Alchemist | Animist | Barbarian | Bard | Champion | Cleric | Commander | Druid | Exemplar | Fighter | Guardian | Gunslinger | Inventor | Investigator | Kineticist | Magus | Monk | Necromancer | Oracle | Psychic | Ranger | Rogue | Runesmith | Sorcerer | Summoner | Swashbuckler | Thaumaturge | Witch | Wizard

Companions | Familiars


PFS StandardSurprising Leap [two-actions] Feat 8

Eidolon Invocation Summoner 
Source Impossible Magic pg. 83


Your eidolon jumps into the air to attack a foe. Your eidolon makes a Leap, High Jump, or Long Jump and attempts one melee Strike at any point during that jump. Immediately after the Strike, your eidolon falls to the ground if they’re in the air, even if they haven’t reached the maximum distance of their jump. If the distance your eidolon falls is no more than the height of their jump, your eidolon takes no damage and lands upright.

When attempting a High Jump or Long Jump during a Surprising Leap, determine the jump distance using Long Jump’s rules, and change your eidolon’s maximum distance to double their Speed.

Traits

Eidolon:

A creature with this trait is a summoner's eidolon. An action or spell with this trait can be performed by an eidolon only. An item with this trait can be used or worn by an eidolon only, and an eidolon can't use items that don't have this trait. (An eidolon can have up to two items invested.)

Invocation:

An invocation action allows a runesmith to surge power through their rune by uttering its true name. Invocation requires you to be able to speak clearly in a strong voice and requires that you be within 30 feet of the target rune or runes unless another ability changes this. These actions include the Invoke Rune action, which makes the rune’s invocation take place, then causes the rune to fade away. Using Invoke Rune normally allows you to invoke two runes, but other abilities that include the Invoke Rune action often change that number or the specific runes you can invoke.

Shelyn's Corner

×