@Jack: Ehrmagherd. So I changed my Eidolon concept to a Kami (thinking ancestral nature-spirit to goad Skow to be a better Kellid) but the same issue holds: Kami Eidolons are Bipeds and get limbs [arms], limbs [legs] and slam. BUT Biped base form provides the attack: 2 claws. So my current thinking is the Base Form only lists a natural attack as a free evolution that all eidolons of that Base Form get regardless of their Sub-Type, and the Sub-Type lists the free evolutions that the Sub-Type provides - this would make sense given the Base Forms don’t actually specify what free evolutions they provide, unlike Chained Summoners’ eidolons whose Base Forms do list the free evolutions they provide. What you think?
hustonj wrote:
Still won't make Fighters good. They are still feat starved and abilityless. ;) hustonj wrote: And your summary shows an interesting mixture of submissions. I was taught during my first experience with a summoner to count them as a melee build and not an arcane build, unless the player identifies specific plans pointing at another role, because people love to build combat Eidolons. Yep, I was going to point out that Skow is not really an "arcane". He has like, two spells, and they aren't really blasty or showy. Enlarge person and rejuvenate eidolon, lesser. So he's more a buffer and uber-specific healer. As for the eidolon, the shortchanging of evolution points the Unchained Summoner receives nowhere near makes up for the hokey "Sub Types" you get to "choose" from as "builds". They are s+!~e. With hardly any abilities or bonuses. I'd much rather the Chained Summoner's Eidolon.
Heh, let me be clearer: I understand the number of attacks stuff, it's trying to work out what evolutions I get that is confusing. The problem is that the quadruped version of the Radiant Eidolon specifies "claws, limbs [legs, 2]" HOWEVER Quadruped Base Form says "Attack: bite (1d6)". So if I'm a quadruped Radiant Eidolon, does it get Claws, Limbs [legs, 2] AND Bite as free evolutions, or does the Radiant Subtype countermand the Quadruped Base Form and I don't get Bite for free? Unchained Summoners suck! They get 1 Evo point at first level for their Eidolon instead of the Chained version's 3 - I'm going to take Bite anyway if I don't get it for free just to make the Eidolon....halfway decent...
Starting Coinage: 2d6 ⇒ (1, 6) = 7 x 10. Yep, on the average. And my earthbreaker costs 40! @ALLENDM - took the Godcaller Archetype. Is that ok? Kellid's used to roam in Sarkoris, now the Worldwound, and some of them were "God Callers". * Also, the Radiant unchained eidolon subtype lists its evolutions as: quadruped (claws, limbs [legs, 2]). but Quadruped itself states: Attack: bite (1d6) I'm confused what I get. I'm using THIS to work it out...
Here is OSW's half-Shoanti/half Kellid Unchained Summoner. Still need to choose feats, traits, skills, spells and gear. Oh, and pick an Eidolon form. Skow's Tale: Skow's father was a Shoanti, a Shundar-Quah (Spire Clan) trader moving between the quahs. His travels brought him into contact with many tribal folk on the Storval Plateau and beyond. And beyond his travels took him, to Nidal, Brevoy and the edges of the Stolen Lands. There, Skow's father met and fell in love with a Kellid woman, and though his responsibilities to his own people caused him great pain, and ultimately led him to leave again, he left her a son...
For himself, Skow believes little in predictions, prophecies and statements of coming greatness. For Skow's mother's clan, Skow is a reborn Sarkorian god-caller, and is fated to bring about a new rising of Sarkoris, with Skow's clan front and centre of this new powerful force. For his birth was foretold, and portents hung pregnant and heavy in the stars, clouds and sky when he was conceived. Should he be reunited with a zoic fetish his innate god-calling abilities will manifest, and the clan will sweep across all lands as arbiters of pain and final masters of a broken world. Or so the clan shaman said. As far as Skow is concerned, his mother, uncles and aunts, grandparents and the rest are all barmy. And he is as far as he could possibly get from them right now. Within reason. Because, truth to tell, if his own people are mad, these foreign folk are crazier still. Skow prides himself on being a man of the world (though he isn't) and open-minded (he is not) but the vagaries of the Brevoy-folk and parts further outward from the hamlet in Dunsward (just on the border with Iobaria) where Skow grew up have him confused, and if he were honest about it (again, not likely) he might admit to being just a little frightened. Skow's mother's folk are a lost remnant of Kellids, fractured from their kin but holding strong to ways and modes bygone amongst most of their contemporaries. They trade a little with the Nomen centaurs (an equally xenophobic lot) and eke a bare subsistence from the frontier they find themselves in. Skow disparages them publically, but in his heart he misses his backward clan, and hopes one day to return to them, if not a portended champion, at least a successful warlord or, possibly, rich. Furs, cows, skins - real wealth, not the shiny coins the civilised folk kill each other for. One thing does remain in Skow's mind - if he does attain a zoic fetish, he could return to his people with it, and show them - it may be magical, but it is not the portal to a new beginning for the clan. They must look outward, and learn of the world outside, the world that everyday threatens to envelop them, and destroy their ways. If they do not learn, and adapt, as Skow has been, their heritage will not survive. Travelling to the Storval Plateau, Skow lived for a time with the Shundar Quah, but their strictures and clan moieties were too similar to those he left behind, only esoteric and arcane - a culture he had little or no connection to or affinity for. His father taught him how to use an earthbreaker, how to speak the tongue of the Shoanti, and how to navigate their ways. In time, Skow moved on again, floating here and there in central Varisia until gravitating to the cities, first Korvosa, and now Magnimar... Skow earns his "coinstuff" by tracking, guiding and hunting - sometimes even finding lost fugitives for pay. He likes the wilds and disdains the comforts of civilisation - he particularly avoids over-processed food and alcohol. He is superstitious, but not overly, and enjoys a good joke. He dwells on the darker side where the light casts a dim shadow, but does not brood. Life is too short, and there are adventures to be had...
Human (Shoanti/Kellid) Unchained Summoner (God-caller, Soulbound Summoner) 1 Hero Points: 1 | Wound Thresholds: Grazed: 11; Wounded: 7; Critical: 4; Eidolon: Angharen | HP: 14/14 | AC: 16, T: 12, FF: 14 | Fort +2, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +2; CMD 14 | Spd: 30 ft
Skow's Tale: For himself, Skow believes little in predictions, prophecies and statements of coming greatness. For Skow's clan, Skow is a reborn Sarkorian god-caller, and is fated to bring about a new rising of Sarkoris, with Skow's clan front and centre of this new powerful force. For his birth was foretold, and portents hung pregnant and heavy in the stars, clouds and sky when he was conceived. Should he be reunited with a zoic fetish his innate god-calling abilities will manifest, and the clan will sweep across all lands as arbiters of pain and final masters of a broken world. Or so the clan shaman said.
As far as Skow is concerned, his parents, uncles and aunts, grandparents and the rest are all barmy. And he is as far as he could possibly get from them right now. Within reason. Because, truth to tell, if his own people are mad, these foreign folk are crazier still. Skow prides himself on being a man of the world (though he isn't) and open-minded (he is not) but the vagaries of the Brevoy-folk and parts further outward from the hamlet in Dunsward (just on the border with Iobaria) where Skow grew up have him confused, and if he were honest about it (again, not likely) he might admit to being just a little frightened. Skow's folk are a lost remnant of Kellids, fractured from their kin but holding strong to ways and modes bygone amongst most of their contemporaries. They trade a little with the Nomen centaurs (an equally xenophobic lot) and eke a bare subsistence from the frontier they find themselves in. Skow disparages them publically, but in his heart he misses his backward clan, and hopes one day to return to them, if not a portended champion, at least a successful warlord or, possibly, rich. Furs, cows, skins - real wealth, not the shiny coins the civilised folk kill each other for. One thing does remain in Skow's mind - if he does attain a zoic fetish, he could return to his people with it, and show them - it may be magical, but it is not the portal to a new beginning for the clan. They must look outward, and learn of the world outside, the world that everyday threatens to envelop them, and destroy their ways. If they do not learn, and adapt, as Skow has been, their heritage will not survive. Skow earns his "coinstuff" by tracking, guiding and hunting - sometimes even finding lost fugitives for pay. He likes the wilds and disdains the comforts of civilisation - he particularly avoids over-processed food and alcohol. He is superstitious, but not overly, and enjoys a good joke. He dwells on the darker side where the light casts a dim shadow, but does not brood. Life is too short, and there are adventures to be had...
Human (Shoanti/Kellid) Unchained Summoner (God-caller, Soulbound Summoner) 1 Hero Points: 1 | Wound Thresholds: Grazed: 11; Wounded: 7; Critical: 4; Eidolon: Angharen | HP: 14/14 | AC: 16, T: 12, FF: 14 | Fort +2, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +2; CMD 14 | Spd: 30 ft
Here's OSW's submission, Skow Ku. Just have to pick a Campaign Trait (either Bandit or Pioneer) and write up the appropriately rad backstory... Skow is a mercenary through and through, a capable bushman and serious wannabe (bounty) hunter. In person he's laconic/laidback, likes a nice bit of cynicism and is fond of collecting sharp things. (Currently has a boomerang listed as a ranged weapon - the Savage neglects to list this in its list of Savage Weapons - if this is a no-no I'll revert to tomahwak...) |