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Organized Play Member. 19 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.




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.

Go to Duped here.


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:

http://www.giantitp.com/forums/showthread.php?79680-DnD-Statting-out-the-Na c-Mac-Feegle

https://www.dandwiki.com/wiki/Pictsie_(5e_Race)

https://homebrewery.naturalcrit.com/share/rJb76kNPFZ (Discworld for 5e)

Thanks


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

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Special Abilities
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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
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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.

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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
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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.