Aspect Warrior (Summoner/Monk)
It is not surprising that most summoners possess an affinity for conjuration magic. However, there are a select few who direct their passion in a completely new direction. By training in the ascetic arts, a summoner retrains his mind in such a way as to allow him to tap an alternate source of power, a reservoir of mystic energy that allows him to employ the evolutions of his eidolon to alter or increase his skills in battle. Through strict mental discipline, the aspect warrior can bring his eidolons into existence by sheer force of will, forming it from the very energies that that fuel his mystic abilities. While aspect warriors are often misidentified as common summoners, those who do so quickly realize their mistake as the claws or teeth of these well disciplined warriors find their mark. (Original Concept by Trogdar a thread fan, and Elghinn Lightbringer)
Primary Class: Summoner.
Secondary Class: Monk.
Alignment: Any nonchaotic.
Hit Dice: d8.
Bonus Skills and Ranks: The aspect warrior selects three monk skills to add to his class skills in addition to the normal summoner class skills. The aspect warrior gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The aspect warrior is proficient with all simple weapons, plus the handaxe, kama, nunchaku, sai, short sword, shuriken, siangham, and temple sword*. The aspect warrior is not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, the aspect warrior loses his AC bonus and his fast movement abilities. (*Advanced Player’s Guide)
AC Bonus (Ex): When unarmored and unencumbered, the aspect warrior adds his charisma bonus (if any) to his AC and his CMD. This bonus to AC applies even against touch attacks or when the aspect warrior is flat-footed. He loses this bonus when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. This ability, evasion, fast movement, and Multiattack replace the summoner’s spellcasting ability.
Aspect (Su): Starting at 1st level, an aspect warrior can divert 1 point from his eidolon’s evolution pool to add evolutions to himself. At 3rd level and every three levels thereafter, an aspect warrior can divert an additional point from his eidolon’s evolution pool, to a maximum of 7 points at 19th level. For each point diverted from the eidolon, the warrior gains 2 points to further his evolutions (as shown on Table: Aspect Warrior). He cannot select any evolution that the eidolon could not possess, and he must be able to meet the requirements as well. He cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the eidolon’s evolution pool (reducing the total number available to the eidolon). The aspect warrior can change the evolutions he receives from these points any time he can change the eidolon’s evolutions. This ability replaces the summoner’s summon monster ability and gate.
Feral Strike (Ex): At 1st level, an aspect warrior gains the monk’s unarmed strike ability and deals 1d4 points of damage (1d3 for Small aspect warrior). At 4th level and every four levels thereafter, this damage increases to by one damage die, as shown on Table: Aspect Warrior. In addition, whenever the aspect warrior gains a natural attack from an evolution (such as the bite or claw evolution), the natural attack deals damage as described in the evolution’s description. This damage also increases by one damage die at 4th level and every four levels thereafter. The aspect warrior can make a number of natural attacks each round as shown on Table: Aspect Warrior under Max Attacks. This ability replaces cantrips.
Mystic Eidolon (Su): The mystic eidolon is the culmination of tremendous discipline. The aspect warrior is trained to focus extraplanar energies through the Ajna (the chakra of duality) and call forth a being whose alignment matches his own. As a consequence of this incredible feat, some of the eidolons properties merge with the aspect warrior. This is exactly like the summoner’s eidolon ability. However, all abilities tied to the eidolon only function when the eidolon is summoned. When a mystic eidolon is not summoned, has been dismissed, or is unwillingly sent back to its home plane, the aspect warrior looses all evolutions he currently has until the eidolon is again summoned. This ability otherwise functions and replaces eidolon.
Evasion (Ex):At 2nd level, an aspect warrior gains the monk’s evasion ability.
Fast Movement (Ex): At 4th level, an aspect warrior’s land speed is faster than the norm for his race by +10 feet. At 12th level, this bonus increases to +20. This benefit applies only when he is wearing no armor, and not carrying a heavy load. Apply this bonus before modifying the aspect warrior’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the aspect warrior's land speed.
Aspect Reserve (Su): At 5th level, an aspect warrior gains a reservoir of supernatural energy he can use to accomplish amazing feats. The number of points in an aspect warrior’s aspect reserve is equal to 1/2 his aspect warrior level + his Charisma modifier. As long as he has at least 1 point in his aspect reserve, he can make a ki strike.
At 5th level, ki strike allows his unarmed attacks and his natural attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
At 9th level, his unarmed attacks are also treated as cold iron and silver weapons for the purpose of overcoming damage reduction.
At 11th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
At 17th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
When the aspect warrior’s eidolon is not summoned, he can spend 1 or more points from his aspect reserve to do one of the following:
At 7th level, he can spend 1 point from his aspect reserve to grant himself any one evolution whose total cost does not exceed 2 evolution points. This functions as lesser evolution surge, but cannot be used while the aspect warrior’s eidolon is summoned.
At 13th level, he can spend 2 points from his aspect reserve to grant himself any one evolution whose total cost does not exceed 4 evolution points. This functions as evolution surge.
At 19th level, he can spend 3 points from his aspect reserve to grant himself any two evolutions whose total cost does not exceed 6 evolution points. This functions as greater evolution surge.
Each of these powers is activated as a swift action. The aspect reserve is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. This ability is similar to the monk’s ki pool ability
Improved Evasion (Ex): At 10th level, an aspect warrior gains the monk’s improved evasion ability.
Multiattack (Ex): Starting at 10th level, an aspect warrior gains the Multiattack monster feat. This ability only functions with natural attacks gained from evolutions.
Extraplanar Enlightenment (Su): At 20th level, an aspect warrior masters his Ajna chakra. The enormous energies channeled through his body forever transform his material flesh and is thereafter considered an outsider (native) rather than as a humanoid (or whatever the aspect warrior’s creature type was), for the purpose of spells and magical effects. Additionally, the aspect warrior gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the aspect warrior can still be brought back from the dead as if he were a member of his previous creature type. Finally, the aspect warriors control over his chakra prevents his extraplanar ally from being subject to any form of involuntary dismissal (except, of course, death). This ability replaces twin eidolon.
Table: Aspect Warrior