Dukh
You begin play with the aid of a powerful and versatile spirit entity called a Dukh. Dukhs are treated as summoned creatures, except that they are not sent back to their home plane and are instead forcibly dismissed when reduced to a number of negative hit points equal to or greater than their Constitution score.
You can summon your dukh as a full-round action. When summoned in this way, the dukh hit points are unchanged from the last time it was dismissed or banished. The only exception to this is if the dukh was slain, in which case it returns with half its normal hit points. You may also summon your dukh as a free action that costs 1 soul point, in which case it always returns with full hit points. The dukh does not heal naturally. The dukh cannot be forcibly dismissed by means of dispel magic, but spells such as dismissal and banishment work normally. The dukh takes a form shaped by your desires. The dukh’s physical appearance is up to you, but it always appears as some sort of fantastical creature. This control is not fine enough to make the dukh appear like a specific creature.
The dukh forms a link with you, who forever after can either harbor the creature within their soul or manifest it as an incorporeal spirit. A dukh can speak all the languages its master can. You can manifest it partially (in which case only a few parts of it appear and it disappears immediately after), or fully manifest it. Dukhs are powerful beings, but they are far more emotional than they are rational. Dukh are still shackled by the emotions that created them, and you must maintain strong control over your dukh to keep it in check.
The dukh stays manifested until it is either returned to your soul (a standard action) or banished (in which case it is forced to return to your soul). If the dukh is banished, it can’t return and manifest again for 24 hours unless you succeed at a Will save (DC equal to the banishment's Will save). Whenever you are unconscious or asleep, the dukh immediately gets dismissed and returns back into your soul. If you die, the dukh also immediately dies, and returns when you are brought back to life. A dukh can’t be dismissed or banished (by a spell or any other similar effect) while it is not manifested, as the dukh is protected from such effects by the power of the your soul.
Dukhs cannot wear magic items. Any items worn, carried, or held by a dukh are dropped when the dukh returns back to your soul, and must be retrieved and donned anew if the phantom wishes to use them when it fully manifests in the future.
A dukh’s abilities, feats, Hit Dice, saving throws, and skills are tied to your character level and increase as you gain levels. See the below section for more information. In addition, each dukh receives a pool of manifestation points, based on your character level, that can be used to give the dukh different abilities and powers. Whenever you gain a level, you must decide how these points are spent, and they are set until you gain another level.
Table: Dukh’s Base Statistics determines many of the base statistics of the dukh. Dukhs are considered spirits for the purpose of determining which spells affect them and are immune to mind-affecting effects.
Table: Dukh’s Base Statistics
| Character Level | HD | BAB | Good Saves | Bad Saves | Skills | Feats | Armor Bonus | Ability Score Bonus | Manifestation Pool | Max Natural Attacks | Special |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | 1 | +1 | +2 | +0 | 2 | 1 | +0 | +0 | 3 | 3 | Darkvision, Link |
| 2nd | 2 | +2 | +3 | +0 | 4 | 1 | +2 | +1 | 4 | 3 | — |
| 3rd | 3 | +3 | +3 | +1 | 6 | 2 | +2 | +1 | 5 | 3 | — |
| 4th | 3 | +3 | +3 | +1 | 6 | 2 | +2 | +1 | 7 | 4 | — |
| 5th | 4 | +4 | +4 | +1 | 8 | 2 | +4 | +2 | 8 | 4 | Ability score increase |
| 6th | 5 | +5 | +4 | +1 | 10 | 3 | +4 | +2 | 9 | 4 | — |
| 7th | 6 | +6 | +5 | +2 | 12 | 3 | +6 | +3 | 10 | 4 | — |
| 8th | 6 | +6 | +5 | +2 | 12 | 3 | +6 | +3 | 11 | 4 | — |
| 9th | 7 | +7 | +5 | +2 | 14 | 4 | +6 | +3 | 13 | 5 | Multiattack |
| 10th | 8 | +8 | +6 | +2 | 16 | 4 | +8 | +4 | 14 | 5 | Ability score increase |
| 11th | 9 | +9 | +6 | +3 | 18 | 5 | +8 | +4 | 15 | 5 | — |
| 12th | 9 | +9 | +6 | +3 | 18 | 5 | +10 | +5 | 16 | 5 | — |
| 13th | 10 | +10 | +7 | +3 | 20 | 5 | +10 | +5 | 17 | 5 | — |
| 14th | 11 | +11 | +7 | +3 | 22 | 6 | +10 | +5 | 19 | 6 | — |
| 15th | 12 | +12 | +8 | +4 | 24 | 6 | +12 | +6 | 20 | 6 | Ability score increase |
| 16th | 12 | +12 | +8 | +4 | 24 | 6 | +12 | +6 | 21 | 6 | — |
| 17th | 13 | +13 | +8 | +4 | 26 | 7 | +14 | +7 | 22 | 6 | — |
| 18th | 14 | +14 | +9 | +4 | 28 | 7 | +14 | +7 | 23 | 6 | — |
| 19th | 15 | +15 | +9 | +5 | 30 | 8 | +14 | +7 | 25 | 7 | — |
| 20th | 15 | +15 | +9 | +5 | 30 | 8 | +16 | +8 | 26 | 7 | — |
Character Level
This is your character's total Hit Dice.
HD
This is the total number of Hit Dice the dukh possesses. As a spirit, a dukh uses 10-sided (d10) Hit Dice, each of which is modified by the dukh’s Constitution, as normal.
BAB
This is the dukh’s base attack bonus. As a spirit, a dukh's base attack bonus is equal to its total Hit Dice (fast progression).
Good/Bad Saves
These are the dukh’s base saving throw bonuses. A dukh possesses two good saving throws and one bad saving throw, determined by the creature’s base form.
Skills
This lists the dukh’s total skill ranks. A dukh can assign skill ranks to any skill, but it must possess the appropriate appendages to use some skills. Dukhs with Intelligence scores above the base value modify these totals as normal (as a spirit, a dukh receives a number of skill ranks equal to 6 + its Intelligence modifier per Hit Dice). A dukh cannot have more ranks in a skill than it has Hit Dice. Dukh skill ranks are set once chosen, even if the creature changes when the summoner gains a new level.
As a spirit, the following skills are class skills for dukh: Bluff, Craft, Knowledge (local), Knowledge (history), Knowledge (nature), Perception, Sense Motive, and Stealth. In addition, you can choose 4 additional skills to be class skills for your dukh.
Feats
This is the total number of feats possessed by a dukh. Dukhs can select any feat that they qualify for, but they must possess the appropriate appendages to use some feats. Dukh feats are set once chosen, even if the creature changes when you gain a new level. If, due to changes, the dukh no longer qualifies for a feat, the feat has no effect until the dukh once again qualifies for the feat.
Armor Bonus
The number noted here is the increase to the dukh’s deflection bonus when it manifests. A dukh can’t wear armor of any kind; a dukh may seem to be wearing armor, but this appearance is just an illusory part of its appearance.
Ability Score Bonus
Add this bonus to the dukh’s primary physical ability (Strength or Dexterity) and Charisma scores.
Manifestation Pool
The value given in this column is the total number of points in the dukh's manifestation pool. Points from this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the dukh. Whenever you gain a level, the number in this pool increases and you can spend these points to change the abilities of the dukh. These choices are not set. You can change them whenever you gain a level.
Max Natural Attacks
This indicates the maximum number of natural attacks that the dukh is allowed to possess at the given level. If the dukh is at its maximum, it cannot take manifestations that grant additional natural attacks. This does not include attacks made with weapons.
Special
This includes a number of abilities gained by all dukhs as they increase in power. Each of these bonuses is described below.
- Darkvision (Ex): The dukh has darkvision out to a range of 60 feet.
- Link (Ex): You and your dukh share a mental link that allows you to provide commands across distances (as long as you are on the same plane). This communication is a free action that can be performed even when it isn’t your turn, but you and your dukh must both be conscious to communicate in this way. You and your dukh share senses.
- Ability Score Increase (Ex): The dukh adds 1 to one of its ability scores as usual every four Hit Dice.
- Multiattack: A dukh gains Multiattack as a bonus feat when you reach character level 9th.
Dukh Base Forms
Each dukh has a base form that determines its starting size, speed, AC, attacks, and ability scores. Anytime the dukh has a strength score, dukh attacks add the dukh’s Strength modifier to the damage roll, unless it is its only attack, in which case it adds 1-1/2 times its Strength modifier. These base forms also note any free manifestations that base form possesses. The bonuses from these free manifestations are already factored into the starting statistics. Alternatively, any one of these base forms can be used to make a Small dukh. If the dukh is Small, it gains a +2 bonus to its Dexterity score. It also takes a –4 penalty to its Strength whenever it has a Strength score and a –2 penalty to its Constitution. It also gains a +1 size bonus to its AC and attack rolls, a –1 penalty to its CMB and CMD scores, a +2 bonus on its Fly skill checks, and a +4 bonus on its Stealth skill checks. Reduce the damage of all of its attacks by one step (1d6 becomes 1d4, 1d4 becomes 1d3). If this choice is made, the dukh can be made Medium whenever you can change the dukh’s evolution pool (which causes it to lose these modifiers for being Small). The strength score is listed for if it stops being incorporeal and gain a strength score.
Aquatic
Avian
Biped
Building
Insectoid
Item
Quadraped
Serpentine
Tauric
Manifestations
Each dukh receives a number of manifestation points that can be spent to give the dukh new abilities, powers, and other upgrades. These abilities, called manifestations, can be changed whenever you gain a new level, but they are otherwise set. Some manifestations require that the dukh have a specific base form or you be of a specific level before they can be chosen. A number of manifestations grant the dukh additional natural attacks.
Manifestations are grouped by their cost in manifestation points. Manifestation points cannot be saved. All of the points must be spent whenever you gain a level. Unless otherwise noted, each manifestation can only be selected once.
1-Point Evolutions
The following evolution costs 1 point from the dukh’s manifestation pool.
Resistance (Ex)
A dukh’s form takes on a resiliency to one particular energy type, which is usually reflected in its physical body (ashen hide for fire, icy breath for cold, and so on). Pick one energy type (acid, cold, dark, electricity, ether, fell, fire, psychic, radiant, or sonic). The dukh gains resist 5 against that energy type. This resistance increases by 5 for every 5 levels you possess, to a maximum of 15 at 10th level. This manifestation can be selected up to twice. Its effects do not stack. Each time a dukh selects this manifestation, it applies to a different energy type.
Speech (Ex)
The dukh has human-like vocal apparatus. It can speak and understand any languages known to you.
2-Point Evolutions
The following evolution costs 2 points from the dukh’s manifestation pool.
Ferocity (Ex)
Once per day, when the dukh is brought below 0 HP but not killed, it can fight on for one more round as if disabled. At the end of its next turn, unless brought to above 0 Hit Points, it immediately falls unconscious and begins dying.
Immunity (Su)
A dukh’s body becomes extremely resilient to one energy type, gaining immunity to that type. Pick one energy type: acid, cold, dark, electricity, ether, fell, fire, radiant, psychic, or sonic. The dukh gains immunity to that energy type. You must be at least 7th level before selecting this manifestation.
3-Point Evolutions
The following evolution costs 3 points from the dukh’s manifestation pool.
4-Point Evolutions
The following evolution costs 4 points from the dukh’s manifestation pool.
Non-Euclidian Geometry (Su)
The dukh warps space around itself. The dukh gains a 25% miss chance against any ranged attack launched at it, as if the creature had concealment.
If 4 additional manifestation points are spent, the dukh instead gains a 50% miss chance against any ranged attack launched at it
Simple Anatomy (Ex)
The dukh’s biology is rudimentary, and its crude internal organs are difficult to damage. The eidolon becomes immune to critical hits, sneak attacks, stunning. If reduced to 0 HP or below, it automatically stabilizes, and it does not suffer from ongoing bleed damage.
5-Point Evolutions
The following evolution costs 5 points from the dukh’s manifestation pool.
Elemental Healing (Su)
Select one form of energy your dukh is immune to. The dukh is immune to damage from that energy type. In fact, every time the dukh would normally take damage from that energy type, it is instead healed of damage at a rate of 1 point per 3 points of damage the attack would have normally inflicted. The dukh cannot harm itself with damage from that energy type to heal itself, even if capable of using an attack that would do so. The dukh must possess the immunity manifestation to take this manifestation. You must be at least 9th level to select this manifestation.
