.
The nanotech summoner is an archetype of the summoner class, available to android summoners.
Sometimes an android has a unique power over the nanites in their body. They can use these nanites to create a visual manifestation of the android's subconscious. These android summoners, dubbed nanotech summoners by some, harness their power over their nanites to summon powerful eidolons and other creatures, all created from their nanites.
Class Features
Class Skills: The nanotech summoner gains Disable Device as a class skill and removes Use Magic Device.
Nanotech Genius (Ex): A nanotech summoner uses Intelligence, rather than Charisma, to determine all class features and effects relating to the summoner class, such as the Spells and Summon Monster class features.
Diminished Spellcasting: A nanotech summoner can cast one fewer spell of each level than normal. If this reduces the number to 0, she can cast spells of that level only if her Intelligence allows bonus spells of that level.
Robotic Summoning (Sp): When a nanotech summoner uses her summon monster ability or casts the summon monster spell, she typically summons creatures that are robotic versions of normal creatures. When a creature on the summon monster spell list indicates that it is summoned with either the celestial or the fiendish template based on the alignment of the caster, the creature summoned by the nanotech summoner has the robotic creature template instead. Furthermore, the summon monster lists are modified in the following ways (these changes also apply to using a higher-level summon spell to summon multiple creatures from a lower-level list).
All aquatic, elemental, and outsider creatures are removed.
Summon Monster I – add arachnid robot
Summon Monster II – add mechanical viper
Summon Monster III – add robot collector
Summon Monster IV – add scrapyard robot
Summon Monster V – add machine soldier
Summon Monster VI – add torturer robot
Summon Monster VIII – add myrmidon robot
This ability otherwise functions as, and replaces, the summoner’s normal summon monster spell-like abilities.
Robotic Eidolon
The eidolon of a nanotech summoner tends to take more robotic forms than other summoners' eidolons. A nanotech summoner's eidolon is a physical manifestation created by her own personal nanites, the two are inseparable. When her eidolon manifests, her circuitry-tattoos glow as if she were using her nanite surge ability and her nanites pour from her circuitry-tattoos. As long as her eidolon is manifested, her circuitry-tattoos have a soft glow, giving off light as a candle.
Spells that repair constructs, such as make whole and greater make whole, heals the eidolon. Spells and effects that target constructs with the clockwork or robot subtype or have specific effects against constructs with these subtypes affect the eidolon as if it were a construct with the clockwork or robot subtype. The eidolon is especially vulnerable to electricity, taking 150% as much damage as normal from electricity attacks, unless they are immune to electricity via other special defenses
The eidolon gains a +2 bonus on saves against disease, exhaustion, fatigue, paralysis, poison, sleep effects, and stunning. At 7th level, this bonus on saves can be increased to +4 by spending 2 additional evolution points. At 12th level, this protection can be increased to immunity against these attacks by spending 2 additional evolution points (the summoner must pay for the 7th-level upgrade before paying for this 12th-level upgrade).
Even though a nanotech summoner’s eidolon appears to be robotic, it is still considered an outsider.
A nanotech summoner's eidolon cannot take the aquatic base form, nor can it take the following evolutions:
1-point evolutions: gills, hooves, magic attacks, slippery, sticky, unnatural aura
2-point evolutions: alignment smite, shadow form, sickening, undead appearance
3-point evolutions: celestial appearance, fiendish appearance, frightful presence, swallow whole
4-point evolutions: incorporeal form, no breath
In addition, the following evolutions are changed as follows:
1-point evolutions:
Basic Magic - All spells are treated as technological effects, and as such aren’t affected by effects that hinder magic, but are affected by effects that hinder technology.
Resistance - If the eidolon selects electricity, they are no longer vulnerable to electricity. All other resistances are unchanged by this (they increase as normal per the evolution).
2-point evolutions:
Energy Attacks - The energy attacks become ranged touch attacks with a range increment of 15ft.
Immunity - The summoner cannot select electricity as an immunity unless the eidolon already has selected the electricity resistance evolution first.
Minor Magic - All spells are treated as technological effects, and as such aren’t affected by effects that hinder magic, but are affected by effects that hinder technology.
3-point evolutions:
Damage Reduction - The eidolon gains DR/5 adamantine instead of an alignment-based DR. At 12th level, this protection can be increased to DR 10/adamantine by spending 2 additional evolution points.
Major Magic - All spells are treated as technological effects, and as such aren’t affected by effects that hinder magic, but are affected by effects that hinder technology.
4-point evolutions:
Ultimate Magic - All spells are treated as technological effects, and as such aren’t affected by effects that hinder magic, but are affected by effects that hinder technology.
This ability alters the summoner’s eidolon ability.
Nanite Surge (Ex): At 8th level, the nanotech summoner and her eidolon share the capability to perform a nanite surge. Once per day, the nanotech summoner's eidolon can gain the benefits of the nanite surge racial ability. This does not expend the nanotech summoner's own nanite surge uses for the day.
The nanotech summoner’s eidolon can use this an additional time per day at 16th level.
This ability replaces the transposition ability.
Nanite Hijack: At 16th level, as a full-round action, the nanotech summoner can command her nanites to infect and attempt to take over another robot of equal HD or lower. The targeted robot must make an opposed Will saving throw. If the targeted robot succeeds its saving throw, it is staggered for 1d6 rounds, but otherwise is unaffected. If the targeted robot fails, it comes under full control of the nanotech summoner for a number of minutes equal the summoner’s level. At the end of the duration of this control, the targeted robot regains control of its functions and immediately becomes hostile to the summoner, regardless of its initial attitude.
This ability replaces the merge forms ability.
3 point evolution:
Force Field - The eidolon gains a force field that sheathes the eidolon in a thin layer of shimmering energy that grants a number of bonus hit points. The amount of hit points is equal to 5 x the eidolon’s Hit Dice. All damage dealt to the eidolon with an active force field is reduced from these hit points first. As long as the force field is active, the eidolon is immune to critical hits. A force field has fast healing equivalent to the eidolon’s HD, but once its hit points are reduced to 0, the force field shuts down and cannot reactivate until the summoner rests for 8 hours.
I will be posting the template mentioned shortly. If anyone has any ideas for other new evolutions, please feel free to post them here. I want to replace Twin Eidolon with something else for a capstone, but I haven't thought of anything yet.
Also, I couldn't think of whether to name it Nanotech Summonner or Neosummoner.

Warhawk7 |

Creatures with the robotic creature template look like robotic versions of the base creature. A robotic creature’s CR increases by +1.
Size and Type: The creature’s size remains unchanged. Its type changes to construct. It loses any other subtypes it has. Recalculate the creature’s base attack bonus and saves based on its new type.
Senses: A robotic creature gains low-light vision and darkvision to a range of 60 feet. If the original creature had darkvision, it uses this range regardless of the base creature’s range.
Defensive Abilities: A robotic creature loses all the defensive abilities of the base creature, but gains construct immunities and the following:
Damage Reduction: The robotic creature gains hardness based on the base creature’s Hit Dice: HD 5 or less, 5; HD 6 to 10, 10; HD 11 to 20, 15; HD 21 or more, 20.
Intelligent: Robotic creatures are intelligent, and thus have skills and feats as appropriate for their Hit Dice. The robot’s Intelligence score changes to 10. The following are class skills for robots: Climb, Disable Device, Fly, Knowledge (all), Linguistics, Perception, and Sense Motive.
Vulnerable to Critical Hits: Whenever a robot takes extra damage from a critical hit, it must make a DC 15 Fortitude save to avoid being stunned for 1 round. If it makes a successful saving throw, it is staggered for 1 round. The robotic creature remains immune to other sources of the stunned condition.
Vulnerable to Electricity: Robotic creature take 150% as much damage as normal from electricity attacks, unless they are immune to electricity via other special defenses.
AC: Increase the base creature’s natural armor bonus by +2.
Hit Dice: All current and future HD become d10s. Additionally, drop all HD gained from class levels. Since the base creature loses its Con score, it loses all bonus hit points from its Con score, but gains bonus hit points based on its size (as all constructs do).
Size Bonus HP
Fine -
Diminutive -
Tiny -
Small 10
Medium 20
Large 30
Huge 40
Gargantuan 60
Colossal 80
Attacks: A robotic creature retains all the natural attacks of the base creature. If the base creature did not possess natural attacks, it instead gains an integrated weapon, such as a laser or plasma weapon. These weapons are treated as natural attacks and not manufactured weapons attacks. Integrated weaponry can still be targeted by effects that target manufactured weapons (such as magic weapon spells or sunder attempts), but as a general rule cannot be harvested for use outside of the robotic creature’s body once the robotic creature is destroyed. A robotic creature is always proficient with its integrated weapons. Integrated ranged weapons do not provoke attacks of opportunity when fired in melee combat. Damage is based on the following table, regardless of the type of integrated weapon.
Size Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
Special Attacks: A robotic creature retains any extraordinary attacks the base creature possesses, but loses all spell–like abilities, spells, and supernatural attacks. Special attacks with save DCs based on the base creature’s Constitution modifier must be recalculated since the robot has no Constitution score. Recalculate as though the robotic creature had a Constitution score of 10 (no bonus or penalty).
Abilities: Str +4, Dex –2. A robotic creature has no Constitution score. Its Wisdom changes to 11, its Intelligence changes to 10, and its Charisma changes to 1.

Oceanshieldwolf |

nighttree |

Interesting.....I'm playing an Andriod/Synthesist in Iron Gods, his eidolon re-flavored as enhanced nanites.
There have been some rough spots, and I am always looking for ideas as to how to develop the character going foreword.
Unfortunately, we don't allow 3rd party/homebrew stuff at out table normally...

Warhawk7 |

Here are the spell list changes.
The following changes are made to the nanotech summoner's spell list:
1st – Add technomancy; remove unseen servant
2nd – Add make whole; remove phantom steed
3rd – Add rebuke technology; remove phantom chariot
4th – Add make whole, greater; remove mage’s faithful hound
5th – Add destroy robot; remove summon infernal host
6th – Add memory of function; remove eagle aerie

Warhawk7 |

I may change the Energy Attack evolution to be something along the lines of an integrated weapon.
Integrated Energy Weapon: The eidolon gains an integrated weapon, such as a laser. Pick one energy type: acid, cold, electricity, or fire. The eidolon can make a ranged touch attack with a range of 15 ft. that deals the chosen energy type. The eidolon's damage or range can be increased by spending additional evolution points. For 2 additional evolution points, the range increases to 30 ft. and the damage increases to 1d8. For an additional 4 evolution points, the range increases to 45 ft. and the damage increases to 1d10. Additionally, this evolution can be taken multiple times, picking a different energy type each time.