Starting at 5th level, allies adjacent to the aeon gain the benefits of his current guardian’s ward ability.. In addition, each ally within 30 feet of the aeon gains a bonus equal to the
Trang 1Emotional States
You are in the right emotional state to summon a specific guardian construct so long as you are expressly NOT in the wrong one For example, you feel brave unless you are suffering from a fear effect You are also happy unless you are expressly under an effect that makes you sad or describe your character
as being sad
Consider tying the character’s background and memories into certain emotions when describing your actions This will not only make for good roleplay, but also add to the depth of the character as a whole
Comradery (Ex or Su): To be an aeon, one must possess a
compassionate soul Starting at 5th level, allies adjacent to the
aeon gain the benefits of his current guardian’s ward ability In
addition, each ally within 30 feet of the aeon gains a bonus equal
to the aeon’s adaptation bonus to saves made against death
effects
Guardian Sacrifice (Sp or Su): At 8th level, an aeon can cause
his arcane guardian to implode violently, granting him its sacrifice
benefit Using this ability costs 3 rounds of the aeon’s guardian
summoning
Once an aeon uses sacrifice, he cannot summon another
guardian for 3 rounds, and he cannot resummon a sacrificed
guardian for 24 hours
Enhanced Armor (Su): At 14th level, the aeon can choose a
single +1 magic armor property to apply to his arcane armor
when he summons it Once chosen, this property can only be
changed once per day, when the aeon regains spells
At 17th level, the aeon can instead apply a single +2 property,
or 2 +1 properties of his choice
At 19th level, the aeon can instead apply a single +3 property,
or any combination of +1 or +2 properties totaling +3
Undying Loyalty (Su): At 20th level, allies within 30 feet of the
aeon are immune to death effects and gain the benefits of his
current guardian’s ward ability
Arcane Guardians
An aeon can tap into his emotions with his magic to summon
one of the following arcane constructs as a standard action
Each guardian is described in a similar manner and gains the
same general benefits, as noted here In addition, each guardian
progresses as an animal companion, gaining Strength and
Dexterity bonuses, natural armor, and tricks as the aeon who
summons the guardian gains levels Each guardian automatically
knows a special trick that allows its aeon to direct it to use a
special ability as a free action once per round
Summoning: Any requirements to summon a guardian must
be met within 24 hours of doing so While most aeons learn to
live in a way that maximizes their ability to summon particular
guardians at any time, they are not required to do so
Alignment: A guardian’s alignment is not influenced by the
aeon’s own alignment, nor does the guardian care if its alignment
is different from the aeon’s, so long as the aeon meets the
requirements to summon it
Special Abilities: Each of a guardian’s special abilities are listed,
in order, after its alignment A guardian uses the aeon’s caster
level to determine the strength of its special abilities.
Ward: When summoned, each guardian grants its aeon a ward
that protects him or harms his enemies in some way
Sacrifice: At 7th level, a guardian can be sacrificed to grant a
more powerful benefit to its aeon Once sacrificed, a guardian
cannot be resummoned for 24 hours
Abjuration - Sinja, the Warden
Sinja appears as a great, horned lizard made of iron with large,
red eyes and a curious horn
Summoning: To summon Sinja, an aeon must have no fear in
his heart, no cowardice Sinja can be summoned if the aeon has
shared his goods or services with others
Alignment: LN
Damage Reduction: Sinja’s damage reduction improves by +1
per 2 aeon levels This alters Sinja’s special quality
Natural Armor (Ex): Sinja’s base natural armor bonus is +6 at
1st level, and +10 at 7th level This alters Sinja’s AC
Shield Other (Sp): Sinja can be directed to cast shield other as
a spell-like ability
Ward: The aeon and Sinja each gain spell resistance equal to 10 + the aeon’s level + his Charisma modifier
Sacrifice (Su): Sinja’s sacrifice creates an antimagic field, as the
spell, centered her space or the aeon
Conjuration - Pauper, the King
Pauper appears as a great eagle with feathers of rainbow and the head of a beautiful woman Although beautiful, the head is disheveled and unkempt, in stark contrast of the majesty of the eagle’s body
Summoning: To summon Pauper, an aeon need be humble and
respectful, without pride Pauper can be summoned if the aeon bows while formally introducing the guardian
Pauper can only be called by the humble and respectful The act of summoning it requires that one bows Pauper comes only
to those whose pride does not hold them back and it never bows before kings
Alignment: LN Claws: Pauper uses a claw attack that deals 1d8 slashing
damage on a hit At 7th level, it deals 1d10 instead.This alters Pauper’s attack
Fly: Pauper has a fly speed of 60 feet with average maneuverability and a bonus on Fly checks equal to the aeon’s level + his Charisma modifier This alters Pauper’s speed
Splendorous Energy (Sp): Pauper can be directed to spread her
wings in splendor as a standard action, creating a blast of energy before it The blast affects all creatures in a 120-ft line, dealing 1d6 damage per 2 aeon levels or healing the targets for the same amount The damage type can be acid, cold, electricity, fire, positive energy, or negative energy A successful Reflex save (DC 10 + half the aeon’s level + his Charisma) halves the damage
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