These white mages form a pact with a holy elemental spirit, who protects them from the dangers of the world.
The holy servant summoner is an archetype of the white mage class.
Diminished Spellcasting
A holy servant summoner gains fewer MP than normal equal to the spell level he gains. For example, a holy servant summoner of 5th level would only have 6 MP excluding extra MP from Wisdom bonus.
Table: Diminished Full MP Progression
Level | MP | Spell Level |
---|---|---|
1st | 2 | 1st |
2nd | 3 | 1st |
3rd | 4 | 2nd |
4th | 5 | 2nd |
5th | 6 | 3rd |
6th | 8 | 3rd |
7th | 11 | 4th |
8th | 15 | 4th |
9th | 20 | 5th |
10th | 24 | 5th |
11th | 29 | 6th |
12th | 35 | 6th |
13th | 42 | 7th |
14th | 49 | 7th |
15th | 56 | 8th |
16th | 65 | 8th |
17th | 74 | 9th |
18th | 83 | 9th |
19th | 92 | 9th |
20th | 101 | 9th |
Holy Elemental Spirit (Su)
At 1st level, a holy servant summoner begins play with the ability to summon to his side a powerful holy elemental spirit. The elemental spirit forms a link with the holy servant summoner. The spirit has the same alignment as the holy servant summoner that calls it and can speak all of his languages. Spirits are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score.
A holy servant summoner can summon his spirit in a ritual that takes 1 minute to perform. When summoned in this way, the spirit hit points are unchanged from the last time it was summoned. The only exception to this is if the spirit was slain, in which case it returns with half its normal hit points. The spirit does not heal naturally. If the spirit is sent back to its home plane due to death, it cannot be summoned again until the following day. The spirit remains until dismissed by the holy servant summoner (a standard action). If the holy servant summoner is unconscious, asleep, or killed, his spirit is immediately banished. The spirit’s Hit Dice, saving throws, skills, feats, and abilities are tied to the holy servant summoner’s white mage level and increase as the holy servant summoner gains levels, using the avatar table from summoner. In addition, each spirit receives improvements, based on the holy servant summoner’s white mage level, which can be used to upgrade the spirit’s abilities and powers. The spirit has a caster level equal to its hit dice for its own spells.
The spirit and the holy servant summoner must remain within 100 feet of one another for the spirit to remain at full strength. If the spirit is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the spirit is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the spirit is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the spirit gets closer to its summoner, but its maximum hit point total does return to normal.
Medium Holy Elemental
STARTING STATISTICS
Size: Medium; Speed: 30 ft.; AC: +4 natural armor; Attack: slam (1d6 + 1d6 holy); Ability Scores: Str 13, Dex 16, Con 12, Int 4, Wis 16, Cha 14; Special Qualities: Blend in Light, Daylight Door; Immune: Holy, elemental traits; Weakness: Shadow; Special Attacks: Dizzy Vision (Fort DC 13), Holybolt; Spells: Light
5TH LEVEL ADVANCEMENT (Large Holy Elemental)
Size: Large; Reach: 10 ft; AC: +6 natural armor; Attack: 2 slams (1d8 + 1d8 holy); Ability Scores: Str 17, Dex 16, Con 14, Int 4, Wis 20, Cha 14; Special Qualities: Blend in Light, Daylight Door; Immune: Holy, elemental traits; Weakness: Shadow; Special Attacks: Dizzy Vision (Fort DC 16), Light Rays; Spells: Light, Light II
9TH LEVEL ADVANCEMENT (Huge Holy Elemental)
Size: Huge; Reach: 15 ft; AC: +8 natural armor; Attack: 2 slams (2d6 + 1d10 holy); Ability Scores: Str 21, Dex 18, Con 18, Int 4, Wis 22, Cha 14; Special Qualities: Blend in Light, Daylight Door; Immune: Holy, elemental traits; Weakness: Shadow; Special Attacks: Dizzy Vision (Fort DC 19), Light Rays, Rail Cannon; Spells: Light, Light II
13TH LEVEL ADVANCEMENT (Greater Holy Elemental)
Size: Huge; Reach: 15 ft; AC: +9 natural armor; Attack: 2 slams (2d8 + 2d6 holy); Ability Scores: Str 25, Dex 20, Con 20, Int 4, Wis 26, Cha 14; Special Qualities: Blend in Light, Daylight Door; Immune: Holy, elemental traits; Weakness: Shadow; Special Attacks: Dizzy Vision (Fort DC 21), Light Rays, Rail Cannon; Spells: Light, Light II, Dispel, Light III, Lightra
17TH LEVEL ADVANCEMENT (Elder Holy Elemental)
Size: Huge; Reach: 15 ft; AC: +11 natural armor; Attack: 2 slams (2d8 + 2d8 holy); Ability Scores: Str 27, Dex 22, Con 20, Int 4, Wis 28, Cha 14; Special Qualities: Blend in Light, Daylight Door; Immune: Holy, elemental traits; Weakness: Shadow; Special Attacks: Dizzy Vision (Fort DC 23), Light Rays, Rail Cannon; Spells: Light, Light II, Dispel, Light III, Lightra, Holy, Light IV
This ability replaces white magery.
Life Link (Su)
At 2nd level, a holy servant summoner forms a close bond with his spirit. Whenever the spirit takes enough damage to send it back to its home plane, as a reaction to the damage, the summoner can sacrifice any number of hit points he has without using an action. Each hit point sacrificed in this way prevents 1 point of damage done to the spirit. This can prevent the spirit from being sent back to its home plane.
This ability replaces a mage talent gained at 2nd level.
Shield Ally (Ex)
At 5th level, whenever a holy servant summoner is within his spirit’s reach, he receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the spirit is grappled, helpless, paralyzed, stunned, or unconscious.
This ability replaces metamagic enhancement.
Greater Shield Ally (Su)
At 11th level, whenever an ally is within a spirit’s reach, the ally receives a +2 shield bonus to its Armor Class and a +2 circumstance bonus on its saving throws. If this ally is the holy servant summoner, these bonuses increase to +4. This bonus does not apply if the spirit is grappled, helpless, paralyzed, stunned, or unconscious.
This ability replaces divine veil.
Life Bond (Su)
At 13th level, a holy servant summoner’s life becomes linked to his spirit’s. As long as the spirit has 1 or more hit points, the holy servant summoner is protected from harm. Damage in excess of that which would reduce the holy servant summoner to fewer than 0 hit points is instead transferred to the spirit. This damage is transferred 1 point at a time, meaning that as soon as the spirit is reduced to a number of negative hit points equal to its Constitution score, all excess damage remains with the holy servant summoner. Effects that cause death but not damage are unaffected by this ability. This ability does not affect spells like Statue, Doom, Death or other spells that do not cause actual damage.
This ability replaces metamagic flexibility.
Superior Shield Ally (Su)
At 17th level, whenever an ally is within the spirit’s reach, the ally receives a damage reduction of 2/-, in addition to the bonuses to AC and saving throws. If this ally is the holy servant summoner, the damage reduction increases to 5/-.
This ability replaces bypass spell resistance.