Axiom Summoner (Summoner)

Most summoners have a close connection to creatures from the farthest reaches of the planes. A rare few tap not into primordial chaos, but the strict tenants of law on the plane of Axis. Summoners of the Axiom form intricate pacts with lawful powers that allow them to conjure constructs from Axis to aid them in battle. Their summoning ability focuses less on primal energy and more on mathematics and geometry utilized to call such extra-planar machines into battle.

An axiom summoner has the following class features.

Alignment

An axiom summoner must be lawful. An axiom summoner that is no longer lawful loses their eidolon and axis summons class abilities and may no longer advance in the class.

Spellcasting

An axiom summoner's spells are fueled by complex mathematical formula and knowledge of planar energies concerning axis. As such, they use Intelligence as their primary casting stat, instead of Charisma.

Axis Summons

Starting at 5th level, a summoner can cast summon monster III as a spell-like ability a number of times per day equal to 3 + his Intelligence modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 10th level, and every 5 levels thereafter, the power of this ability increases, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 20th level). A summoner cannot have more than one summon monster spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

Instead of summoning typical extra-planar creatures available to an ordinary summoner, an axis summoner forges a bond with inevitables through complicated mathematical formula and strong ties to lawful precepts.

At 5th level this ability functions like summon monster III and an axis summoner may summon an Arbiter inevitable. At 10th level this ability functions as summon monster VI and an axis summoner may summon an axiomite. At 15th level this ability functions as summon monster VII and an axis summoner may summon a Zelekhut inevitable. At 20th level this ability functions as summon monster VIII and an axis summoner may summon a Kolyarut inevitable.

This ability replaces the summon monster and gate abilities.

Eidolon

Instead of an outsider, an axiom summoner's eidolon has the construct creature type and the extraplanar subtype. Its statistics are changed from a standard eidolon as follows:

Hit Points

An axiom summoner's eidolon does not have a Constitution score, and as such receives bonus hit points based on its size as described on the table below. These bonus hit points are only applied when the eidolon is summoned, so evolutions that increase size will grant bonus HP but spells, spell-like abilities and other temporary sources will not.

Construct Size Bonus Hit Points
Fine
Diminutive
Tiny
Small 10
Medium 20
Large 30
Huge 40
Gargantuan 60
Colossal 80

Good/Bad Saves

The eidolon has no good saving throws.

Skills

An axiom summoner's eidolon receives skill points equal to 2 + Int modifier (minimum 1) per Hit Die. It has four class skills determined by the summoner at 1st level.

Note that eidolons with a fly speed receive Fly (Dex) as a free class skill, even if they do not gain a fly speed until a later level.

Senses

The eidolon has low-light vision and darkvision 60 feet.

Damage Reduction

If the axiom summoner chooses this evolution, he may select DR/adamantine instead of one of the alignment-based types of damage reduction.

Construct Traits

  • No Constitution score. Any DCs or other Statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
  • Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
  • Cannot heal damage on its own, but can be repaired through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole and rejuvenate eidolon. A construct with the fast healing special quality still benefits from that quality.
  • Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
  • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
  • Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
  • A construct cannot be raised or resurrected, however an axiom summoner's eidolon can still be summoned 24-hours after being destroyed.
  • Proficient with its natural weapons only, unless given proper evolutions to grant proficiency.
  • Proficient with no armor.
  • Constructs do not breathe, eat, or sleep.

Base Forms

An axiom summoner's eidolon base forms differ as detailed below:

Aquatic

Starting Statistics

Size Medium; Speed 20 ft., swim 40 ft.; AC +6 natural armor; Saves Fort (bad), Ref (bad), Will (bad); Attack bite (1d6); Ability Scores Str 18, Dex 10, Con —, Int 5, Wis 10, Cha 10
Free Evolutions: bite, improved natural armor, gills, swim (2), and can select the mount evolution.

Biped

Starting Statistics

Size Medium; Speed 30 ft.; AC +4 natural armor; Saves Fort (bad), Ref (bad), Will (bad); Attack 2 claws (1d4); Ability Scores Str 18, Dex 10, Con —, Int 5, Wis 10, Cha 10

Free Evolutions: claws, limbs (arms), limbs (legs).

Quadruped

Starting Statistics

Size Medium; Speed 40 ft.; AC +4 natural armor; Saves Fort (bad), Ref (bad), Will (bad); Attack bite (1d6); Ability Scores Str 16, Dex 12, Con —, Int 5, Wis 10, Cha 10

Free Evolutions: bite, limbs (legs) (2), and can select the mount evolution.

Serpentine

Starting Statistics

Size Medium; Speed 20 ft., climb 20 ft.; AC +4 natural armor; Saves Fort (bad), Ref (bad), Will (bad); Attack bite (1d6), tail slap (1d6); Ability Scores Str 14, Dex 14, Con —, Int 5, Wis 10, Cha 10

Free Evolutions: bite, climb, reach (bite), tail, tail slap, and can select the mount evolution.

This otherwise works like and replaces the eidolon ability of a normal summoner.

Evolutions

An axiom summoner has access to unique evolutions listed below.

2-Point Evolution

Light Fortification: The eidolon has a 25% chance to negate the additional damage of a critical hit or sneak attack. A summoner must be at least 5th level to choose this evolution.

3-Point Evolution

Moderate Fortification: The eidolon has a 50% chance to negate the additional damage of a critical hit or sneak attack. A summoner must be at least 9th level to choose this evolution. Requires light-fortification.

4-Point Evolution

Heavy Fortification: The eidolon has a 75% chance to negate the additional damage of a critical hit or sneak attack. A summoner must be at least 14th level to choose this evolution. Requires moderate fortification.