Kthulhu
|
So, someone suggested I create Cthulhu as an eidolon for a summoner. There's not really enough points in the evolution pool to make a great copy, so I sacrificed some size for some of the other abilities. Anyhow, here's what I came up with. I welcome comments, suggestions, etc.
Kthulhu
-----------------
CN Medium Outsider (Extraplanar)
Init +9
Senses: Darkvision 60', Perception +18
Defense
-----------------
HP 108 (15d10+15); Fast Healing 3
AC 33, Touch 15, Flat-Footed 28 (+5 Dexterity, +18 Natural Armor)
Damage Reduction 10/Lawful
Fort +10, Ref +10, Will +9 (+13 vs Enchantment)
Offense
-----------------
Speed: 30', Fly 50' (Good)
Melee 2 Claws +23 (1d4+8) and 6 Tentacles +22 (1d8+8 / 19-20)
Stats
-----------------
Str 27, Dex 20, Con 13, Int 7, Wis 10, Cha 11
BAB +15; CMB +23; CMD 28
Feats: Bleeding Critical, Blinding Critical, Critical Focus, Critical Mastery, Improved Critical (Tentacle), Improved Initiative, Improved Natural Attack (Tentacle), Weapon Focus (Tentacle)
Skills: Fly +23, Perception +18, Stealth +23, Swim +26
SQ: Bipedal Base Form, Evolutions, Link, Share Spells, Evasion, Devotion, Multiattack, Greater Shield Ally, Improved Evasion
Special Abilities
-----------------
Evolutions: Claws, Improved Damage (Tentacle), Limbs (Arms), Limbs (Legs), Tentacle (x6), Flight: 50 ft, Damage Reduction: 10/Lawful, Frightful Presence, Fast Healing 3
Criticals: Criticals inflicted by Kthulhu cause 2d6 points of bleed damage each turn on his round, as well as permanently blindness. A successful Fortitude save (DC 25) reduces this blindness to dazzled for 1d4 rounds.
Frightful Presence (Su): Kthulhu can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the eidolon must make a Will save (DC 18) or become shaken for 3d6 rounds. If the opponent has less than 12 HD, that opponent becomes frightened instead. Foes with more than 15 HD are immune to this effect.
Themetricsystem
|
So, someone suggested I create Cthulhu as an eidolon for a summoner. There's not really enough points in the evolution pool to make a great copy, so I sacrificed some size for some of the other abilities. Anyhow, here's what I came up with. I welcome comments, suggestions, etc.
Kthulhu
-----------------
Cn Medium Outsider (Extraplanar)
Init +9
Senses: Darkvision 60', Perception +18Defense
-----------------
AC 33, Touch 15, Flat-Footed 28 (+5 Dexterity, +18 Natural Armor)
HP 108 (15d10+15)
Fort +10, Ref +10, Will +9 (+13 vs Enchantment)Offense
-----------------
Speed: 30', Fly 50' (Good)
Melee 2 Claws +23 (1d4+8) and 6 Tentacles +22 (1d8+8 / 19-20)Stats
-----------------
Str 27, Dex 20, Con 13, Int 7, Wis 10, Cha 11
BAB +15; CMB +23; CMD 28
Feats: Bleeding Critical, Blinding Critical, Critical Focus, Critical Mastery, Improved Critical (Tentacle), Improved Initiative, Improved Natural Attack (Tentacle), Weapon Focus (Tentacle)
Skills: Fly +23, Perception +18, Stealth +23, Swim +26
SQ: Bipedal Base Form, Evolutions, Link, Share Spells, Evasion, Devotion, Multiattack, Greater Shield Ally, Improved EvasionSpecial Abilities
-----------------
Evolutions: Claws, Improved Damage (Tentacle), Limbs (Arms), Limbs (Legs), Tentacle (x6), Flight: 50 ft, Damage Reduction: 10/Lawful, Frightful Presence, Fast Healing 3Criticals: Criticals inflicted by Kthulhu cause 2d6 points of bleed damage each turn on his round, as well as permanently blindness. A successful Fortitude save (DC 25) reduces this blindness to dazzled for 1d4 rounds.
Frightful Presence (Su): Kthulhu can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the eidolon must make a Will save (DC 18) or become shaken for 3d6 rounds. If the opponent has less than 12 HD, that opponent becomes frightened instead. Foes with more than 15 HD are immune to this effect.
Ok, this is a little off topic but I have a question regarding the form your eidolon take. I have this idea to try to make as close as possible to my own characters form and use illusion spells to try to make up for the difference. Is this feasible?
bigkilla
|
So, someone suggested I create Cthulhu as an eidolon for a summoner. There's not really enough points in the evolution pool to make a great copy, so I sacrificed some size for some of the other abilities. Anyhow, here's what I came up with. I welcome comments, suggestions, etc.
Kthulhu
-----------------
CN Medium Outsider (Extraplanar)
Init +9
Senses: Darkvision 60', Perception +18Defense
-----------------
HP 108 (15d10+15); Fast Healing 3
AC 33, Touch 15, Flat-Footed 28 (+5 Dexterity, +18 Natural Armor)
Damage Reduction 10/Lawful
Fort +10, Ref +10, Will +9 (+13 vs Enchantment)Offense
-----------------
Speed: 30', Fly 50' (Good)
Melee 2 Claws +23 (1d4+8) and 6 Tentacles +22 (1d8+8 / 19-20)Stats
-----------------
Str 27, Dex 20, Con 13, Int 7, Wis 10, Cha 11
BAB +15; CMB +23; CMD 28
Feats: Bleeding Critical, Blinding Critical, Critical Focus, Critical Mastery, Improved Critical (Tentacle), Improved Initiative, Improved Natural Attack (Tentacle), Weapon Focus (Tentacle)
Skills: Fly +23, Perception +18, Stealth +23, Swim +26
SQ: Bipedal Base Form, Evolutions, Link, Share Spells, Evasion, Devotion, Multiattack, Greater Shield Ally, Improved EvasionSpecial Abilities
-----------------
Evolutions: Claws, Improved Damage (Tentacle), Limbs (Arms), Limbs (Legs), Tentacle (x6), Flight: 50 ft, Damage Reduction: 10/Lawful, Frightful Presence, Fast Healing 3Criticals: Criticals inflicted by Kthulhu cause 2d6 points of bleed damage each turn on his round, as well as permanently blindness. A successful Fortitude save (DC 25) reduces this blindness to dazzled for 1d4 rounds.
Frightful Presence (Su): Kthulhu can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the eidolon must make a Will save (DC 18) or become shaken for 3d6 rounds. If the opponent has less than 12 HD, that opponent becomes frightened instead. Foes with more than 15 HD are immune to this effect.
I had a very similar idea for a Eidelon but I used a quadruped.
Flavor wise Mr.Giggles is Lovecraftian flavored. He is a strange looking monstrosity his 6 legs that look like tentacles as are his 2 tails. His general body type looks like that of a whale or dolphin type creature. His head is basically the same as a Chuul full of tentacles and he has 3 long squid like tentacles on his face as well. His 2 claws are on his front legs/tentacles.
MR.GIGGLES CR 15
Male Quadruped
Medium Outsider
Init +5; Senses Darkvision (60 feet); Perception +13
Aura Frightful Presence (30 feet, 5d6 rounds) (DC 17)
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DEFENSE
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AC 32, touch 16, flat-footed 26. . (+5 Dex, +16 natural, +1 dodge)
hp 135 (+45)
Fort +12, Ref +14, Will +5
--------------------
OFFENSE
--------------------
Spd 50 ft., Climbing (50 feet), Swimming (50 feet)
Melee Bite (Bite) +20 (1d8+5) and
. . Claw x2 (Claws) +20 x2 (1d6+5) and
. . Tail Slap (Tail Slap) +15 (1d8+2) and
. . Tail Slap (Tail Slap) +15 (1d6+2) and
. . Tentacle (Tentacle) +15 (1d4+2) and
. . Tentacle (Tentacle) +15 (1d4+2) and
. . Tentacle (Tentacle) +15 (1d4+2) and
. . Unarmed Strike +20/+15/+10 (1d3+5)
Special Attacks Magic/Aligned Attacks (Acid), Trip
--------------------
STATISTICS
--------------------
Str 21, Dex 21, Con 16, Int 7, Wis 10, Cha 11
Base Atk +15/+10/+5; CMB +20; CMD 36 (44 vs. Trip)
Feats Cleave, Dodge, Great Cleave, Lunge, Mobility, Power Attack +8/-4, Spring Attack, Toughness +15
Skills Acrobatics +10, Climb +18, Fly +15, Intimidate +10, Perception +13, Sense Motive +8, Stealth +18, Survival +5, Swim +13Modifiers Tail, Tail
Languages Common
SQ Devotion (Ex), Evasion (Ex), Gills (Ex), Improved Evasion (Ex), Magic/Aligned Attacks (Ex), Multiattack / Extra Attack, Pounce (Ex)
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SPECIAL ABILITIES
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Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Climbing (50 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion (Ex) +4 Morale bonus on Will Saves vs Enchantments.
Evasion (Ex) No damage on successful reflex save.
Frightful Presence (30 feet, 5d6 rounds) (Frightful Presence) (DC 17) This special quality makes a creature's very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened or shaken. The range i
Gills (Ex) Breate underwater.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Lunge -2 to hit for +5' reach
Magic/Aligned Attacks (Ex) Your natural attacks are magic and share your alignment.
Magic/Aligned Attacks: Acid (Ex) Your natural attacks are magic and share your alignment.
Mobility +4 to AC against some attacks of opportunity.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Pounce (Ex) You can make a full attack after a charge.
Power Attack +8/-4 You can subtract from your attack roll to add to your damage.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Swimming (50 feet) You have a Swim speed.
Tail (Ex) Tail grants +2 Acrobatics checks for balance.
Tail (Ex) Tail grants +2 Acrobatics checks for balance.
Trip (Trip: Bite (Bite)) (Ex) You can make a trip attempt on a successful attack.
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Kthulhu
|
I think it's a cool idea, and I hate to ruin your fun, but only Fighters can take critical mastery.
I would recommend trying to fit Reach: Tentacle in there, but other than those two things, looks good.
Thanks. That's part of the reason I posted him, I knew that other people might catch errors that I had missed.
Well, I'll drop Critical Mastery and Blinding Critical (no point in having it if I can't apply both it and Bleeding Critical, and I prefer Bleeding). So I have two feats to add. Anyone have any suggestions?
Revised stats:
Kthulhu
-----------------
CN Medium Outsider (Extraplanar)
Init +9
Senses: Darkvision 60', Perception +18
Defense
-----------------
HP 108 (15d10+15); Fast Healing 3
AC 33, Touch 15, Flat-Footed 28 (+5 Dexterity, +18 Natural Armor)
Damage Reduction 10/Lawful
Fort +10, Ref +10, Will +9 (+13 vs Enchantment)
Offense
-----------------
Speed: 30', Fly 50' (Good)
Melee 2 Claws +23 (1d4+8) and 6 Tentacles +22 (1d8+8 / 19-20)
Stats
-----------------
Str 27, Dex 20, Con 13, Int 7, Wis 10, Cha 11
BAB +15; CMB +23; CMD 28
Feats: Bleeding Critical, Critical Focus, Improved Critical (Tentacle), Improved Initiative, Improved Natural Attack (Tentacle), Weapon Focus (Tentacle), ???, ???
Skills: Fly +23, Perception +18, Stealth +23, Swim +26
SQ: Bipedal Base Form, Evolutions, Link, Share Spells, Evasion, Devotion, Multiattack, Greater Shield Ally, Improved Evasion
Special Abilities
-----------------
Evolutions: Claws, Improved Damage (Tentacle), Limbs (Arms), Limbs (Legs), Tentacle (x6), Flight: 50 ft, Damage Reduction: 10/Lawful, Frightful Presence, Fast Healing 3
Criticals: Criticals inflicted by Kthulhu cause 2d6 points of bleed damage each turn on his round.
Frightful Presence (Su): Kthulhu can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the eidolon must make a Will save (DC 18) or become shaken for 3d6 rounds. If the opponent has less than 12 HD, that opponent becomes frightened instead. Foes with more than 15 HD are immune to this effect.
| nathan blackmer |
So, someone suggested I create Cthulhu as an eidolon for a summoner. There's not really enough points in the evolution pool to make a great copy, so I sacrificed some size for some of the other abilities. Anyhow, here's what I came up with. I welcome comments, suggestions, etc.
Kthulhu
-----------------
CN Medium Outsider (Extraplanar)
Init +9
Senses: Darkvision 60', Perception +18Defense
-----------------
HP 108 (15d10+15); Fast Healing 3
AC 33, Touch 15, Flat-Footed 28 (+5 Dexterity, +18 Natural Armor)
Damage Reduction 10/Lawful
Fort +10, Ref +10, Will +9 (+13 vs Enchantment)Offense
-----------------
Speed: 30', Fly 50' (Good)
Melee 2 Claws +23 (1d4+8) and 6 Tentacles +22 (1d8+8 / 19-20)Stats
-----------------
Str 27, Dex 20, Con 13, Int 7, Wis 10, Cha 11
BAB +15; CMB +23; CMD 28
Feats: Bleeding Critical, Blinding Critical, Critical Focus, Critical Mastery, Improved Critical (Tentacle), Improved Initiative, Improved Natural Attack (Tentacle), Weapon Focus (Tentacle)
Skills: Fly +23, Perception +18, Stealth +23, Swim +26
SQ: Bipedal Base Form, Evolutions, Link, Share Spells, Evasion, Devotion, Multiattack, Greater Shield Ally, Improved EvasionSpecial Abilities
-----------------
Evolutions: Claws, Improved Damage (Tentacle), Limbs (Arms), Limbs (Legs), Tentacle (x6), Flight: 50 ft, Damage Reduction: 10/Lawful, Frightful Presence, Fast Healing 3Criticals: Criticals inflicted by Kthulhu cause 2d6 points of bleed damage each turn on his round, as well as permanently blindness. A successful Fortitude save (DC 25) reduces this blindness to dazzled for 1d4 rounds.
Frightful Presence (Su): Kthulhu can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the eidolon must make a Will save (DC 18) or become shaken for 3d6 rounds. If the opponent has less than 12 HD, that opponent becomes frightened instead. Foes with more than 15 HD are immune to this effect.
Awww!!! My glorious idea...given LIFE!
| Kierato |
"Eidalons always take the form of a fantastic creature."
Ok, this is a little off topic but I have a question regarding the form your eidolon take. I have this idea to try to make as close as possible to my own characters form and use illusion spells to try to make up for the difference. Is this feasible?
As long as you made it a medium sized, biped eidalon, with no extra apendages, Disguise self would work (you would have to settle for giving him a ring as summoners don't get illusion spells).
Kthulhu
|
Since this got bumped, I'll provide the finalized stats. I decided to go with Skill Focus for Perception and Stealth for the two extra feats.
Kthulhu
-----------------
CN Medium Outsider (Extraplanar)
Init +9
Senses: Darkvision 60', Perception +24
Defense
-----------------
HP 108 (15d10+15); Fast Healing 3
AC 33, Touch 15, Flat-Footed 28 (+5 Dexterity, +18 Natural Armor)
Damage Reduction 10/Lawful
Fort +10, Ref +10, Will +9 (+13 vs Enchantment)
Offense
-----------------
Speed: 30', Fly 50' (Good)
Melee 2 Claws +23 (1d4+8) and 6 Tentacles +22 (1d8+8 / 19-20)
Stats
-----------------
Str 27, Dex 20, Con 13, Int 7, Wis 10, Cha 11
BAB +15; CMB +23; CMD 28
Feats: Bleeding Critical, Critical Focus, Improved Critical (Tentacle), Improved Initiative, Improved Natural Attack (Tentacle), Skill Focus (Perception, Stealth), Weapon Focus (Tentacle)
Skills: Fly +23, Perception +24, Stealth +29, Swim +26
SQ: Bipedal Base Form, Evolutions, Link, Share Spells, Evasion, Devotion, Multiattack, Greater Shield Ally, Improved Evasion
Special Abilities
-----------------
Evolutions: Claws, Improved Damage (Tentacle), Limbs (Arms), Limbs (Legs), Tentacle (x6), Flight: 50 ft, Damage Reduction: 10/Lawful, Frightful Presence, Fast Healing 3
Critical Hits: Critical hits inflicted by Kthulhu cause 2d6 points of bleed damage each turn on his round. Kthulhu gains a +4 circumstance bonus on attack rolls made to confirm critical hits.
Frightful Presence (Su): Kthulhu can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the eidolon must make a Will save (DC 18) or become shaken for 3d6 rounds. If the opponent has less than 12 HD, that opponent becomes frightened instead. Foes with more than 15 HD are immune to this effect.
| Kierato |
How's this take?
Kthulhu
-----------------
Eidalon 20
CN Huge Outsider (Extraplanar)
Init +5
Senses: Darkvision 60', Perception +18
Defense
-----------------
AC 36, Touch 13, Flat-Footed 31 (+5 Dexterity, +23 Natural Armor, -2 Size)
HP 188 (15d10+105)
Fort +11, Ref +14, Will +9
Offense
-----------------
Speed: 20', Climb 20', Fly 40' (Perfect)
Melee Bite +19 (2d6+13) and 4 Tentacles +18 (3d6+6/19-20) and 1 Tail Slap +17 (2d6+6)
Space/Reach 15' / 10' (15' with tentacles)
Stats
-----------------
Str 36, Dex 20, Con 22, Int 8, Wis 10, Cha 12
BAB +15; CMB +30; CMD 45
Feats: Weapon Focus (Tentacle), Toughness, Improved Natuar Attack (Tentacle), Lunge, Improved Critical (Tentacle), Critical Focus, Bleeding Critical, Power Attack (-4 to hit, +8 to damage with a Bite, +4 Damage with tentacles or tail)
Skills: Fly +29, Knowledge Planes +17, Perception +18, Sense Motive +18, Stealth +15
SQ: Serpentine Base Form, Evolutions, Link, Share Spells, Evasion, Devotion
Special Abilities
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Evolutions: Tentacle (X6), Climb: 20 ft, Bite, Tail, Tail slap, Grab (Tentacle), Huge, Constrict, Fly: 40 (Perfect), Reach (Tentacle), Improved Damage (Tentacle)