Doll, Soulbound

Izabelle's page

42 posts. Organized Play character for CuriousTrout.


RSS

Dark Archive

Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1

Izabelle moves closer to the door, then takes a low defensive stance, ducking so it will be harder for the bats to swarm her.

Total Defense, AC+4

Dark Archive

Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1

Izabelle and Rögna nod in agreement, posting near the door.

After their shots resolve, I'd like to ready an action to first Aid Another at 1d20-2 from Izabelle, then Rögna moves and attacks at 1d20+3(+8 if Aided), 1d8+6 damage. All of that is assuming if the Skeleton survives.

Dark Archive

Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1

Rögna moves down the stairs and Izabelle takes his place, preparing to Aid the next person to attack.

Ready Action Aid Another, triggering when they start their attack action.

Dark Archive

Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1

Izabelle grits her teeth in frustration. If Rögna attacks them he'll get burned, and he's been pretty beat up already...

"Rögna won't be much help here, but I can assist another one of you instead!"

I too would like to delay my action if possible, and wait for an opportunity to use Aid Another with someone who can safely attack.

Dark Archive

Oh? Players can get boons as well?

Dark Archive

Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1

How intense are the flames? Are they little wisps of fire or are they actually really flaming?

Dark Archive

Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1

I'm going to be moving across the country via car over the next 4 days. My posts will be sparse, if at all, and Botting is encouraged. Sorry for the inconvenience.

Dark Archive

Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1

I really need to get my feet moving with PbP so I can start GMing to use some of the juicier stuff.

Dark Archive

Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1

Out of curiosity, is the Seducer Witch banned because CHA as a casting stat is a no-no, or because sexy-time things are a no-no?

Dark Archive

Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1

Fortitude Save: 1d20 + 3 ⇒ (13) + 3 = 16

Izabelle, unable to keep pace with her Eidolon, calls from the back of the room. "Good Rögna, now..." She turns her icy stare to the Troglodyte. "End him. Rip the life from his body, Rögna.

Intimidate Check to Inflict Shaken: 1d20 + 5 ⇒ (5) + 5 = 10

Dark Archive

1 person marked this as a favorite.
Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1

Not really, I cherry pick my book purchases by designing a character and seeing what books need purchasing, and ever so slowly growing the collection that way.

Dark Archive

Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1

Question. If I own hard copies of a book, is there anyway to get PDF versions of it as well?

Dark Archive

Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1

Izabelle follows Rögna around as he speaks, using her Longspear as a walking stick.

"Rögna is a Psychopomp, a herald of the afterlife. When a life ends, they are the ones who lead them to their proper place in the afterlife. One day, when I die, Rögna will escort me before judgment and give a proclamation of how I've lived and who I am."

She playfully pokes his butt with the blunt end of the spear. "It's how he makes sure I behave."

Dark Archive

Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1

Izabelle ducks low, immediately stabbing her spear into the Lizard. "Rögna, now!!

Aid Another, Attack: 1d20 - 1 ⇒ (17) - 1 = 16

Dark Archive

Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1

Izabelle stands behind Rögna, taking her usual formation. She turns back to the group, whispering.

"I'll use Mage Hand to open the door, and when it investigates we'll spring our attack?"

I adjusted the tokens to fit, Izabelle's plan is to to use Mage Hand to open the door, so we can surround the door's entrance and ambush it when it comes through. I had to adjust some positions, if that was inappropriate I apologize, I'm not sure if they were specifically placed there, or were waiting to be placed. Feel free to adjust my tokens if I moved them incorrectly!

Dark Archive

Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1

"Under normal circumstances I'd be inclined to agree, but with this fortress freshly opened I doubt we're the only group seeking to plunder its depths. If we wait around too long we might have competition, it would be best to move swiftly."

Izabelle walks over to Rögna, placing a hand on his chest. "Forgive me for not placing a ward on you sooner, Rögna." Her hand glows with a soft white, which washes over her Eidolon before fading away. Mage Armor on Rögna.

"He's still hurt, if he does get hit again he may not last. But if he has to go through first, he can."

Dark Archive

Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1

Izabelle examines the wounds on Rögna, letting out a quiet sigh. "I told you Rögna, your hide isn't thick enough yet. You have to be careful." She touches the wound with a pout, then turns to the rest of the group.

"I agree, as long as we travel as one. Maybe someone else can go through the next door?"

Dark Archive

Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1
GM RePete wrote:
Izabelle wrote:

Yeesh, a 3x Critical with poison on top of it.

That could have easily taken Rögna down in a single hit. His immunity to the poison was just an added bonus. Dang lucky that Spider rolled a 1 on damage.

It's actually only 2x crit. On the critical modifiers where is says x2 or x3 that typically refers to how many times you roll the dice for damage.

Therefore the spiders bite for example was a x2 crit so the 1d6 damage is rolled twice. Spider is down, will be getting a post up in a few minutes. You would have confirmed if the eidolon hadn't been entangled. Just missed it by a nose.

The poison immunity is amazing though!

Oops, my mistake! I'll roll for potential critical damage in the future.

Also my mistake, I forgot to include the entangled penalties in my roll. They would still be a 26, 20, and 7 respectively so there'd be no change in the attacks, but I'll try to be more mindful in the future.

Sorry for the kinks, first PbP campaign and all that.

Dark Archive

Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1

Yeesh, a 3x Critical with poison on top of it.

That could have easily taken Rögna down in a single hit. His immunity to the poison was just an added bonus. Dang lucky that Spider rolled a 1 on damage.

Dark Archive

Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1

"RÖGNA!"

Izabelle screeches in anger, her normally flawless expression twisting into one of rage. With a grunt she ducks under the web and stabs at the Spider's legs.

Aid Another, Attack: 1d20 - 1 ⇒ (14) - 1 = 13
Success, Rögna +5 Next Attack

Dark Archive

Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1

The battle isn't quite over yet, there's another dog attacking Brynn still.

Dark Archive

Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1

"Let's go Rögna, into formation!!" Izabelle runs first, taking a quick two steps as Rögna runs past her. She crouches low, waiting for the perfect moment to stab her white wooden spear forward in tandem with Rögna's assault.

Ready Action, Aid Another: 1d20 - 1 ⇒ (15) - 1 = 14 Success, Rögna +5 to next attack.

Dark Archive

Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1

"Hello everyone!" She giggles slightly when she talks, clearly amused at her own antics. "I'm sorry if I scared you, but Rögna always tell me it's better to be safe than sorry!" She gives the group a small curtsy. "I'm Izabelle, it's a pleasure to meet you all."

Izabelle turns to face the fortress, her porcelain features pale in the daylight. "Rögna here can hit pretty hard, but we're still trying to thicken his skin. He might not be the best choice to lead the way."

Dark Archive

1 person marked this as a favorite.
Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1
Rowan Kandel wrote:
Izabelle wrote:

I admit, I'm having an abysmal time trying to settle on my Eidolon.

On one hand, Natural Attacks are flat out better. Without any feats or evolutions, a full attack is:

[dice=Slam Attack]1d20+3
[dice=Slam Damage]1d8+3
[dice=Claw Attack]1d20+3
[dice=Claw Damage]1d4+3
[dice=Claw Attack]1d20+3
[dice=Claw Damage]1d4+3

Shouldn't at least some of those attacks be secondary, so they get -5 to hit? I admit, I've never played with a Summoner, so I might just be misreading the rules...

Slams and Claws are all Primary, as long as no Manufactured weapons are being used.

Dark Archive

Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1

I think I'm going to go Natural, it just seems like the smarter path, especially since Psychopomps begin with 3 Primary Natural Attacks already.

I'm essentially building him to be along the lines of a Fighter. A biped that hits decent, is pretty tough to kill, and protects his master.

To go off topic a little here, how valuable would you consider Aid Another? With my traits if I Aid Another's attack, they get a +5 to hit. That's a fairly beefy bonus, but I'm unsure how quickly it will fall out of use with me being a Caster and all.

The idea was I stand behind Rögna or another attacker, use the spear to Aid Another (since it's always vs AC10, regardless of their stats or cover), and he delivers the killing blow.

Dark Archive

Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1
GM RePete wrote:
However, as I stated earlier, any substantial DR takes my damage to almost nothing, while a 2-hander should still be able to get through at those levels.

Would the Magic Attacks evolution, or Amulet of Mighty Fists, work to overcome that?

Dark Archive

Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1

I admit, I'm having an abysmal time trying to settle on my Eidolon.

On one hand, Natural Attacks are flat out better. Without any feats or evolutions, a full attack is:

Slam Attack: 1d20 + 3 ⇒ (10) + 3 = 13
Slam Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Claw Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Claw Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Claw Attack: 1d20 + 3 ⇒ (5) + 3 = 8
Claw Damage: 1d4 + 3 ⇒ (3) + 3 = 6

On the other hand, Martial Weapons are cool, but deal 1/3 of the damage AND cost a feat. But at low levels full attacks aren't even really necessary, it might be pointless damage.

I'm leaning Martial and using a Scythe, to fit with the Psychopomp flavor and general creepy vibe. If I do go that route, I'll be able to hit for:

Attack: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 2d4 + 4 ⇒ (1, 4) + 4 = 9

That'll be fine for first level, yeah? Sorry if it's an odd question, I've never played PbP before and don't want to be a burden. I suppose I'm just curious what other people's thoughts might be.

Also, Day Job, Perform Ventriloquism: 1d20 + 5 ⇒ (8) + 5 = 13. I decided on my day job, if it isn't too late to choose that.

Dark Archive

Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1
Rowan Kandel wrote:

Hey Izabelle, I don't want to nitpick, but I'm pretty sure the Fey Thoughts trait you're using isn't legal in PFS. The Additional Resources entry for Heroes of the Wild says:

Additional Resources wrote:
Traits: all traits on pages 3-7 are legal for play, except fey thoughts.
I wouldn't know this except I was tempted to use it on something I was trying to put together just yesterday and it turned out to be too good to be true :(

It isn't, neither Izabelle nor her Eidolon are finished yet. Once they're settled I'm going to go over them with a fine toothed comb to make sure they're legal.

Thanks for looking over it though!

Dark Archive

Izabelle wrote:
GM Hmm wrote:

Both! Redelia, are all three of those people brand new? Because there is something that I might be running... Not MotFF. But still an evergreen.

Hmm

Do keep me and Rögna in mind if you do!

Thanks to GM RePete, I'm now settled at a table. Thank you though Hmm!

Whisper:
But I could always play another character...

Dark Archive

Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1

As Rögna and Izabelle have different Initiative, Perception, and probably Marching Orders, may I add a line to your document to accommodate him?

Dark Archive

Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1
GM RePete wrote:
"Pathfinder Unchained pg 28 wrote:
Max. Attacks: This indicates the maximum number of attacks that the eidolon is allowed to possess at the given level. If the eidolon is at its maximum, it cannot take evolutions that grant additional attacks. Attacks made with weapons, including those granted by a high base attack bonus, are counted against this maximum.
Here you go Izabelle. On the table on pg 31 it limits the amount of attacks you are allowed by level.

*wipes sweat* Thank god, I forgot about that clause. Didn't take the time to rule-check my stuff above as it isn't my actual build, but that's good.

Dark Archive

Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1
GM RePete wrote:

Are they all primary attacks?

Gotta remember on the secondary attacks they take a -5 penalty to hit and a lower str modifier on damage. At lower levels, they are nastier for sure. But at higher levels, they can level out some.

On my summoner, the pet is a beast is an armored beast with 32 AC and 5 attacks on a full attack. However, DR drops his damage way down and his HP is quite low compared to players at that level.

I haven't looked much at the unchained summoners to be honest. Do they still share magic item slots? I.e. the pet or the summoner can have a neck item scenario (not both of them)?

Yeah, a Slam, 4 Claws, and a Bite. All Primary. Unless I missed it somewhere they do share magic slots though.

I'd agree at higher levels they balance out in the sense that everyone becomes OP, but with PFS never moving past Level 12 they're still pretty mean.

They even have a built in backup plan for when Eidolon get dispelled, a full progression Summon Monster SLA that operates by the minute instead of by the round.

Dark Archive

Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1
GM RePete wrote:

My first character was a summoner (original). If you're not careful, it's quite plausible to be overbearing with one, I agree. They can be a lot of fun though!

I'm not sure if this is intentional or not, but seems your eidolon is setup as a pathfinder character. If you make a flat alias for it, it won't take up a xxxx-4 slot. As long as you make the change prior to hitting 10 posts, you could change the name on your -4.

I appreciate Paizo's efforts to tone down the summoner with Unchained, but if my Psychopomp Eidolon was using Natural Attacks, at level 1 a full attack from him would be:

1d8+3
1d6+3
1d4+3
1d4+3
1d4+3
1d4+3

Every attack at +4 to hit, Average of 38 Damage. With Mage Armor applied (and every combat will) that's with AC18. Even Unchained they're just a little too much, especially with a caster strapped to their back.

The last table I GMd we had a regular Summoner. Kinda ruined the game for all the other players.

EDITED: Forgot about the Max Attack Clause.

Dark Archive

Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1

Hello! I'll be rolling an Unchained Summoner. Neither Izabelle, nor her Eidolon Rögna, has their character sheet 100% finished, but they should by tonight or tomorrow.

Even after being Unchained I still believe Summoners and their Eidolons can be a bit "much" so I decided to have a Psychopomp who uses Manufactured weapons. Less optimized, but way more fun in my opinion.

Dark Archive

Female TN Halfling UnSummoner | HP: 10/10 | AC: 17/Touch: 13/Flat: 15 | CMB: -3, CMD: 9 | F: +3, R: +3, W: +4 | Init: +2 | Diplomacy +6, Stealth +7 (5), Perception +1, Sense Motive +1

With all eyes on the doll and its creature, the girl in its arms suddenly springs to life, jumping down from the Psychopomp's hands and onto the hardwood floor. With a giggle she speaks.

"That's enough Rögna. I think we're scaring our new friends, we don't have to play pretend anymore. Go on, introduce us and I'll get some tea started!

With a nod, the masked being begins shaking the hands and introducing himself to some of the Pathfinders in the lodge. ""I am called Rögna. This is my master, Izabelle."

Aid Another, Diplomacy: 1d20 + 0 ⇒ (4) + 0 = 4 Failure

It's clear that despite the beast's good intentions, he lacks proper social skills. While he shakes the hand of their new allies, Izabelle begins preparing tea.

"I'm really sorry we scared Mr. Fuzzybottom, I hope that we can still be friends!" As she finishes the tea she offers it to whomever seems ready to take it.

Diplomacy: 1d20 + 9 ⇒ (6) + 9 = 15

I'm still applying finishing touches, so don't be surprised if her profile changes slightly in the next few days.

Dark Archive

GM Hmm wrote:

Both! Redelia, are all three of those people brand new? Because there is something that I might be running... Not MotFF. But still an evergreen.

Hmm

Do keep me and Rögna in mind if you do!

Dark Archive

GM Redelia wrote:
If any new players are looking for a game, I just had a slot open up in Master of the Fallen Fortress. It's a quick module for level 1, and is replayable. We will be starting on October 6, but I want to get everyone checked in during the next few days.

I'm new in the sense that I haven't done a PbP campaign yet, but I do have another character who was accepted into a different campaign that's waiting to start. I'm confident I can handle more than 1 character for PbP.

I'm interested, if it doesn't fill up.

Dark Archive

Scrapper wrote:
if I'm reading correctly, Kin Guardian effectively grants a +4AC (2+2)bonus to the aided target while Helpful only adds a +3AC (2+1). IIRC a bonus from a Trait is un-typed, but you can not stack trait bonus, only take the higher.

Helpful (Halfling) reads: Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2. Rather then giving a bonus of any kind, it changes the bonus from Aid Another. Instead of functioning as 2+2, it simply functions as a 4. An important difference, because that means no trait bonus has been applied. To contrast it to a similar trait, Inheritor reads:

Whenever you use the aid another action to aid an adjacent ally, increase the bonus you grant your ally by 1. This is a trait bonus. If Helpful performed the same, I imagine it would say it increases the bonus, or grants a bonus, rather than offering +4 instead of +2.

I would interpret the interaction between Helpful and Kin Guardian as Aid Another action (+4AC) then apply the Trait Bonus (+2AC). Assuming an Eidolon can be considered family at all.

I understand it's all YMMV and up to GM, mostly seeing if there's any proper RAW interpretation.

Dark Archive

toastedamphibian wrote:
Intresting. Mine is the more recent printing. Not sure if it is supposed to be a different trait or a reprinting.

One is from Halflings of Golarion, the other from Champions of Purity. Considering the different trait class, and that one is called "Helpful (Halfling)" I assume they're different traits.

Dark Archive

toastedamphibian wrote:
Well, that gives an easy answer then: you can not have helpful and kin guardian. They are both Combat Traits.

Helpful is a Race Trait of the Halfling, not a Combat Trait.

I'm looking Here.

Shame there seems to be two traits with the same name.

Dark Archive

toastedamphibian wrote:

1) I assume your character is taking the trait and you want to know if Your Charactee will be able to give the Eidolon an AC bonus.

2) I would expect split opinions.

3) Consider Helpful or Protective Faith for alternatives in the event the DM does not go for it.

1: Correct

2: What I expected, but considering the trait is based more on flavor than your average rule, I was curious what a PFS GM might rule it.

3: I currently have Helpful. As Kin Guardian offers a trait bonus and Helpful alters the Aid Another bonus, the two would, presumably, stack. It might seem like munchkin cheese, but I like the idea of the Summoner and Eidolon actually working together, as opposed to just being really good at different things.

Dark Archive

I'm currently adding the finishing touches to an Unchained Summoner for PFS play, and saw the Kin Guardian Trait.

As the Eidolon has been with me since birth, and is considered family in all but blood, would it qualify for the feat?

Here is a link to the trait.

Kin Guardian:

When you use the aid another action to give a member of your family a bonus to AC, increase the bonus by 2. This increase is a trait bonus (and therefore doesn’t stack with increases granted by other family members using this trait). This trait has no effect when using the aid another action to increase a family member’s next attack roll.

I'm working on making my character and my Eidolon synergize as much as possible, and it's an interesting thought.

Full Name

Bor Olrum

Race

Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

Gender

Male

About Bor Olrum

Stats:

Bor Olrom the Maddening
Male human cleric of Sivanah 17
N Medium humanoid (human)
Init 1; Senses darkvision 60 ft.; Perception +22
Aura aura of madness (30 ft., DC 25, 17 rounds/day)
--------------------
Defense
--------------------
AC 34, touch 14, flat-footed 33 (+13 armor, +3 deflection, +1 Dex, +2 natural, +5 shield)
hp 182 (17d8+68)
Fort 13, Ref 6, Will 17
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee +1 holy cold iron cestus +15/+10/+5 (1d4+3 B or P/19+ plus 2d6 vs. evil) or
. . +3 bane holy returning shortspear +17/+12/+7 (1d6+5 P plus 2d6 vs. and 2d6 vs. evil) or
. . +3 goblinoid-bane vicious cestus +17/+12/+7 (1d4+5 B or P/19+ plus 2d6 vs. Goblinoid and 2d6) or
. . bladed scarf +14/+9/+4 (1d6+3 S)
Ranged mwk light crossbow +14 (1d8 P/19+)
Domain Spell-Like Abilities (CL 17th; concentration +24)
. . At will—master's illusion (17 rounds/day)
. . 10/day—vision of madness (+8/-8)
Cleric Spells Prepared (CL 17th; concentration +24)
. . 9th—massacre[HA] (DC 28), weird[D] (DC 26)
. . 8th—frightful aspect[UC], mass invisibility[D], stormbolts[APG] (DC 25)
. . 7th—greater bestow curse (DC 26), greater bestow curse (DC 26), greater bestow curse (DC 26), destruction (DC 26), insanity[D] (DC 24)
. . 6th—banishment (DC 23), heal (2), heroes' feast, phantasmal killer[D] (DC 23), word of recall
. . 5th—blood tentacles, breath of life (DC 22), nightmare[D] (DC 22), true seeing, wall of blindness/deafness[ACG] (2, DC 24)
. . 4th—blessing of fervor[APG] (DC 21), confusion[D] (DC 21), debilitating portent[UC], communal protection from energy[UC] (2), wrathful weapon
. . 3rd—bestow curse (3, DC 24), magic circle against evil (3), nondetection[D]
. . 2nd—align weapon, communal ant haul[UC], mirror image[D], resist energy (2), lesser restoration, silence (DC 19)
. . 1st—lesser confusion[D] (DC 18), liberating command[UC], shield of faith (5)
. . 0 (at will)—detect magic, light, purify food and drink (DC 17), read magic
. . D Domain spell; Domains Trickery (Deception[APG] subdomain), Madness
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 17, Int 10, Wis 24, Cha 10
Base Atk +12; CMB 14; CMD 28
Feats Greater Spell Focus (necromancy), Heavy Armor Proficiency, Heighten Spell, Persistent Spell[APG], Preferred Spell (mirror image)[APG], Quicken Spell, Reach Spell[APG], Spell Focus (necromancy), Spell Penetration, Spell Perfection (bestow curse)[APG]
Traits ironfang survivor, seeker
Skills Acrobatics -2, Climb -3, Disguise +6, Heal +13, Intimidate +3, Knowledge (arcana) +4, Knowledge (religion) +4, Perception +22, Spellcraft +20, Stealth +13, Survival +11, Swim -3
Languages Common
Combat Gear elixir of hiding, pearl of power (3rd level), potion of touch of the sea (CL 3rd), scroll of air bubble, air bubble, scroll of breath of life, scroll of comprehend languages, comprehend languages, scroll of fly, scroll of invisibility purge, invisibility purge, scroll of life bubble, scroll of raise dead, scroll of remove blindness/deafness (CL 2nd), remove blindness/deafness (CL 2nd), scroll of remove curse, remove curse, scroll of remove disease, remove disease, scroll of restoration, scroll of restoration (x2), scroll of see invisibility, scroll of speak with dead, speak with dead, speak with dead, scroll of stone shape, stone shape, stone shape, stone shape, scroll of water breathing, vampiric gloves[UE], wand of lesser restoration (50 charges), wand of speak with animals (25 charges), wings of flying, lesser, acid (2), alchemist's fire (5); Other Gear +4 creeping shadow full plate, +3 hobgoblin-defiant heavy steel shield, +1 holy cold iron cestus[APG], +3 bane holy returning shortspear, +3 goblinoid-bane vicious cestus[APG], bladed scarf[ISWG], mwk light crossbow, amulet of natural armor +2, bag of holding i, belt of mighty constitution +2, boots of striding and springing, cloak of woodland creatures, crossbow bolts (20), elixir of thundering voice[ACG], figurine (bronze griffon), goggles of night, headband of inspired wisdom +4, ring of protection +3, ring of sustenance, backpack, bedroll, belt pouch, candle (10), disguise kit, flint and steel, hemp rope (50 ft.), holy text (Sivanah)[UE], mess kit[UE], piton (10), pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Sivanah, 6,000 gp, 7 sp, 5 cp
--------------------
Special Abilities
--------------------
Aura of Madness (30 ft., 17 rounds/day, DC 25) (Su) 30' aura confuses opponents.
Cleric Channel Positive Energy 9d6 (3/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Deception)
Cleric Domain (Madness)
Darkvision (60 feet) You can see in the dark (black and white only).
Greater Spell Focus (Necromancy) +1 to the Save DC of spells from one school.
Heighten Spell Increases spell level to effective level desired.
Master's Illusion (17 rounds/day, DC 25) (Sp) Hide self and allies in 30 ft, as with veil but enhanced DC.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Preferred Spell (Mirror Image) The chosen spell may be cast spontaneously, and metamagic can be added to the spell without increasing its casting time.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Spell Perfection (Bestow Curse) The selected spell can have 1 metamagic feat applied for free, as long as the modified level stays at or below 9. Double the effects of feats like spell focus, weapon focus [ray], etc. on this spell.
Sudden Shift (10/day) (Su) As an immediate action after being missed by a melee attack, teleport up to 10' away, within the reach of the attacker.
Vision of Madness (+8/-8, 10/day) (Sp) Touch grants bonus to choice of attacks, saves, or skills for 3 rds, but others take equal pen.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Background:

Bor Olrum has never stayed in one place for long. Few actually know what race he even is as dark black orbs for eyes are normally all that shows through his hood and stitched together scarf that covers most of his face. On the scarf is an embroidered black knotted ring.

His disturbing past seems to have finally caught up to him as he hides away in one of the few places that has brought him solace, the small town of Phaendar. He fled to Phaendar nearly half a decade ago and hasn't regretted it since, though he must stay hidden, cause if 'they' find him, his life is over.

After his banishment and threat for his life he was on the brink of survival and on his own for the first time in his life. That is when he found guidance in Sivanah, the Endless One, where he found sanctuary behind the veil.

The town of Phaendar has treated him well enough as he hops from job to job as a hired hand, helping where he can. Though most people don't keep him on for long as he can come off a bit distant and those around him are plagued with horrible visions and nightmares almost as if a curse were following Bor.

****
Ironfang Survivor: Whether you were serving in the military or simply beset by a surprise attack, you barely survived an encounter with the Ironfang Legion, one of Molthune’s infamous monster regiments. Maybe you even survived the horrors of the Ramgate Massacre. You can’t scrub the memories of their brutality from your waking or sleeping mind, and you keenly recall their distinctive fighting styles. You gain a +2 dodge bonus to AC against goblinoids, and once per day when you attempt an Intimidate, Sense Motive, or Stealth check against a goblinoid, you can roll two dice and use the better result.[/spoiler]

****

Feat Tree:

-Each level place a rank in spellcraft. Need 15 ranks
1- (Human)- Heavy armor proficiency
1- Heighten Spell
3- Spell Focus (Necromancy)
5- Preferred Spell (Mirror Image) - need 5 ranks in Spellcraft
7- Greater Spell Focus (Necromancy)
9- Spell penetration
11- Persistent Spell (Bestow Curse)
13- Quicken Spell
15- Spell Perfection (Bestow Curse)- need 15 ranks in spellcraft
17- Reach Spell
19- Greater Spell Penetration

Creeping armor enchantment
Defiant Hobgoblin
Shadow