Gandalf's evil game OOC-closed

Theroc

First Post
Theroc, do you have thought about a background? Maybe we could share one (coming from the same tribe...)

GM, how do we determine HP past first level?

I'm fine with coming from the same tribe. The only real thing I've in mind for my character here is that he wants to reestablish the glory of the Saurian race... in other words, forging himself an empire eventually.
 

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Walking Dad

First Post
I'm fine with coming from the same tribe. The only real thing I've in mind for my character here is that he wants to reestablish the glory of the Saurian race... in other words, forging himself an empire eventually.
... good, I'm ready to become the power behind the throne ;)

In need for a disgusting evil backstabbing and diseased ally :)
I could take the leadership feat to bring our tribe with us :devil:
 




SolosAddie

Explorer
both be good, i would guess cleric would be more useful, a fighter-type might be too squishy down 2 levels.

could go archer ranger as another thought.
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
are you still recruiting? i was thinking a skill monkey (Rogue)/ wererat with leadership and wererat thralls.
 

Theroc

First Post
Work in progress
Viran
Saurian Summoner, Neutral Evil

Str: 14 (5 Points)
Dex: 14 (5 points)
Con: 14 (2 points, +2 racial)
Int: 8 (-2 Racial)
Wis: 13(3 points)
Cha: 22 (10 Points, +2 racial, +4 Items)
Points Spent: 25

Class features:
[sblock=Cantrips]A summoner learns a number of cantrips, or 0-level spells, as noted on Table: Summoner Spells Known under “Spells Known.” These spells are cast like any other spell, but they may be cast any number of times per day. Cantrips prepared using other spell slots, due to metamagic feats, for example, consume spell slots as normally.[/sblock]
Spontaneous Arcane Spellcasting
[sblock=Eidolon]A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature. An eidolon has the same alignment as the summoner that calls it and can speak all of his languages. Eidolons 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. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.

A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished. The eidolon takes a form shaped by the summoner’s desires. The eidolon’s Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner’s class level and increase as the summoner gains levels. In addition, each eidolon receives a pool of evolution points, based on the summoner’s class level, that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner.
The eidolon’s physical appearance is up to the summoner, but it always appears as some sort of fantastical creature. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner’s forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).[/sblock]

[sblock=Lifelink]
Starting at 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane.
In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon 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 eidolon 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 eidolon gets closer to its summoner, but its maximum hit point total does return to normal.[/sblock]

[sblock=Summon Monster I-V]
Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.[/sblock]

[sblock=Bond Senses]
Starting at 2nd level, a summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. There is no range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a free action.[/sblock]
[sblock=Shield Ally]
At 4th level, whenever a summoner is within his eidolon’s reach, the summoner 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 eidolon is grappled, helpless, paralyzed, stunned, or unconscious.[/sblock]

[sblock=Maker's Call; 2/day]
At 6th level, as a standard action, a summoner can call his eidolon to his side. This functions as dimension door, using the summoner’s caster level. When used, the eidolon appears adjacent to the summoner (or as close as possible if all adjacent spaces are occupied). If the eidolon is out of range, the ability is wasted. The summoner can use this ability once per day at 6th level, plus one additional time per day for every four levels beyond 6th.[/sblock]
[sblock=Transposition]
At 8th level, a summoner can use his maker’s call ability to swap locations with his eidolon. If it is larger than him, he can appear in any square occupied by the eidolon. The eidolon must occupy the square that was occupied by the summoner if able, or as close as possible if it is not able.[/sblock]
[sblock=Aspect]
At 10th level, a summoner can divert up to 2 points from his eidolon’s evolution pool to add evolutions to himself. He cannot select any evolution that the eidolon could not possess, and he must be able to meet the requirements as well. He cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the eidolon’s evolution pool (reducing the total number available to the eidolon). The summoner can change the evolutions he receives from these points any time he can change the eidolon’s evolutions.[/sblock]



Feats:
Spell Focus(Conjuration)
Augmented Summoning
Winter's Blast (Complete Mage)
Dimensional Jaunt (Complete Mage)
Cloudy Conjuration (Complete Mage)


Traits:
Reactionary (+2 bonus to Init)
Heirloom weapon (Heavy Repeating Crossbow)

Skills:
Ride: 1
Fly: 1
Use magic Device: 1


Spells Known:
Lvl 0: Mage Hand, Light, Arcane Mark, Guidance, Message, Detect Magic
Lvl 1: Grease, Magic Fang, Mage Armor, lesser Rejuvenate Eidolon, Shield
Lvl 2: Lesser Evolution Surge, Glitterdust, Haste, Barkskin, Summon Eidolon
Lvl 3: Rejuvenate Eidolon, Fire Shield, Summon Monster IV, Evolution Surge
Lvl 4: Baleful Polymorph, Teleport
Lvl 5:

Spell Slots:
Level 1: 7
Level 2: 6
Level 3: 4
Level 4: 2


Equipment: 32,760 gold
+2 Hide Shirt of light Fortification; 9,240 gold
+1 Seeking Heavy Repeating Crossbow; 4,000 gold
+4 Headband of Alluring Charisma; 16,000


That's what I have so far. I've no idea what size HD the Eidolon has or how to trick it out. Does it have a d8?
 

GlassEye

Adventurer
That's what I have so far. I've no idea what size HD the Eidolon has or how to trick it out. Does it have a d8?

Eidolons have d10 hit dice. This is level 10, right? Are you still trying for the yuan-ti/naga eidolon idea? If so, I'd go with the following:

Serpentine base form (14 evolution points)
Bite*
Climb*
Reach (bite)*
Tail*
Tail Slap*
Large (4)
Blindsense (3) or could take Skilled (perception) (1) instead if you need points for something else
Grab (bite) (2)
Constrict (2)
Bite (1)

Or, you could drop Large, Grab, Constrict, and Bite (2nd taking) and go with Limbs (Arms) (2), Weapon Training (4) (for Martial weapons), and have three points for other abilities you might find interesting.

This still leaves you 2 evolution points to spend on yourself. Also, I'd recommend buying a scroll of Transmogrify in case you decide you need to change up the evolutions.
 

SolosAddie

Explorer
Eilodens are a little tricky page 59 in the APG


The form you pick will modify some of the numbers.

An eiloden's hit die is a d10, so it''ll have 8d10 plus whatever it's constitution modifier is.

It will have a BAB of 8, it does not get additional attacks when using natural weapons.

It has the following: darkvision, link, share spells, devotion, multiattack, two ability score increases (+1 to whatever you want), 32 skill points, 4 feats, +8 natural armor, +4 str/dex.

Here's an example level 10, i think it's legal.
[sblock]
Riding Dog from Outlands
Starts
Size:Med
Speed: 40
AC: 10 =+2 NA(starting form) +8 (from level)
Saves:
Fort: 10 = +6 +4
Ref: 9 =+6 + 3
Will: 2 = +2

Attack: All are primary + 16(base+str) to hit all have +1d6 acid
bite 1d6, 2 claws 1d6, 2 stings 1d6


Str: 26 = 14 (starting form) + 4 (from level) +8 from evolution
Dex: 16 = 14 (starting form) + 4 (from level) -2 from evolution
Con: 19 = 13(starting) +4 (from evolution) +2 from ability increases
Int: 7
Wis: 10
Cha:11

free evolution: bite, legs (2)
14 points to buy Evolutions: Claws (1pt, 2 primary 1d6)
2 Tail(2pt, +2 acrobatics)
2 Sting(2pt, must have tail primary attack 1d6)
Large (4pts, +8 str, +4 con, -2 dex addl)
Pounce(1pt, allows pounce ability)
mount(1pt, combat trained)
magic attacks(1pt, attacks count as magic to overcome dr)
energy attacks(2 pts, all natural attacks deal 1d6 of chosen energy, i'll say acid)
[/sblock]
 

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