| TheDisgaean |
New Evolutions
While working on my "Multi-Eidolon Summoner" I received a few suggestions for evolutions. One thing led to another, and soon I found myself swamped with them. Let me know what you think.
3-Point Evolutions
The Eidolon has the ability to plant and retract root-like appendages into the ground as a standard action, giving it a +4 bonus to CMD against being bull rushed, dragged, overrun, repositioned, and tripped. Must be Lv. 7 to take this evolution.
Sneak Attack (3 EP)
Functions as rogue ability of the same name. Must be level 5 to take this Evolution. Can be taken up to six times to increase damage.
4-Point Evolutions
The Eidolon must have the swallow whole, stinger and grab (tail), or tentacles and grab (tentacles) evolutions. The Eidolon regains HP equal to half the damage inflicted by swallow hole, stinger, or tentacles. Must be level 10 to take this evolution.
Elemental Absorption (4 EP)
Select an energy type. Damage of this type grants you temporary HP equal to half the damage taken. At lv. 20, all the damage is converted into temporary HP. Must have the immunity evolution against the type of energy you wish to absorb. You must be Lv. 12 to take this evolution.
Tap Energy (4 EP)
As a full-round action, an Eidolon can gather energy from the planet and use it in different ways. Select one of the following powers. The effects end if the Eidolon takes an action.:
Healing: All allies within 30 ft. of the Eidolon gain fast healing 2. The range can be increased by 5 ft. by spending 1 additional EP for a max of 60 ft. If multiple Eidolons have this ability it doesn’t stack.
Magic: All allies within 30 ft. of the Eidolon gain +2 to their caster level. The range can be increased by 5 ft. by spending 1 additional EP for a max of 60 ft. If multiple Eidolons have this ability, it doesn’t stack.
Sensing: The Eidolon gains blindsense and tremorsense with a range of 30 ft. If they already possess these evolutions, their range is doubled.
Energy Ward: All allies within 30 ft. of the Eidolon gain any energy resistances (but not vulnerabilities or immunities) it has. The range can be increased by 5 ft. by spending 1 additional EP for a max of 60 ft. If multiple Eidolons have this ability, it doesn’t stack.
This evolution may be taken more than once, each time granting a different power. Only one power can be active at a time. Must be Lv. 12 to take this evolution.
Weakness Evolutions
These evolutions provide additional EP at the cost of giving your Eidolon handicaps.
Take an additional 2 points of damage from a certain type of energy. This can be selected more than once. Each time selected, you may select a different type of energy, or increase the additional damage of an already selected type by 2. Can be taken up to six times. You can’t select this evolution if the Eidolon is resistant or immune to that energy (Ex. A Eidolon with Fire Resistance, can’t take Fire Weakness.).
Ability Decrease (-2 EP)
Lowers one ability score by two. Can only be taken as many times as Ability Increase.
Blindness (-3 EP; special)
The Eidolon is blind. If the Eidolon has multiple heads, this affects all of them, and the Eidolon gains 1 additional EP per head.
Life Dependency (-4 EP)
The Eidolon constantly loses 1 HP every round when summoned. Must be level 10 to take this Evolution.
lantzkev
|
I think I'd personally make sneak attack a two pointer. tap energy should honestly cost more, or have a pre-req that costs three and isn't incredibly useful (see how blindsight has pre-reqs etc)
Giving fast healing means out of combat healing is resource free for everyone.
Your tap energy honestly I'd say is worth 6 points or more.
| ZugZug |
I agree with Ian that the Tap Energy seems way too powerful. X Times per Day for Y Rounds each would help bring it into balance. Fast Healing for Eidolon itself (APG) would be a 6 Point Evolution for Fast Healing 2 (4 base for FH 1 + 2 addit for FH +1). And that's just for itself.
Ability Decrease shouldn't be a complete point Offset to Ability Increase IMO. It seems too Min-Maxy.
Life Dependency seems like an easier way to advance the Fast Healing track. -4 for -1FH, +4 for +1FH, but additional points in Fast Healing are at a rate of +2 for +1FH. So you can essentially get a Net Fast Healing of +1 for only 2 Evo Points. A limitation of LD (so it can't stack with FH) needs to be included.