CONSTRUCTOR
Instead of summoning an eidolon, some summoners prefer to build one themselves.
Class Skills: The constructor adds Disable Device to his list of class skills instead of Handle Animal. This ability alters the summoner’s class skills.
Mechanics:
The constructor uses his Intelligence score instead of his Charisma score as his key spellcasting ability score and for calculating daily uses of his summon monster ability.
Construct Eidolon:
Construct eidolons are constructs for the purpose of determining which spells and effects affect them. Construct eidolons do not have a Constitution score and instead gain an Intelligence score equal to their base form’s Constitution. Construct eidolons gain bonus hit points based upon their base size, as noted on Table: Construct Eidolon Hit Points. Construct eidolons are immune to bleed, disease, poison, positive or negative energy (including healing), sleep effects, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless), and are never at risk of death from massive damage. They otherwise do not gain any construct traits. A construct eidolon gains a number of skill ranks equal to 2 + its Intelligence modifier per Hit Dice. This replaces the eidolon’s outsider type.
Eidolon Class Skills: The following skills are class skills for a construct eidolon: Craft (Int), Heal (Wis), Knowledge (arcane) (Int), Knowledge (divine) (Int), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), and Knowledge (nature) (Int). This replaces the eidolon’s list of class skills.
Construct Model:
The summoner of a construct eidolon chooses one of the construct models noted below. A construct eidolon’s choice of model functions exactly like a standard eidolon’s choice of subtype, except a construct eidolon doesn’t gain a subtype as a result of this choice.
Animated Object
Animated objects are mundane items given automation by a spellcaster through complex spells or rituals. Highly customizable, animated objects can be built to suit virtually any task and are favored eidolons of summoners who lack the skill or resources to build more complex constructs.
Alignment: Any.
Eldritch Pact: Enhancement
Summon List: Construct
Base Form:
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Aquatic (bite, gills, tail, tail slap, swim),
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Avian (bite, flight, limbs [legs]),
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Biped (claws, limbs [arms], limbs [legs]),
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Horror (bite, tentacle [2 points], improved damage [tentacle], reach [tentacle]),
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Quadruped (bite, limbs [legs, 2]),
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Serpentine (bite, climb, grab [tail slap], tail, tail slap).
Base Evolutions:
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At 1st level, animated object eidolons gain the construct materials and resistance (fire) evolutions. They must choose their construct material from the following list: adamantine, alchemical, bone, brass, clay, coral, fossil, glass, ice, iron, junk, mithral, stone, wax, or wood.
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At 4th level, animated object eidolons gain a number of bonus hit points equal to the total number of points in their evolution pool. They also add 2 evolution points to their evolution pools.
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At 8th level, animated object eidolons gain bonus hit points, as indicated on Table: Construct Eidolon Bonus Hit Points, as if they were one size category larger than their actual size. In addition, they gain the improved natural armor evolution.
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At 12th level, animated object eidolons gain hardness equal to half their Hit Dice. They also add 2 evolution points to their evolution pools.
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At 16th level, animated object eidolons gain the large evolution. Alternatively, they can gain the ability increase evolution with two ability
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At 20th level, animated object eidolons increase their hardness by 5. They also gain bonus hit points, as indicated on Table: Construct Eidolon Bonus Hit Points, as if they were two size categories larger instead of one size category larger.
Golem
Magically crafted automatons of great power, golems stand apart from other constructs because of the nature of their animated force – golems are granted their magical life via an elemental spirit that suffuses their otherwise mundane bodies. Summoners with golem eidolons use their magic to permanently bond vessel and spirit together, creating a golem far more stable than others of its kin.
Alignment: Any.
Eldritch Pact: Enhancement
Summon List: Construct
Base Form:
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Biped (limbs [arms], limbs [legs], slam).
Base Evolutions:
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At 1st level, golem eidolons gain the double slam evolution and the construct materials evolution. They can choose from any of the construct material types listed on Table: Construct Materials.
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At 4th level, golem eidolons gain resistance and vulnerabilities to certain kinds of magic, based upon the construct material type they’ve chosen with the construct materials evolution. Certain spells and effects function differently against the eidolon, as noted by the immunity to magic ability associated with the golem type that shares the same special material as the golem eidolon’s chosen construct material. This ability doesn’t grant the eidolon immunity to spells or spell-like abilities that allow spell resistance.
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At 8th level, golem eidolons gain the advanced golem evolution that corresponds with the construct material that they’ve chosen with the construct material evolution. In addition, they gain the improved the improved natural armor evolution.
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At 12th level, golem eidolons gain DR 5/adamantine and the spell resistance evolution.
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At 16th level, golem eidolons gain the ability increase (Strength) evolution and they add 1 evolution point to their evolution pools.
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At 20th level, golem eidolons increase their damage reduction to DR 10/adamantine. They also lose the spell resistance evolution and gain immunity to all spells and spell-like abilities that allow spell resistance except for those spells that function differently for the golem, as noted by its immunity to magic ability.
CONSTRUCT EVOLUTIONS
The following evolutions can be taken by eidolons from the Constructor archetype.
1-Point Evolutions
The following evolutions cost 1 point from the eidolon’s evolution pool.
Construct Material: The eidolon’s body is wholly (or mostly) constructed of a specific kind of material. Choose one type of material from among those listed on Table: Construct Material Types. Any character trained in the skill associated with the chosen construct material can repair the eidolon by spending 1 hour and making a DC 20 skill check. If the check is successful, the eidolon recovers a number of hit points equal to the result of the skill check, up to a total number of hit points per day equal to twice its Hit Dice. Additionally, any spell effects that heal hit point damage that are cast onto the eidolon by its summoner function as though the eidolon wasn’t immune to positive energy.
Integrated Weaponry (requires the Limbs(arms) and Slam evolutions): One of the eidolon’s slam attacks takes the form of a light or one-handed melee weapon of the summoner’s choice. Alternatively, the summoner can choose a ranged projectile weapon that can be fired in one hand, such as a hand crossbow or a sling. In order to add a weapon to an eidolon, the summoner must be able to supply a nonmagical version of that weapon to fuse into the eidolon’s body. After incorporating the chosen weapon into its body, the eidolon’s slam attack uses the chosen weapon’s damage, critical threat range, critical multiplier, range increment, and special qualities in place of those of its slam attack. An integrated weapon is a primary natural attack, and any evolutions that apply to the eidolon’s slam also apply to its integrated weapon, but otherwise the integrated weapon counts as a weapon of the chosen kind for all effects. If the summoner changes this evolution, any weapon he has integrated into his eidolon is immediately expelled from its body and returned to him in working condition.
2-Point Evolutions
The following evolutions cost 2 points from the eidolon’s evolution pool.
Advanced Golem (requires Summoner level 8th, the golem subtype, and the Construct Material evolution): The eidolon gains a new ability based on its construct material.
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Adamantine: Whenever the eidolon scores a critical hit with one of its natural attacks or an adamantine weapon, it makes a free sunder attempt against the target’s armor or shield in addition to the normal damage. This sunder attempt doesn’t provoke attacks of opportunity. The adamantine golem gains a +4 bonus on this sunder attempt.
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Alchemical: Whenever the eidolon strikes a foe with a melee attack, the attack has an additional random effect chosen from Table: Advanced Alchemical Golem Effects. The save DCs for these effects (if any) are equal to 10 + 1/2 the eidolon’s hit Dice + the eidolon’s Constitution modifier.
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Blood: The eidolon’s natural attacks inflict an additional 1d6 points of bleed damage, and it gains the blood drain (1d2 Constitution) special attack. This bleed damage doesn’t stack with itself. In addition, whenever the eidolon drains blood from a creature, it heals 5 points of damage.
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Bone: The eidolon can throw part of its body at a creature within 30 feet as a standard action. This is a ranged touch attack, and if the attack hits, the bones form into a cage that surrounds the target. Each round, the cage makes a combat maneuver check to the trapped opponent using the eidolon’s CMD. If the check fails, the target takes no damage but is still trapped. The target can escape the cage normally or can break out of the bones by dealing 15 points of damage to the prison, which has the same AC, DR, and saves as the eidolon itself. Damage to the prison has no effect on the eidolon. The eidolon can only have one bone prison active at a time, and if it wishes to create a second one, it (or some other creature) must first destroy the existing one.
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Coral: Whenever the eidolon is touching a body of saltwater of a size equal to or greater than its own size, it gains fast healing 5. This stacks with any fast healing that it gains from the fast healing evolution. In addition, the eidolon’s natural attacks inflict an additional 1d6 points of bleed damage. This bleed damage doesn’t stack with itself.
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Brass: The eidolon can exhale a 10-foot cube of smoke and cinders that fills a 20-foot cube. This functions as an incendiary cloud that persists for 1d6 rounds, dealing 1d6 points of fire damage per 2 Hit Die the eidolon possesses. A successful Reflex save reduces the damage dealt by the cloud by half (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier). The eidolon can use this ability once per day. The eidolon can gain additional uses of this ability by spending 2 evolution points per additional use (to a maximum of three total uses per day).
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Carrion: The eidolon’s rotting body offends the senses of nearly every other creature. All living creatures (except those with the stench ability) within 30 feet of the eidolon must succeed on a Fortitude save (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier) or become sickened for 1 minute. Creatures that successfully save cannot be affected by the eidolon’s stench again for 24 hours. This condition is a poison effect, and delay poison or neutralize poison removes the effect from a sickened creature. In addition, whenever the eidolon hits an opponent with one of its natural attacks, it infects that target with the following disease:
Carrion Fever; save Fort (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier); frequency 1/round for 4 rounds; effect 1d3 Dexterity damage and 1d3 Constitution damage; cure 2 saves.
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Clay: After it has engaged in at least 1 round of combat, the eidolon can haste itself as a free action, functioning like the spell. The eidolon can use this evolution for a number of rounds per day equal to its Hit Dice. These rounds don’t need to be consecutive.
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Clockwork: Whenever the eidolon makes a successful grapple check, it deals additional slashing damage to the grappled opponent as if it had hit with its slam attack. If the eidolon has both the constrict evolution and this evolution, it must choose which evolution to use when it makes a successful grapple check. In addition, the eidolon can fold into a whirling wall of grinding gears comprised of four 5-foot cubes that must be adjacent to at least one other cube. If the eidolon has the large evolution, the wall is instead comprised of 8 cubes. If the eidolon has the large evolution with enough evolution points that it is Huge, the wall is instead comprised of 12 cubes. Using this ability is a standard action that provokes attacks of opportunity. This wall doesn’t block line of sight and can be passed through, although anyone passing through the wall takes 1d6 points of slashing damage per Hit Die the eidolon has. If the wall appears in a creature’s space, it can attempt a Reflex save to leap to one side to avoid taking damage entirely (DC equals 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier). The eidolon can take no actions while in this form other than to return to its normal form as a move action, and its AC and abilities remain the same while in this form.
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Flesh: The eidolon can unleash a blast of electricity as a ranged touch attack. If the attack hits, it deals 1d6 points of electricity damage per 3 Hit Die the eidolon possesses. Alternatively, the eidolon can use this ability as a melee touch attack. The eidolon can attempt a slam attack in place of a melee touch attack as part of using this ability.
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Glass: The eidolon can align its internal structure to enhance its resistance to magic for 1 round as a swift or immediate action. During this time,
the eidolon reflects any spell that allows spell resistance as if under the effect of a spell turning spell. The eidolon can use this ability once per day. The eidolon can gain additional uses of this ability by spending 2 evolution points per additional use (to a maximum of three total uses per day). -
Ice: The eidolon’s body generates intense cold, causing any creature that damages it with unarmed strikes or natural weapons to take 1d6 points of cold damage. When reduced to 0 hit points, the eidolon shatters in an explosion of jagged shards of ice as it returns from whence it came. All creatures within a 10-foot burst take 1d6 points of cold and slashing damage per 2 Hit Dice the eidolon possesses. A Reflex save halves the damage (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier).
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Iron: The eidolon can exhale a 10-foot cube of poisonous gas, functioning like the breath weapon evolution except as follows. Creatures within the area of the breath weapon when the eidolon uses its breath weapon are exposed to the following poison:
inhaled; save Fort (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier); frequency 1/round for 4 rounds; effect 1d4 Constitution damage; cure 2 saves.
The poison created by this breath weapon persists for 1 round; any creature within the area when the eidolon uses its breath weapon or that passes through it during the remainder of that round is exposed to the breath weapon’s poison. The eidolon can use this ability once per day. The eidolon can gain additional uses of this ability by spending 2 evolution points per additional use (to a maximum of three total uses per day).
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Junk: The eidolon can break apart into its constituent pieces as a standard action, becoming a swarming mass of Tiny parts. It gains the swarm subtype, its space changes to 10 feet, and its reach changes to 0. In this form, it gains a swarm attack that deals 1d6 points of damage, plus 1d6 additional points of damage per 3 Hit Dice the eidolon possesses, but it loses any other attacks it possessed. The eidolon can revert to its normal form as a full-round action. In addition, whenever the eidolon hits an opponent with one of its natural attacks, it infects that target with the following disease:
Tetanus: injury; save Fort (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier); frequency 1/ round for 4 rounds; effect 1d4 Dexterity damage. Each time someone takes Dexterity damage from tetanus, there’s a 50% chance their jaw muscles stiffen, preventing speech and the use of spells with verbal components for 24 hours; cure 2 saves.
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Mithral: As a swift action, the eidolon can transform into liquid silver as a swift action. While in this form, the eidolon’s reach improves by 15 feet and its DR becomes DR/bludgeoning and adamantine. It can also move through any crack or hole in a wall or door, no matter how small, without squeezing or otherwise impeding its movement. The eidolon can use this ability for a number of rounds per day equal to its Hit dice. These rounds don’t need to be consecutive. Returning to its solid form is a free action.
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Stone: After it has engaged in at least 1 round of combat, the eidolon can use slow as a free action, functioning like the spell except the effect’s range is a 10-foot emanation centered on the eidolon. The eidolon can use this evolution for a number of rounds per day equal to its Hit Dice. These rounds don’t need to be consecutive.
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Wood: As a free action, the eidolon can launch a barrage of razor-sharp wooden splinters from its body in a 20-foot radius burst. All creatures caught in this area take 3d6 points of slashing damage plus an additional 1d6 points per Hit Die the eidolon possesses. Creatures in this area can attempt a Reflex save to halve the damage (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier). The eidolon can gain
additional uses of this ability by spending 2 evolution points per additional use (to a maximum of three total uses per day).
Freeze (requires the Skilled(stealth) evolution): The eidolon can hold itself so still that it appears to be a inanimate object appropriate for its form, such as a statue. An eidolon that uses freeze can take 20 on its Stealth check to hide in plain sight as an inanimate object.
Laser Weaponry (requires the Integrated Weaponry evolution): The eidolon upgrades one of its integrated weapons to emit beams of intensely focused light waves that resolve as touch attacks (or ranged touch attacks if the integrated weapon is a ranged weapon) and deal fire damage. A laser can pass through force fields and force effects like a wall of force without damaging that field to strike a foe beyond. Objects like glass or other transparent barriers do not provide cover from lasers (but unlike force barriers, glass still takes damage from a laser strike passing through it). Invisible creatures are immune to damage caused by a laser weapon. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks.
3-Point Evolutions
The following evolutions cost 3 points from the eidolon’s evolution pool.
Plasma Weaponry (requires the Laser Weaponry evolution): The eidolon’s integrated weapon attacks with a fiery, superheated gas known as plasma. Whenever the eidolon attacks with an integrated weapon that it has upgraded with the laser weaponry evolution, it can choose to fire a blast of plasma instead of a laser. A plasma weapon’s attacks resolve as touch attacks, cannot fire through transparent barriers (such as glass), and are not hampered by clouds like lasers are. Half the damage dealt by a plasma weapon is fire damage, and half is electricity damage.
Unnatural Aura: The eidolon has an otherworldly presence that unsettles animals and vermin. All creatures of these types within 30 feet must succeed on a Will save or become unwilling to approach the eidolon for 1 round (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Charisma modifier). Creatures that succeed on their save cannot be affected by the same eidolon’s unnatural aura for 24 hours. Affected animals or vermin that can be pushed via the Handle Animal skill can be forced to approach the eidolon if the handler succeeds on a DC 25 Handle Animal check. This is a mind-affecting fear effect.