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When fear and nightmares repeatedly scar a strong psyche, the overwhelming fear and emotion spill out, creating a horrific monster. When these beasts do not kill their host they can become powerful allies, striking out in a cruel rage against those who cross them.
Fearweaver
A nightmare twin draws on the latent energy of his own nightmares and channels that power into magic that twists the emotions of his enemies. The nightmare twin draws his spells from the mesmerist spell list instead of the summoner spell list.
Manifested Nightmare
A nightmare twin’s psyche is scarred by brutal nightmares. These constant mental agonies grow more and more terrifying until they spill over to create a living nightmare. This nightmare functions in all ways as an eidolon, except that a living nightmare is always present on the Material Plane. It need not be summoned and cannot be sent back to its home plane.
A living nightmare and its summoner share a single pool of health, created by adding the summoner and eidolon’s hit points together. If either the nightmare or the summoner are slain, the other is immediately slain as well. Temporary hit points are applied to the summoner and his nightmare individually. If the summoner is resurrected, so too is his eidolon.
This replaces modifies eidolon and replaces life link
Cruel Rage (Su)
As the nightmare twins’ health begin to wane, the living nightmare begins to enter a cruel rage as it attempts to stave off its own destruction. When the nightmare twins’ remaining hit points are less than or equal to 20% of their maximum hit points, the nightmare enters a cruel rage. While raging, the nightmare gains a +2 bonus on melee attack and damage rolls. This bonus increases by +2 at 11th and 20th levels.
At 3rd level and every 2 levels thereafter, the required percentage is increased by 5% (maximum 65% of the nightmare twin’s maximum health at 19th level). This counts as raging for the purposes of feats and magic items.
This replaces summon monster
Raging Nightmare
At 4th level, the summoner’s nightmare gains a rage power, using the summoner’s level in place of it’s barbarian level. It gains access to this rage power while in a cruel rage.
This replaces shield ally
Solid Fear (Su)
At 12th level, the summoner may project a field of solid fear around his nightmare as a standard action, granting it a +3 profane bonus to AC and allowing it to enter a cruel rage regardless of the twin’s remaining health. If a creature is immune to mind-affecting effects, it ignores this bonus to AC on attacks it makes against the eidolon. The summoner may use this ability for a number of minutes equal to his level. These minutes need not be consecutive but must be spent in one-minute increments.
This replaces greater shield ally
Journeying Nightmare (Sp)
At 14th level, when the summoner rests for 8 hours, he can send his nightmare to harass his foes. This functions as nightmare, and takes effect when the summoner ends his 8 hours of rest. When the summoner uses this ability, his eidolon vanishes for the duration of his rest. The nightmare twin may use this ability no more than once every 24 hours.
This replaces life bond
A nightmare twin draws on the latent energy of his own nightmares and channels that power into magic that twists the emotions of his enemies. The nightmare twin draws his spells from the mesmerist spell list instead of the summoner spell list.
Manifested Nightmare
A nightmare twin’s psyche is scarred by brutal nightmares. These constant mental agonies grow more and more terrifying until they spill over to create a living nightmare. This nightmare functions in all ways as an eidolon, except that a living nightmare is always present on the Material Plane. It need not be summoned and cannot be sent back to its home plane.
A living nightmare and its summoner share a single pool of health, created by adding the summoner and eidolon’s hit points together. If either the nightmare or the summoner are slain, the other is immediately slain as well. Temporary hit points are applied to the summoner and his nightmare individually. If the summoner is resurrected, so too is his eidolon.
This replaces modifies eidolon and replaces life link
Cruel Rage (Su)
As the nightmare twins’ health begin to wane, the living nightmare begins to enter a cruel rage as it attempts to stave off its own destruction. When the nightmare twins’ remaining hit points are less than or equal to 20% of their maximum hit points, the nightmare enters a cruel rage. While raging, the nightmare gains a +2 bonus on melee attack and damage rolls. This bonus increases by +2 at 11th and 20th levels.
At 3rd level and every 2 levels thereafter, the required percentage is increased by 5% (maximum 65% of the nightmare twin’s maximum health at 19th level). This counts as raging for the purposes of feats and magic items.
This replaces summon monster
Raging Nightmare
At 4th level, the summoner’s nightmare gains a rage power, using the summoner’s level in place of it’s barbarian level. It gains access to this rage power while in a cruel rage.
This replaces shield ally
Solid Fear (Su)
At 12th level, the summoner may project a field of solid fear around his nightmare as a standard action, granting it a +3 profane bonus to AC and allowing it to enter a cruel rage regardless of the twin’s remaining health. If a creature is immune to mind-affecting effects, it ignores this bonus to AC on attacks it makes against the eidolon. The summoner may use this ability for a number of minutes equal to his level. These minutes need not be consecutive but must be spent in one-minute increments.
This replaces greater shield ally
Journeying Nightmare (Sp)
At 14th level, when the summoner rests for 8 hours, he can send his nightmare to harass his foes. This functions as nightmare, and takes effect when the summoner ends his 8 hours of rest. When the summoner uses this ability, his eidolon vanishes for the duration of his rest. The nightmare twin may use this ability no more than once every 24 hours.
This replaces life bond