Themed Godbound: Summoners (Character Creation)   Posted by GM.Group: 0
GM
 GM, 3 posts
Wed 29 May 2019
at 02:11
Themed Godbound: Summoners (Character Creation)

High Summoner Saladin
"I am neither a scholar nor a philosopher. I'm a Summoner. I don't have to explain reality. I just have to deal with it."

Summoners
Summoners are humans chosen by the Gods to receive their visions, guide humanity, and supervise the Eidolons. A Summoner reveals themselves to be God-Touched early in life. Between the ages of 3 and 8 the signs will begin to show. Usually the child will have vivid dreams that accurately predict the future, or begin to hear whispers that are actually other peoples thoughts. Soon they will begin to have headaches that will be the precursor to their horns beginning to grow. If they live in a civilization that recognizes the Fayth, they will soon be visited by a member. If the parents are willing the child will be taken to a Monastery to be trained in their abilities by others like them. Not all God-Touched children will become Summoners, as it requires additional training, devotion, and talent.

Powers of the God-Touched
Despite their mystical powers that go beyond that of most magical practices in Paradiso, the Summoners are still mortals. All Summoners use the Heroic Mortal Character Creation Rules found in the Core Rulebook (p.189).*

Along with the talents they choose in character creation, the Summoner also has access to three Astral Word Gifts; A Call Beyond, Read the Signs, and Visions of Possible Futures at the start. More Gifts will be made available upon leveling.

The Summoner has two pools of Effort. Their Personal Effort, and their Eidolon's Effort. They may use either pool at will, but using their Eidolon's Effort will always carry the Incandescent Power trait. A summoner always has access to their Eidolon's Lesser Gifts, able to summon them through the Eidolon's Astral Form. In order to gain access to their Eidolon's Greater Gifts and Miracles, the Summoner must use A Call Beyond to summon their Eidolon's Shintai Form.

Eidolons can not develop the Gifts of the Apotheosis Word, thus a Summoner will never have access to those Gifts. Summoners do not gain Dominion, but they do accumulate Influence. Thus they do not need to spend Dominion in order to gain levels. Eidolons do gain Dominion, which they can only use for Destruction (read below).

Champions of the Guardian Forces
Over the course of the Great War, Summoners have become the most important asset of the Guardian Forces. After the Battle of Jacole Shore, the Guardian Forces restructured their fighting forces. They removed Summoners from the normal chain of command, assigning them to special squads designed to make the most out of their powerful talents. In order to protect the Summoners, they assigned some of their best agents to protect them. Known as Sentinels, these Heroic Mortals are tasked with assisting their Summoner on their missions, and possibly laying down their lives to protect them. Refer to the thread Personae Manipulus (NPC List), to choose two from the ten possible NPC's to join you on your journey.

Astral Word Gifts
A Call BeyondActionCommit Personal Effort for a Day. Your Summoner breaks the shackles holding a bonded Eidolon, and opens a gate to the Astral Plane for them to escape from. The Eidolon's Shintai Form manifests in the Mortal Plane with full Hit Points. The Eidolon will remain in the Mortal Plane until dismissed, depleted of Hit Points, or upon spending a Dominion Point.
Read the SignsActionThe Summoner can look at a person and get a general idea of their past and most likely future. A brief description of their occupation, current ambitions, and a sentence on their most likely fate in the next year is obtained, along with their maximum hit dice total or character level.
Visions of Possible FuturesActionCommit Effort for the scene. You enter a reverie where you see visions of possible outcomes from your actions. These visions can be from any point in time in the distant future, and may change with the actions you take in the present. Summoners are taught how to discern the threads of destiny, but are warned not to obsess over possible fates.

*If you do not have access to the Mortal Hero Character Creation Rules send me a PM, and I will go over the alterations with you.



Bahamut, The King of Dragons
"The last demon imprisoned by the Gods. Bahamut is the 72nd Eidolon recorded by the Fayth."

Eidolons
At the Dawn of Creation, the Gods molded Paradiso to be the home of their creations. Upon seeing the beautiful world come into existence, the Demons of Inferno grew resentful. Their own world was imperfect, blighted and ruined by their own internal conflicts. Wanting Paradiso for themselves the began to plot to take it, and if they could not take it they could at least ruin it.

Over a thousand Demons ascended from Inferno into the Astral Sea, launching themselves at Paradiso with envy burning in their eyes. The Gods responded swiftly, but they could not stop all of them from breaking through to their chaste world. Seventy-Two managed to make it to Paradiso's surface, and once there they began to wreak havoc. The once unblemished lands of Paradiso were marred by the Demon's destructive powers, irreparably changed before the Gods could restore order. So shocked, and angered by the destruction brought upon their Walled Garden, the Gods chose not to simply banish the Demons back to Inferno. They made an example of them, trapping them into the fabric of Paradiso. Seventy-Two Demons were locked within statues bearing their image, their souls shackled forever in a portion of the Astral Sea known as Purgatorio. To add insult to injury, the Gods gave Mortals keys to the spiritual prison, so that the beings the Demon's looked down on would now be their wardens.

Spirits of the Astral Sea
Tens of Thousands of years have passed since that ancient feud, and the Eidolons have since become accustomed to their fate. Not to say they are happy about it, but they have long since learned there is no easy escape from their prison.

The Eidolons speak an ancient dead language that neither the Gods, nor Mortals understand anymore. Eidolons rarely speak, but when they do it is in this language. It might be possible for a Summoner to discern the meaning of these words, but it would take a massive undertaking, hunting down notes and research through the ages.

When not in their Shintai Form, Eidolons exist as spirits in the Astral Sea. Summoners who are bonded with an Eidolon can feel their Eidolon at all times, and the Eidolon in turn sees what the Summoner has done. This makes it so when an Eidolon is summoned, they already understand the situation their Summoner is in, and there is never confusion.

While not present in the physical realm, the Eidolon can still effect it. When a Summoner uses their Lesser Gifts, or borrows Essence from the Eidolon, an image of the Eidolon appears behind the Summoner. It appears like a ghost made of Astral Fire, and dissipates after the the effect the Summoner was trying to invoke is completed. This effect carries the Incandescent Power trait.

The Astral Form is the default state of the Eidolon, and is always present with the Summoner. Think of it like your shadow, or a spiritual guardian.

Shintai: The God Body
When a Summoner activates the Gift, A Call Beyond, the Eidolon bonded to them enters Paradiso in their physical body. This body is known as the Shintai Form, and is where the Eidolon's true power can be unleashed.

An Eidolon begins play with 3 Words Bonded, and 6 Gift Points. Words unavailable to the Eidolon include: Apotheosis, Shapeshifting, and Fate. While in Shintai Form the Eidolon gains all applicable passive abilities from having a Word, but a Summoner never has access to these. While in Shintai Form the Eidolon may also cast Miracles.

An Eidolon's Shintai Form is a boss monster with three hit points per character level, one action per four levels rounded up, and two attacks per attack action. It's got a base attack bonus equal to your level +4, but isn't modified by your attributes. Its hits do straight damage equal to 1d6+4 at levels 1-4, 1d8+4 at levels 5-8, and 1d10+4 at level 9-10, also unmodified by attributes. It rolls a 1d8+4 normal damage Fray die, and its Fray dice and any powers that inflict Fray dice affect all enemies regardless of their hit dice. Its base AC is 5, modified only by gifts, and its movement is the same as the PC in whatever mode seems appropriate. Saving throws are as the unarmored Summoner, as is committing Effort to autosave or being counted as a worthy foe against all powers.

Eidolons only gain levels after spending Dominion, which can only be gained by performing great deeds while in Shintai-Form. Eidolons can only spend Dominion to cause incredible amounts of destruction to given target. A Dominion point could be used to destroy a medium sized Airship, or greatly damage a Dreadnaught. It could be used to wipe out a battalion of soldiers in an instant, or break the defenses of a fortress. When using Dominion a player should judge how much collateral damage their Eidolon will do to the surrounding area. Should you use this Dominion point to win the battle, but at the cost of the city you are defending? Also when  you use a Dominion point this badass theme plays: Eidolon Ultimate Attack Theme: Nox Divina

Upon leveling up an Eidolon, they gain 1 Maximum Effort, as well as 2 Gift points to spend on new Gifts. They cannot spend Gift Points to buy new Words, instead they  pay double the cost for Gifts in other Words. Upon buying a Gift from another Word the Eidolon is considered Bonded to that Word. This also works during Character Creation.

Summoners and Eidolons level up at a different rate, and a Summoner has more control on when their Eidolon will level.

Weakness of the Eidolons
You may have noticed Eidolons have a few weaknesses based on their nature. They are glass cannons, able to inflict a massive amount of damage in Shintai Form, but unable to take as much damage as the Summoner themselves. This is because they aren't made of flesh and bone. Their body is made entirely of Magicka, and the effect can easily dissipate if enough damage is sustained.

If an Eidolon loses all hit points they immediately dissipate. The Summoner may commit another Effort to Summon them back, but this will be on top of what they already committed for the original summon.

If an Eidolon spends a Dominion point they will immediately dissipate upon completion of their task, and not be allowed to be Summoned for the remainder of the Scene. Lets say you used your Eidolon to breach the walls of an Imperial Fortress. They would be unable to return in Shintai Form until the battle was over. This is to maintain the feeling of awe the moment was suppose to bring, as well as make you reconsider using a Dominion for every complex situation.

Finally if your character becomes a High Summoner (mid-late game), and gains access to another Eidolon, they will only be able to summon one at a time in Shintai Form. You will have access to all your summons Astral Form abilities, as well as their Effort pools. If you wanted you could even use one in Shintai Form for a time, then unsummon it to bring in the other.

Character Creation Theme: Hymn of the Fayth

This message was last edited by the GM at 14:43, Wed 05 June 2019.

GM
 GM, 5 posts
Sat 1 Jun 2019
at 22:53
Character Sheet
NAME 

Vitals
HP
AC
Level/ BAB1
Influence2
Experience0
Wealth0

Effort Commitment

Ability Scores
Strength +Check +
Dexterity +Check +
Constitution +Check +
Intelligence +Check +
Wisdom +Check +
Charisma +Check +

Saves
Hardiness 
Evasion 
Spirit 

Weapons/Attacks
AttackDmgAbilityRangeNotes
Unarmed1d2Str/DexMeleeNone
 1d6DexMeleeNone
 1d10Any200 ft 

Gifts
A Call BeyondAstralActionCommit Personal Effort. Your Summoner breaks the shackles holding a bonded Eidolon, and opens a gate to the Astral Plane for them to escape from. The Eidolon's Shintai Form manifests in the Mortal Plane with full Hit Points. The Eidolon will remain in the Mortal Plane until dismissed, depleted of Hit Points, or upon spending a Dominion Point.
Read the SignsAstralActionThe Summoner can look at a person and get a general idea of their past and most likely future. A brief description of their occupation, current ambitions, and a sentence on their most likely fate in the next year is obtained, along with their maximum hit dice total or character level.
Visions of Possible FuturesAstralActionCommit Effort for the scene. You enter a reverie where you see visions of possible outcomes from your actions. These visions can be from any point in time in the distant future, and may change with the actions you take in the present. Summoners are taught how to discern the threads of destiny, but are warned not to obsess over possible fates.

Talents
NameEffect
NameEffect

Facts
Notable Possessions


EIDOLON NAME, TITLE 

Vitals
HP
AC
Fray Die1d8+4
Level/ BAB1
Dominion0

Effort Commitment


Saves
Hardiness 
Evasion 
Spirit 

Weapons/Attacks
AttackDmgAbilityRangeNotes
Unarmed1d2Str/DexMeleeNone
 1d6DexMeleeNone
 1d10Any200 ft 

Bound Words
Word of CreationBinding Effect
  
  
  

Gifts
GiftWordActionEffect
GiftWordActionEffect
GiftWordActionEffect
GiftWordActionEffect
GiftWordActionEffect
GiftWordActionEffect
GiftWordActionEffect


This message was last edited by the GM at 14:45, Wed 05 June 2019.