Avatars

Avatar (Su) At 1st level, a summoner begins play with the ability to summon to his side a powerful outsider called an avatar. The summoner must choose which avatar to form a pact with, from the following: Alexander, Anima, Bahamut, Bismarck, [...]

Avatar (Su)

At 1st level, a summoner begins play with the ability to summon to his side a powerful outsider called an avatar. The summoner must choose which avatar to form a pact with, from the following: Alexander, Anima, Bahamut, Bismarck, Carbuncle, Diabolos, Fenrir, Garuda, Ifrit, Ixion, Leviathan, Odin, Phoenix, Ramuh, Shiva, Siren, Titan, Valefor, or Yojimbo.

Once chosen, the avatar forms a link with the summoner, who summons an aspect of the same creature. An avatar has the same alignment as the summoner that calls it and can speak all of his languages. Avatars are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. The summoner may only have one pact with a specific avatar. To change the summoner’s pact, he must defeat an incarnation of the avatar he wishes to form a pact with (up to GM’s discretion on how this comes about). Once the summoner gains the new pact, he loses the old pact.

A summoner can summon his avatar in a ritual that takes 1 minute to perform. When summoned in this way, the avatar hit points are unchanged from the last time it was summoned. The avatar remains until dismissed by the summoner (a standard action). If the summoner is unconscious, asleep, or killed, his avatar is immediately banished. The avatar’s Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner’s class level and increase as the summoner gains levels. In addition, each avatar receives improvements, based on the summoner’s level, which can be used to upgrade the avatar’s abilities and powers. The avatar has a caster level equal to its hit dice for its own spells.

Alexander

STARTING STATISTICS

Size: Medium; Speed: 20 ft.; AC: +2 natural armor; Attack: 2 slams (1d6); Ability Scores: Str 14, Dex 12, Con 16, Int 10, Wis 8, Cha 16; Special Qualities: Light immunity.

7TH LEVEL ADVANCEMENT

Size: Large; Reach: 10 ft; AC: +3 natural armor; Attack: 2 slams (1d8); Ability Scores: Str +4, Dex –2, Con +4

Anima

STARTING STATISTICS

Size: Medium; Speed: 10 ft.; AC: +2 natural armor; Attack: bite (1d6), 2 claws (1d4); Ability Scores: Str 16, Dex 10, Con 14, Int 10, Wis 10, Cha 16; Special Qualities: Elemental resistance (equal to summoner’s level).

7TH LEVEL ADVANCEMENT

Size: Large; Reach: 10 ft; AC: +3 natural armor; Attack: bite (1d8), 2 claws (1d6); Ability Scores: Str +4, Dex –2, Con +2, Cha +2.

Bahamut

STARTING STATISTICS

Size: Medium; Speed: 30 ft. Fly 60 ft. (poor); AC: +1 natural armor; Attack: bite (1d6), 2 claws (1d4); Ability Scores: Str 14, Dex 13, Con 16, Int 10, Wis 10, Cha 12; Special Qualities: Elemental resistance (equal to summoner’s level).

7TH LEVEL ADVANCEMENT

Size: Large; Reach: 10 ft; AC: +3 natural armor; Attack: bite (1d8), 2 claws (1d6); Ability Scores: Str +4, Dex –2, Con +4

Bismarck

STARTING STATISTICS

Size: Medium; Speed: 30 ft. Fly 60 ft. (poor) Swim 60 ft.; AC: +1 natural armor; Attack: bite (1d4 + 1d6 water) or slam (1d8), tail slap (1d4 + 1d6 wind); Ability Scores: Str 16, Dex 10, Con 16, Int 8, Wis 10, Cha 12; Special Qualities: Strong against Water and Wind.

7TH LEVEL ADVANCEMENT

Size: Large; Reach: 5 ft; AC: +2 natural armor; Attack: bite (1d6 + 1d6 water) or slam (1d10), tail slap (1d6 + 1d6 wind); Ability Scores: Str +4, Dex –2, Con +2, Cha +2

Carbuncle

STARTING STATISTICS

Size: Tiny; Speed: 30 ft.; Reach: 2.5 ft; AC: +1 natural armor; Attack: bite (1d3), 2 claws (1d2); Ability Scores: Str 10, Dex 16, Con 12, Int 10, Wis 13, Cha 16; Special Qualities: Light immunity.

7TH LEVEL ADVANCEMENT

Size: Small; Reach: 5 ft; AC: +2 natural armor; Attack: bite (1d4), 2 claws (1d3); Ability Scores: Dex +2, Cha +4

Diabolos

STARTING STATISTICS

Size: Medium; Speed: 30 ft. Fly 60 ft. (average); AC: +1 natural armor; Attack: 2 slams (1d6); Ability Scores: Str 12, Dex 14, Con 13, Int 10, Wis 10, Cha 16; Special Qualities: Dark immunity.

7TH LEVEL ADVANCEMENT

Size: Large; Reach: 10 ft; AC: +2 natural armor; Attack: 2 slams (1d8); Ability Scores: Str +4, Dex –2, Con +2, Cha +2

Fenrir

STARTING STATISTICS

Size: Medium; Speed: 40 ft.; AC: +1 natural armor; Attack: bite (1d4 + 1d6 ice + trip); Ability Scores: Str 14, Dex 16, Con 16, Int 10, Wis 10, Cha 10; Special Qualities: Strong against Dark and Ice.

7TH LEVEL ADVANCEMENT

Size: Large; Reach: 5 ft; AC: +2 natural armor; Attack: bite (1d6 + 1d6 ice + trip); Ability Scores: Str +4, Dex -2, Con +4

Garuda

STARTING STATISTICS

Size: Medium; Speed: 30 ft. Fly 60 ft. (average); AC: +1 natural armor; Attack: bite (1d6), 2 talons (1d4 + trip); Ability Scores: Str 12, Dex 16, Con 14, Int 12, Wis 9, Cha 12; Special Qualities: Wind immunity.

7TH LEVEL ADVANCEMENT

Size: Large; Reach: 5 ft; AC: +2 natural armor; Attack: bite (1d8), 2 talons (1d6 + trip); Ability Scores: Dex +4, Cha +2

Ifrit

STARTING STATISTICS

Size: Medium; Speed: 30 ft.; AC: +1 natural armor; Attack: 2 slams (1d6); Ability Scores: Str 16, Dex 13, Con 16, Int 11, Wis 7, Cha 14; Special Qualities: Fire immunity.

7TH LEVEL ADVANCEMENT

Size: Large; Reach: 10 ft; AC: +2 natural armor; Attack: 2 slams (1d8); Ability Scores: Str +4, Dex –2, Con +2, Cha +2

Ixion

STARTING STATISTICS

Size: Medium; Speed: 60 ft.; AC: +1 natural armor; Attack: gore (1d6), 2 hooves (1d4); Ability Scores: Str 12, Dex 16, Con 14, Int 8, Wis 10, Cha 16; Special Qualities: Lightning immunity.

7TH LEVEL ADVANCEMENT

Size: Large; Reach: 5 ft; AC: +2 natural armor; Attack: gore (1d8), 2 hooves (1d6); Ability Scores: Str +4, Dex –2, Con +2, Cha +2

Leviathan

STARTING STATISTICS

Size: Medium; Speed: 30 ft. Swim 60 ft.; AC: +1 natural armor; Attack: bite (1d6 + grab) or slam (1d6), tail slap (1d4 + grab); Ability Scores: Str 14, Dex 16, Con 14, Int 10, Wis 10, Cha 14; Special Qualities: Water immunity.

7TH LEVEL ADVANCEMENT

Size: Large; Reach: 5 ft; AC: +2 natural armor; Attack: bite (1d8 + grab), or slam (1d8), tail slap (1d6 + grab); Ability Scores: Str +4, Dex –2, Con +2, Cha +2

Odin

STARTING STATISTICS

Size: Medium; Speed: 60 ft.; AC: +1 natural armor; Attack: longsword (1d8), 2 hooves (1d4); Ability Scores: Str 14, Dex 14, Con 16, Int 10, Wis 10, Cha 14; Special Qualities: DR 5/-.

7TH LEVEL ADVANCEMENT

Size: Large; Reach: 10 ft; AC: +3 natural armor; Attack: longsword (2d6), 2 hooves (1d6); Ability Scores: Str +4, Dex -2, Con +2, Cha +2

Phoenix

STARTING STATISTICS

Size: Medium; Speed: 10 ft. Fly 90 ft. (perfect); AC: +1 natural armor; Attack: 2 talons (1d3 + 1d6 fire), bite (1d4 + 1d6 fire); Ability Scores: Str 10, Dex 13, Con 15, Int 10, Wis 10, Cha 16; Special Qualities: Strong against Fire and Light.

7TH LEVEL ADVANCEMENT

Size: Large; Reach: 10 ft; AC: +2 natural armor; Attack: bite (1d6 + 1d6 fire), 2 talons (1d4 + 1d6 fire); Ability Scores: Str +2, Dex +4, Con +2, Cha +2

Ramuh

STARTING STATISTICS

Size: Medium; Speed: 30 ft.; AC: +1 natural armor; Attack: lightning staff (1d6); Ability Scores: Str 9, Dex 16, Con 12, Int 16, Wis 12, Cha 12; Special Qualities: Lightning immunity.

7TH LEVEL ADVANCEMENT

Size: Large; Reach: 10 ft; AC: +2 natural armor; Attack: lightning staff (1d6); Ability Scores: Str -2, Dex +2, Int +4

Shiva

STARTING STATISTICS

Size: Medium; Speed: 30 ft.; AC: +1 natural armor; Attack: slam (1d6), kick (1d4); Ability Scores: Str 13, Dex 14, Con 14, Int 14, Wis 12, Cha 14; Special Qualities: Ice immunity.

7TH LEVEL ADVANCEMENT

Size: Large; Reach: 10 ft; AC: +2 natural armor; Attack: slam (1d8), kick (1d6); Ability Scores: Str +2, Dex –2, Con +2, Wis +2, Cha +2

Siren

STARTING STATISTICS

Size: Medium; Speed: 30 ft.; AC: +1 natural armor; Attack: slam (1d6), kick (1d4); Ability Scores: Str 12, Dex 15, Con 12, Int 12, Wis 12, Cha 16; Special Qualities: Water immunity.

7TH LEVEL ADVANCEMENT

Size: Large; Reach: 10 ft; AC: +2 natural armor; Attack: slam (1d8), kick (1d6); Ability Scores: Str +2, Dex -2, Con +2, Cha +4

Titan

STARTING STATISTICS

Size: Medium; Speed: 30 ft.; AC: +2 natural armor; Attack: 2 slams (1d6); Ability Scores: Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 14; Special Qualities: Earth immunity.

7TH LEVEL ADVANCEMENT

Size: Large; Reach: 10 ft; AC: +3 natural armor; Attack: 2 slams (1d8); Ability Scores: Str +4, Dex –2, Con +4

Valefor

STARTING STATISTICS

Size: Medium; Speed: 10 ft. Fly 60 ft. (Good); AC: +1 natural armor; Attack: 2 claws (1d4), bite (1d6); Ability Scores: Str 12, Dex 16, Con 13, Int 10, Wis 10, Cha 14; Special Qualities: Wind immunity.

7TH LEVEL ADVANCEMENT

Size: Large; Reach: 10 ft; AC: +2 natural armor; Attack: bite (1d8), 2 claws (1d6); Ability Scores: Dex +2, Cha +4

Yojimbo

STARTING STATISTICS

Size: Medium; Speed: 30 ft.; AC: +1 natural armor; Attack: Katana (1d8); Ability Scores: Str 16, Dex 11, Con 14, Int 10, Wis 12, Cha 15; Special Qualities: Fire immunity. 

7TH LEVEL ADVANCEMENT

Size: Large; Reach: 10 ft; AC: +3 natural armor; Attack: Large Katana (2d6); Ability Scores: Str +4, Dex -2, Con +4

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