Question #1: Any better options than shortbow or gakgung with 10 str?
...
Great feedback, thank you. I'm good with the familiar - not really sure it would be worth a class feat but an ancestry feat I'm good with.
Will likely go Wizard/Witch/Psychic next, will use the lvl 4 skill feat quick mount to meet the reqs. Will check out Alchemy as well if damage ok.
Agree on cavalier charge.
First session went well, highly mobile and/or no issues with range. Only attacked a few times - Damage was underwhelming but could have been just bad rolls. lvl 3 Gouging claw 1d6+2d6 is ok, but will scale a bit.
Lvl 8 gouging claw = 4d6+4 (4d4 bleed on crit)
Lvl 8 imaginary weapon = 4d8+4 - amped = 7d8+4 as focus spell
(unsure if there is even an option to cast un-amped, seems focus spell = amped)
Lvl 8 shocking grasp(+3) - 5d12 elec (+1d4+3 persistent elec on metal)
If I wasn't so hung up on a companion - psychic seems solid damage at level 6 if I'd taken that first.
I rerolled a lvl 3 char - wasn't happy w/summoner and have a few questions:
Question #1: Any better options than shortbow or gakgung with 10 str?
Question #2: Any specific starlit span + familiar synergies?
Question #3: What is a good progression for mounted archer at level 6? Class feats, another dedication (psychic, alchemy, archery, witch/wizard, cleric, investigator?)
Ended up going gnome Starlit span magus
Cavalier dedication - pony (won't grow to large at mature),
Cavalier vs Beastmaster - cavalier has a quick mount skill feat, can get both impressive mount (mature AC) and quick mount at 4 - leaving level 6 available for class feat or another dedication.
Small mounted archer 18 dex/16 int (18 int by lvl 6) -
Using a gakgung currently - not really thematic for the region so may have to change - but 1d6, deadly d8, propulsive, monk, 100' initial increment
Question #1: Any better options than shortbow or gakgung with 10 str?
Took a gnome familiar - will likely get enhanced familiar at some point and use it for focus + cantrip and likely an invisibility sensor.
Question #2: Any specific starlit span + familiar synergies?
Lvl 6 - can take another dedication or start adding class feats, only a few look good
Enhanced Familiar
Expansive Spellstrike
Cascade countermeasure - just for focus point :(
Also cavalier charge (2 action stridex2+strike)
or
Can take the Psychic dedication feat - Focus point + amped shield
Level 8 gets imaginary weapons and 3rd focus point
Will need 1 more feat to move on
or
Alchemy dedication - lean into crafting with magical crafting as well
Can craft a variety of items...
or
Archery, witch/wizard, Investigator? Fighter?
Question #3: What is a good progression for mounted archer at level 6? Class feats, another dedication (psychic, alchemy, archery, witch/wizard, cleric, investigator?)
Prometeus hasn't posted at paizo.com in almost two years Jute, and the last update on the guide was three years ago. Your request won't go anywhere.
Man, that's a bummer.
I'm trying preferred/spell perfected dazing explosion of rot + progenitor fey form - fun so far at level 15 - could have used more insight on the higher level stuff. Most stuff is outdated.
The brawler has some issues depending on who reads it.
But one that is even better, is the Channeler Occultist. Can get the whole shikigami style, and can enchant equipment easily.
That's what I thought as well, and I just built one out for a living world server. It has some funkiness with it though with the whole fleeting focus thing.
Seems like it will be difficult/annoying to make use of some of the resonent powers just because you won't be able to just have the mental focus ready to pull. Benefit is that you can spend a round and replan everything, then suck it back in after combat... but it just seems odd and expensive. I'm at level 3 right now, will see how it goes.
The sledge was intimidating to the DMs, so i've dropped it down to a 1d6 and will pick up a metamagic rod when I can.
Normally an Occultist would invest their Mental Focus (MF) into their implements at the start of the day, and then spend MF on the various resonant and focus powers.
An Extemporaneous Channeler (EC) does not do so, they retain them as Generic Focus (GF) and can use a round to invest into their implements.
I'm trying to figure out what my plan of attack would be during a combat encounter, as unlike normal archetypes it doesn't seem to be friendly with resonant powers that cost more than 1 or 2. I was really looking for an improvised self buffing melee, but I don't think I'm comprehending the timing of it all.
Example lvl 3 EC with 20 Int - Level + 2xInt mod = 3 + 10 = 13 Mental Focus
Transmutation, Abjuration, Illusion with Sudden Speed and Energy Shield Focus powers
I have questions:
Question #1 - For Transmutation and Abjuration resonant powers, can you invest the MF earlier in the day and then let it drain out, but still get the benefit? i.e. Physical Enhancement
Fleeting Focus (Su)
"At any point during the day, she can shift any amount of her generic focus to any number of her implements by concentrating for 1 round while touching her implements "
Question #2 - Does this mean they can use 1 total round to invest as much MF into as many implements as they want? i.e. Before a fight I want to buff with Mind Barrier and cast Minor figment (no other good standard action at this point).
Round 1 - Invest implements, know I need 2 MF for swift action Mind barrier and 2 MF for minor figment. I invest 2 MF into abjuration and 2 MF into illusion in the same round. Yes? If I want the Transmutaion and abjuration resonent powers I would now need to re-activate both implements with 1 more MF each? <--- Question 3
Question #4 - does it still cost me 2x the amount to invest after the initial preparation?
Round 2 - Swift Action - Use Energy Shield to get 15 energy protection for 1 minute
Round 2 - Standard, I change my mind and choose not to cast Minor Figment as it is limited use.
Round 3 Standard - Trigger Legacy Weapon for 1 or 2 MF to give the weapon +1 for 10 min
Round 3 - Swift - Trigger Transformative Resonance with 1 Generic Focus to get Bane vs an enemy type for 1 min (already +1 from Legacy) (need to hold 3 in body)
Questions 5+
So what have I spent at this point to buff?
Possible benefits:
+2 Strength - Physical enhancement - Transmutation Needs 3 invested to trigger -
Costs 3 or 4 MF? 6 or 7 MF?
+1 Resistance to saves - Warding Talisman - Abjuration - needs 2 invested to trigger - Costs 2 or 3 MF? 4 or 5 MF?
Energy Shield for 9 more rounds - 1 or 2 MF
+1 weapon enhancement for 10 rounds - 1 or 2 MF
Bane Weapon - 1 Generic (need to hold 3 in body)
On one hand, this seems ok, I can probably get 2 focus buffed short fights or so a day at about 7-10 MF.. this is w/o casting any spell buffs
On the other hand, it seems terrible that the resonant powers aren't really applicable to this archetype as they are generally of higher cost and would only last a small portion of time.
This is a necro, but I've been looking into it a bit as I really like the concept. Self buffing hit someone with anything, even pick up an enemy and hit other enemies.
I've tried brawler 1(or monk 1), Titan Fighter 2, Goliath Druid X which was fun for Actual size bonus - Large weapon + enlarge
Virtual size bonus - Shikigami 1-3
with a sledge to go from 2d6 > 12d6, 24d6 with vital strike by lvl 7.
A table leg (1d6 start) goes to 6d6, 12d6
I spent some time trying to get an arcane in there and then go dragon disciple, but never ended up with anything too exciting - too many dips, even harder thematically.
My current experiment is channeler occultist single class or in a possible gloomblade dip for flavor.
If you can get the powerful build/oversized limbs tiefling ability - you can skip titan fighter completely. Honestly, the 1 size increase is probably not worth the lvl dip into an unexciting archetype. Then run into issues with not being able to enlarge an outsider though, so possibly 2 size increases.
If you want to dip the monk, you can skip the vital strike and flurry with monk of the empty hand.
Improvised weapon mastery (bab+8) gets you another size increase... I think virtual, and gets you to 16d6. Giant form 2 from goliath gets another actual size increase so you start at huge... and I'm not sure what is after 16d6. It also improves crit range to 19-20
Barroom sphere gets you improvised weapon mastery at lvl 1...
It can be tough to enhance your improvised weapon so:
The eldritch scrapper gets you the martial flexibility ability which is nice, but more importantly it adds arcane strike into the feat list for an additional bonus.
If you stick with gloomblade you can create shadow improvised if you get improvisational focus, and then you can enhance it.
Occultist channeler archetype lets you enhance your transmutation implement/weapon as a couple different ways.
Shikigami allows you to add some weapon qualities and get +1 for each 4 CL levels if a maagic item.
Standard eidolon can get overpowering, to some extents a second character/set of actions. It gets more so with the large and huge evolutions.
I'd like to accomplish having the option to have a reasonably effective alternative to getting larger but in a relatively impactful sense.
Large is a huge benefit at 4 points
+8 Str, +4 Con, +2 Nat AC, +1 CMB/CMD, 10 ft reach if biped
-2 Dex, -1 AC, -1 Attack, -2 Fly, -4 Stealth
Large is a huge benefit at 6 points (below is cumulative)
+8 Str, +4 Con, +3 Nat AC, +1 CMB/CMD, 15 ft reach if biped
-2 Dex, -1 AC, -1 Attack, -2 Fly, -4 Stealth
Other than logistics (i.e. dungeon spacing) or thematic (can't have a huge whatsit walking in town) - why would you not increase to at least large (reduce person can mitigate most of the thematic/logistical size issues if large).
Anyway, would like to come up with a fair homebrew that would be as impactful for a small or tiny eidolon.
Any thoughts? Something that can be impactful but maybe mitigate the 'hell no summoners'?
Starting with small or tiny size i.e. possibly:
X/day temp growth to large?
"Enlarge Person" spell actually takes them to large or medium with partial bonuses
Create an equivalent evolution for density - still get some str/con - but stay small (more weight/dense, maybe+ac. Would remove the +flying shenanigans too)
The obvious answer is - don't take 'large', but I wanted to use it to get something for a smaller size. i.e. something like:
Disagree with your logic on the Summoner as a bad tripper. Your mistake is to suggest the eidolon should be the tripper. Wrong. The Summmoner themselves rather than the eidolon should be the tripper.
Str 18 (14+2 racial+1 each at 8th and 12th)
Dex 14
Con 14
Int 13
Wis 9 (level 16 increase to 10)
Cha 14 (13+1 at 4th, with items like headband of Alluring Cha for further spell bonuses/summons per day)
Feats: Combat Expertise, Improved Trip, Fury's fall, Combat Reflexes (eidolon has this earlier), Greater Trip, Weapon Focus.
Spells: Focus on things like Enlarge Person and Haste (at 4th level!) to increase combat effectiveness.
Eidolon: He is your combat monster, he is here to smash your trip victim into tiny pieces. There are lots of ways to do this. He provides cover, and bonuses to AC, and action economy. You keep him up at all costs. You are always directly behind him with your reach weapon. He is there to make your foes kibbles and bits.
Summon Monster: Obviously deempahized in this build, but still useful to deal with unusual foes. Dealing with invisible foes? Summon earth elementals. Need to deal with evil outsiders, summon hound archon. Usually in the background.
Weapon Choice: Keeps you out of the front line, especially with enlarge person.
Hope this provides food for thought.
More thread necro -
Trying to build out a summoner > spirit summoner > earth spirit - gets improved trip and greater trip for free, albeit a bit later with stone stability hex. All depends on GM fiat of how the eidolon and hexes work with the archetypes and levels. Going off hero lab and it works out pretty well. Going to work in some teamwork feats like tandem trip and paired opportunists. If GM allows all Paizo can get Dirty Fighting to remove need for combat expertise and a +4 to CMB if flanking
I was getting sick of buying things for Hero Lab - used slow faller to simulate getting Fury's Fall and then gave the CMB in adjustments.
True, and then there is just the complexity of reach, more AoO, etc.
I'm leaning towards the melee Eidolon build instead, although still at a bit of loss with the summoner. Will make a good buff bot/crafter, but might be it.
Other than giving my buddy wings, or shooting them with a bow/spell, any other preferred methods of taking out non-magical or SR casters?
Appreciate it. Although a bummer. Not a big fan of grappling, seems like even more effort
Looking at the list of CR 8-12 creatures/stats it looks like CMD can get to the 50's for bosses - Low 30's will succeed on average. We will be able to start some rounds at 30+ (ideal, fully buffed)
3+ trip attempts per round - some at auto success.
Plenty of AoO, good AoO generation
Reach (with its own set of issues)
Summoner – 90 hp, 23 AC, DR2, +11/+6 1d10+7 melee, 10’ Reach, no Summon SLA
-Trip CMB up to 22, 26 when flanking – 1 or 2 melee attacks, does not provoke AoO
-+2 with heroism, +1 with enlarge person, at level 10 get greater trip -(+2 and AoO on trip) - So I can hypothetically get to 25 (29 w/flanking)
Eidolon – 65 hp, AC 26, DR5, 2x Bite +16,1d8+10, 2x Claw +16,1d6+10, Bite 10’ Reach
-Eidolon trip CMB to 22, 26 when flanking – trip on 2 bite attacks, -does not provoke AoO
Buff to 29
AoO
Both have 4+ AoO a round
Both have Reach 10’
Both have Paired opportunists -if both threaten, +4 Atk on AoO, if one of pair gets AoO, both can attempt
Overall
Summoner is weaker – 4 feats towards trip, going melee, no summon SLA or summon buffs
Eidolon is weaker – 4 feats towards trip, 1/3 evolutions towards trip, bad saves
Together , viable?
Looking for feedback on a first character. Only started playing RPG's a month or so ago, have played an NPC for a few sessions and next session my character gets introduced.
Level 9 - anything but 3rd party. Full shopping (kind of the hardest part) other than anything over 25% wealth (46k)
Been struggling with going with a buddy/trip eidolon build - SEEMS like it should work, can get to 20 CMB or so and can increase that to probably 24ish with some more items.
Most likely add Tandem trip feat at next opportunity.
Note: DM didn't seem like a fan of the mass summons and strongly recommended an archetype that removed the SLA. Ended with Spirit summoner, earth elemental theme.
The alternative is just go with a standard quad/pounce melee build.
Summoner Trip Build:
Elin'Terliap Dekat
Male half-elf summoner (spirit summoner) 9 (Pathfinder RPG Advanced Class Guide 123, Pathfinder RPG Advanced Player's Guide 54)
CG Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 24, touch 15, flat-footed 21 (+7 armor, +2 deflection, +3 Dex, +2 shield; +2 deflection vs. evil)
hp 89 (9d8+27)
Fort +10, Ref +10, Will +11; +2 vs. enchantments; +2 resistance vs. evil
Defensive Abilities shield ally; DR 2/adamantine; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 horsechopper +12/+7 (1d10+8/×3) or
. . cold iron horsechopper +10/+5 (1d10+6/×3) or
. . horsechopper +10/+5 (1d10+6/×3) or
. . silver dagger +10/+5 (1d4+3/19-20) or
. . spiked gauntlet +10/+5 (1d4+4)
Space 5 ft.; Reach 5 ft. (10 ft. with +2 horsechopper, 10 ft. with cold iron horsechopper, 10 ft. with horsechopper)
Summoner (Spirit Summoner) Spells Known (CL 9th; concentration +12)
. . 3rd (4/day)—dimension door, evolution surge[APG] (DC 16), heroism, greater invisibility
. . 2nd (5/day)—barkskin, lesser evolution surge[APG] (DC 15), haste, summon eidolon[APG]
. . 1st (6/day)—enlarge person (DC 14), mage armor, protection from evil, reduce person (DC 14), shield
. . 0 (at will)—detect magic, guidance, light, mage hand, message, open/close (DC 13)
. . S spirit magic spell; Spirit Stone Wandering Spirit
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 16, Int 14, Wis 12, Cha 16
Base Atk +6; CMB +10 (+19 trip); CMD 25 (29 vs. bull rush, 31 vs. trip)
Feats Combat Reflexes, Dirty Fighting, Improved Trip, Paired Opportunists[APG], Resilient Eidolon[UM], Slow Faller[ACG]
Traits heirloom weapon (maneuver), reactionary
Skills Acrobatics +8, Bluff +6, Fly +9, Knowledge (arcana) +7, Knowledge (planes) +6, Linguistics +6, Perception +7, Ride +6, Sense Motive +2, Spellcraft +6, Survival +1 (+3 to avoid becoming lost), Use Magic Device +15; Racial Modifiers +2 Perception
Languages Azlanti, Draconic, Elven, Erutaki, Terran
SQ arcane training[APG], body of earth, bond senses (9 rounds/day), eidolon (named Deka the Trip Eidolon), elf blood, life link, shaman hexes (slumber[APG], stone stability), spirit (), touch of acid
--------------------
Special Abilities
--------------------
Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Body of Earth (4d6 piercing damage, 3/day, DC 15) (Su) As a standard action every d4 rds, dam foes in a 10-foot burst (Ref half).
Bond Senses (9 rounds/day) (Su) As a standard action, you can share Eidolon's senses while on same plane.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (2/adamantine) You have Damage Reduction against all except Adamantine attacks.
Dirty Fighting Forgo flanking bonus to make combat maneuver not provoke attack of op.
Eidolon Can summon a powerful aspect of an outsider.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Improved Trip You don't provoke attacks of opportunity when tripping.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target.
Resilient Eidolon When you are knocked unconscious, fall asleep, or are killed, your eidolon remains with you
Shield Ally (Ex) +2 AC and save when within eidolon's reach.
Slow Faller 10' Treat a fall as shorter than normal if within arm's reach of a wall.
Slumber (9 rounds, DC 16) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Stone Stability (Ex) +4 CMD vs. bull rush or trip while standing on the ground.
Touch of Acid (6/day) (Su) As a standard action, melee touch deals acid damage.
--------------------
Deka the Trip Eidolon CR –
Male quadruped
CG Large outsider
Init +3; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 26, touch 12, flat-footed 23 (+3 Dex, +14 natural, -1 size; +2 deflection vs. evil)
hp 73 (7d10+29)
Fort +13, Ref +12, Will +6 (+4 morale bonus vs. enchantment effects); +2 resistance vs. evil
Defensive Abilities evasion; DR 5/adamantine
--------------------
Offense
--------------------
Speed 40 ft.
Melee (M) cold iron heavy mace +9/+4 (1d8+8) or
. . bite +16 (1d8+9), bite +16 (1d8+9), 2 claws +16 (1d6+9)
Ranged (M) heavy crossbow +0 (1d10/19-20)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks pounce
--------------------
Statistics
--------------------
Str 26, Dex 16, Con 18, Int 7, Wis 10, Cha 11
Base Atk +7; CMB +18 (+20 trip); CMD 29 (31 vs. trip)
Feats Combat Reflexes, Dirty Fighting, Improved Trip, Paired Opportunists[APG]
Skills Acrobatics +9 (+13 to jump), Bluff +6, Escape Artist +4, Fly +6, Linguistics -1, Perception +7, Sense Motive +4, Stealth +3, Use Magic Device +6
Languages Erutaki, Terran
SQ devotion
--------------------
Special Abilities
--------------------
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (5/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Dirty Fighting Forgo flanking bonus to make combat maneuver not provoke attack of op.
Evasion (Ex) No damage on successful reflex save.
Improved Trip You don't provoke attacks of opportunity when tripping.
Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target.
Pounce (Ex) You can make a full attack as part of a charge.
Trip (Ex) You can make a trip attempt on a successful attack.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
More standard Quad/Pounce melee build. Still not sure what I'll do with the summoner other than buff and maybe toss some arrows. Will also probably sit back and hex - either slumber/ward/evil eye.
Summoner Melee Build:
Elin'Terliap Dekat Basic
Male half-elf summoner (spirit summoner) 9 (Pathfinder RPG Advanced Class Guide 123, Pathfinder RPG Advanced Player's Guide 54)
CG Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +10
--------------------
Defense
--------------------
AC 23, touch 14, flat-footed 20 (+7 armor, +1 deflection, +3 Dex, +2 shield; +2 deflection vs. evil)
hp 89 (9d8+27)
Fort +8, Ref +9, Will +10; +2 vs. enchantments; +2 resistance vs. evil
Defensive Abilities shield ally; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Ranged +1 adaptive greenwood composite longbow +11/+6 (1d8+4/×3)
Special Attacks channel positive energy 4/day (DC 17, 5d6)
Summoner (Spirit Summoner) Spells Known (CL 9th; concentration +12)
. . 3rd (4/day)—dimension door, evolution surge[APG] (DC 16), heroism, greater invisibility
. . 2nd (5/day)—barkskin, create pit[APG] (DC 15), lesser evolution surge[APG] (DC 15), haste, see invisibility, summon eidolon[APG]
. . 1st (6/day)—endure elements, enlarge person (DC 14), feather fall, mage armor, protection from evil, reduce person (DC 14), shield
. . 0 (at will)—detect magic, guidance, light, mage hand, message, open/close (DC 13)
. . S spirit magic spell; Spirit Life Wandering Spirit
--------------------
Statistics
--------------------
Str 16, Dex 18, Con 16, Int 16, Wis 12, Cha 16
Base Atk +6; CMB +9; CMD 24
Feats Ability Focus (slumber), Craft Wondrous Item, Expanded Arcana[APG], Improved Spell Sharing[ACG], Resilient Eidolon[UM]
Traits indomitable faith, reactionary
Skills Acrobatics +6 (+2 to jump), Fly +10, Handle Animal +7, Heal +5, Knowledge (arcana) +8, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +7, Perception +10, Ride +6, Sense Motive +2, Spellcraft +15, Use Magic Device +15; Racial Modifiers +2 Perception
Languages Abyssal, Draconic, Elven, Erutaki, Gnome, Osiriani
SQ bond senses (9 rounds/day), eidolon (named Deka the Melee Eidolon), elf blood, healer's touch, life link, shaman hexes (evil eye, slumber[APG]), spirit ()
--------------------
Special Abilities
--------------------
Bond Senses (9 rounds/day) (Su) As a standard action, you can share Eidolon's senses while on same plane.
Eidolon Can summon a powerful aspect of an outsider.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evil Eye -4 (4 rounds, DC 15) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Healer's Touch (Su) As a standard action, move up to half speed & touch up to 6 people to auto-stabilize them.
Improved Spell Sharing Divide share spell dur evenly between you and companion. Can move apart w/o ending effect.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Resilient Eidolon When you are knocked unconscious, fall asleep, or are killed, your eidolon remains with you
Shaman/Summoner Channel Positive Energy 5d6 (4/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Shield Ally (Ex) +2 AC and save when within eidolon's reach.
Slumber (9 rounds, DC 19) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
--------------------
Deka the Melee Eidolon CR –
Male quadruped
CG Large outsider
Init +3; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, -1 size; +2 deflection vs. evil)
hp 69 (7d10+29); fast healing 1
Fort +12, Ref +11, Will +5 (+4 morale bonus vs. enchantment effects); +2 resistance vs. evil
Defensive Abilities evasion; SR 20
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +12 (1d8+12 plus 1d6 acid), 2 claws +12 (2d6+12 plus 1d6 acid), 2 claws +12 (2d6+12 plus 1d6 acid)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce
--------------------
Statistics
--------------------
Str 26, Dex 16, Con 18, Int 7, Wis 10, Cha 11
Base Atk +7; CMB +14; CMD 29
Feats Improved Natural Attack (claw), Improved Spell Sharing[ACG], Power Attack
Skills Acrobatics +9 (+13 to jump), Escape Artist +4, Fly +8, Linguistics -1, Perception +7, Sense Motive +4, Stealth +3, Use Magic Device +15; Racial Modifiers +8 Use Magic Device
Languages Erutaki, Terran
SQ devotion
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Evasion (Ex) No damage on successful reflex save.
Fast Healing 1 (Ex) Heal damage every round unless you are killed.
Improved Spell Sharing Divide share spell dur evenly between you and companion. Can move apart w/o ending effect.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Spell Resistance (20) You have Spell Resistance.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.