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to teleport up to 10 ft.

per moon child level per


day as a standard action. This teleportation Class damage/class level. Roll again, subtracting 2
from your next result.
must be used in 5-ft. Increments, and such
movement does not provoke an attack of
opportunity. You can bring other willing
Archetypes 3–4: Your eidolon suffers 1 damage/class
level. Roll again, subtracting 1 from your next
result.
creatures with you, but you must expend an
equal amount of distance for each additional
creature brought with you.
See in Darkness (Su)—You can see perfectly
A ny player character can discover a
connection to the oddities of other
worlds. All that's needed is a potent
curiosity or, perhaps, a fated encounter.
5–6: You suffer 1 damage/class level. Roll
again, subtracting 1 from your next result.
7–8: Your eidolon gains the benefits of
one of the following spells of your choice,
in darkness of any kind, including that created as if cast by you: aid, enlarge person, see
by deeper darkness. MSUMMONER: Mouth of invisibility, reduce person, resistance.
Exalted Aspect: You automatically know the Mad Ruin 9: Your eidolon is confused for a number of
following exalted aspect at 18th level. Only Some piece of you, deep inside yet spilling rounds equal to half your level.
one exalted aspect can be active at a time, out, has become attuned to energies 10: Your eidolon is slowed until the end of
and while it is active, a house that you know unfathomable to lesser minds. They would the next round. Roll again, adding your class
must be eclipsed. call it blasphemy. Corruption. Horror given level to the next result.
True Shadows (Su)—You are becoming one energy and will and insane flesh. 11: Your eidolon is slowed until the end of
with the very shadows. This provides you No. Those words are too small for what next round. Roll again, subtracting your class
total concealment. You cannot be targeted, you can call forth with your magic. level from the next result.
including by attacks of opportunity, and you Reality Ruin (Su): Starting at 1st level, you 12: Your eidolon gains a one–point evolution
benefit from a 50% miss chance. may attempt to enhance your eidolon with of your choice until the end of next round.
additional power by tapping into a seething, 13: Your eidolon gains the effects of aid until
broken universe buried beneath our own. the end of next round. If already under the
This is also known as the cancer channel. effects of aid or a similar effect, your eidolon
These are dangerous and ill-understood receives the effects of a bull’s strength spell.
principles at best and may provoke 14–15: Your eidolon gains the effects of
dangerous, and even lethal, consequences. bull’s strength until the end of next round. If
Upon the attempt, roll on the chart below. already under the effects of a bull’s strength
This ability is a standard action and may be or similar effect, your eidolon receives the
used a number of times per day equal to 3 + effects of a haste spell.
your Cha modifier. The choice to use it must 16: You suffer 1d4 damage/class level and
be made before the eidolon has acted this your eidolon gains a 1-point evolution of your
round. choice until the end of next round. Roll again,
This ability replaces the summon monster adding 2 to your next result.
I spell-like ability and all associated level- 17: Your eidolon gains the effects of haste
dependent increases to that class ability. until the end of next round. If already under
1–2: You and your eidolon each suffer 1 the effects of a haste or similar effect, your

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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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