Cannon Eidolon

Cannon eidolons are living mechanisms of shifting metallic flesh that are summoned by siege marshals from a little-known plane called the Plane of Ironworks. Like an eidolon, a cannon eidolon is subject to its siege marshal’s will and functions in all ways as an eidolon, except for the changes described hereafter.

CANNON EIDOLON ABILITIES

A cannon eidolon’s abilities are determined by the siege marshal’s level and by the choices made using its evolution pool. A cannon eidolon’s qualities are similar to those described in the Eidolons description block of the Advanced Player’s Guide, except with the following changes.

Special: The following new abilities are gained by all cannon eidolons as they increase in power. Each of these bonuses is described below.

Endless Bullets (Sp): The cannon eidolon is under the constant effects of an abundant ammunition spell (see the Spells chapter of Ultimate Combat). When summoned, the firearm of a cannon eidolon comes into existence loaded. Each round thereafter, the firearm must reload its firearm using the appropriate action. A sufficient number of bullets are conjured to load the cannon eidolon’s firearm each round, and therefore it does not need to carry a supply of ammunition.

Firearm (Ex): The cannon eidolon gains a number of firearm attacks (as a natural attack) as indicated by its base form.

Slam (Ex): The cannon eidolon gains a number of slam attacks as indicated by its base form.

Rapid Reload (Ex): The cannon eidolon gains Rapid Reload as a bonus feat. This ability replaces evasion.

Gun Training (Ex): A cannon eidolon adds its Dex modifier to the damage dealt by its firearm. This ability replaces devotion.

Lightning Reload (Ex): The cannon eidolon gains the Lightning Reload deed, and is considered to have at least 1 grit point, even though it does not have the grit class feature. This ability replaces improved evasion.

Base Forms

Each cannon eidolon has one of three base forms that determine its starting statistics. A siege marshal may select from either the biped, quadruped, or serpentine base forms. Each of these forms otherwise function as those listed in the eidolon description of the Advanced Player’s Guide (see p. 60). A siege marshal cannot select the aquatic base form. A cannon eidolon gains the following alternate starting statistics according to its base form.

Biped

Alternate Starting Statistics: Attack 2 slams (1d8), 1 firearm (one-handed or two-handed); Free Evolutions firearm appendage (one-handed or two-handed), limbs (arms), limbs (legs), slam (2).

Quadruped

Alternate Starting Statistics: Attack 2 slams (1d8), 1 firearm (one-handed); Free Evolutions firearm appendage (one-handed), limbs (legs) (2), slam (2).

Serpentine

Alternate Starting Statistics: Attack 1 slam (1d8), 1 firearm (one-handed), tail slap (1d6); Free Evolutions climb, firearm appendage (one-handed), reach (slam), slam, tail, tail slap.

EVOLUTIONS

A cannon eidolon may select any evolution listed in the Advanced Player’s Guide or Ultimate Magic. However, due to the cannon eidolon’s nature, the following evolutions have no effect and cannot be added to the eidolon as an evolution: channel resistance, gills, incorporeal form, no breath, undead appearance, unnatural aura, and web, or any evolution requiring the aquatic base form.

The following list includes new evolutions specific to the siege marshal multiclass archetype or rule changes to existing ones.

1-Point Evolutions

The following upgrades cost 1 point from the siege marshal’s evolution pool.

Deadly Range (Ex): The cannon eidolon increases the range increment of the firearm by 5 feet. This evolution can be taken multiple times and its effects stack. The cannon eidolon must be at least 3rd level to select this evolution.

Extra Barrel (Ex): The cannon eidolon adds a barrel to one firearm. This allows the cannon eidolon to discharge its firearm an additional time before needing to reload. Each barrel must be reloaded individually as a separate weapon. This evolution can be selected multiple times, and its effects stack. The cannon eidolon must be at least 3rd level to select this evolution.

Firearm Appendage (Ex): One of the cannon eidolon’s appendages (arm, head, or tail) functions like a certain type of firearm, depending upon the cannon eidolon’s base form. This firearm can be discharged and reloaded using the appropriate actions. A cannon eidolon’s firearm appendage is considered a primary attack. The cannon eidolon can select this evolution multiple times, but must have the appropriate number of appendages.

Improved Speed (Ex): One of the cannon eidolon’s movement modes increases by +10 ft. This evolution can be selected more than once. Its effects do stack. It can only be applied once to the cannon eidolon’s speed mode, plus 1 additional time for every 6 levels the siege marshal possesses.

2-Point Evolutions

The following evolutions cost 2 points from the siege marshal’s evolution pool.

Cannon (Ex): The cannon eidolon’s firearm changes to a cannon. The cannon has a range increment of 40 feet and deals 2d6 points of bludgeoning and piercing damage on a hit with a ×2 critical modifier. Reloading the cannon is a full-round action, but can be reduced by the Rapid Reload and Lightning Reload abilities. If the cannon eidolon has the Extra Barrel evolution, it can take two shots per round with the cannon. This evolution can be selected once. The cannon eidolon must have selected the Deadly Range and Improved Damage evolutions. The cannon eidolon must be at least 6th level before selecting this evolution.

Expert Gunner (Ex): The cannon eidolon adds a +1 bonus on damage rolls made with its firearms. This evolution can be selected multiple times. Each additional time it is selected, it adds an additional +1 bonus on damage rolls made with its firearms. This evolution can only be applied once to the cannon eidolon’s firearm at 5th level, plus 1 additional time for every 5 levels the siege marshal possesses. The siege marshal must be at least 5th level to select this evolution.

Reliability (Ex): The cannon eidolon reduces the misfire value of its firearm by 1 (minimum 1). This reduction occurs after any increases are calculated for firing with the broken condition, or for any other effect that may increase the misfire value of a firearm. The cannon eidolon must be at least 7th level to select this evolution.

Silver (Ex): The cannon eidolon’s ammunition becomes composed of silver and its natural attacks are treated as silver for the purpose of bypassing damage reduction. The siege marshal must be at least 5th level before selecting this evolution.

Steady Hand (Ex): The cannon eidolon can fire a two-handed firearm as if it were a one-handed firearm. The cannon eidolon must be at least 7th level to select this evolution.

Utility Gun (Ex): The cannon eidolon can alter a single barrel of a firearm allowing it to discharge utility projectiles instead of ammunition. Each projectile can be loaded as normal for a firearm of its type, and then discharged with the appropriate attack roll, as described below. The cannon eidolon must have selected the Extra Barrel evolution and be at least 7th level to select this evolution. The cannon eidolon can use one any of the following three utility projectiles in this manner.

Water Resistance (Ex): The cannon eidolon’s firearm (siege and ammunition) is unaffected by the effects of water or dampening (magical or mundane). The cannon eidolon must be at least 7th level to select this evolution.

3-Point Evolutions

The following evolutions cost 3 points from the siege marshal’s evolution pool.

Cold Iron (Ex): The cannon eidolon’s ammunition becomes composed of cold iron and its natural attacks are treated as cold iron for the purpose of bypassing damage reduction. The siege marshal must be at least 11th level before selecting this evolution.

Deadly Critical (Ex): The cannon eidolon increases the threat multiplier for one natural attack (including its firearm) by 1. Its effects do not stack. Each time a cannon eidolon selects this evolution, it applies to a different natural attack. The siege marshal must be at least 9th level before selecting this evolution.

Focused Critical (Ex): The cannon eidolon gains a +4 bonus on attack rolls to confirm critical hits (including its firearm). Its effects do not stack. Each time a cannon eidolon selects this evolution, it applies to a different natural attack. The siege marshal must be at least 9th level before selecting this evolution.

Greater Reliability (Ex): The cannon eidolon reduces the misfire value of its firearm by 2 (minimum 0). This reduction occurs after any increases are calculated for firing with the broken condition, or for any other effect that may increase the misfire value of a firearm. The cannon eidolon must have selected the Reliability evolution and be at least 11th level to select this evolution.

Improved Cannon (Ex): The cannon eidolon’s gains an improved cannon attack. The improved cannon has a range increment of 60 feet and deals 4d6 points of bludgeoning and piercing damage on a hit with a ×3 critical modifier. If the cannon eidolon has the Extra Barrel evolution, it can take two shots per round with the improved cannon. This evolution can be selected once. The cannon eidolon must have selected the Deadly Range and Improved Damage evolutions. This evolution functions only if the cannon eidolon is Medium size or larger. The cannon eidolon must be at least 10th level before selecting this evolution.

Powerful Blows (Ex): The cannon eidolon inflicts 1-1/2 times its Strength modifier and threatens a critical hit on a 19–20 with its slam attacks. This evolution does not stack. This evolution is exactly like the iron golem’s powerful blows ability. The siege marshal must be must be at least 9th level before selecting this evolution.

Reflexive Blast (Ex): When the cannon eidolon confirms a critical hit with a slam attack, it can make one firearm attack against that target as a free action (as long as the firearm is loaded). The cannon eidolon must be at least 11th level to select this evolution.

4-Point Evolutions

The following evolutions cost 4 points from the siege marshal’s evolution pool.

Breath Weapon (Su): This is exactly like the evolution of the same name, except that a breath weapon discharged by a cannon eidolon is unleashed from tits firearm instead. The cannon eidolon must have a firearm with the scatter quality (dragon pistol, blunderbuss, or culverin) or have selected the Cannon evolution to select this evolution.

Greater Cannon (Ex): The cannon eidolon’s gains a greater cannon attack. The greater cannon has a range increment of 100 feet and deals 6d6 points of bludgeoning and piercing damage on a hit with a ×4 critical modifier. If the cannon eidolon has the Extra Barrel evolution, it can take two shots per round with the greater cannon. This evolution can be selected once. The cannon eidolon must have selected the Deadly Range, Improved Damage, and Large evolutions. The cannon eidolon must be at least 16th level before selecting this evolution.

Mithral (Ex): The cannon eidolon’s ammunition becomes composed of mithral, and its natural attacks are treated as silver for the purpose of bypassing damage reduction. The siege marshal must be at least 13th level before selecting this evolution.

If 6 additional evolution points are spent, the cannon eidolon’s ammunition becomes composed of adamantine, and its natural attacks are treated as adamantine for the purpose of bypassing damage reduction. The cannon eidolon must have selected the Mithral evolution. The siege marshal must be at least 16th level before selecting this evolution.