Santiago Mendez
|
OK, so I am sure that plenty of you have thought about this as well. Making Eidolons who are based on the summons from the Final Fantasy games. Well I am just going to ask others opinions on ones that I have made and see what they think of the idea and abilities of the Eidolons.
First off I have Ifirit:
Base Form: Bipedal
Feats:
Level - Feat
1 - Power Attack
2 - Cleave
5 - Great Cleave
7 - Weapon Focus (claws)
10 - Improved Sunder
12 - Greater Sunder
15 - Dazzling Display
17 - Shatter Defenses
20 - Deadly Stroke
Added Skills: Acrobatics, Climb, Intimidate, Knowledge (arcana)
Ability Increases:
Level - Increase
3 - +1 Cha
8 - +1 Cha
13 - +1 Cha
18 - +1 Con
Level - Evolutions
1 - Energy Resistance 5 (fire), Improved Damage (claws), Push
2 - Energy Resistance 5 (fire), Improved Damage (claws), Push, Spell Like Ability (Burning Hands 1/day)
3 - Energy Resistance 5 (fire), Improved Damage (claws), Push, Spell Like Ability (Burning Hands 1/day), Magical Attacks
4 - Energy Resistance 5 (fire), Improved Damage (claws), Push, Spell Like Ability (Burning Hands 1/day), Magical Attacks, Grab (claws)
5 - Energy Resistance 10 (fire), Improved Damage (claws), Push, Spell Like Ability (Burning Hands 1/day), Energy Attacks (fire), Grab (claws)
6 - Energy Resistance 10 (fire), Spell Like Ability (Burning Hands 1/day), Energy Attacks (fire), Grab (claws), Large
7 - Energy Immunity (fire), Spell Like Ability (Burning Hands 1/day), Energy Attacks (fire), Grab (claws), Large
8 - Energy Immunity (fire), Spell Like Ability (Burning Hands 1/day), Energy Attacks (fire), Grab (claws), Large, Improved Damage (claws)
9 - Energy Immunity (fire), Energy Attacks (fire), Large, Improved Damage (claws), Spell Like Ability (Fireball 3/day), Reach (claws)
10 - Energy Immunity (fire), Energy Attacks (fire), Large, Improved Damage (claws), Spell Like Ability (Fireball 3/day), Reach (claws), Pull
11 - Energy Immunity (fire), Energy Attacks (fire), Large, Improved Damage (claws), Spell Like Ability (Fireball 3/day), Reach (claws), Grab (claws)
12 - Energy Immunity (fire), Energy Attacks (fire), Large, Spell Like Ability (Fireball 3/day), Reach (claws), Huge
13 - Energy Immunity (fire), Energy Attacks (fire), Large, Spell Like Ability (Fireball 3/day), Reach (claws), Huge, Improved Damage (claws)
14 - Energy Immunity (fire), Energy Attacks (fire), Large, Spell Like Ability (Fireball 3/day), Reach (claws), Huge, Improved Damage (claws), Grab (claws)
15 - Energy Immunity (fire), Energy Attacks (fire), Large, Spell Like Ability (Fireball 3/day), Reach (claws), Huge, Improved Damage (claws), Grab (claws), Pull
16 - Energy Immunity (fire), Energy Attacks (fire), Large, Spell Like Ability (Fireball 3/day), Reach (claws), Huge, Improved Damage (claws), Grab (claws), Pull, Push
17 - Energy Immunity (fire), Energy Attacks (fire), Large, Spell Like Ability (Fireball 3/day), Reach (claws), Huge, Improved Damage (claws), Grab (claws), Pull, Rend
18 - Energy Immunity (fire), Energy Attacks (fire), Large, Spell Like Ability (Fireball 3/day), Reach (claws), Huge, Improved Damage (claws), Grab (claws), Pull, Push, Rend
19 - Energy Immunity (fire), Energy Attacks (fire), Large, Spell Like Ability (Fireball 3/day), Reach (claws), Huge, Improved Damage (claws), Grab (claws), Pull, Push, Rend, Tremorsense
20 - Energy Immunity (fire), Energy Attacks (fire), Large, Spell Like Ability (Fireball 3/day), Reach (claws), Huge, Improved Damage (claws), Grab (claws), Pull, Push, Rend, Tremorsense, Improved Natural Armor
I am also working on Shiva, Leviathan, Titan, Alexander, Bahamut, Ramuh, Odin, Phoenix, Hades, Kjata, Choco/Mog, and Typhon. All from FF7.
| JimmyNids |
drop huge off ifrit, it should be reserved for guys like leviathan and bahamut and alexander.. also why pull/push?
by my count your 2pts shy at 20 to begin with. Scrap huge for fire breath or some DR. Fast healing maybe? also gore; ff7 ifrit had horns and did a charging gore while immolated unless im mixing up my FF games again.
anyhow its only opinion but you wanted feedback so there ya go
Santiago Mendez
|
drop huge off ifrit, it should be reserved for guys like leviathan and bahamut and alexander.. also why pull/push?
by my count your 2pts shy at 20 to begin with. Scrap huge for fire breath or some DR. Fast healing maybe? also gore; ff7 ifrit had horns and did a charging gore while immolated unless im mixing up my FF games again.
anyhow its only opinion but you wanted feedback so there ya go
I will more likely do that. Drop Huge for Fire Breath and its improvements. The reason for the push and pull is that I was kind of making him a battle field control type. With moving the enemy around while dealing a great amount of fire damage to them.
The damage reduction would be nice but they only get DR against the alignments as is and I don't really know about that right now. Fast Healing would be nice as well and and would fit. Gore though, even if he had horns but I never really saw him as using them like that. (I was modeling them more on how the Summons worked in FFX for the mechanics, just FF7 for appearance)
Thanks for the feedback.
Dragonborn3
|
From Final Fantasy X
20th Level Medium Humanoid Eidolon
HD: 17d10+34 ( 204hp)
Speed: 30ft
Fort: 12=10+2 Reflex: 10=5+5 Will: 10=10+0 Bab:+17 CMB:+24 CMD: 39
Ac: 35=10+5(dex)+20(natural) Tch:15 Ff:30
Str24(16+8) Dex20(12+8) Con15(13+2)
Int10(7+2+1) Wis10 Cha14(11+2+1)
2 Slams(1d8+10+1d6 cold, x2, B)+25
Multiattack Slam(1d8+10+1d6 cold, x2, B)+20
Breath Weapon(17d6 cold, 30ft. Cone, Dc:22) 3/day
Evolutions: Limbs(arms, f), Slam(f, replaced claws), Legs(legs, f), Slam(1 point), Energy Attacks(cold, 2 points), Immunity(cold, 2 points), Breath Weapon(cold 6 points), Spell Resistance(4 points), Ability Increase(Int, 2 points), Ability Increase(Cha, 2 points), Resistance(fire 15, 1 point), Improved Natural Armor(1 point), Spell-Like Ability(Ice Storm 3/day, 5 points)
Special: Darkvision 60ft., Link, Share Spells, Evasion, Devotion, Multiattack, Improved Evasion, Ability Score Increases(+1 Int, +2 Con, +1 Cha)
Feats: Dodge(lv1), Mobility(Lv2), Ability Focus(Breath Weapon, Lv5), Vital Strike(Lv7), Weapon Focus(Slam, Lv10), Empower Spell-Like Ability(Ice Storm 3/day, Lv12), Spring Attack(Lv15), Improved Natural Attack(Slam, Lv17), Blind Fight(Lv20)
Skills
Perception: 20=0+17+3
Knowledge(the Planes): 20=0+17+3
Stealth: 25=5+17+3
Sense Motive: 20=0+17+3
Acrobatics: 25=5+17+3
Use Magic Device: 22=2+17+3
| Caedwyr |
This thread seems appropriate to quote a suggested alternate class feature proposed by mdt
Was just mulling over this alternate class ability for the summoner :
------------------
------------------
Multiple Eidelons
Not all summoners form a bond with one eidelon, some form bonds with multiple eidelons over the course of their life.
Benefit : Rather than just one eidelon, you may form bonds with multiple eidelons. The maximum number of eidelon's you may make a connection with is equal to 1 plus 1 additional eidelon per five full class levels. For example, a level 3 summoner only has one eidelon. A level 5 summoner has 2 eidelons, a level 10 three, and a level 20 has 5 eidelons.
A summoner can only have one eidelon summoned at a time. He may summon no more than one eidelon per day. If an eidelon returns to his home realm due to having taken too much hp damage, that eidelon may not be summoned for 24 hours (other eidelon's who have not 'died' can, however).
Each eidelon is built separately using the same number of evolution points (as listed for the summoner's level).
A summoner can change any or all his eidelon's forms whenever he would normally be able to. The only exception is that the spell transmogrify only affects one eidelon at a time (the one currently summoned).
Replacement : A summoner who takes this alternate class feature does not receive his Summon Spell Like Ability.
Normal : A summoner can only have one eidelon, ever, and he normally has a Summon Monster spell like ability.------------
I think this is a nice alternate ability, is not too overpowered, and gives a more 'Final Fantasy' summoner feel.
| fanguad |
The thread is relevant to my interests. I posted Garuda (level 5) from FFXI over on the sample eidolons thread.
Santiago Mendez
|
This thread seems appropriate to quote a suggested alternate class feature proposed by mdt
mdt wrote:Was just mulling over this alternate class ability for the summoner :
------------------
------------------
Multiple Eidelons
Not all summoners form a bond with one eidelon, some form bonds with multiple eidelons over the course of their life.
Benefit : Rather than just one eidelon, you may form bonds with multiple eidelons. The maximum number of eidelon's you may make a connection with is equal to 1 plus 1 additional eidelon per five full class levels. For example, a level 3 summoner only has one eidelon. A level 5 summoner has 2 eidelons, a level 10 three, and a level 20 has 5 eidelons.
A summoner can only have one eidelon summoned at a time. He may summon no more than one eidelon per day. If an eidelon returns to his home realm due to having taken too much hp damage, that eidelon may not be summoned for 24 hours (other eidelon's who have not 'died' can, however).
Each eidelon is built separately using the same number of evolution points (as listed for the summoner's level).
A summoner can change any or all his eidelon's forms whenever he would normally be able to. The only exception is that the spell transmogrify only affects one eidelon at a time (the one currently summoned).
Replacement : A summoner who takes this alternate class feature does not receive his Summon Spell Like Ability.
Normal : A summoner can only have one eidelon, ever, and he normally has a Summon Monster spell like ability.------------
I think this is a nice alternate ability, is not too overpowered, and gives a more 'Final Fantasy' summoner feel.
I like this alternate ability, it really does make it feel more like FF summoners
DragonBringerX
|
Ok...
I'm in love with this epic thread here and have got to do one of my favorite FF creatures ever!
20th Level Huge Serpentine Form Eidolon
Init: +5; Senses: Darkvision 60 ft; Perception +17
Hp: 229 (17d10+136)
Speed: 20 ft, Climb 20 ft, Fly 60 ft (perfect), Swim 20 ft
Fort: +12, Reflex: +15, Will: +10; +4 vs enchantment
BAB: +17, CMB: +32, CMD: 47
AC: 31 = 10 + (+5 dex, +18 natural, -2 size) Tch: 13 Ff: 26
Defensive Abilities: Improved Evasion
Immunities: Cold
Str-36(+13) Dex-20(+5) Con-24(+7)
Int--8 (-1) Wis-10(+0) Cha-11(+0)
Bite +28 (4d6+19 plus 1d6 cold/x2) plus grab
Tail Slap +26 (2d6+13 plus 1d6 cold/x2);
or Vital Bite +28 (4d6+19 plus 1d6 cold/x2) + 8d6 plus grab
Special Attack: Magic Attacks, Multiattack, Swallow Whole (4d6 + 19 plus 1d6 cold + 1d6 acid, Hp 23, AC 19)
Face/Reach: 15 ft/15 ft
Special Qualities: link, share spells, devotion
Evolutions: 26 points
Free - Bite, Climb, Tail, Tail Slap
1 Point - Gills, Magic Attacks, Improved Damage (bite), Swim
2 Point - Energy Attacks (cold), Grab (bite), Immunity (cold)
3 Point - Large, Swallow Whole
4 Point - Huge
6 Point - Flight (magic, +40 ft)
Feats (in order obtained): Dodge, Mobility, Toughness, Spring Attack, Wind Stance, Improved Natural Attack (bite), Lighting Stance, Vital Strike, Improved Vital Strike
Skills: Acrobatics + 25, Fly + 29, Perception + 20, Stealth + 17, Swim + 33
| The Wraith |
Although she's not one of my favorites (that honor goes to all Bahamuth's incarnations - especially Bahamut Zero from FFVII), I've already posted Valefor in the sample eidolons thread.
Valefor, the Winged Aeon:
20th level Summoner's Eidolon
Base:
Serpentine Form
HD 17d10
BaB +17
Fort + 5, Ref + 10, Will + 10
Base Speed 20, Climb 20
Nat Armor +2
Bite 1d6 ,Tail Slap 1d6
Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11
Bite, Climb, Tail, Tail Slap
Skills 68; Feats 9; Nat Armor increase +16; Str +8, Dex +8, 4 Ability Score increases (Dex); 26 evolution pool
Evolutions:
Limbs (Legs) (Spd 30) (2)
Claws (1)
Resistance (Sonic) (1)
Large (3)
Breath Weapon (Sonic, Line) (3/day) (6)
Flight, 170 (9)
Magic Attacks (1)
Wing Buffet (1)
Ability Increase – Dex +2 (2)
Feats: Improved Initiative, Acrobatic, Dodge, Mobility, Flyby Attack, Hover, Wingover, Skill Focus (Fly), Ability Focus (Breath Weapon)
Skills: Fly (17), Perception (17), Survival (17), Acrobatics (17)
Complete Form:
HD: 17d10 + 51 (144 hp)
Init: +13
Spd: 30 ft, Climb 30 ft, Fly (average) 170 ft
BaB +17 , CMB +27, CMD 46
AC: 37 (-1 size, +1 Dodge, +9 Dex, +18 Natural), Touch 19, Flat-Footed 27
Fort +8, Ref + 19, Will +10
Abilities: Str 28, Dex 28, Con 17, Int 7, Wis 10, Cha 11
Skills: Acrobatics +31 , Fly +35 , Perception +20 , Survival +20
Feats: Ability Focus (Breath Weapon), Acrobatic, Dodge, Flyby Attack, Hover, Improved Initiative, Mobility, *Multiattack, Skill Focus (Fly), Wingover
Full Attack: 1 Bite + 25 (1d8 +9), 2 Claws +25 (1d6+9), 2 Wings +23 (1d6+4), 1 Tail Slap +23 (1d8 +4)
Special Attacks: Aligned Magic Natural Attacks, Breath Weapon (Line, Sonic) 3/day (17d6, DC 21)
Special Qualities: Darkvision, Devotion, Evasion, Improved Evasion, Sonic Resistance 15
This includes my 'errata', which I posted some hours later on the same thread.
| Kakarasa |
This thread seems appropriate to quote a suggested alternate class feature proposed by mdt
mdt wrote:Was just mulling over this alternate class ability for the summoner :
------------------
------------------
Multiple Eidelons
Not all summoners form a bond with one eidelon, some form bonds with multiple eidelons over the course of their life.
Benefit : Rather than just one eidelon, you may form bonds with multiple eidelons. The maximum number of eidelon's you may make a connection with is equal to 1 plus 1 additional eidelon per five full class levels. For example, a level 3 summoner only has one eidelon. A level 5 summoner has 2 eidelons, a level 10 three, and a level 20 has 5 eidelons.
A summoner can only have one eidelon summoned at a time. He may summon no more than one eidelon per day. If an eidelon returns to his home realm due to having taken too much hp damage, that eidelon may not be summoned for 24 hours (other eidelon's who have not 'died' can, however).
Each eidelon is built separately using the same number of evolution points (as listed for the summoner's level).
A summoner can change any or all his eidelon's forms whenever he would normally be able to. The only exception is that the spell transmogrify only affects one eidelon at a time (the one currently summoned).
Replacement : A summoner who takes this alternate class feature does not receive his Summon Spell Like Ability.
Normal : A summoner can only have one eidelon, ever, and he normally has a Summon Monster spell like ability.------------
I think this is a nice alternate ability, is not too overpowered, and gives a more 'Final Fantasy' summoner feel.
*Snapped this up* Seriously, this rocks. It solves the abnoxiousness most GMs feel with so many summons out and a pet, while also making the class cooler to play. I have to give a solid gold +1.
| mdt |
*Snapped this up* Seriously, this rocks. It solves the abnoxiousness most GMs feel with so many summons out and a pet, while also making the class cooler to play. I have to give a solid gold +1.
Thanks.
Another suggestion I'd put in the same thread was this :
Persistent Eidelons
This is an alternate world version that requires the Multiple Eidelon alternate class feature be mandatory. In this scenario, the GM creates ahead of time various Eidelon's that have certain ranges. For example, from a FF standpoint...
Carbuncle : 1, 5
Shiva : 1, 5
Ifrit : 1, 5
Ramah : 5, 10
Titan : 5, 10
Leviathan : 5, 10
Hades : 8, 13
Odin : 10, 15
Bahamut : 15, 20
Phoenix : 18, 20
Alexander : 18, 20
Gilgamesh : 20
So, at level 1 the summoner would pick a summon from Carbuncle, Shiva, and Ifrit. At level 5, he could add Ramah, Titan, or Leviathan. This would involve a quest of course to find a summon-point, a place to make contact with the Eidelon and form a pact. There's two ways to handle 'odd' level eidelons. Either when they reach a summon-point they can replace an existing Eidelon, or they have to keep an open slot and wait. Eidelon's 'evolve' as the summoner gains more power, so, when they hit level 5 if they have Shiva, they gain 'Queen Shiva' which is a 5th level version of Shiva. At 10th if they have Ramah, they gain King Ramah. There's only the normal and evolved versions of the summons though, so it's important to pick carefully. The GM should probably leave some of the Evolution points free so that each summoner can 'customize' their version of the summon, but limit what they can do. No adding tentacles to Shiva for example, but giving her a sword attack would probably be just fine, or giving her a skill boost or a spell like ability that has to do with ice. So two summoners summoning up Shiva each would have two versions of Shiva on the battlefield (one blue and one purple for example), and while one has a sword, the other has a boosted dex or armor. And feats should be selectable by the summoner, so the one with the sword might have Weapon Focus (Longsword) while the one with boosted Dex one might have Dodge.
| Kakarasa |
Ran into a snag discussing this with one of my players. If the summoner and eidolon can share hp and the summoner just keeps rotating them out, it gets a little broken at higher levels. What about adding a limit to either have all the summons share HP (increase and lower a little based on bigger CON? It's a little more complicated, but if you take the max-damage taken, the n apply that HP loss to the next summon, it's a little more balanced. We're gonna also give an extra eidolon to offset this. Just an adaptation, but great idea again! Do you like/dislike the adaptation?
EDIT: Moved last minute add on to the next post.
| mdt |
Ran into a snag discussing this with one of my players. If the summoner and eidolon can share hp and the summoner just keeps rotating them out, it gets a little broken at higher levels. What about adding a limit to either have all the summons share HP (increase and lower a little based on bigger CON? It's a little more complicated, but if you take the max-damage taken, the n apply that HP loss to the next summon, it's a little more balanced. We're gonna also give an extra eidolon to offset this. Just an adaptation, but great idea again! Do you like/dislike the adaptation?
It's a non-issue. Remember, he can't summon more than one per day, even with the new class option. So he can only switch them out over several days time, which he could do with only a single summon.
| Kakarasa |
Kakarasa wrote:Ran into a snag discussing this with one of my players. If the summoner and eidolon can share hp and the summoner just keeps rotating them out, it gets a little broken at higher levels. What about adding a limit to either have all the summons share HP (increase and lower a little based on bigger CON? It's a little more complicated, but if you take the max-damage taken, the n apply that HP loss to the next summon, it's a little more balanced. We're gonna also give an extra eidolon to offset this. Just an adaptation, but great idea again! Do you like/dislike the adaptation?It's a non-issue. Remember, he can't summon more than one per day, even with the new class option. So he can only switch them out over several days time, which he could do with only a single summon.
I almost forgot, my apologies, we're going to let them summon each once per day, but after the first it takes 10 minutes uninterrupted. This was intended to give a slight flexibility, but not give the chance to switch during combat.
I think the idea of the prebuilt eidolon is sweet too, but my players wanna build-a-bear all of theirs. Have you seen this BTW? Wish it was adapted to pathfinder, but I wouldn't touch it with a stick publishing wise b/c Square wouldn't hesitate to sue over their best IP.
I appreciate the quick response!
| mdt |
mdt wrote:Kakarasa wrote:Ran into a snag discussing this with one of my players. If the summoner and eidolon can share hp and the summoner just keeps rotating them out, it gets a little broken at higher levels. What about adding a limit to either have all the summons share HP (increase and lower a little based on bigger CON? It's a little more complicated, but if you take the max-damage taken, the n apply that HP loss to the next summon, it's a little more balanced. We're gonna also give an extra eidolon to offset this. Just an adaptation, but great idea again! Do you like/dislike the adaptation?It's a non-issue. Remember, he can't summon more than one per day, even with the new class option. So he can only switch them out over several days time, which he could do with only a single summon.I almost forgot, my apologies, we're going to let them summon each once per day, but after the first it takes 10 minutes uninterrupted. This was intended to give a slight flexibility, but not give the chance to switch during combat.
I think the idea of the prebuilt eidolon is sweet too, but my players wanna build-a-bear all of theirs. Have you seen this BTW? Wish it was adapted to pathfinder, but I wouldn't touch it with a stick publishing wise b/c Square wouldn't hesitate to sue over their best IP.
I appreciate the quick response!
Ah,
Ok, then, if you're going that route, I'd limit the eidelon to only healing hp while he's summoned, or after being unsummoned for 24 hours. That way if he's switching them out to keep his hp up, he's still got issues. On top of that, I'd limit him to one summons per summon per day, which also stops him from playing Eidelon Roulette.