UNDEAD SUMMONER
While most summoners tap into the distant planes to bring forth powerful outsiders, the undead summoner reaches into the grave to conjure necromantic allies.
Undead Focus:
An undead summoner can only use his summon monster ability to summon creatures from the bonus list granted by his eidolon. This alters summon monster.
Undead Eidolon:
An undead summoner's eidolon is treated as an undead for the purpose of determining which spells and effects affect them. They do not have a Constitution score and instead gain a Charisma score equal to their base form's Constitution. Undead eidolons use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability or evolution that relies on Constitution (such as when calculating the breath weapon evolution’s save DC). Undead eidolons are immune to bleed, death effects, disease, exhaustion, fatigue, paralysis, poison, sleep effects, stun, 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 are not subject to nonlethal damage, ability damage, ability drain, or energy drain. They also gain the negativity energy affinity ability. They otherwise do not gain any undead traits. This replaces the eidolon’s outsider type.
Eidolon Class Skills: The following skills are class skills for an undead eidolon: Athletics (Str), Disguise (Cha), Fly (Dex), Influence (Cha), Knowledge (arcane) (Int), Knowledge (divine) (Int), Sense Motive (Wis), Spellcraft (Int), and Stealth (Dex). In addition, the summoner can choose four additional skills to be class skills for his eidolon. Once made, this choice cannot be changed. This replaces the eidolon’s list of class skills.
Undead Horror:
The summoner of an undead eidolon doesn’t choose a subtype for his eidolon. Instead, he chooses one of the undead horrors noted below. An undead eidolon’s choice of horror functions exactly like a standard eidolon’s choice of subtype, except an undead eidolon doesn’t gain a subtype as a result of this choice unless noted otherwise by one of its base evolutions.
Strength of the Grave (Ex):
At 2nd level, an undead summoner gains a +4 bonus on saves against fear, energy drain, death effects, and necromantic effects. This replaces bond senses.
Unholy Fortitude (Su):
Starting at 6th level, an undead summoner may choose to add either his Charisma bonus or his Constitution bonus to the number of new hit points he gains each level. This replaces maker’s call.
Negative Energy Affinity (Ex):
At 8th level, an undead summoner, while technically still alive, is healed by negative energy and harmed by positive energy as if he were an undead creature. If the undead summoner is already undead, he instead gains channel resistance +2. This replaces transposition.
Lifedrinker (Su):
At 16th level, when an undead summoner reduces a creature to fewer than 0 hit points with an attack or sphere ability, he can affect that same target with death knell as a swift action. This replaces merge forms.
Undead Mastery (Su):
At 19th level, all undead summoned by an undead summoner are treated as if they were created under a desecrate spell. This replaces summoning mastery.
Dismembered
Hardly full creatures in and of themselves, dismembered are undead that consist of bits and pieces of deceased creatures that have been animated in favor of an entire corpse. Common dismembered include gruesome hands that scuttle about like roaches while others are floating disembodied heads that moan endlessly. Summoners looking for an undead eidolon don’t typically use dismembered undead because of their piecemeal appearance, but summoners needing function over form often have few qualms about creating a dismembered eidolon.
Alignment: Any evil.
Eldritch Pact: Death
Summon List: Undead
Base Form:
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Horror (flight [using magic], slam),
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Quadruped (limbs [legs, 2], slam).
Base Evolutions:
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At 1st level, dismembered eidolons gain the improved damage and improved natural armor evolutions. They can’t select the limbs or head evolution. A dismembered eidolon can change the type of damage that its slam attack deals (bludgeoning, piercing, or slashing) by spending 1 evolution point. By spending 2 evolution points, they can change the eidolon’s slam attack to deal two types of damage. By spending 3 evolution points, they can change the eidolon’s slam attack to deal all three types of damage. Whenever the summoner changes the dismembered eidolon’s evolutions, he can also change the damage type for its slam attack.
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At 4th level, dismembered eidolons gain the grab evolution, tied to the natural weapon that they gain from their slam evolution. This evolution works on creatures of the same size category or smaller than the eidolon
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At 8th level, dismembered eidolons gain the Vital Strike feat as a bonus feat. They also gain the ability increase evolution, tied to an ability score of the summoner’s choice. Whenever the summoner changes the eidolon’s evolutions, he can also change the ability score tied to the improved ability evolution.
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At 12th level, dismembered eidolons gain DR 5/magic and slashing. They also gain the constrict and strangle evolutions.
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At 16th level, dismembered eidolons gain the Improved Vital Strike feat as a bonus feat. They also gain improved natural armor as a bonus evolution.
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At 20th level, dismembered eidolons gain the Greater Vital Strike feat as a bonus feat, ignoring its prerequisites.
Ectoplasmic
Drawn from the energies of the Ethereal Plane, ectoplasmic creatures are born from souls that become tangled in ectoplasm, a vile substance that resembles thick tangles of dripping goo. Hateful and filled with destructive rage, ectoplasmic creatures never consent to working with the living. Instead, summoners secretly ensnare these creatures so they can be employed later at the summoner’s whim.
Alignment: Any evil.
Eldritch Pact: Death
Summon List: Undead
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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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, ectoplasmic eidolons gain the horrifying attacks and magical attacks evolution.
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At 4th level, ectoplasmic eidolons gain the energy attacks evolution. Instead of the energy types listed by this evolution, an ectoplasmic eidolon’s natural attacks deal negative energy damage. This damage never heals creatures, even if they would normally be healed by negative energy (though such creatures still take no damage).
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At 8th level, ectoplasmic eidolons gain the ability to pass through material walls and obstacles. They gain the phase lurch ability.
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At 12th level, ectoplasmic eidolons gain DR 5/magic and slashing. In addition, they gain touch of corruption as antipaladins with levels equal to their Hit Dice.
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At 16th level, ectoplasmic eidolons can wreck their foes with negative energy. This ability functions like the Crusader’s Fist feat, except the ectoplasmic eidolon can use this ability whenever it attacks with a natural weapon and hits a creature. When using this ability, the eidolon doesn’t gain the bonus damage from its energy attacks evolution.
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At 20th level, ectoplasmic eidolons gain constant air walk as a spell-like ability.
Skeleton
Built from the bones of the deceased and infused with negative energy, skeletons are among the most basic undead. Utterly mindless, skeletons seek only to consume and make excellent, if unintelligent, minions. Summoners, however, favor intelligent undead as eidolons, and so they create their skeleton eidolons by infusing them with a the sentience of a lingering spirit from the Shadow Plane to create a self aware eidolon.
Alignment: Any evil.
Eldritch Pact: Death
Summon List: Undead
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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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, skeleton eidolons gain the improved natural armor and resistance (cold) evolutions. Improved natural armor evolutions gained as base evolutions don’t prevent skeleton eidolons from choosing the armor training evolution.
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At 4th level, skeleton eidolons gain the armor training evolution as well as a +4 bonus on initiative checks. They also gain DR 5/bludgeoning.
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At 8th level, skeleton eidolons gain the ability increase (Dexterity) evolution. They also gain channel resistance +4.
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At 12th level, skeleton eidolons increase their damage reduction to DR 10/bludgeoning. They also gain the retaliation evolution.
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At 16th level, skeleton eidolons lose the resistance (cold) evolution and instead gain the immunity (cold) evolution. They also lose the armor training evolution and instead gain the armor training evolution with 3 evolution points spent.
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At 20th level, skeleton eidolons can make a flurry of attacks against its foes. Whenever they use the full-attack action, skeletal eidolons can make one additional attack at their highest attack bonus. This benefit is not cumulative with similar effects, such as a haste spell.
Zombie
Favored by apprentice necromancers and masters alike, zombies are often considered the iconic undead. Pictured as shambling horrors bearing the faces of loved ones, zombies fill even the most steeled soul with foreboding, for where one zombie shambles many more are soon to follow. Rather than use these mindless undead, most summoners create self-aware zombies capable of tactical thought for use as eidolons.
Alignment: Any evil.
Eldritch Pact: Death
Summon List: Undead
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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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, zombie eidolons gain the slam evolution. They also gain Toughness as a bonus feat.
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At 4th level, zombie eidolons gain the improved natural armor and increased speed evolutions. They also gain DR 5/ slashing. Improved natural armor evolutions gained as base evolutions don’t prevent zombie eidolons from choosing the armor training evolution.
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At 8th level, zombie eidolons gain the ability increase (Dexterity) evolution. They also gain channel resistance +4.
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At 12th level, zombie eidolons increase their damage reduction to DR 10/magic and slashing. They also add 1 evolution point to their evolution pools.
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At 16th level, zombie eidolons gain the ability increase (Strength) and improved natural armor evolutions.
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At 20th level, zombie eidolons gain the ability to infect the living with undeath. Whenever the eidolon reduces a living creature to 0 or fewer hit points, that rises as a zombie 1d4 rounds after its death unless it succeeds on a Will save (DC 10 + 1/2 the eidolon’s level + the eidolon’s Charisma modifier). The eidolon can raise a total number of Hit Dice of zombies each day equal to its Hit Dice. These zombies aren’t under the eidolon’s control.
UNDEAD EVOLUTIONS
The following evolutions can be taken by eidolons from the Undead Summoner archetype.
1-Point Evolutions
The following evolutions cost 1 point from the eidolon’s evolution pool.
Curse (requires Summoner level 4th): The eidolon can impart a minor curse upon one target within 30 feet as a standard action. If the target fails a Will save (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Charisma modifier), it takes a –2 penalty on one of the following (eidolon’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This curse lasts for a number of rounds equal to 3 + the eidolon’s Charisma modifier. This is a mind-affecting effect.
2-Point Evolutions
The following evolutions cost 2 points from the eidolon’s evolution pool.
Disease (requires Summoner level 7th and the Bite evolution): The eidolon causes disease in those it contacts. Whenever the eidolon hits an opponent with its bite attack, that opponent contracts the disease.
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Eidolon Disease: injury; save Fort negates; onset 1d3 days, frequency 1/day, effect 1d4 Dex damage and 1d4 Con damage; cure 1 save.
The save DC is equal to 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier. The eidolon cannot infect an opponent with its disease more often than once per round.
3-Point Evolutions
The following evolutions cost 3 points from the eidolon’s evolution pool.
Attach (requires Summoner level 8th and the Grab evolution): The eidolon possesses a proboscis, latching jaws, or some other means to quickly grab hold of its foe. Select one of the following attacks: bite, slam, tail slap, or tentacle. When the eidolon hits an opponent with the selected attack, it automatically latches onto that opponent. The eidolon is considered grappling, but the target is not. The target can attack the eidolon as normal or break the attach with a successful grapple or Escape Artist check.
Phantom Mount (requires Summoner level 4th): The eidolon can call a mount of its own into existence. Once per hour, the eidolon can summon a horse similar to a phantom steed. This mount is more real than a typical phantom steed and can carry one additional rider. The eidolon uses its Hit Dice as its caster level when determining its mount’s powers. The eidolon’s mount looks distinctive and is always appropriate for a creature of its type and subtype. If the mount is destroyed, it can be summoned again with full hit points 1 hour after its death. If the eidolon is reduced to 0 or fewer hit points, the mount is immediately destroyed as well.
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.
4-Point Evolutions
The following evolutions cost 4 points from the eidolon’s evolution pool.
Blood Drain: The eidolon can sap the life waters of its victims. Whenever the eidolon ends its turn grappling a foe, that opponent takes 1 point of Constitution damage. This Constitution damage can be increased by one step for every 2 additional evolution points spent according to the following scale: 1/1d2/1d3/1d4/1d6/1d8/1d10.
Brain Consumption: The eidolon regenerates by eating the brains of freshly-slain corpses. By spending one full round consuming the brain of a living creature that has been dead for no more than 10 minutes, the eidolon restores a number of hit points equal to 1d6 per point of Intelligence bonus the creature possessed (minimum 1d6). The eidolon can use this ability a number of times per day equal to its Charisma modifier (minimum 1).
Paralysis (requires Summoner level 10th): One of the eidolon’s attacks causes its target’s body to seize up and become unable to move. Select one of the following attacks: bite, claw, pincers, slam, tail slap, or tentacle. Whenever the eidolon makes a successful attack of the selected type, the target must attempt a Fortitude saving throw (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier) or become paralyzed for 1 minute. Each round, the paralyzed creature can attempt a new saving throw as a full-round action that does not provoke attacks of opportunity to end the effect. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown. If 6 additional evolution points are spent, creatures paralyzed by this evolution don’t get a new saving throw each round to end the effect.