Sithspawn (3pp)

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Table: Sithspawn Base Statistics

 * Class Level: This is the character’s Sith Alchemist level.


 * HD: This is the total number of 10-sided (d10) Hit Dice the sithspawn possesses, each of which gains a Constitution modifier, as normal.


 * BAB: This is the sithspawn’s base attack bonus. A sithspawn's base attack bonus is equal to its Hit Dice. A sithspawn does not gain additional attacks using their natural weapons for a high base attack bonus.


 * Good Saves and Poor Save: These are the sithspawn’s base saving throw bonuses. A sithspawn possesses two good saving throws and one poor saving throw, determined by the creature’s base form.


 * Skills: This lists the sithspawn’s total skill ranks. A sithspawn can assign skill ranks to any skill, but it must possess the appropriate appendages to use some skills. Sithspawns with Intelligence scores above the base value modify these totals as normal (a sithspawn gains a number of skill ranks equal to 6 + its Intelligence modifier per Hit Die). An sithspawn cannot have more ranks in a skill than it has Hit Dice. Sithspawn skill ranks are set once chosen, even if the creature’s mutations change when the sith alchemist gains a new level.


 * Feats: This is the total number of feats possessed by an sithspawn. A sithspawn can select any feat they qualify for, but they must possess the appropriate appendages to use some feats. Sithspawn feats are set once chosen, even if the creature changes when the sith alchemist gains a new level. If, due to such changes, the sithspawn no longer qualifies for a feat, the feat has no effect until the sithspawn once again qualifies for the feat.
 * Str/Dex Bonus: Add this modifier to the sithspawn’s Strength and Dexterity scores, which are determined by its base form. Some options available through the sithspawn’s mutation pool might modify these scores.


 * Mutation Pool: The value given in this column is the total number of points in the sithspawn’s evolution pool. Points in this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the eidolon. Whenever the sith alchemist gains a level, the number of points in this pool increases and the sith alchemist can spend these points to change the abilities of the sithspawn. These choices are not set—the sith alchemist can change them whenever they gain a level (and through the transmogrify spell).


 * Special: This includes a number of abilities gained by all sithspawn as they increase in power (see Table: Sithspawn Base Statistics). Each of these bonuses is described below.
 * Link (Ex): A sith alchemist and his sithspawn share a mental link that allows for communication across any distance (as long as they are on the same planet). This communication is a free action, allowing the sith alchemist to give orders to his sithspawn at any time.
 * Evasion (Ex): If the sithspawn is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it succeeds at its saving throw.
 * Ability Score Increase (Ex): The sithspawn adds 1 to one of its ability scores.
 * Multiattack: An sithspawn gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks (or it is reduced to fewer than three attacks), the sithspawn instead gains a second attack with one of its natural weapons, albeit at a –5 penalty. If the eidolon later gains three or more natural attacks, it loses this additional attack and instead gains Multiattack.
 * Improved Evasion (Ex): When subjected to an attack that allows a Reflex saving throw for half damage, a sithspawn takes no damage if it succeeds at its saving throw and only half damage if it fails.

Biped

 * Starting Statistics: Size Medium; Speed 30 ft.; Defense +2; Saves Fort (good), Ref (poor), Will (good); Attack 2 claws (1d4); Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11.

Quadruped

 * Starting Statistics: Size Medium; Speed 40 ft.; Defense +2; Saves Fort (good), Ref (good), Will (poor); Attack bite (1d6); Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11.

Serpentine

 * Starting Statistics: Size Medium; Speed 20 ft., climb 20 ft.; Defense +2; Saves Fort (poor), Ref (good), Will (good); Attack bite (1d6), tail slap (1d6); Ability Scores Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11.

Winged-Beast

 * Starting Statistics: Size Small; Speed 10 ft., fly 40 ft. (Good) ; Defense +2; Saves Fort (good), Ref (good), Will (poor); Attack 2 claws (1d3) Ability Scores Str 8, Dex 18, Con 11, Int 7, Wis 10, Cha 11.

Mutations
Each sithspawn gains a number of mutation points that can be spent to give the sithspawn new abilities, powers, and other upgrades. These abilities, called mutations, can be changed whenever the sith alchemist gains a new level, but they are otherwise set. Some mutations require that the sithspawn have a specific base form or the sith alchemist be of a specific level before they can be chosen. A number of mutations grant the sithspawn additional natural attacks. Natural attacks listed as primary are made using the sithspawn’s full base attack bonus and add the sithspawn’s Strength modifier on damage rolls. Natural attacks listed as secondary are made using the eidolon’s base attack bonus – 5 and add 1/2 the eidolon’s Strength modifier on damage rolls (if positive). If the eidolon has only a single natural attack, the attack is made using its full base attack bonus, and it adds 1-1/2 times its Strength modifier on damage rolls made with that attack, regardless of the attack’s type.

Mutations are grouped by their cost in mutation points. Mutation points cannot be saved. All of the points must be spent whenever the summoner gains a level. Unless otherwise noted, each mutation can be selected only once.

1-Point Mutations
The following mutations cost 1 point from the sithspawn mutation’s pool.


 * Bite (Ex): The sithspawn’s maw is full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). If the sithspawn already has a bite attack, this mutation allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite.
 * Claws (Ex): The sithspawn has a pair of vicious claws at the ends of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The sithspawn can select this multiple times, each time applies to a different set of limbs (arms).
 * Climb (Ex): The sithspawn becomes a skilled climber, gaining a climb speed equal to its base speed. This mutation can be selected more than once. Each additional time it is selected, increase the sithspawn’s climb speed by 20 feet.
 * Gills (Ex): The sithspawn has gills and can breathe underwater indefinitely.


 * Improved Damage (Ex): One of the sithspawn’s natural attacks is particularly deadly. Select one natural attack form and increase the damage die by one step. This mutation can be selected more than once. Its effects do not stack. Each time the sithspawn selects this evolution, it applies to a different natural attack.
 * Improved Damage Reduction (Ex): The sithspawn’s hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its DR. This mutation can be taken once, plus one additional time for every 5 levels the sith alchemist possesses. Each additional time it’s taken, the bonus increases by 2.
 * Pull (Ex): The sithspawn gains the ability to pull creatures closer with a successful attack. Select one type of natural attack. Whenever the sithspawn makes a successful attack of the selected type, it can attempt a free combat maneuver check. If the sithspawn succeeds at this check, it pulls the target of the attack 5 feet closer to it. This ability works only on creatures of a size category equal to or smaller than the sithspawn.. Creatures pulled in this way do not provoke attacks of opportunity. This mutation can be selected more than once. Its effects do not stack. Each time a sithspawn selects this mutation, it applies to a different natural attack. Requirements: Reach of 10 feet or more.
 * Push (Ex): The sithspawn gains the ability to push creatures away with a successful attack. Select one type of natural attack. Whenever the sithspawn makes a successful attack of the selected type, it can attempt a free combat maneuver check. If the sithspawn succeeds at this check, it pushes the target of the attack 5 feet directly away from it. This ability works only on creatures of a size category equal to or smaller than the sithspawn. Creatures pushed in this way do not provoke attacks of opportunity. This mutation can be selected more than once. Its effects do not stack. Each time a sithspawn selects this mutation, it applies to a different natural attack.
 * Reach (Ex): One of the sithspawn’s attacks is capable of striking foes at a distance. Select one attack. The sithspawn’s reach with that attack increases by 5 feet.
 * Resistance (Ex): The eidolon’s form takes on a resiliency to one particular energy type, which is usually reflected in its physical body (ashen hide for fire, icy breath for cold, and so on). Select one energy type (acid, cold, electricity, fire, or sonic). The sithspawn gains resistance 5 against that energy type. This resistance increases by 5 for every 5 levels the sith alchemist possesses, to a maximum of 15 at 10th level. This mutation can be selected more than once. Its effects do not stack. Each time the sithspawn selects this mutation, it applies to a different energy type.
 * Scent (Ex): The sithspawn’s sense of smell becomes quite acute. The sithspawn gains the scent special quality, allowing it to detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if the opponent is downwind, the range drops to 15 feet. Strong scents can be detected at twice the normal range. Scent does not allow the sithspawn to precisely locate the creature, only to detect its presence. It can detect the direction as a move action. The eidolon can pinpoint the creature’s location if it is within 5 feet. The sithspawn can use scent to track creatures.
 * Skilled (Ex): The sithspawn becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill. This mutation can be selected more than once. Its effects do not stack. Each time the sithspawn selects this mutation, it applies to a different skill.
 * Swim (Ex): The sithspawn gains webbed hands, webbed feet, or powerful flippers, giving it a swim speed equal to its base speed. This mutation does not give the sithspawn the ability to breathe underwater. This mutation can be selected more than once. Each additional time it is selected, increase the sithspawn’s swim speed by 20 feet.
 * Wing Buffet (Ex): The sithspawn learns to use its wings to batter foes, granting it two wing buffet attacks. These attacks are secondary attacks. The wing buffets deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). Requirements: Flight (wings) mutation.

2-Point Mutation
The following mutations cost 2 points from the sithspawn’s mutation pool.


 * Ability Increase (Ex): The sithspawn grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase one of the sithspawn’s ability scores by 2. This mutation can be selected more than once. It can be applied only once to an individual ability score, plus one additional time for every 6 levels the sith alchemist possesses.
 * Blood Frenzy (Ex): When the sithspawn is dealt damage, it enters a blood frenzy. It gains a +2 morale bonus on attack rolls and weapon damage rolls and attacks the nearest creature each round, friend or foe, although it ceases attacking its sith alchemist after hitting once. The frenzy lasts for 5 rounds or until the sithspawn can perceive no creatures. At the end of that time, the sithspawn is fatigued for 1 minute. It cannot enter a blood frenzy while fatigued.
 * Constrict (Ex): The sithspawn gains powerful muscles that allow it to crush those it grapples. Whenever the sithspawn successfully grapples a foe using the grab mutation, it deals additional damage equal to the amount of damage dealt by the attack the grab mutation is tied to. Requirements: Serpentine base form, grab evolution.
 * Energy Attacks (Su): The sithspawn’s attacks become charged with energy. Select one energy type: acid, cold, electricity, or fire. All of the sithspawn’s natural attacks deal 1d6 points of energy damage of the chosen type on a successful hit. Requirements: Sith Alchemist level 5th.


 * Gore (Ex): The sithspawn grows a number of horns on its head, giving it a gore attack. This attack is a primary attack. The gore deals 1d6 points of damage (1d8 if Large, 2d6 if Huge).


 * Grab (Ex): The sithspawn becomes adept at grappling foes, gaining the grab ability. Select one of the following attacks: bite, claw, pincers, slam, tail slap, or tentacle. Whenever the sithspawn makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the sithspawn grapples the target. This ability works only on creatures at least one size category smaller than the sithspawn. Sithspawn with this mutation gains a +4 bonus on combat maneuver checks to grapple.
 * Flight (Ex): The sith grows large wings, like those of a bat, bird, insect, or dragon, gaining the ability to fly. The sithspawn gains a fly speed equal to its base speed. The sithspawn’s maneuverability depends on its size. Medium or smaller sithspawns have good maneuverability. Large sithspawns have average maneuverability, while Huge sithspawns have poor maneuverability. The sithspawn can increase its fly speed by spending additional mutation points, gaining a 20-foot increase to its fly speed for each additional point spent. Requirements: Sith Alchemist level 5th.


 * Immunity (Su): The sithspawn’s body becomes extremely resilient to one energy type. Select one energy type: acid, cold, electricity, fire, or sonic. The sithspawn gains immunity to that energy type. This mutation can be selected more than once. Its effects do not stack. Each time it applies to a different energy type. Requirements: Sith Alchemist level 7th.


 * Limbs (Ex): The sithspawn grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the sithspawn’s base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The eidolon does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws). This mutation can be selected more than once.
 * Medium (Ex): The sithspawn grows in size, becoming Medium. The sithspawn gains a +4 bonus to Strength, a +2 bonus to Constitution. It takes a –2 penalty to Dexterity. Requirements: Sith Alchemist level 3rd, Small size.
 * Poison (Ex): The sithspawn secretes toxic venom, gaining a poison attack. Select one of the sithspawn’s attacks. Whenever the selected attack hits, the target is poisoned.
 * Sithspawn Poison: Injury; save Fort negates; frequency 1/round for 4 rounds; effect 1d4 Str damage; cure 1 save. The save DC is equal to 10 + 1/2 the sithspawn’s Hit Dice + the sithspawn’s Constitution modifier. For 2 additional mutation points, this poison deals Constitution damage instead. This poison can be used no more than once per round. Requirements: Sith Alchemist level 7th


 * Rake (Ex): The sithspawn grows dangerous claws on its feet, allowing it to make two rake attacks against foes it is grappling. These attacks are primary attacks. The sithspawn can make these additional attacks each time it succeeds at a grapple check against the target. These rake attacks deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). Requirements: Sith Alchemist level 4th, quadruped base form.
 * Rend (Ex): The sithspawn learns to rip and tear the flesh of those it attacks with its claws, gaining the rend ability. Whenever the sithspawn makes two successful claw attacks against the same target in 1 round, its claws latch on to the flesh and deal extra damage. This damage is equal to the damage dealt by one claw attack plus 1-1/2 times the sithspawn’s Strength modifier. Requirements: Sith Alchemist level 6th, claws evolution.


 * Trample (Ex): The sithspawn gains the ability to crush its foes underfoot, gaining the trample ability. As a full-round action, the sithspawn can overrun any creature that is at least one size category smaller than itself. This works like the overrun combat maneuver, but the sithspawn does not need to attempt a check; it merely has to move over opponents in its path. The creatures take 1d6 points of damage (1d8 if Large, 2d6 if Huge), plus 1-1/2 times the sithspawn’s Strength modifier. Targets of the trample can make attacks of opportunity at a –4 penalty. If a target forgoes this attack of opportunity, it can attempt a Reflex save for half damage. The DC of this save is 10 + 1/2 the sithspawn’s Hit Dice + the sithspawn’s Strength modifier. A trampling sithspawn can deal trampling damage to a specific creature only once per round. Requirements: Biped or quadruped base form.


 * Tremorsense (Ex): The sithspawn on becomes attuned to vibrations in the ground, gaining tremorsense with a range of 30 feet. This works like the blindsense mutation, but only if both the sithspawn and the creature to be pinpointed are in contact with the ground. Requirements: Summoner level 7th.


 * Trip (Ex): The sithspawn becomes adept at knocking enemies to the ground with its bite, granting it a trip attack. Whenever the sithspawn makes a successful bite attack, it can attempt a free combat maneuver check. If the sithspawn succeeds at this check, the target is knocked prone. If the sithspawn fails, it is not tripped in return. This ability works only on creatures of a size category equal to or smaller than the sithspawn. Requirements: Bite evolution.

3-Point Mutation
The following mutations cost 3 points from the sithspawn’s mutation pool.


 * Blindsense (Ex): The sithspawn’s senses become incredibly acute, giving it blindsense with a range of 30 feet. This ability allows the sithspawn to pinpoint the location of creatures that it can’t see without having to attempt a Perception check, but such creatures still have total concealment from the sithspawn. Visibility still affects the sithspawn’s movement, and it is still denied its Dexterity bonus to Defense against attacks from creatures it cannot see. Requirements: Sith Alchemist level 9th.


 * Burrow (Ex): The sithspawn grows thick and gnarled claws, allowing it to move through the earth. The sithspawn gains a burrow speed equal to 1/2 its base speed. It can use this speed to move through clay, dirt, earth, and sand. It does not leave a hole behind, nor is its passage marked on the surface. Requirements: Sith Alchemist level 9th.


 * Frightful Presence (Ex): The sithspawn becomes unsettling to its foes, gaining the frightful presence ability. The sithspawn can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the sithspawn must succeed at a Will save or become shaken for 3d6 rounds. The DC of this save is equal to 10 + 1/2 the sithspawn’s Hit Dice + the sithspawn’s Charisma modifier. If the sithspawn has at least 4 more Hit Dice than an opponent that fails this save, that opponent becomes frightened instead. Foes with more Hit Dice than the sithspawn are immune to this effect. Requirements: Sith Alchemsit level 11th.


 * Pounce (Ex): The sithspawn gains quick reflexes, allowing it to make a full attack after a charge. Requirements: Sith Alchemist level 7th, quadruped base form.


 * Swallow Whole (Ex): The sithspawn gains the swallow whole ability, giving it the ability to consume its foes. If the sithspawn begins its turn with a creature grappled using its bite attack (see the grab mutation), it can attempt a combat maneuver check to swallow the creature. The creature must be at least one size category smaller than the sithspawn. Swallowed creatures take an amount of bludgeoning damage equal to the sithspawn’s bite damage each round + 1d6 points of damage. A swallowed creature keeps the grappled condition, but can attempt to cut its way free with a light piercing or slashing weapon. The amount of damage needed to cut free is equal to 1/10 the sithspawn’s total hit points. The sithspawn’s Defense against these attacks is equal to 10 + 1/2 its Dexterity Modifier. If a swallowed creature cuts its way out, the sithspawn loses this ability until it heals this damage. Alternatively, the swallowed creature can attempt to escape the grapple as normal. Success indicates that it has returned to the sithspawn’s mouth, where it can attempt to escape or can be swallowed again. Requirements: Sith Alchemist level 9th; grab (bite) mutation.


 * Web (Ex): The sithspawn gains a pair of spinnerets, giving it the ability to spin webs. The sithspawn can use these webs to support itself plus one creature of up to the same size. It can throw webbing as a ranged touch attack up to eight times per day, entangling a creature up to one size larger than the eidolon. The webbing has a range of 50 feet and a 10-foot range increment. Creatures entangled by the web can escape with a successful Escape Artist check, or with a Strength check at a –4 penalty. The DC of these checks is equal to 10 + 1/2 the sithspawn’s Hit Dice + the sithspawn’s Constitution modifier. The webs have a hardness of 0 and a number of hit points equal to the sithspawn’s total Hit Dice. The sithspawn’s can climb its own webs at its climb speed and can pinpoint the location of any creature touching its webs. Requirements: Sith Alchemist level 7th; climb evolution.

4-Point Mutations
The following mutation cost 4 points from the sithspawn’s mutation pool.


 * Blindsight (Ex): The sithspawn’s senses sharpen even further, granting it blindsight with a range of 30 feet. The sithspawn can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as it has line of effect to the target. Requirements: Sith Alchemists level 11th, blindsense evolution.


 * Breath Weapon (Su): The sithspawn learns to exhale a cone or line of powerful energy, gaining a breath weapon. Select acid, cold, electricity, or fire. The sithspawn can breathe a 30-foot cone (or 60-foot line) that deals 1d6 points of damage of the selected type per Hit Dice it possesses. Those caught in the breath weapon can attempt a Reflex save for half damage. The DC is equal to 10 + 1/2 the sithspawn’s Hit Dice + the sithspawn’s Constitution modifier. The sithspawn can use this ability once per day. The sithspawn can gain additional uses of this ability per day by spending 1 mutation point per additional use (to a maximum of three total uses per day). Requirements: Sith Alchemist level 9th.


 * Fast Healing (Su): The sithspawn’s body gains the ability to heal wounds very quickly, giving it fast healing 1. The sithspawn heals 1 point of damage per round, just like via natural healing. Fast healing does not restore hit points lost due to starvation, thirst, or suffocation, nor does it allow the eidolon to regrow lost body parts (or to reattach severed parts). Fast healing functions as long as the eidolon is alive. This fast healing does not function when the sithspawn is not on the same planet as its sith alchemist. This healing can be increased by 1 point per round for every 2 additional mutation points spent (to a maximum of 5 points per round). Requirements: Sith Alchemist level 11th.


 * Large (Ex): The sithspawn grows in size, becoming Large. The sithspawn gains a +4 bonus to Strength, a +2 bonus to Constitution, and a +2 bonus to its DR. It takes a –2 penalty to Dexterity. This size change also gives the creature a –1 size penalty to Defense and on attack rolls, a +1 bonus on combat maneuver checks and to CMD, a –2 penalty on Fly checks, and a –4 penalty on Stealth checks. If the sithspawn has the biped base form, it also gains a reach of 10 feet. Any reach mutations the sithspawn possesses are added to this total. If 6 additional mutation points are spent, the sithspawn instead becomes Huge. The sithspawn gains a +8 bonus to Strength, a +4 bonus to Constitution, and a +5 bonus to its DR. It takes a –4 penalty to Dexterity. This size change also gives the creature a –2 size penalty to Defense and on attack rolls, a +2 bonus on combat maneuver checks and to CMD, a 10-foot reach, a –4 penalty on Fly checks, and a –8 penalty on Stealth checks. If the sithspawn has the biped base form, its reach increases to 15 feet instead of 10 feet. Any reach mutations the sithspawn possesses are added to this total. These bonuses and penalties replace, and do not stack with, those gained from becoming Large. The ability increase mutation costs twice as much (4 evolution points) when adding to the Strength or Constitution scores of a Large or Huge sithspawn. Requirements: Sith Alchemist level 8th (13th for Huge), Medium size.