Size 2 construct
Perception 10 (+0); darksight Defense 11; Health 50
Strength 16 (+6), Agility 8 (–2), Intellect 5 (–5), Will 11 (+1) Speed 6
Immune damage from disease and poison; gaining
Insanity; asleep, charmed, diseased, fatigued, frightened, poisoned
ATTACK OPTIONS
Appendage (melee) +6 (2d6)
Spare Parts You can use an action to touch one construct
(such as your eidolon) or an object you can reach. If you maintain contact with the target and concentrate for 1 minute, make an Intellect challenge roll. On a success, the target heals 2d6 damage. On a failure, you cannot use this talent again until after you complete a rest.
Level 10 Engineer
Characteristics Health +3
Cockpit You install a cockpit in your eidolon. The cockpit
is a compartment with a Size 1 capacity and fitted with controls and a comfortable seat. Any creature of the appropriate Size can move into the cockpit if it isn’t occupied. Once inside, the creature can control it from within. While inside, you treat the construct’s Defense and Health scores as your own, move at its Speed, and can use its attack options and actions in place of your own. The cockpit has breathable air for 4 hours. A creature inside can use an action to open the hatch, ventilate the interior, and close it to gain another 4 hours of air. A creature can leave the hatch open for as long it wishes, though the eidolon does not function while the hatch is open.
Mighty Eidolon Increase the eidolon’s Health by 25 and
Defense by 2.
Executioner
Executioners elevate killing to an art form. An extensive study of anatomy reveals how best to make their attacks so that every strike is potentially devastating, strong enough to lay low the mightiest foes. Although many executioners start their training as assassins, others take this path after being headsmen, torturers, or devotees of bizarre death cults. Executioners, regardless of their backgrounds, prefer dark clothing and black hoods to conceal their features.
Level 7 Executioner
Attributes Increase three by 1 Characteristics Health +3
Languages and Professions You can speak another
language or add a profession.
Execute Once per round, when you use an action to make
an attack with a weapon against a target you can reach, you make the attack roll with 1 boon and deal 1d6 extra damage on a success. If the damage from the attack would cause the target to become injured, the target must get a success on a Strength challenge roll or take extra damage equal to its Health.
When you use this talent, creatures make attack rolls against you with 1 boon for 1 round.
Level 10 Executioner
Characteristics Health +3
Exacting Strike When you get a success on an attack roll
using a weapon, you can use a triggered action to deal the weapon’s maximum damage.
Exorcist
Demons, wicked faerie, and vengeful spirits make forays into the mortal world to torment the innocent, take possession of their bodies, and coerce them to perform despicable acts of evil. Exorcists declare war against such vile foes and learn specialized magic to drive out and destroy them.
Level 7 Exorcist
Attributes Increase three by 1 Characteristics Health +4, Power +1
Languages and Professions You can speak another
language or add a religious profession.
Exorcist Magic You learn the exorcism spell, which is
described below.
EXORCISM EXORCIST ATTACK 1
Target One charmed, compelled, frightened, or possessed
creature within short range
If the target was charmed, compelled, or frightened, you remove the affliction from it.
If the target is possessed, you must concentrate for 1
minute, during which time the target must remain within range, and then make a Will attack roll against the possessing creature’s Will. On a success, the possession ends, and the creature that possessed the target appears in an open space within short range and becomes dazed for 1 round.
Attack Roll 20+ The possessing creature instead becomes
stunned for 1 round.
Level 10 Exorcist
Characteristics Health +4
Purge the Unclean You make attack rolls against demons,
devils, faerie, spirits, and undead with 1 boon. Such creatures make challenge rolls to resist your attacks with 1 bane.
Will of Iron You cannot become charmed, compelled, or
frightened. When you roll to resist gaining Insanity, you make the challenge roll with 1 boon.
Explorer
For explorers, no horizon is too far, no expedition too dangerous, no mission too impossible. Explorers have the survival skills needed to withstand the hardships and difficulties they face on their journeys. Many who become explorers have extensive experience in wilderness environments, such as scouts and rangers.
Level 7 Explorer
Attributes Increase three by 1
Characteristics Perception +1, Health +3, Speed +2 Languages and Professions You can speak another
language or add a wilderness profession.
Master Paths
Preternatural Senses You make all Perception rolls with 1 boon. Perseverance When you become diseased, fatigued,
impaired, or poisoned, you can make a Strength challenge roll and remove the affliction on a success. On a failure, you cannot use this talent again until after you complete a rest.
Respite You can spend 1 hour relaxing. At the end of this
time, you and each member of your group that relaxes with you heal damage equal to your healing rate. Once you use this talent, you cannot use it again until after you complete a rest.
Level 10 Explorer
Characteristics Health +3
Driven When you make an attack roll or challenge roll and
roll a 5 or less on the die, you can roll another d20 and add that number to the first.
Geomancer
Only those who forge bonds with earth genies can wield the power of Earth magic. Geomancers go a step farther, bridging the distance between themselves and their companion to gain even greater control over earth and stone. Such a connection escalates the physical transformation resulting from their bond; geomancers lose all their body hair and their skin assumes the appearance of stone, whether smooth or pebbled, unbroken or fissured.
Level 7 Geomancer
Attributes Increase three by 1 Characteristics Health +4, Power +1
Magic You discover the Earth tradition or learn an Earth
spell.
Earthen Defense You can use an action to expend a casting
of an Earth spell of rank 1 or higher. Roll a d6 for each rank of the spell and total the numbers rolled. The total becomes your Earthen Defense, a pool of points used to absorb damage. While your Earthen Defense pool has at least 1 point, when you take damage, subtract the damage from the pool first and then take any damage that remains. The effect lasts until the pool drops to 0 points, you use this talent again, or you complete a rest.
Level 10 Geomancer
Characteristics Health +4 Magic You learn one spell.
Earth Walker You ignore the effects of moving across
difficult terrain made from earth, sand, or stone.
In addition, you can move through spaces occupied by
earth, sand, or stone. If you end your movement inside a solid space, you are moved back to an open space nearest to the point where you entered that space.
Gladiator
In pits and arenas all across the Empire, combatants engage in life-and-death struggles. The best of them become true gladiators, champions willing and able to do anything to survive and fight again. Though capable combatants in their own right, they often resort to underhanded tactics to get the upper hand against their foes.
Level 7 Gladiator
Attributes Increase three by 1 Characteristics Health +5
Languages and Professions You can speak another
language or add a martial profession.