
Felgoroth |

Ok so I'm about to introduce something slightly comedic into my game and I'm a little confused about an Eidolon evolution. Before I ask the question I'll say what's going to happen so no one decides to ask why do that or what's the comedic factor.
My PC's are looking for a group of assassins and have finally found what they think is their base of operations. They will make their way through the cave which is the entrance and eventually end up in a pentagon shaped room. In each corner their is a magical ring. In a clockwise fashion the rings are as follows: a gold ring with an octagon shaped emerald, a gold ring with a ruby shaped kind of like a water drop only with 3 points, a silver ring with an upside down pyramid shaped diamond, a platinum ring with a water drop shaped sapphire, and a gold ring with a heart shaped ruby... If you haven't figured it out yet their the equivalent of the captain planet rings, each one grants you the powers of a cleric domain (as an 8th level Cleric air for wind, and healing for heart the others are pretty self explanatory). The problem is once they enter the room the door closes behind them and pretty much disappears. They'll hopefully eventually figure out they need to put the rings on and then captain planet (who I'm making an Eidolon without the Summoner) appears and the rings all disappear.
Anyway what I was wondering is can you take the energy attacks evolution multiple times to gain multiple energies? I was honestly thinking about giving "captain planet" all the energies, magical flight, and magical attacks (he's the equivalent of a 9th level Eidolon). At the end of the fight one of the walls moves and opens up into the assassins "lair" and I'll probably give them some sort of trinket (maybe the rings but they've lost their magical abilities) because I honestly think those rings are overpowered. Especially in the hands of a Cleric.

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By the rules, no. You can only take each evolution once unless it says otherwise in the evolution description. As a DM creation though, you can do whatever you want with it. My only caution would be that a weapon that did all energy types of damage would have to be +5. As a 9th level eidolon, I'd limit it to just 2 energy types, or if you do go with all energy types, replace his claws with a single slam attack.

Felgoroth |

By the rules, no. You can only take each evolution once unless it says otherwise in the evolution description. As a DM creation though, you can do whatever you want with it. My only caution would be that a weapon that did all energy types of damage would have to be +5. As a 9th level eidolon, I'd limit it to just 2 energy types, or if you do go with all energy types, replace his claws with a single slam attack.
I forgot about that rule. On a side note I had only planned on 1 of his claws using the elements or possibly 2 elements/claw. Like earth and fire on the 1st claw and wind and water on the 2nd.
EDIT: Now that I've said that I think I'm going to go with a earth/fire claw and a wind/water claw. I don't think that will make him too over powered each claw dealing 1d4+2d6 with some elements. The PC's will probably be around 6th level then so I don't think that's too bad being their enemies only way to attack.

Felgoroth |

Hehe, sorry. What about a breath weapon then?
Hm... That might work but I think it costs more than the energy attacks and I think I can still only technically give him 1 type of energy. I might just give him a breath weapon that does 2 types and his claws each have 1 and make him some sort of homebrewed monster.

Felgoroth |

So..... what kind of power is Heart, anyway?
Idk for the Captain Planet Eidolon maybe fast healing? But for the rings you get to use a Cleric domain 3 times (functioning as an 8th level Cleric) then they're just extremely valuable rings. Earth for Earth, Fire for Fire, Air for Wind, Water for Water, Healing for Heart. I'm thinking about letting the heart ring channel positive energy 3 times as a 8th level Cleric instead though. *By 3 times I mean they have 3 uses and then they become non-magical.

Felgoroth |

The rings could be equivalent to an amulet of might fists +1. Fire ring has the flaming enchant. Water is cold, lightning for air, acid for earth, use the merciful enchant for heart.
Hm... I suppose that could work too, although they would only be really beneficial to a Monk or Unarmed person.

Tim4488 |
Charender wrote:The rings could be equivalent to an amulet of might fists +1. Fire ring has the flaming enchant. Water is cold, lightning for air, acid for earth, use the merciful enchant for heart.Hm... I suppose that could work too, although they would only be really beneficial to a Monk or Unarmed person.
Make it tack onto weapons too, so that any character can use them. Basically just a movable Flaming, Frost, Shocking or Caustic enchantment. Handy, especially if any of your characters is the walking armory sort.

Felgoroth |

Felgoroth wrote:Make it tack onto weapons too, so that any character can use them. Basically just a movable Flaming, Frost, Shocking or Caustic enchantment. Handy, especially if any of your characters is the walking armory sort.Charender wrote:The rings could be equivalent to an amulet of might fists +1. Fire ring has the flaming enchant. Water is cold, lightning for air, acid for earth, use the merciful enchant for heart.Hm... I suppose that could work too, although they would only be really beneficial to a Monk or Unarmed person.
Hm... what would the heart 1 do though? I guess it could function as a ring that casts cure light wounds so many times/day.

Charender |

Tim4488 wrote:Hm... what would the heart 1 do though? I guess it could function as a ring that casts cure light wounds so many times/day.Felgoroth wrote:Make it tack onto weapons too, so that any character can use them. Basically just a movable Flaming, Frost, Shocking or Caustic enchantment. Handy, especially if any of your characters is the walking armory sort.Charender wrote:The rings could be equivalent to an amulet of might fists +1. Fire ring has the flaming enchant. Water is cold, lightning for air, acid for earth, use the merciful enchant for heart.Hm... I suppose that could work too, although they would only be really beneficial to a Monk or Unarmed person.
Merciful enchantment Deals an extra 1d6 damage, but all damage becomes non-lethal damage.

Felgoroth |

Merciful enchantment Deals an extra 1d6 damage, but all damage becomes non-lethal damage.
Ya but non-lethal damage doesn't seem at all like anything the heart ring would do. It needs to heal things somehow. Maybe I can have the weapon damage turn to positive energy. That would actually be kind of funny, "he hits you with a great sword and you heal 2d6 points of damage" lol. I guess that would help against undead too.

Felgoroth |

I think I'm going to go with something like this. When you put the ring on all your attacks (with the hand the ring is on) can change the damage to a corresponding energy type X/day. So earth would be acid, fire would be fire, wind would be electric, water would be cold, and heart would be positive energy.

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Dragonborn3 wrote:The Spell-Like Ability Evolution can be helpful for the elements concept. Fireball, Stone Shape, Create Water(then Lightning Bolt!), Gust of Wind, etc, etc.You can't take that evolution more than once, either.
They changed that in the Final, didn't they? There go Knight-Summoners and Mage-Eidolons.

Felgoroth |

Zurai wrote:They changed that in the Final, didn't they? There go Knight-Summoners and Mage-Eidolons.Dragonborn3 wrote:The Spell-Like Ability Evolution can be helpful for the elements concept. Fireball, Stone Shape, Create Water(then Lightning Bolt!), Gust of Wind, etc, etc.You can't take that evolution more than once, either.
Yes they did but you really have to boost the Eidolons Charisma because it starts at 11 no matter what the base type is. After reading that I kind of want to give an Eidolon a summon monster spell like ability and just fill the board with monsters lol.

Zurai |

Zurai wrote:They changed that in the Final, didn't they? There go Knight-Summoners and Mage-Eidolons.Dragonborn3 wrote:The Spell-Like Ability Evolution can be helpful for the elements concept. Fireball, Stone Shape, Create Water(then Lightning Bolt!), Gust of Wind, etc, etc.You can't take that evolution more than once, either.
No, it's the same in both versions. Neither allow the Spell-Like Ability evolution to be taken more than once. You can give the Eidolon the ability to cast a single SLA more than once (one time per day, three times per day, or at will are the options), but it can only ever have a single SLA evolution at a time.
EDIT: To be clear, I'm not overly fond of that, either. I just wanted to point out that by the rules, you can only have one SLA. I personally plan to house rule that evolution to being able to be taken multiple times.

Felgoroth |

Dragonborn3 wrote:Zurai wrote:They changed that in the Final, didn't they? There go Knight-Summoners and Mage-Eidolons.Dragonborn3 wrote:The Spell-Like Ability Evolution can be helpful for the elements concept. Fireball, Stone Shape, Create Water(then Lightning Bolt!), Gust of Wind, etc, etc.You can't take that evolution more than once, either.No, it's the same in both versions. Neither allow the Spell-Like Ability evolution to be taken more than once. You can give the Eidolon the ability to cast a single SLA more than once (one time per day, three times per day, or at will are the options), but it can only ever have a single SLA evolution at a time.
EDIT: To be clear, I'm not overly fond of that, either. I just wanted to point out that by the rules, you can only have one SLA. I personally plan to house rule that evolution to being able to be taken multiple times.
Wait, actually you're right. I forgot about the rule that says you can't take a single evolution more than once unless it specifically says so.