Str 10 (+0), Dex 18 (+4), Con 16 (+3), Int 18 (+4), Wis 10 (+0), Cha 20 (+5)
Items +1 resilient explorer’s clothing, crossbow, dagger, holy waters (4), morningstar, +2 striking handwraps of mighty blows, alchemist's tools, backpack, bag of holding i, basic crafter's book, bedroll, bolts (20), chalks (10), chest feather token, climbing bolts (4), dragon turtle scale, expanded alchemist’s lab, fine clothing, flint and steel, ladder feather token, lifting belt, mirror, pearly white spindle aeon stone, rations (1 week)s (2), repair kit, rope (foot)s (50), scroll of fly, scroll of resist energy, soap, specialist snare kit, torchs (5), waterskin, purse (332 gp, 9 sp), +1 striking greater staff of air, greater hat of the magi, Crafter’s Eyepiece, Moderate Healing Potion x2
Decanter of Endless Water
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Botting:
Get skills and saving throws from macros sheet.
I have given melee and ranged combat. If at all possible, skip those and use the cantrips or spells.
Most commonly will use Boost Eidolon and have the Eidolon attack or use an attack cantrip.
Kobold Breath
Dragonblood Paragon: Creatures that critically fail their save against your Kobold Breath take 3d4 persistent damage of the type dealt by your draconic patron.
[dice=Bad Breath 30’ line electricity DC 23 basic Reflex]5d4[/dice] Failure 3d4 persistent Electricity damage
[dice=Rounds to Recharge]d4[/dice]
Melee
Don’t.
If you must.
[dice=striking fist]d20+18[/dice] (magical, nonlethal, agile, finesse)
[dice=Bludgeoning damage]2d4[/dice]
Greater Staff of Air
5 charges
Cantrip gale blast
1st air bubble, gust of wind
2nd ash cloud, obscuring mist
3rd blazing dive, lightning bolt, wall of wind
Greater Hat of the Magi
Prestidigitation as arcane innate spell
Activate Cast a Spell; Frequency once per day; Effect You cast a 4th-level arcane summon elemental spell.
Link Cantrips and Focus Spells
Boost Eidolon ◆
Link Cantrip, doesn’t cost a Focus Point to cast
+4 status bonus to damage, already in Amvolwatt’s botting
Evolution Surge ◆◆
Choose from following, duration 1 minute
low-light vision
scent as an imprecise sense up to 30 feet
+20-foot status bonus to its Speed
Your eidolon becomes Large, instead of its previous size. This increases your eidolon's reach to 10 feet but doesn't change any other statistics for your eidolon.
climb Speed equal to its land Speed
Cantrips
electric arc ◆◆
Range 30’ Target 1 or 2 creatures
[dice=Electric Arc ◆◆ DC 29 basic Reflex]5d4+5[/dice]
ray of frost ◆◆
Range 120’
[dice=Ray of Frost ◆◆]d20+19[/dice] CS: double damage and –10-foot status penalty to its Speeds for 1 round.
[dice=Cold damage]5d4+5[/dice]
telekinetic projectile ◆◆
can choose damage type each time
[dice=Telekinetic Projectile ◆◆]d20+19[/dice] CS: double damage
[dice=Bludgeoning damage]5d6+5[/dice]
[dice=Slashing damage]5d6+5[/dice]
[dice=Piercing damage]5d6+5[/dice]
Spells
Dispel Magic, 4th or 5th ◆◆
[dice=Dispel Magic]d20+13[/dice]
Critical Success Counteract the target if its counteract level is no more than 3 levels higher than your effect's counteract level.
Success Counteract the target if its counteract level is no more than 1 level higher than your effect's counteract level.
Failure Counteract the target if its counteract level is lower than your effect's counteract level.
Critical Failure You fail to counteract the target.
Lightning Bolt, 4th or 5th ◆◆
[dice=Lightning Bolt 4th DC 29 basic reflex]5d12[/dice]
[dice=Lightning Bolt 5th DC 29 basic reflex]6d12[/dice]
Vampiric Maiden 4th ◆◆
30’ range, 1 target
[dice=Vampiric Maiden: A spectral dragon head bites them! Fort DC 23 Piercing; Negative]4d4;4d4[/dice]
Critical Success The target is unaffected.
Success The target takes half damage.
Failure The target is briefly trapped within the vampiric maiden. The target takes full damage and is immobilized by the iron maiden for 1 round or until it uses an Interact action to extricate itself, whichever comes first.
Critical Failure The target takes double damage and is immobilized by the vampiric maiden for 1 round or until it Escapes (the DC is your spell DC), whichever comes first.
Get whatever Negative damage they take as temp HP. Temp HP last one minute.
Mirror Malefactors 5th, range 30’, one creature, sustained 1 minute
[dice=Mirror Malefactors mental damage, DC 29 basic Will]7d8[/dice]
Rallying Banner ◆◆ 5th Range 30’, one willing creature
Your allies within 200 feet and who can see and hear the banner gain a +1 status bonus to attack rolls and a +1 status bonus to saves against fear, emotion effects that inflict despair, and effects that would impose the confused or controlled condition.
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AC 27; Fort +18; Ref +19; Will +15
HP 146; Resistances electricity 5
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Speed 30 feet
Melee [1]
dagger +16 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4 P
+1 striking fist +17 (magical, nonlethal, agile, finesse), Damage 2d4 B
[morningstar +12 (versatile P), Damage 1d6 B
Ranged:
crossbow +16 (range increment 120 feet, reload 1), Damage 1d8 P
dagger +16 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4 P
holy water +16 (thrown 20 ft., consumable, divine, good, necromancy, splash), Damage 1d6 Good +1 good splash
Str 16 (+3), Dex 20 (+5), Con 16 (+3), Int 14 (+2), Wis 14 (+2), Cha 12 (+1)
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Botting:
Draconic Frenzy ◆◆
Eidolon
Your eidolon makes one Strike with their primary unarmed attack and two Strikes with their secondary unarmed attack (in any order). If any of these attacks critically hits an enemy, your eidolon instantly recovers the use of their Breath Weapon.
Melee[/dice]
Use claw for primary attacks, tail for subsequent attacks
Draconic Frenzy plus Knockdown sounds like a good combination
◆ Knockdown!
Knockdown [one-action]
Requirements The monster's last action was a success with a Strike that lists Knockdown in its damage entry.
Effect The monster knocks the target prone.
[dice=Breath Weapon 60’ line, DC 29 basic Reflex]5d6[/dice]
[dice=Rounds to Recharge]d4[/dice]
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AC 30; Fort +18; Ref +20; Will +17
HP 146
Eidolon's Opportunity [R] (eidolon, evolution, summoner) Trigger A creature within your eidolon’s reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. Effect Your eidolon makes a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, your eidolon disrupts that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
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Speed 35 feet, swim 35 feet
Melee [1]striking claw +21 (deadly d8, finesse, magical), Damage 2d6+5 S
Melee [1]striking tail +21 (agile, finesse, magical, trip, knockdown), Damage 2d6+5 B
Breath Weapon (5D6 E, 60-Ft. Line, DC 29) [2] (arcane, eidolon, electricity, evocation) Your eidolon exhales a blast of destructive energy. Your eidolon deals 1d6 damage to all creatures in the area, with a basic Reflex save against your spell DC. The area and damage type of the Breath Weapon are chosen when the eidolon gains this ability. Your eidolon then can’t use their Breath Weapon again for the next 1d4 rounds.
At 3rd level and every 2 levels thereafter, the damage increases by 1d6.
Glider Form [1] (eidolon, evolution, move, summoner) Your eidolon evolves wings, a buoyant body, or some other means to control descent. It glides slowly toward the ground, 5 feet down and up to 25 feet forward through the air. As long as it spends at least 1 action gliding each round and has not yet reached the ground, it remains in the air at the end of your turn.
Draconic Frenzy ◆◆ (eidolon) Your eidolon makes one Strike with their primary unarmed attack and two Strikes with their secondary unarmed attack (in any order). If any of these attacks critically hits an enemy, your eidolon instantly recovers the use of their Breath Weapon.
Character Creation:
Str 10
Dex 18 AF5X
Con 16 A-AF5X
Int 18 BF5X
Wis 10
Cha 20 ABCF5X
Class Feats Advanced Weaponry, Amphibious Form, Eidolon's Opportunity, Glider Form, Tandem Movement, Weighty Impact
Advanced Weaponry (1st) for trip, needed for Weighty Impact
Amphibious Form (2nd)
Eidolon’s Opportunity (6th)
Glider Form (1st) leads to Airborne Form (14th)
Tandem Movement (4th)
Weighty Impact
Feats I’m definitely keeping:
Amphibious Form, Eidolon’s Opportunity, Tandom Movement
Thinking about doing:
Ranged Combatant
Energy Heart to get some resist energy for Bronze Dragon
Otherwise maybe
Advanced Weaponry for trip on secondary attack (tail)
Weighty Impact