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Male Fleshwarp (Cataphract) Summoner 1| HP 20/23| AC: 15 (17 w/ shield raised)| Fort: +8; Ref: +3; Will: +5 | Per +3 | Spd 25 ft. | Low-light vision|Stress Pool: 15/17 | ◆ ↺ ◇ | Defending, Perception + 3
![]() With that decided, summoner and eidolon retrace their steps and make their way out of the dungeon. ![]()
Male Fleshwarp (Cataphract) Summoner 1| HP 20/23| AC: 15 (17 w/ shield raised)| Fort: +8; Ref: +3; Will: +5 | Per +3 | Spd 25 ft. | Low-light vision|Stress Pool: 15/17 | ◆ ↺ ◇ | Defending, Perception + 3
![]() Ummm...did Thoxl just spout rule mechanics in character?!? Regardless, I'm nowhere near the door, so can't interact with it. Also, given Summoners and Eidolon have this weird "shared action economy" compression madness I'm not sure what we could do...very well... ![]()
Male Fleshwarp (Cataphract) Summoner 1| HP 20/23| AC: 15 (17 w/ shield raised)| Fort: +8; Ref: +3; Will: +5 | Per +3 | Spd 25 ft. | Low-light vision|Stress Pool: 15/17 | ◆ ↺ ◇ | Defending, Perception + 3
![]() mesce peers at the shambling odious beings... ◆ Recall Knowledge, Religion What is it???: 1d20 + 4 ⇒ (8) + 4 = 12 ![]()
Male Fleshwarp (Cataphract) Summoner 1| HP 20/23| AC: 15 (17 w/ shield raised)| Fort: +8; Ref: +3; Will: +5 | Per +3 | Spd 25 ft. | Low-light vision|Stress Pool: 15/17 | ◆ ↺ ◇ | Defending, Perception + 3
![]() Baskah is well back at the end of the line....through the bobbing and weaving of Mesce and Sarmenti's heads, and over the top of Gobbo's bonce, the fleshwarp sees....undead! he knows just how to deal with the undead! "Mesce! What are those things....exactly?" he cries out to the undead servitor, before blasting life-energy at the nearest...thing. ◆ Act Together ◆◆ Vitality Lash at closest zombie. Fsokt!!!: 2d6 ⇒ (5, 4) = 9 [vs. Basic Fortitude save] ![]()
Male Fleshwarp (Cataphract) Summoner 1| HP 20/23| AC: 15 (17 w/ shield raised)| Fort: +8; Ref: +3; Will: +5 | Per +3 | Spd 25 ft. | Low-light vision|Stress Pool: 15/17 | ◆ ↺ ◇ | Defending, Perception + 3
![]() Baskah grimaces as Thoxl treats the fleshwarp’s wounds. Mesce sighs heavily, the shared bond between summoner and eidolon causing the undead minon’s clawed rents also to close. Baskh nods to the Iruxi in wordless thanks. Master and minion follow Sarmenti’s lead… [Explo: as usual, Baskah: Defend; Mesce: Scouting] ![]()
Male Fleshwarp (Cataphract) Summoner 1| HP 20/23| AC: 15 (17 w/ shield raised)| Fort: +8; Ref: +3; Will: +5 | Per +3 | Spd 25 ft. | Low-light vision|Stress Pool: 15/17 | ◆ ↺ ◇ | Defending, Perception + 3
![]() Unsure of what the difference between Disabled and Destroyed is vis a vis Haunts. Does this mean we are safe now but could be in danger if we return this way? ![]()
Male Fleshwarp (Cataphract) Summoner 1| HP 20/23| AC: 15 (17 w/ shield raised)| Fort: +8; Ref: +3; Will: +5 | Per +3 | Spd 25 ft. | Low-light vision|Stress Pool: 15/17 | ◆ ↺ ◇ | Defending, Perception + 3
![]() Baskah yells loudly in a mix of pain and anger, trying very hard to master the situation. ”Tepshk zik: Hai ket vul; ger gezh: bresk go blukt terr! Honored wall, Let them go; I repeat: we are friends to this place!” ◆ ◆ Act Together ◆ Diplomacy use Diplomacy: 1d20 + 7 - 1 ⇒ (11) + 7 - 1 = 17 ![]()
Male Fleshwarp (Cataphract) Summoner 1| HP 20/23| AC: 15 (17 w/ shield raised)| Fort: +8; Ref: +3; Will: +5 | Per +3 | Spd 25 ft. | Low-light vision|Stress Pool: 15/17 | ◆ ↺ ◇ | Defending, Perception + 3
![]() Baskah yowls as he feels the squeeze put on Mesce. Screaming out, Baskah calls to the creature in common and Necril to release his allies. ◆ ◆ Act Together ◆ Diplomacy ”Hai ket vul; bresk go blukt terr! Let them go, we are friends to this place” Diplomacy: 1d20 + 7 - 1 ⇒ (13) + 7 - 1 = 19 Act Together: Act Together ◆◆ (Summoner, Tandem) Frequency once per round You and your eidolon act as one. Either you or your eidolon takes an action or activity using the same number of actions as Act Together, and the other takes a single action. For example, if you spent 2 actions to Act Together, you could cast burning hands (2 actions) and your eidolon could Strike (1 action), or your eidolon could use its Breath Weapon (2 actions) and you could Stride (1 action). ![]()
Male Fleshwarp (Cataphract) Summoner 1| HP 20/23| AC: 15 (17 w/ shield raised)| Fort: +8; Ref: +3; Will: +5 | Per +3 | Spd 25 ft. | Low-light vision|Stress Pool: 15/17 | ◆ ↺ ◇ | Defending, Perception + 3
![]() @djdust - I haven’t seen Ira Kroll/Thoxl post in gameplay…I’m in a couple of games with them and they are oosting there, maybe they don’t know this is on…? ![]()
Male Fleshwarp (Cataphract) Summoner 1| HP 20/23| AC: 15 (17 w/ shield raised)| Fort: +8; Ref: +3; Will: +5 | Per +3 | Spd 25 ft. | Low-light vision|Stress Pool: 15/17 | ◆ ↺ ◇ | Defending, Perception + 3
![]() I looked at the arrays for all the Eidolons, and they all had a suspiciously similar AC bonus range, and similar….almost everything. Sure their abilities are differentiated, and their traditions, but the original 1e eidolon was so incredibly wide open in what you could make with Evolution points and really leaned in on the wyrd magic. The current iteration just seems…forced into boxes. Even the Boost Eidolon and Evolution Surge evolution feats feel anemic. And for some reason, out of the blue there is a weird Glider form evolution feat to help your eidolon…float to the ground. Like, of all the things, why that….singular….specific evolution??? But, I’m sure it all works… Don’t mind me, just bemoaning the past… ![]()
Male Fleshwarp (Cataphract) Summoner 1| HP 20/23| AC: 15 (17 w/ shield raised)| Fort: +8; Ref: +3; Will: +5 | Per +3 | Spd 25 ft. | Low-light vision|Stress Pool: 15/17 | ◆ ↺ ◇ | Defending, Perception + 3
![]() Dorian 'Grey' wrote:
Nope. You are completely missing my point. And that’s entirely where the “beauty” doesn’t lay. I am entirely talking about mechanics. I want my character to be able to give their eidolon a weapon, that has properties, like a longspear’s Reach, or a Harpoon’s Tethered, or a longbow’s range. But that obviously hampers or interferes with the “tight math” of PF2. I get that Eidolon’s have been completely changed from 1e, to 1e Unchained, to 2e. And I find the changes along that edition path have essentially followed a devoluted path, to use a pun. The “template” style Eidolons of Unchained were a majorly constraining design path that seems to only have been completed in 2e. Not a fan of the cookie cutter approach, but completely understand that unifying them under magic traditions etc is all part and parcel of the 2e design. Yep, you can reflavor anything. Such is the way. But it isn’t exactly fulfilling. And PF2’s “there’s a feat for that” is…stultifying. ![]()
Male Fleshwarp (Cataphract) Summoner 1| HP 20/23| AC: 15 (17 w/ shield raised)| Fort: +8; Ref: +3; Will: +5 | Per +3 | Spd 25 ft. | Low-light vision|Stress Pool: 15/17 | ◆ ↺ ◇ | Defending, Perception + 3
![]() ”Naii avite heck clungn!” Baskah asserts somewhat angrily back in the dark tongue. He turns to Gobbs. ”My apologies, revered one. My friend asks that you not burn any more inanimate things…” Necril: ”Hush intemperate and foolish one!” ![]()
Male Fleshwarp (Cataphract) Summoner 1| HP 20/23| AC: 15 (17 w/ shield raised)| Fort: +8; Ref: +3; Will: +5 | Per +3 | Spd 25 ft. | Low-light vision|Stress Pool: 15/17 | ◆ ↺ ◇ | Defending, Perception + 3
![]() ”Sackless” intones Baskah, shouldering his pack to say “I have a back, a backpack, but no sack”. Baskah bends to pick up the manacles and the gem. [Gobbo: there are no coins, just a gem…] ”Anyone particularly need manacles? The gem we keep for party funds.” ![]()
Male Fleshwarp (Cataphract) Summoner 1| HP 20/23| AC: 15 (17 w/ shield raised)| Fort: +8; Ref: +3; Will: +5 | Per +3 | Spd 25 ft. | Low-light vision|Stress Pool: 15/17 | ◆ ↺ ◇ | Defending, Perception + 3
![]() That is…not helpful…;p I want to be able to give my eidolon a longspear with reach or a handaxe and buckler or a longbow…or harpoon…mmmm….harpoon. Harpoons are fun. ![]()
Male Fleshwarp (Cataphract) Summoner 1| HP 20/23| AC: 15 (17 w/ shield raised)| Fort: +8; Ref: +3; Will: +5 | Per +3 | Spd 25 ft. | Low-light vision|Stress Pool: 15/17 | ◆ ↺ ◇ | Defending, Perception + 3
![]() Baskah favors the goblin with a frown until her realises the short being is being…nice. Holding an averring hand out to keep Mesce from looming in protectively. ”No…never here before.” Am I right in assuming for this test run we have a nominal amount of familiarity with each other to have arrived here together? ![]()
Male Fleshwarp (Cataphract) Summoner 1| HP 20/23| AC: 15 (17 w/ shield raised)| Fort: +8; Ref: +3; Will: +5 | Per +3 | Spd 25 ft. | Low-light vision|Stress Pool: 15/17 | ◆ ↺ ◇ | Defending, Perception + 3
![]() @Gobbo: Yep, I know, but absent any other factor, Perception is still what will likely be used for Mesce’s Initiative. And at +1. I essentially am just putting the Exploration mode Activity, and then providing my Perception bonus to be helpful. If he is using Stealth, then I’ll change it to Stealth…For what it’s worth, I’m all for using Acrobatics for Initiative if you are …hanging from the chandeliers, or Survival (instead of Stealth) if you are hidden in a self-assembled pile of detritus or natural debris… ![]()
Male Fleshwarp (Cataphract) Summoner 1| HP 20/23| AC: 15 (17 w/ shield raised)| Fort: +8; Ref: +3; Will: +5 | Per +3 | Spd 25 ft. | Low-light vision|Stress Pool: 15/17 | ◆ ↺ ◇ | Defending, Perception + 3
![]() Baskah is Defend, morningstar and shield in hand; Mesce is Scouting, Perception +3. I would say Mesce is in front of/next to Baskah, but the two of them are likely *not* in the frontline. If we have a frontliner, happy to be just behind them. The problem with using Mesce as a true scout is that Baskah and Mesce share the one pool of HP so I can’t just send him off to be disposable…Though Mesce would likely say this is a feature and not a bug. In halting Necril… ![]()
Male Fleshwarp (Cataphract) Summoner 1| HP 20/23| AC: 15 (17 w/ shield raised)| Fort: +8; Ref: +3; Will: +5 | Per +3 | Spd 25 ft. | Low-light vision|Stress Pool: 15/17 | ◆ ↺ ◇ | Defending, Perception + 3
![]() Here is the statblock for Baskah: Baskah, Fleshwarp Summoner:
Baskah Summoner 1 N Medium Fleshwarp (Cataphract) Fleshwarp Humanoid Perception +3; Low-Light Vision Languages None selected Skills Acrobatics +0, Athletics +4, Deception +7, Diplomacy +7, Intimidation +7, Lore: Undead Eidolon +4, Occultism +4, Performance +7, Religion +3, Survival +3 Str +1, Dex +0, Con +3, Int +1, Wis +0, Cha +4 Items Studded Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Caltrops, Steel Shield (Hardness 5, HP 20, BT 10)
Melee Longspear +4 (Reach), Damage 1d8+1 P
Ranged Javelin (x3) +3 (Thrown), Damage 1d6+1 P Manifest Eidolon ◆◆◆ (Concentrate, Conjuration, Manipulate, Summoner, Teleportation) Your eidolon appears in an open space adjacent to you, and can then take a single action. If your eidolon was already manifested, you unmanifest it instead. The conduit that allows your eidolon to manifest is also a tether between you. Your eidolon must remain within 100 feet of you at all times and can’t willingly go beyond that limit. If forced beyond this distance, or if you are reduced to 0 Hit Points, your eidolon’s physical form dissolves: your eidolon unmanifests, and you need to use Manifest Eidolon to manifest it again. Special This activity has the trait matching your eidolon’s tradition (arcane, divine, occult, or primal). Act Together ◆◆ (Summoner, Tandem) Frequency once per round You and your eidolon act as one. Either you or your eidolon takes an action or activity using the same number of actions as Act Together, and the other takes a single action. For example, if you spent 2 actions to Act Together, you could cast burning hands (2 actions) and your eidolon could Strike (1 action), or your eidolon could use its Breath Weapon (2 actions) and you could Stride (1 action). This lets you each use separate exploration activities like Avoid Notice as you travel (Core Rulebook 496). Share Senses ◆ (Concentrate, Divination, Scrying, Summoner) Requirements Your eidolon is manifested. You project your senses into your eidolon, allowing you to perceive through it. When you do, you lose all sensory information from your own body, but can sense through your eidolon’s body for up to 1 minute. You can Dismiss this effect. Special This action has the trait matching your eidolon’s tradition (arcane, divine, occult, or primal). Your eidolon can also use this ability. When it does, it projects its senses into your body. Divine Known Spells DC 17, attack +7; 1st Heal, Bless (1 slots); Cantrips Ancient Dust, Daze, Detect Magic, Vitality Lash, Prestidigitation
Additional Feats: Cataphract Fleshwarp, Dubious Knowledge, Expanded Senses, Intimidating Glare, Startling Appearance
Just getting profile together (and eidolon)... Gender (1-2 Male, 4-6 Female): 1d6 ⇒ 1 |