[OSW's Flawed Eidolon thread] Flaws for Eidolons


Homebrew and House Rules


Okay, so this took a bit of going over between myself and my illustrious homebrew partner Elghinn Lightbringer. Obviously there is an inherent danger in a lot of people’s minds in giving the summoner/eidolon combo any more power through either versatility or straight out evolutions. With that in mind the flaws concept attempts to provide flavor options that do provide some mechanical penalties, and bonus evolution points, for eidolons. Comprehensive Design notes follow the flaws writeup for those interested…

Eidolon Flaws
From time to time a summoner makes contact with an outsider that is inherently imperfect – its very being blemished with flaws that affect its capabilities. Sometimes these flaws manifest themselves immediately, others are exposed through the wear and tear of summoning and burden of evolution – powers that were optimal become atrophied or weakened as the summoner progresses. Strangely, these flawed eidolons’ mutable forms manifest greater evolutionary bioplasm, allowing for greater versatility and modification by the summoner.

*1 eidolon flaw may be selected at 1st level, and again at 4th level and every 4 levels thereafter (1st, 4th, 8th, 12th, 16th, 20th). No eidolon flaw is worth more than one evolution point. Six maximum tradable points - six evolution points gained total.

*Unlike evolutions, an eidolon flaw, once chosen may not be changed when the summoner gains a level - these are permanent and inherent flaws that reveal themselves as the eidolon evolves.

*Unless otherwise indicated, no more than one eidolon flaw may be chosen per ability, ability score, skill or evolution (i.e. NO stacking!).

*Like regular evolution points, evolution points gained from eidolon flaws cannot be saved, and must be spent when the summoner chooses them.

*A summoner using eidolon flaws may still change their evolutions and any evolutions (derived in whole or part from evolution points gained from flaws) when they gain levels but NOT their flaws.

*A summoner cannot take eidolon flaw on herself with the Aspect or Greater Aspect class features.

***Minor Eidolon Flaws***:

Crossed: The eidolon has been unfavorably marked by some unknown power. An eidolon with this flaw receives a -1 to either Fort, Reflex or Will saves.

Disconnected - An eidolon with this flaw does not possess the share spells ability.
Special This flaw must be chosen at 1st level

Imperfect Armor: The eidolon’s natural armor is structurally compromised. An eidolon with this flaw receives a -1 penalty to Natural armor bonus to Armor Class.

Inept The eidolon is particularly impaired - receiving a -2 penalty to 2 skills the eidolon possesses.
Skills choices are limited to the following: Acrobatics, Appraise, Bluff, Climb, Diplomacy, Disable Device, Disguise, Escape Artist, Fly, Handle Animal, Heal, Intimidate, Ride, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Survival, Swim and Use Magic Device.
Special – These skills are subject to common sense: The player cannot choose to make the eidolon inept in the Fly skill if the eidolon has no wings.

Integral Failing: The eidolon has a crippled capability. Note: No flawed ability score can later be improved with the Ability score increases iterated on the Eidolon progression table.
[bi]Special[/b]: This flaw may be chosen more than once, but a different ability score must be selected each time.
Clumsy: -1 to Dexterity
Dim: -1 to Intelligence
Eerie: -1 Charisma.
Foolish: -1 Wisdom
Sickly: -1 Constitution
Weak: -1 to Strength

Sensory Imperfection: The eidolon is less able to perceive its surroundings. It receives a -4 penalty to Perception checks.

Slow: The eidolon has difficulty moving quickly, imparting a -5 penalty to movement speed.

Susceptibility: The eidolon is particularly susceptible to one damage type (i.e. bludgeoning, slashing, piercing) or one energy type (i.e. cold, fire, electricity etc.). Damage dice of the type selected is increased by one factor (i.e.d6 becomes d8, d8 becomes d10 etc).
Special: This flaw may be chosen more than once, but a different damage/energy type must be selected each time.

Weak link: The summoner and his eidolon’s life link ability is impaired. The summoner must use a move action for the life link ability rather than a free action.
Special This flaw must be chosen at 1st level

Weakened Natural weapon: One of the eidolon’s natural weapons bears a defect of some kind. This flaw reduces damage die of one natural weapon by one die (i.e. d6 becomes d4), minimum damage dice is d2.

***Major Eidolon Flaws***:

Anatomical Weakness: The eidolon exhibits a specific anatomical impairment. An eidolon with this flaw does not gain a bonus to Str/Dex at 12th level as iterated on the eidolon progression table. Str/Dex bonus values on the progression table should now read: +5 at 15th level (rather than +6), +6 at 17th level (rather than +7) and +7 at 20th level (rather than +8).
Prerequisite: summoner must be 12th level, Integral Failing - Clumsy, Sickly or Weak flaw

Awkward: The eidolon has poor motor skills or co-ordination. An eidolon with this flaw does not gain the improved evasion ability.
Prerequisites: Summoner must be at least 14th level, Integral Failing - Clumsy flaw.

Defective Structure: The eidolon has a major structural imperfection. An eidolon with this flaw does not gain a bonus to AC at 12th level as iterated on the eidolon progression table. AC bonus values on the progression table should now read: +10 at 15th level (rather than +12), +12 at 17th level (rather than +14) and +14 at 20th level (rather than +16).
An eidolon with this flaw receives a -2 penalty to its Natural Armor bonus to Armor Class.
Prerequisites: Imperfect Armor flaw.

Distracted: The eidolon is less focused on its summoner. An eidolon with this flaw does not gain the devoted ability.
Prerequisites: Summoner must be at least 8th level, Integral Failing - Foolish flaw.

Impaired Summons: The eidolon responds less well to being called. A summoner whose eidolon has this flaw is treated as being half his summoner level with respect to the Maker’s Call class feature.
Prerequisite: Summoner must be at least 8th level, Disconnected flaw.

Imperfect Guardian: The eidolon is less able to protect its master. A summoner whose eidolon possesses this flaw has his shield ally bonuses halved (i.e. only +1 shield bonus to AC and +1 circumstance bonus to saving throws.)
Prerequisites: Integral Failing - Slow flaw.

Phobic: The eidolon is particularly scared of a type of creature. A Will save with a DC equal to 10 + HD of creature is required or the eidolon becomes shaken whenever the focus of its phobia is encountered – this effect lasts until the focus is destroyed or moves further than 1000 ft from the eidolon. Phobias include creature types described in the Ranger’s Favored Enemy class feature.
Prerequisites: Integral Failing - Dim flaw

Tenuous Thread: The bond between summoner and his eidolon is less strong than usual. All feet values given in the life link ability are halved (i.e. 50 feet, 500 feet and 5000 feet).
Prerequisites: must be chosen at 1st level*, Weak link flaw.
*Special: This flaw can only be selected in conjunction with the Dual Imperfection feat (see below).

Vulnerability: The eidolon is extremely vulnerable to one to damage type or energy type as selected under Susceptibility, above. Damage dice are reset to normal values, but the eidolon now takes double damage.
Prerequisites: Summoner must be at least 8th level, Susceptibility flaw – the damage/energy type must be the same for both flaws.

New Feats:

Anomalous Flaw
Prerequisite: Eidolon class feature
Benefit: You may disregard the prerequisite for any Major eidolon flaw.
Special: You may not use this feat in conjunction with the Tenuous Thread major flaw. You may select this feat multiple times.

Dual Imperfection
Prerequisite: Eidolon class feature, eidolon flaw
Benefit: When you choose your eidolon flaw you may choose a second eidolon flaw. This second eidolon flaw (and evolution point gained) still counts toward your maximum tradable points.
Special: You may only choose this feat once.

Extra Flaw
Prerequisite Dual Imperfection feat
Benefit: You may choose an extra eidolon flaw. This feat supersedes the maximum six point caveat of the eidolon flaw ability.
Special: You may only choose this feat once.

Twin Flaw
Prerequisite Eidolon class feature with eidolon flaw
Benefit You may choose the same eidolon flaw twice.
Normal: You cannot choose the same eidolon flaw twice.
Special You may select this feat once per eidolon flaw.

Development Considerations/Design Notes:

*Mostly the development of these flaws tried to strike a balance between… balance…. and versatility. Trying to keep the eidolon flaws interesting, yet not too much of a nerf nor overpowered nor shoehorning the eidolon into being completely unable in some areas.

* I avoided any sort of tinkering with the “chassis” of eidolons – their base forms. While this might have opened up a lot of interesting opportunities I felt these were integral to the eidolon, and thus sacrosanct from a design point of view. Then again, I don’t believe in hard and fast rules, and at some future date I could revise this. :p

*I had originally given the Major Flaws a 2 point trade value, but Elghinn suggested that the flaw prerequisite for each made them virtually two point flaws. Given the heavy vulnerability that some of these Major flaws create, it is tempting to make 2 point flaws, but the base assumptions of the system seem to work fine as a maximum of six 1 point flaws, rather than getting bogged down further in the minutiae of “how many 2 point flaws maximum?”, “level prereqs – are they sufficient for 2 point flaws?” or “now that we have 2 point flaws, what about 3 or 4 point flaws?”.

*Originally I had a very convoluted separation between regular evolution points and “flaw derived evolution points”, as well as (again) a convoluted swap caveat (cannot choose x evolution with points gained from y flaw) or specification (must choose x evolution with points gained from y flaw) for certain flaws (the charisma-dump-stat problem rearing its… ugly… head), and a stricture against certain evolutions altogether (notably the size increase evolutions). Elghinn cautioned against this approach as needlessly complex and invoked simplicity - as well as giving the player the choice to spend freely, keeping track of different points was a headache. While there is no denying the utility of making sure that the points of the Eerie eidolon flaw couldn’t be spent to increase weapon damage (for example) there is little to recommend having a separately derived and termed evolution pool, and providing strictures for said pool. GM’s – be vigilant, Players - behave!

*Regarding the ability decreasing “Integral Failing” flaws – I also considered penalizing some specific skills with the stats – a -1 penalty to Climb with Weak, or -1 to Diplomacy with Eerie. Again, I kept it simple – the penalties could affect the entire range of skills associated with each stat, and as there are no Constitution skills and only two Strength skills (however important or useful) it kind of sank the idea…

* Note that points derived with flaws only add up to enough evolution points equal to a size increase at 12th level (unless fast tracked by the Dual Imperfection/Extra Flaw feat chain) – this should stop any munchkiners from abusing that particular path…

*Note also that the Disconnected and Weak link eidolon flaws currently require the summoner to choose them at 1st level - I felt that making these “appear” after creation as it were was not… versimilitudinous. That some abilities atrophy is fine, but perhaps not those two.

*I was also hesitant to allow eidolon flaws (and more importantly, the evolution points gained thereof) to stack with the Extra Evolution feat, but again Elghinn suggested that the expenditure of feats warrants the ability to do so. If you want an uber-gimped and uber-evolved Eidolon, be my guest… spend the feats!

*Carrying on from the previous consideration, it was also in my mind to make having a flawed eidolon a feat choice, but I dispensed with that idea – the flaws are payment enough. Having said that I am interested in creating a summoner archetype, the Flawed Aspect Summoner, that can
a) take on the flaws of his Eidolon with Aspect and Greater Aspect for more evolutions,
b) straight take on eidolon flaws himself either for personal evolutions or to channel the tradable points to his Eidolon – kind of like a reverse Flawed Aspect, if you will,
c) shift his eidolon’s or his own eidolon flaws onto enemies or other eidolons, and at higher levels, randomly pull other summoner’s eidolon’s evolutions or points to confer upon himself or his eidolon.

*I’ve added some flaw-based feats at the end too for more flawed eidolon fun. I also have in mind a bunch of spells that mitigate flaws or invoke them on other eidolons or even creatures (Overcome Minor Flaw, likely a 3rd level spell, and Ignore Major Flaw, likely a 5th level spell and their opposites Invoke Flaw, again, likely 3rd level, and Create Major Flaw, 5th level) but I haven’t got around to working out all of their stats – most of it seems fairly straightforward, duration seems to be where the design sweet spot will come in…


Looking good OSW! Nice tweaks to some of the flaws, and I like the feats.

Sczarni

Great so with this system it's now possible to get 6 free evolutions with no draw back!

And if your a synthesist it's even better!

-1 charisma, -1 intell, -2 two skills you don't care about, phobic! Now you can pack everything into the synthesist at lvl 20 where before you had to choose!


Dotting for interest.


Thanks for the sarcasm lantzkev!!! :) There is always room for flaw-finders, especially where flaws are concerned. You have deftly munchkined the system.

*Perhaps Int and Cha should have extra penalties. [EDIT - or increase the penalty of some abilities scores to -2 or -3...]

*Phobic I will likely change Humanoid (x) to Humanoid (all) rather than the various humanoids) as well as the various creature types - such as Abberations, Outsiders, Undead, Plant, Construct etc. And perhaps include the Craven flaw I originally envisioned as a prereq...

As for the skills, and any flaw for that matter - the "GM - be vigilant and Player - behave"

And thanks, Elghinn, as you can see I got more creative with the feats and tweaked some of the flaws...

Sczarni

I'm just pointing out anything that lets you get more evolutions like this is starting to wreck an already precariously balanced class.

basically letting people take inconsequental draw backs in exchange for getting eidolon points is just silly.

Even the consequential flaws will be built around. There's just no good that can come of this.


lantzkev wrote:

I'm just pointing out anything that lets you get more evolutions like this is starting to wreck an already precariously balanced class.

basically letting people take inconsequental draw backs in exchange for getting eidolon points is just silly.

Even the consequential flaws will be built around. There's just no good that can come of this.

I don't agree that "no good" can come from this at all. But I take your general point to heart.

IMHO some of the flaws are not inconsequential, but some may be - I think beefing them up a bit is definitely in order. A greater penalty to AC for Imperfect Armor, perhaps all three saves penalised rather than one for Crossed etc.

I'll wait for some more feedback before I do a refit... ;)


I think there is a bit too large of a difference on some of the flaws versus some others. They're all relatively balanced to be close to 1 evolution point, but... also not.

For example, Inept is well worth an evolution point (Inept for a -2, Skilled for a +8?). On the other hand, Disconnected may be extremely painful. Losing the share spells ability is pretty big.

As for major flaws, they're well... sorta major. For the most part, I wouldn't really see why anyone would grab one of those rather than just taking another minor flaw, seeing as they both offer the same reward (though, Susceptibility + Vulnerability = Immunity, which is kinda funny).

Overall though, the general idea is nice.

Sczarni

The big flaws are the only ones remotely close to the value of an extra evolution.

Starfinder

Oceanshieldwolf wrote:

Thanks for the sarcasm lantzkev!!! :) There is always room for flaw-finders, especially where flaws are concerned. You have deftly munchkined the system.

*Perhaps Int and Cha should have extra penalties. [EDIT - or increase the penalty of some abilities scores to -2 or -3...]

*Phobic I will likely change Humanoid (x) to Humanoid (all) rather than the various humanoids) as well as the various creature types - such as Abberations, Outsiders, Undead, Plant, Construct etc. And perhaps include the Craven flaw I originally envisioned as a prereq...

As for the skills, and any flaw for that matter - the "GM - be vigilant and Player - behave"

And thanks, Elghinn, as you can see I got more creative with the feats and tweaked some of the flaws...

Also remember that the impact of Eidolon flaws is quite a different for a synthesist summoner. and lant's point is right. Build a system that's gameable and people WILL game it.

Sczarni

Well and then the next thing that happens is "Extra evolution only grants one extra eidolon point, these feats let them every four levels get a free feat for something silly. Can I as <insert class> take those same penalties and get a free feat!?"


I was cautiously optimistic about these after your first post on them, but after reading them I think you swung for the stars and wiffed it. (Interesting parallels to the summoner itself, right there)

There's a great disparity between the effects of various flaws (-1 to a single skill is not the same as -1 to an ability score), and it's still easy to just pick things you won't be using. One thing that stuck out to me in particular was the -4 to perception flaw.

My eidolon sucks at spotting things, and I want him to work on it, so he can perceive all the wonders of the world more easily. So I give him Skilled (Perception) with the point I got from taking the -4 flaw. Bam, I instantly have +4 to perception for free. And there's a damn good fluff reason for it too.


Pathfinder Starfinder Society Subscriber

Since Life Link is most commonly used when it it not the turn of the summoner or the eidolon (how often does either take damage on their own turn?), the Weak Link flaw makes no sense. You may as well just have that flaw take away the Life Link ability (or just its benefits, leaving its vulnerabilities) entirely.

Impaired Summons also makes little sense, since it duplicates the Dimension Door spell -- a minor reduction in range is not a serious penalty. Maybe it would make more sense to lose the Transposition ability instead? Of course, you would have to alter your "fluff" text in that case.

Also, since you can change your eidolon's evolutions when you level up but not your flaws, you could potentially have the Weakened Natural Weapon flaw for an attack that you no longer have.

I think I would drop the Inept flaw completely -- it is too easy to take it for a skill that your eidolon never intends to use.

Finally, to generalize the last couple of posts by others -- since some flaws impose less of a penalty than the corresponding evolution that works the other way, it is often worthwhile to take the two in combination. The penalty imposed by each flaw should at a minimum negate any bonus that could be gained for a one point evolution.


David knott 242 wrote:

Since Life Link is most commonly used when it it not the turn of the summoner or the eidolon (how often does either take damage on their own turn?), the Weak Link flaw makes no sense. You may as well just have that flaw take away the Life Link ability (or just its benefits, leaving its vulnerabilities) entirely.

Oh yea, there's that too. The free action text was removed in errata. The reason for this was because as a free action, the only way you could actually use it is if the eidolon was hurt on your turn, since as a general rule you can't use free actions outside of your turn (except talking). It's now "not an action", somewhat officially. But it's kind of silly because they just removed the "as a free action" bit on this Supernatural ability, so it defaults to a standard action if you read it highly legalistically :D


Gnrgnrgnrgnrgnaaaaaar! Great feedback people!!! :) Lots of well reasoned points to consider and examples to examine.

Okay, it's clear to me then that the benefits of the best evolutions currently far outweigh the meanest flaws. And really, who would take a hefty flaw to choose a weak evolution? Let alone a weak flaw for a weak evolution... So, considering that the likelihood is that the "gamed" system should expect the player to choose the best evolutions (and why not?) the flaws need to be hefty to accommodate that. Hmmm.

Okay. Minor flaws will be revamped and made more disabling. And also only be worth half an evolution point. This way, if someone really wants more evolution points they can sacrifice a feat for Extra Evolution or sacrifice capability through eidolon flaws.

I have a few other ideas on how to make this workable. I'll be back with V.2 shortly. Let's see if anyone still thinks this is a dead duck. ;) I of course remain optimistic.


All right, here’s V.2.

Eidolon Flaws Version 2.0
From time to time a summoner makes contact with an outsider that is inherently imperfect – its very being blemished with flaws that affect its capabilities. Sometimes these flaws manifest themselves immediately, others are exposed through the wear and tear of summoning and burden of evolution – powers that were optimal become atrophied or weakened as the summoner progresses. Strangely, these flawed eidolons’ mutable forms manifest greater evolutionary bioplasm, allowing for greater versatility and modification by the summoner.

* 2 Minor eidolon flaws may be selected at 1st level, and again at 4th level and every 4 levels thereafter (1st, 4th, 8th, 12th, 16th, 20th). At 4th level and above a major eidolon flaw may be chosen. Minor eidolon flaws are worth half of one evolution point, Major eidolon flaws are worth one evolution point. A maximum of six tradable points are possible - six evolution points gained total.

*Unlike evolutions, an eidolon flaw, once chosen may not be changed when the summoner gains a level - these are permanent and inherent flaws that reveal themselves as the eidolon evolves.

*Unless otherwise indicated, no eidolon flaw may be selected twice.(i.e. NO stacking!).

*Like regular evolution points, evolution points gained from eidolon flaws cannot be saved, and must be spent when the summoner chooses them. A summoner must choose either two minor eidolon flaws or one major eidolon flaw – he cannot choose only one minor flaw and receive a “half-point” to be saved and added to later.

*A summoner using eidolon flaws may still change their evolutions and any evolutions (derived in whole or part from evolution points gained from flaws) when they gain levels but NOT their flaws.

*A summoner cannot take eidolon flaws on herself with the Aspect or Greater Aspect class features.

***Minor Eidolon Flaws***:

These flaws are worth half an eidolon point each.

Crossed: The eidolon has been unfavorably marked by some unknown power. An eidolon with this flaw receives a penalty of -2 to one save and -1 to two saves.

Disconnected - An eidolon with this flaw does not possess the share spells ability.
Special This flaw must be chosen at 1st level

Imperfect Armor: The eidolon’s natural armor is structurally compromised. An eidolon with this flaw receives a -2 penalty to its Natural armor bonus to Armor Class.

Inept The eidolon is particularly impaired - receiving a -3 penalty to 3 skills the eidolon possesses.
Skills set choices are limited to the following: Acrobatics, Escape Artist and Stealth; Bluff, Disguise, and Sleight of Hand; Diplomacy, Intimidate and Sense Motive; Climb, Survival, and Ride; Disable Device, Spellcraft and Use Magic Device.

Integral Failing: The eidolon has a crippled capability.
Special: This flaw may be chosen more than once, but a different integral failing must be chosen each time.
Awkward: -2 to Dexterity, -1 to Strength
Dim: -2 to Intelligence and -1 to Wisdom
Disconcerting: -4 to Charisma.
Foolish: -2 Wisdom and -1 to Intelligence
Maladroit -1 to Strength, Dexterity and Constitution
Sickly: -2 Constitution and -1 to Strength
Weak: -2 to Strength and -1 to Constitution

Sensory Imperfection: The eidolon is less able to perceive its surroundings. It receives a -4 penalty to Perception checks.

Slow: The eidolon has difficulty moving quickly, imparting a -5 penalty to movement speed.

Susceptibility: The eidolon is particularly susceptible to one damage type (i.e. bludgeoning, slashing, piercing) or one energy type (i.e. cold, fire, electricity etc.). Damage dice of the type selected is increased by one factor (i.e.d6 becomes d8, d8 becomes d10 etc).
Special: This flaw may be chosen more than once, but a different damage/energy type must be selected each time.

Weak link: The summoner and his eidolon’s life link ability is impaired. The summoner must expend three hit points for every two points of damage he wishes to prevent his eidolon taking.
Special This flaw must be chosen at 1st level

Weakened Natural weapon: One of the eidolon’s base form natural weapons bears a defect of some kind. This flaw reduces damage die of the natural weapon by one die (i.e. d6 becomes d4), minimum damage dice is d2.

***Major Eidolon Flaws***:

These flaws are worth one eidolon point each.
Anatomical Weakness: The eidolon exhibits a specific anatomical impairment. An eidolon with this flaw does not gain a bonus to Str/Dex at 12th level as iterated on the eidolon progression table. Str/Dex bonus values on the progression table should now read: +5 at 15th level (rather than +6), +6 at 17th level (rather than +7) and +7 at 20th level (rather than +8).
Prerequisite: summoner must be 12th level, Integral Failing - Awkward, Sickly or Weak flaw

Cumbersome: The eidolon has poor motor skills or co-ordination. An eidolon with this flaw does not gain the improved evasion ability.
Prerequisites: Summoner must be at least 14th level, Integral Failing – Awkward or Maladroit flaw.

Defective Structure: The eidolon has a major structural imperfection. An eidolon with this flaw does not gain a bonus to AC at 12th level as iterated on the eidolon progression table. AC bonus values on the progression table should now read: +10 at 15th level (rather than +12), +12 at 17th level (rather than +14) and +14 at 20th level (rather than +16).
Prerequisites: Summoner must be 12th level, Imperfect Armor flaw.

Distracted: The eidolon is less focused on its summoner. An eidolon with this flaw does not gain the devoted ability.
Prerequisites: Summoner must be at least 8th level, Integral Failing - Foolish flaw.

Flawed Transposition: A summoner whose eidolon has this flaw runs the risk of acquiring the eidolon’s minor flaws. The summoner must make a Fortitude save with a DC equal to 10+ the eidolon’s HD. Failure indicates the summoner receives the penalties of two minor flaws (except Disconnected or Weak link, and only Weakened Natural Weapon if the summoner has natural weapons) possessed by the eidolon for 1d6 rounds. Prerequisite: Summoner must be at least 8th level, Disconnected flaw.

Impaired Summons: The eidolon responds less well to being called. A summoner whose eidolon has this flaw is treated as being half his summoner level with respect to the Maker’s Call class feature, and the base range is halved. (effectively 200ft + 20 ft/level.)
Prerequisite: Summoner must be at least 8th level, Disconnected flaw.

Imperfect Guardian: The eidolon is less able to protect its master. A summoner whose eidolon possesses this flaw has his Shield Ally bonuses halved (i.e. only +1 shield bonus to AC and +1 circumstance bonus to saving throws.) This also applies to bonuses provided by Greater Shield Ally Prerequisites: Integral Failing - Slow flaw.

Phobic: The eidolon is particularly scared of a type of creature. A Will save with a DC equal to 10 + HD of creature is required or the eidolon becomes shaken whenever the focus of its phobia is encountered – this effect lasts until the focus is destroyed or moves further than 1000 ft from the eidolon. Phobias include creature types described in the Ranger’s Favored Enemy class feature, except that Humanoid (all) replaces the various Humanoid (x)categories.
Prerequisites: Integral Failing - Dim flaw

Tenuous Thread: The bond between summoner and his eidolon has eroded to be weaker than usual. All feet values given in the life link ability are halved (i.e. 50 feet, 500 feet and 5000 feet).
Prerequisites: Weak link flaw.

Vulnerability: The eidolon is extremely vulnerable to one to damage type or energy type as selected under Susceptibility, above. Damage dice are reset to normal values, but the eidolon now takes double damage.
Prerequisites: Summoner must be at least 8th level, Susceptibility flaw – the damage/energy type must be the same for both flaws.

New Feats:

Anomalous Flaw
Prerequisite: Eidolon class feature
Benefit: You may disregard the flaw, but not level prerequisite for one Major eidolon flaw.
Special: You may not use this feat in conjunction with the Tenuous Thread or Vulnerability major flaws. You may select this feat multiple times.

Extra Flaw
Prerequisite Dual Imperfection feat
Benefit: You may choose TWO extra minor eidolon flaws or ONE extra major eidolon flaw. This feat supersedes the maximum six point caveat of the eidolon flaw ability.
Special: You may only choose this feat once.

Twin Flaw
Prerequisite Eidolon class feature with eidolon flaw
Benefit You may choose the same eidolon flaw twice.
Normal: You cannot choose the same eidolon flaw twice.
Special You may select this feat once per eidolon flaw.

Changes/Design Notes for V.2
*In making each Minor eidolon flaw worth half an evolution point there is now a concerted effort toward making the flaws really worth that evolution point, and also a corollary effect of, ironically, making the player be even more geared toward optimization with the points gained. Whereas before as with Cheapy’s example it was possibly to gain a net +4 to Perception for free, now that is not possible – two minor flaws must be taken together to get a bonus evolution point. And if you really want an improved damage dice for your natural weapon over and above your normal evolution pool, well, you will need to pay for it. Probably not worth taking ieidolon flaws for Improved Natural Armor, and that’s ok!!!

*Crossed, Imperfect Armor, Inept and Integral failing are all much harsher –
- Crossed gives a -2 to one save and -1 to the other two,
- Inept groups the skills available into themes of three and gives a -3 to each – which adds up to -9 in total, just more than the +8 of skilled; I removed Swim and Fly because they impact some eidolons ajorly while others not at all – seemed simplest.
- Integral Failings now effect two key abilities with a -2 to one and -1 to the other, except in the cases of Eerie, which gives a flat -4 to Charisma, and a new integral failing – Maladroit that applies -1 to Str, Dex and Con.

* Weak Link I advanced to a “three for two” exchange. I initially thought of changing it to 2 for 1, but let’s see how this goes down

* On the basis of comments about Imperfect Summons being tweaked to effect Transposition rather than Maker’s Call, I created a Flawed Transposition flaw that makes the summoner run the risk of taking on flaws when using the power. The mechanic is a bit experimental. Comments appreciated.

* Made Imperfect Guardian apply to Greater Shield Ally. That was definitely a miss on the first go round.

* Tweaked Imperfect Summons by halving base range AND the ft/level. This may still not satisfy folk… :)

* Made “Humanoid (all)” a choice for Phobic rather than all the humanoid varieties. Phobic is still a “gameable” option, but GMs can always insert the focus of the Phobia to remind the player…

* Tightened up the wording of the Anomalous Flaw feat to ensure level prerequisites still met, and added a caveat for Vulnerability.

* Tweaked Extra Flaw to reflect changes to minor and major eidolon flaws.

* Removed the Dual Flaw feat completely as it no longer fit with the new system

* I’m much happier now that Major Flaws are worth twice as much as Minor flaws – there didn’t quite seem to be the flow-on just through prerequisites – why choose a Major flaw at all if you could get the same evolution bonus…. Now they are worth it, and must have other flaws already impacting the eidolon to be accessible.

* There's still the synthesist to consider.... Later!!!


Bumping this to see if any of the folk that tore the first version to shreds have anything good to say about the latest V.2 version! :)

Any other commentary is appreciated.

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