0% found this document useful (0 votes)
21 views2 pages

Vino 11

The document outlines various feats and abilities related to summoning and controlling eidolons and symbiotes in a role-playing game context. It details prerequisites, benefits, and drawbacks of specific feats, including the ability to summon eidolons more frequently and the unique adaptations of summoned creatures. Additionally, it introduces new spells that enhance gameplay mechanics, such as the 'Cloak of the Void' and 'Gravity Hammer'.

Uploaded by

ashlar046
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
21 views2 pages

Vino 11

The document outlines various feats and abilities related to summoning and controlling eidolons and symbiotes in a role-playing game context. It details prerequisites, benefits, and drawbacks of specific feats, including the ability to summon eidolons more frequently and the unique adaptations of summoned creatures. Additionally, it introduces new spells that enhance gameplay mechanics, such as the 'Cloak of the Void' and 'Gravity Hammer'.

Uploaded by

ashlar046
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 2

Prerequisite: Erupting flesh class feature.

Benefit: You may call your eidolon as a


move action an additional 1/day.
FEATS attendant drawback from the Unnatural
Adaptations menu to apply to the creature.
In addition, you gain one benefit and one
In addition, subject to GM approval, choose drawback, chosen from the same menu each
one of the following creature types—
MGeneral Feats time it is used, whenever you use the wild
These feats are available to any character
construct, plant, magical beast, monstrous shape ability.
that qualifies for them.
humanoid, ooze, or vermin—or the unhinged This feat may be taken multiple times; its
control option, described below. Attune Item effects stack.
If you choose a creature type, your eidolon
is forever treated as a creature of this type— You can use an item that you couldn’t Void Tech Engineer
in addition to being treated as an aberration otherwise.
Your superior crafting skills allow you to
and an outsider—for purposes of all spell Prerequisite: Untouchable level 1st.
create void tech items.
effects, magic items, and other special Benefit: You can use potions or wondrous
Prerequisites: Craft (void tech) 5 ranks.
abilities. This provides no benefit but does items of a slot of your choosing. For
Benefit: You receive a +2 bonus on Craft
make the eidolon more vulnerable. instance, if you choose the neck slot, you
(void tech) skill checks. Your ranks in the Craft
If you choose unhinged control, you may be can wear amulets without interference
(void tech) skill count as your caster level for
forced to summon your eidolon against your from your nimbus, but you cannot use any
the purpose of qualifying for the Craft Magic
will. If you are not fused and have daily uses other wondrous items. You can also choose
Arms and Armor and Craft Wondrous Item
of your ability to summon your eidolon as a wondrous items with no slot (or slotless)
feats. You can create magic items using these
move action available, you may be forced to as a unique category. You can change your
feats, substituting your ranks in the Craft
summon your eidolon after suffering a critical chosen slot with 8 hours rest. (You are still
(void tech) skill for your total caster level.
hit or failing a save. In these situations, you prevented from using any wondrous item
You use the Craft (void tech) skill for the
must make a Will save (DC 25). If you fail, on that may require an attack roll.)
check to create any item. The DC to create
your next turn you must use a move action You may take this feat more than once,
the item still increases for any necessary spell
to summon your eidolon, which counts as a allowing for the attunement to multiple
requirements (see the magic item creation
use of your ability. types of items.
rules in the Pathfinder Roleplaying Game
This trait may be taken multiple times. Its Core Rulebook). You cannot use this feat to
effects stack, although unhinged control Greater Unnatural Adaptations create any spell-trigger or spell-activation
may only be chosen once. Your flesh adapts, and the beasts you item.
summon are extremely unique, perfectly Normal: Only spellcasters can qualify for
evolved for predation and survival in strange the Craft Magic Arms and Armor and Craft
biological niches. Wondrous Item feats.
Prerequisite: Doorway to the howling
other archetype druid level 1st.
Benefit: Whenever you summon a creature MSymbiote Feats
via a nature’s ally or a similar druid spell, Major symbiote feats bring a player
you may select one additional benefit and character's symbiote to its fullest potential—

12
for good and for ill. The symbiote and the
character are now of two minds and must
negotiate their mutual existence. Will they
so on), and moves about independently.
The symbiote can reattach itself to you
as a standard action. The symbiote has all
New Spells
come together, working toward a common the abilities of the animal it resembles (for CLOAK OF THE VOID
goal, or tear themselves apart following example, a batlike symbiote can fly) and School abjuration [void]; Level druid 4, sorcerer/
separate agendas? familiar abilities based on your character wizard 4
level (though some familiar abilities may be Casting Time 1 standard action
useless), except that its Intelligence is equal Components V, S, DF
Extra Head (Major, Symbiote) Range touch
to its symbiote points. The symbiote acts as
Somewhere on your body, you sprout Target creature touched
your familiar whether attached or separated Duration 10 min./level
an extra head. It can be either larger or
(providing a skill bonus, the Alertness feat, Saving Throw Fortitude negate (harmless); Spell
smaller than your primary head, but it is a
and so on). When attached to you, the Resistance yes (harmless)
twisted mockery, possessing distinctly alien
symbiote has fast healing 5. An alchemist’s A mystical cloak, as dark as space, forms on the
features. subject. This abjuration grants a creature a stealth
extracts and mutagens are considered spells
Prerequisites: Any one medium symbiote bonus, the ability to survive the environmental
for the purposes of familiar abilities such
feat and any two minor symbiote feats. hazards in space, and resistance to cold. The subject
as share spells and deliver touch spells. If gains a +2 bonus to all Stealth checks. It can survive
Benefit: If you are able to make a bite
a symbiote familiar is lost or dies, it can be unaided in the vacuum of space and does not
attack, you can make two bite attacks. Also,
replaced 1 week later through a specialized need to breathe. In addition, the subject gains cold
whenever you make a Will save, you may roll resistance 5 for the duration of the spell.
procedure that costs 200 gp/character level.
twice and take the better result. You do not
The ritual takes 8 hours to complete. GRAVITY HAMMER
automatically die if only one of your heads is
Special: You cannot already have a familiar
severed, and the head will regrow in 1 day (if School transmutation [gravity]; Level ranger 1,
when you take this feat. sorcerer/wizard 1
you are still alive).
Special: During a blackout, your familiar Casting Time 1 standard action
Symbiote Points: +3.
can choose to travel in familiar form rather Components V, S
than take control of your body. Range personal
Symbiote Familiar (Major, Symbiote) Symbiote Points: +4. Target you
Duration 1 minute/level (D)
While a symbiote is forced to share its host’s Gravity hammer significantly increases the weight and
body, as it grows more intelligent, a symbiote Wings (Major, Symbiote) density of melee weapons at moment of impact,
yearns for its own freedom to pursue its own You develop some form of wings or increasing damage. Any weapon you are using
goals. propulsion organ. when the spell is cast deals damage as if one size
Prerequisites: Any one medium symbiote larger than it actually is. Only you can benefit from
Prerequisites: Any two medium symbiote this spell. If anyone else uses your weapon to make
feat and any two minor symbiote feats. feats and any two minor symbiote feats. an attack, the weapon deals damage as normal for
Benefit: As a standard action, you can have Benefit: You gain a fly speed equal to your its size.
your symbiote detach itself from your body. base speed, with poor maneuverability.
It becomes a separate creature, vaguely Symbiote Points: +4. PARASITIC STRIKE
resembling a kind of Diminutive or Tiny School Conjuration (Summoning) [Evil]; Level druid 6,
animal suitable for a familiar (bat, cat, and sorcerer/wizard 6
Casting Time Full round action

13

You might also like