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Vino 08
Vino 08
Vino 08
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to your next result. and mutations that mark them as touched by
19: You suffer 1 damage/class level, and the power of something beyond the void.
your eidolon gains a 2-point evolution of your Such creatures suffer a penalty on all
Using These Archetypes with Animal
Shaman choice until next round. Roll again, adding 2 Diplomacy and Handle Animal checks equal
to your next result. to your CL for an equal number of days. That
The Pathfinder Roleplaying Game
presents interesting options for playing 20+: Your eidolon erupts with energy, as is, a creature subject to a cure spell cast by
a totem-focused druid—one dedicated per a heightened fireball (CL equal to its HD, a 7th-level doorway to the howling other
to a specific kind of animal—such as the spell level equal to 1/2 its HD), dealing 1d6 receives a −7 penalty on the aforementioned
ape shaman, bat shaman, bear shaman, energy damage/HD to all in the area. The skills for 7 days.
boar shaman, dragon shaman, eagle
type of energy damage dealt is chosen by In addition, all creatures summoned by
shaman, lion shaman, saurian shaman,
serpent shaman, shark shaman, or wolf you, and the saving throw is dependent on you using summon nature’s ally spells or
shaman (see Pathfinder Roleplaying your Charisma score. Your eidolon is immune similar abilities, including those cast through
Game Advanced Player’s Guide, Ultimate to this effect but loses half of its hp. spell-trigger or spell-completion items, are
Combat, and Ultimate Magic). grotesque beasts born of a place beyond
the world we know. Possessed of hideous,
Because neither the manyskins dancer
nor the door to the howling other include
MDRUID: Doorway to the unnatural and otherworldly power, these
any overlapping rule changes, these Howling Other are parodies of sane life that fit some
archetypes may be used in concert. An infection-shard of another world’s similar ecological niche: twists of pulsating,
However, due to the extreme focus of the thrashing, an eternally hungering biomass, claw-studded tumors; shuddering slabs of
shaman, these archetypes may react in
churns within you—and through you. You are jagged wet bone over webbed muscle; and
unexpected or unintended ways.
A shaman using the manyskins dancer the gate: your soul the unopened yet bulging multi-hinged tendrils of eyes, veins, and
archetype will be unfairly limited, door, your flesh the precipice of a thousand chemiluminescent fungus cut into savage
prevented from using—at length—the form claws scrabbling at the slick edge, your very shapes more efficient than mere mundane
the class is designed to use. Conversely, words the foam of something indescribable eagles, wolves, and leopards.
a shaman using the doorway to the
spilling with shocking speed between the Such creatures gain a single ability from the
howling other archetype might gain too
much benefit: a wolf shaman, for example, black places outside of time and space as Unnatural Adaptation menu below, with the
could summon (or take the form of) an sane minds comprehend. attendant drawback, chosen as the time of
amphibious wolf, then turn around and By a Foulness, You Will Know Them (Su): casting. Further, these creatures, regardless
summon gliding wolves, obviating their At 1st level, you lose all connection to the of adaptation, are observably of unnatural
limitations. GM discretion is advised.
natural world of your home and native reality, origin. Normal animals do not willingly
instead becoming host to a coil of toxic, approach such creatures unless the animal’s
hostile seed—the gaping, sputtering maw master makes a Handle Animal, Ride, or wild
eidolon receives the effects of a heal spell at of another, more elder star’s aggression. empathy check (DC 25).
your CL. You lose all ability to be healed by cure spells If you choose an animal companion
18: You lose control of your eidolon. It is or similar magic, except those cast by you for your nature bond ability, it gains one
considered both chaotic and evil until the or others with this same archetype. Those adaptation—chosen by you—and well as
end of your next round. Roll again, adding 2 healed by your cure spells take on deformities the wake of woe special ability listed below.
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