Often referred to as “breakers”, these summoners break the rules to capture and summon creatures, avatars and even humans they fight, to fight with them in a form known as stacking, combining their strengths and weaknesses to make a single powerhouse.
The mirage keeper is an archetype of the summoner class.
Limit Breaks (Su)
At 1st level, the mirage keeper receives the Limit Breaks (Crystal Cage and Mega Mirage).
Crystal Cage (Su): This Limit Break allows the mirage keeper to cage an opponent in a crystal box. The mirage keeper can make a melee touch attack against an enemy and, if successful, the creature must make a Fortitude Save (DC 10 + half of the summoner’s level + his Charisma modifier) or be encased in a crystal box unable to move or act. The cage has a Hardness of 10 and HP of 10 taking up the square the creature is in, and can only be destroyed from outside sources. The hardness of the cage increases by 2 and the HP of the cage increases by 10 for every four summoner levels after 1st.
Mega Mirage (Su): This Limit Break allows the mirage keeper to increase the size category of a mirage he has summoned by 1 step plus another step for every four summoner levels after 1st (maximum of Colossal). All other mirages vanish while this Limit Break is active and reappear in their same stacked formation as when they vanished (if they were stacked to begin with). The mega mirage gains temporary hit points equal to half its maximum HP and, when depleted, the mega mirage turns back to normal, ending the Limit Break. In addition, the mega mirage also gains DR/- equal to the summoner’s level while in this form, which stacks with other forms of damage reduction. This Limit Break lasts for a duration of 1 round + 1 round per four summoner levels after 1st.
These abilities replace the summoner’s standard Limit Breaks.
At 1st level, a mirage keeper begins play with the ability to summon to his side a powerful outsider or captured creature called a mirage. The mirage keeper may choose a creature from the bestiary with a CR of 1 or an avatar from the summoner’s normal avatar list. A mirage has the same alignment as the mirage keeper that calls it and can speak all of his languages. Mirages are treated as summoned creatures. The mirage keeper may have up a number of different mirages captured equal to his Charisma modifier and must lose one to replace it with another mirage. At 1st level, he may only choose one mirage. To gain more mirages, he must find and capture creatures able to be imprisoned (at GM’s discretion). Mirage keepers cannot capture another person’s summoned creature or avatar or any being that is under control of another creature.
A mirage keeper can summon his mirages from its prism as a standard action. When summoned in this way, the mirage’s hit points are unchanged from the last time it was summoned. The mirage remains until dismissed by the mirage keeper (a standard action). If the mirage keeper is unconscious, asleep, or killed, his mirage is immediately banished back to their prism. The mirage’s Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner’s class level and increase as the mirage keeper gains levels. In addition, each mirage receives improvements, based on the summoner’s level, which can be used to upgrade the mirage’s abilities and powers. The mirage keeper also begins play with tattoos on both arms that radiate magic, forming gauntlets around the mirage keeper’s hands when they summon or try to capture a mirage or use any of their abilities.
These gauntlets come stored with infinite tiny boxes known as prisms that can be shot as a full-round action at a creature within 15 feet of the mirage keeper, as a ranged touch attack, and if successful, the creature must make a Will save (DC 10 + half of the summoner’s level + his Charisma modifier) or be imprisoned by the mirage keeper inside a prism. The prism contains the creature and zips back to the mirage keeper’s hand, stored within his gauntlet, ready to be summoned as a normal mirage under the mirage keeper’s full control. Creatures must be at 25% health or lower to even attempt to imprison. Attempting to do so beforehand will cause the box to return back immediately to the mirage keeper. Additionally, if the creature passes the save, or is being controlled by another creature, or is unable to be imprisoned at all, the box returns back to the mirage keeper.
The mirage creature retains any and all abilities and feats it currently has, but its normal stat block changes based on the summoner’s level (see the summoner’s avatar table to determine the changes made to the mirages captured). Upon capturing a mirage, the mirage keeper must also choose its size category, choosing between: Small, Medium or Large. This will affect how the mirage keeper can form a stack with his mirages. Any and all summoner abilities that pertain to the summoner’s “avatar”, affects all his mirages in the manner.
This ability replaces and modifies avatar.
At 1st level, the mirage keeper can stack with his mirages, much like riding a mount, and may occupy the same space and share their abilities. Below is the formation a stack is allowed to be, and may be of any combination of mirages as long as the size category of the mirages stays within the formation below. The mirages cannot stack unless the mirage keeper himself is also part of the stack. Stacking is a full-round action that provokes attacks of opportunity and all creatures stacking must be adjacent to each other.
- Small: Stacks on medium.
- Medium: Stacks on large.
- Large: Cannot stack on any other creature.
While stacked, the mirage keeper and his mirages share their hit points and magic points together and all damage taken is split between him and his mirages by an even amount (damage is rounded to the mirage keeper). If a mirage’s own HP pool would reach zero, it vanishes and become unstacked, if any creatures are stacked on top of the creature, they fall onto the ground unhurt.
The stack may attack and use abilities as one being, using the best stats of any of the stacked creatures to determine bonuses to: base attack, saving throws and ability checks and skill checks. The AC of the stack is equal to the AC of the bottom creature of the stack with a -1 penalty to AC per creature stacked on top. This does not allow them to make multiple attacks per stacked creature. Only one attack can be made unless a creature in the stack has multiple attacks from natural attacks or high base attack bonus.
For example, if the mirage keeper is medium size, stacked on top of a large chimera and a small cactuar is stacked on top of the mirage keeper, they may make an attack using the chimera’s full attack since it has the most attacks and the highest bonus. The stack may use the cactuar’s one slam attack. However, the attack would be made with the chimera’s base attack bonus and damage modifiers since its stronger.
Another example: Replace the cactuar with a small behemoth, the stack may use either the behemoth’s or chimera’s full attack. The stack may also utilize the behemoth’s feats as if the whole stack had them, since the behemoth has the power attack feat, the stack may perform the chimera’s full attack as if it had power attack even though chimeras normally don’t have it.
If the stack fails a save to be knocked prone or is overrun, all stacked creatures on top the bottom creature must make an Acrobatics checks (DC 15 + 2 for every creature in the stack) to avoid falling prone. Additionally, a Ride check must be performed by all those on top of a creature when the stack is bull rushed (DC = bull rush attempt) to avoid toppling and falling off the stack (typically to an adjacent square).
If one of the mirages is a flying creature, his fly speed is reduced by half and the DC for Fly checks is increased by 2 for each other creature in the stack. Swimming is also possible with a –2 penalty to swim checks per creature stacked and they swim at half speed.
Lastly, they share any and all damage reduction and elemental resistance, including vulnerabilities. Multiple types of the same damage reduction, resistance, and vulnerabilities does not stack (take the higher value).
Only the mirage keeper and his mirages may use this ability. Any other creature or other mirage keepers will simply not be able to keep balance when attempting to stack with a mirage keeper and his mirages.
This ability replaces cantrips and spells and summon monster I, II, III, IV, V, VI, VII, VIII, IX.
At 5th level the mirage keeper can change his prisms into a special prism called an eldbox, which he may use to capture constructs, such as magitek armors and give them life through his gauntlets to become part of his stacks, treating this constructs as a normal mirage.
This ability replaces shield ally.
Jiant and Lilkin (Su)
At 6th level, the mirage keeper can turn himself into what is known as a Jiant, increasing his size category to either medium or large as a move action, taking the normal penalties for the size difference (if any). Additionally, the mirage keeper can turn himself into what is known as a Lilkin, decreasing his size category to medium or small as a move action, taking the normal penalties for the size difference (if any).
This ability replaces counter summon.
Breaker’s Prism (Su)
Mirage keepers are referred to as breakers, as they tend to break the rules of the world. Starting at 8th level, they may break the rules of their prism, and capture humanoid creatures such as NPCs (but not PCs). However, the humanoid captured, must be killed and have a body to imprison, for this prism to work. These special mirages gain levels in their current class and does not progress down the summoner’s avatar table for levels, retaining their class levels and abilities they had when they were imprisoned. They do not lose abilities based on alignment change. However, they lose 2 levels and will always be 2 levels lower than the mirage keeper. The captured humanoid may act as if they had in their normal life but must obey the mirage keeper regardless of their circumstance. For all other circumstances, the humanoid is now treated as a mirage in every way. (Who and what can be imprisoned here is up to GM’s discretion.)
This ability replaces superior summons, greater shield ally, and summoner’s charm.
Sometimes, a mirage becomes useless to the mirage keeper but wishes to keep a part of the mirage with him. As part of a 1 hour ritual, the mirage keeper can destroy the essence of a captured mirage and gain one of its supernatural abilities or spells as a permanent ability for the mirage keeper, using his summoner level and Charisma modifer to determine bonuses in place of class levels, and casting modifiers. These abilities become jewels that socket to the mirage keeper’s gauntlet that he can pass on to other mirage keepers. He may do this once at 12th level, 15th level and 18th level.
This ability replaces weaken summon, paragon summons, and improved weaken summon.
Quick Stack (Su)
At 17th level, the mirage keeper can summon up to two of his mirages and stack immediately as a move action.
This ability replaces superior shield ally.
Perfect Balance (Su)
At 19th level, while stacked, the mirage keeper and his mirages are immune to bull rush, overrun, and cannot be knocked prone nor does he need to make Ride checks to stay stacked.
This ability replaces merge forms.
Break the Stack (Su)
At 20th level, the mirage keeper no longer needs to be part of his stack and may stack up to 3 captured mirages and command them from 100 feet away. The mirage keeper himself cannot be stacked with any other creature to stack his mirages in this way.
This ability replaces twin avatar.