Can you Gate in your Eidolon?


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So...as a Summoner, you've got an intimate connection with your Eidolon, and (especially if you pimp out your Know: The planes) you probably know exactly what plane your Eidolon resides in when not with you, and generally where in that plane it is.

Now, let's say you were careless and you didn't either 1) Have someone cast Spell Immunity on your Eidolon to make it immune to Dismissal/Banishment or 2) Cast Dimensional Anchor on your Eidolon. Someone got rid of your Eidolon via ways other than damage. You are now FUBAR, and even if you cast Summon Eidolon, a mere Magic Circle against <X> can stop your Eidolon in its tracks.

So, why not use Gate to call your Eidolon back? Even with a low-ish point buy, you ought to have at least 10 uses of Gate per day at level 17+. You can open a 2-way portal to your Eidolon, and it can step through. Anyone see a problem with this?
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An unrelated question next.

At 12th level, whenever an ally is within an eidolon’s reach, the ally receives a +2 shield bonus to its Armor Class and a +2 circumstance bonus on its saving throws. This is from the Greater Shield Ally (Su) ability.

So, you always count as your own ally. Does that mean at 12th level, the Eidolon always gets +2 to saves and +2 shield bonus to AC?


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Calling your Eidolon could be a very risky affair. If it dies, it really dies. While you can use a true ressurection to bring it back, if that isn't an option, it is lost for good. And in that case, the summoner has no way of getting a new one.

Regarding the magic circle, you could simply give the eidolon a manufactured weapon to remain useful. Even if it is based on natural attacks, an evolution surge could give the needed limps.

On the shield ally question: I don't think it is supposed to affect itself. It might be dismissed by the fact that "it is not within its own reach". Admittantly, it is not the best argument ever.


If your GM is one of those who think that outsiders who cross with their bodies actually die on the material plane, that would put your eidolon in some absurd danger right there.


I asked a question, so i figured I should give an answer:

Eidolon: A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature. An eidolon has the same alignment as the summoner that calls it and can speak all of his languages. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.

Re question 2, you already get +2/+2 from Shield Ally and +4/+4 from Greater Shield Allay. This bonus applies to the Ally (i.e. you) not to the eidolon.


I don't think the Eidolon is an actual creature on its own. It is more of something created through a link with whatever being the summoner has managed to connect itself to. This is explained in the flavor to some extent. With that said-->

I would tell the player that gating the eidolon in, if I were to allow it, might actually permakill it since it is really there, and not just a manifestation of whatever the summoner has a mental connection to.

PS: You do not always count as your own ally. You do most of the time though. For greater shield ally it seems the intent is to protect someone else, so I would not allow it .


Jaerun wrote:

I asked a question, so i figured I should give an answer:

Eidolon: A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature. An eidolon has the same alignment as the summoner that calls it and can speak all of his languages. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.

Re question 2, you already get +2/+2 from Shield Ally and +4/+4 from Greater Shield Allay. This bonus applies to the Ally (i.e. you) not to the eidolon.

He is talking about Summon Eidolon the spell:

You open a rift between dimensions that summons your eidolon. Treat this as if you had summoned your eidolon normally, except that it only remains with you for the duration of this spell. While summoned in this way, your eidolon cannot touch any creature warded by protection from evil or a similar effect and your eidolon can be sent back to its home plane by dispel magic.

If you cast this spell while your eidolon is already on your plane, this spell has no effect. This spell allows you to summon your eidolon even if it has been returned to its home plane due to damage.


1) Don't Eidolons *always* count as summoned creatures?
2) Breath of Life is an awesome spell for a reason.
3) I'll probably save this for the epic final encounter in the Way of the Wicked adventure path. The final encounter I've heard is really hard, with spellcasters galore, and my Eidolon isn't gonna have the sexiest Will Save.
4) Eidolons summoned by the spell "Summon Eidolon" *are* affected by Magic Circles.

Quote:
Treat this as if you had summoned your eidolon normally, except that it only remains with you for the duration of this spell. While summoned in this way, your eidolon cannot touch any creature warded by protection from evil or a similar effect and your eidolon can be sent back to its home plane by dispel magic.


1. I think that is the intent, but the Gate spell specifically calls creatures. It is probably easier to say the specific Summoner rule trumps gate so that is probably the best way to do it. The player can use gate in an emergency.

OP: Gate cost money when calling a creature so calling it 10 times a day will not be cheap.


Screw calling in a creature. When used that way, the creature MUST step through. I'm just creating a portal to where my Eidolon is, and my Eidolon just happened to be a creature that always obeys me.. I can step through, and take the eidolon back with me, or just shout at it to step through.


Bard-Sader wrote:

1) Don't Eidolons *always* count as summoned creatures?

2) Breath of Life is an awesome spell for a reason.
3) I'll probably save this for the epic final encounter in the Way of the Wicked adventure path. The final encounter I've heard is really hard, with spellcasters galore, and my Eidolon isn't gonna have the sexiest Will Save.
4) Eidolons summoned by the spell "Summon Eidolon" *are* affected by Magic Circles.
Quote:
Treat this as if you had summoned your eidolon normally, except that it only remains with you for the duration of this spell. While summoned in this way, your eidolon cannot touch any creature warded by protection from evil or a similar effect and your eidolon can be sent back to its home plane by dispel magic.

1) I'd say no. The Eidolon is normally treated as a summoned creature with exception, but that is because the Eidolon is normally a 'sort-of' summoned creature.

2) It is an awesome spell, yes, but is going to require some investment to be availiable to you.
3) You could choose the anti-climatic solution solution instead, and place that gate below the boss...


Place the gate below the boss, and watch it Hover? Or watch it Plane Shift back?

And yeah, I can't get Breath of Life, but my Oracle party member probably can :D


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Watch out, if gate can summon Eidolons that means THEY can summon your eidolon, get your parties entire battle plan, strategies/tactics and weaknesses from it and maybe even get it to eat you !!


That is a very good point. Do we see any reasons in the fluff or mechanics why eidolons may be immune to Gate? If not, then this is indeed a valid tactic for spellcasters of 17th level or above. Kinda scary, and spellcasters need to protect against this somehow.


Well in theory : "Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score."

Still , the GM might not consider it so if you bring it with the gate spell.

Bard-Sader wrote:
That is a very good point. Do we see any reasons in the fluff or mechanics why eidolons may be immune to Gate? If not, then this is indeed a valid tactic for spellcasters of 17th level or above. Kinda scary, and spellcasters need to protect against this somehow.

"The eidolon remains until dismissed by the summoner (a standard action)"

In theory again , even if they do call him , you can send him back without a problem.


True. And then later, I can ask my eidolon, "So where exactly *is* their fortress of doom? What kind of defenses did the throne room look like it had?" :p


Bard-Sader wrote:
True. And then later, I can ask my eidolon, "So where exactly *is* their fortress of doom? What kind of defenses did the throne room look like it had?" :p

Heh , it would not work at all.

They could open the gate , but if the enemy base was really far way then:

"In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal."

Otherwise you dont need to ask:

Bond Senses (Su): Starting at 2nd level, a summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. There is no range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a free action.

And you always got:

Link: A summoner and his eidolon share a mental link allows for communication across any distance (as long as they are on the same plane).


So they could, in theory, with no save (but using 10000 gp), cut my Eidolon's HP to to 1/4, and dismiss it? Eww.

Would Dimensional Anchor protect against Gate?


Dimensional Anchor
A green ray springs from your hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell.

A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.

But if your eidolon is by your side they cant gate it , if it is on another plane you would not want it bound by the anchor would you? Then what you plan to use the spell for?


Wait, if my eidolon is already summoned they can't use Gate to rip it away from me? Cool.

In the campaigns I've GM'ed for devils regularly cast Dim Anchor on themselves as to not let the party cleric auto-win the battle with one or two Banishments :D But in this case it looks like I won't have to worry about enemies stealing my eidolon that way.


Bard-Sader wrote:

Wait, if my eidolon is already summoned they can't use Gate to rip it away from me? Cool.

In the campaigns I've GM'ed for devils regularly cast Dim Anchor on themselves as to not let the party cleric auto-win the battle with one or two Banishments :D But in this case it looks like I won't have to worry about enemies stealing my eidolon that way.

Gate:

It creates an interdimensional connection between your plane of existence and a plane you specify, allowing travel between those two planes in either direction.

To me at least that means you cant use on beings that are on the same plane you are.

Im playing on a campaign right now that is all about outsiders, hehe i will share with my GM that idea, no fun in instant wins.


Uhh that would prevent them from fleeing and ensure if they loose they permadie. Puting dimensional anchor on yourself is kind of like outside suicide.


Mojorat wrote:
Uhh that would prevent them from fleeing and ensure if they loose they permadie. Puting dimensional anchor on yourself is kind of like outside suicide.

Well , true.

I could see they using it still , for an example in case there is someone who does not care if they live/die controlling them , or in case they think it is worthy it , since they can dispell later and teleport/be banished anyway.

But you are right , it would require some reasoning behind it , not just everyone tossing it around.


Well, in campaign, if they die even with Dim Anchor on, they don't perma-die. They still go back to the lower planes, so that's not a worry for them.

Anyhow, is everyone agreed that Greater Shield Ally doesn't help the eidolon itself?


Bard-Sader wrote:

Well, in campaign, if they die even with Dim Anchor on, they don't perma-die. They still go back to the lower planes, so that's not a worry for them.

Anyhow, is everyone agreed that Greater Shield Ally doesn't help the eidolon itself?

Nah , i dont think it does.


Eidolons seem to be unique summons in multiple ways, and I think this is another example of that. A Summoner's bond with an Eidolon seems to be much more than with any other summoned creature. It may be ambiguous so as to give players the freedom to develop any kind of backstory they desire, but I get the impression that they are NOT "creatures" until they are summoned by the specific Summoner and are given form by the Summoner.


On my backstory, my Eidolon Angel is actually my character's ancestor (Angels don't die of old age) :D


Alarox wrote:
Eidolons seem to be unique summons in multiple ways, and I think this is another example of that. A Summoner's bond with an Eidolon seems to be much more than with any other summoned creature. It may be ambiguous so as to give players the freedom to develop any kind of backstory they desire, but I get the impression that they are NOT "creatures" until they are summoned by the specific Summoner and are given form by the Summoner.

It is pretty much like you said , this is open.

The best we got on a "free/independent" eidolon is the unfettered one, so one could assume they dont actually "exist" the way they are when the summoner calls them.

Still i put a lot of effort on the backstory of the NPCs i get and can actually think , like cohorts/eidolons/familiars...

I really hate when im forced to make them "dull" and just a meat shield , which means i created an entire life + a plane for my eidolon and the others to live in while away heh :P.


The thing you summon doesn't seem to be the creature itself.

"A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature."

Very confusing. Seems like a case where it is completely up to the DM, but I would say this is DEFINITELY NOT RAI and is super-uber-cheese-sauce.

That being said, I think this is something that can be taken in a lot of cool ways with the help of a DM.


Nox Aeterna wrote:
Alarox wrote:
Eidolons seem to be unique summons in multiple ways, and I think this is another example of that. A Summoner's bond with an Eidolon seems to be much more than with any other summoned creature. It may be ambiguous so as to give players the freedom to develop any kind of backstory they desire, but I get the impression that they are NOT "creatures" until they are summoned by the specific Summoner and are given form by the Summoner.

It is pretty much like you said , this is open.

The best we got on a "free/independent" eidolon is the unfettered one, so one could assume they dont actually "exist" the way they are when the summoner calls them.

Still i put a lot of effort on the backstory of the NPCs i get and can actually think , like cohorts/eidolons/familiars...

I really hate when im forced to make them "dull" and just a meat shield , which means i created an entire life + a plane for my eidolon and the others to live in while away heh :P.

I didn't want mine to be a plain "meat shield" either. Instead...

"An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence."

My Eidolon is basically the soul of an ascended and ancient being which no longer has ties to the material plane. Basically, an ancient soul with no form. At a specific point in my character's story his soul resonated with his Eidolon's and they became linked; from then on he gives his Eidolon form and his Eidolon gives him power. His physical form isn't his actual form, as he is truly form-less, hence the Summoner being able to modify this form at will.


Would anyone think it's creepy for a summoner to be in love with his/her eidolon? :p


Bard-Sader wrote:
Would anyone think it's creepy for a summoner to be in love with his/her eidolon? :p

What's more romantic than sharing a shard of the same soul?


Alarox wrote:

The thing you summon doesn't seem to be the creature itself.

"A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature."

As I read this, it just refers to the generel thing about summoned creatures being manifestations of an original creature. Thus the creature is the same, but it won't die permanently due to being only an aspect.


It feels incestuous or at least masturbatory... :D


Bard-Sader wrote:
Would anyone think it's creepy for a summoner to be in love with his/her eidolon? :p

I your case, given that your eidolon is an ancestor, I'd say: Yeah, that's pretty creepy! ;-)


Well , that can go from "normal" if yours is "human" like , weird if it looks like a centaur/naga... or very freaking weird if it looks like the tarrasque , but hey your story hehe :P.

Mine are usually treated like a brother/sister.

Heh , still giving my eidolon such role also got some disadvantages ,like trying to keep it alive even when it would be better during the fight to just kill it and summon it back up.


How about if you can Gate it in, then I'll Gate it out and we won't ever have to worry about it again.

see that's actually kinda clever...


If you read the info om sarkoris godcallers (which seemz to be the only golarion culture with stuff about eidolons) they seem to be summoning the same. Reature over and over througH the generarions.

The peoblem really is the eidolon sruff doesnr fit well within much of the games cosmology.


Where book are the Sarkoris Godcallers in so I can read up on them?


Bard-Sader wrote:
Would anyone think it's creepy for a summoner to be in love with his/her eidolon? :p

Given the fact you can make humanoid eidolons flavored as things like azata or succubi, probably not. I've had wizard NPCs who were married to their familiars (after crafting an item that allowed them to remain in humanoid form through alter self) and that came off as more amusing than squicky to the party.

It's at least better than the druid + animal companion lurv that is surprisingly common amongst PCs. In the Jungle, the mighty jungle... :P


Book:
Pathfinder campaing settings, Lost Kingdoms.

Just found it , will have to take a look there myself also.


Ashiel wrote:
Bard-Sader wrote:
Would anyone think it's creepy for a summoner to be in love with his/her eidolon? :p

Given the fact you can make humanoid eidolons flavored as things like azata or succubi, probably not. I've had wizard NPCs who were married to their familiars (after crafting an item that allowed them to remain in humanoid form through alter self) and that came off as more amusing than squicky to the party.

It's at least better than the druid + animal companion lurv that is surprisingly common amongst PCs. In the Jungle, the might jungle... :P

Hehe , well 6k gold for a girlfriend is cheap for an adventurer heh :P.

One of the tables im playing in got a party with 1 rogue goblin , 1 elf druid , me a half elf summoner and a NPC child of 2 gods who lost her powers for the time being who is a undead lord cleric with special features (she got the power to make people fall in love with stuff and the GM made a Jorogumo fall for my character last time) , lets see how that turns out :P.


Nox Aeterna wrote:
Ashiel wrote:
Bard-Sader wrote:
Would anyone think it's creepy for a summoner to be in love with his/her eidolon? :p

Given the fact you can make humanoid eidolons flavored as things like azata or succubi, probably not. I've had wizard NPCs who were married to their familiars (after crafting an item that allowed them to remain in humanoid form through alter self) and that came off as more amusing than squicky to the party.

It's at least better than the druid + animal companion lurv that is surprisingly common amongst PCs. In the Jungle, the might jungle... :P

Hehe , well 6k gold for a girlfriend is cheap for an adventurer heh :P.

One of the tables im playing in got a party with 1 rogue goblin , 1 elf druid , me a half elf summoner and a NPC child of 2 gods who lost her powers for the time being who is a undead lord cleric with special features (she got the power to make people fall in love with stuff and the GM made a Jorogumo fall for my character last time) , lets see how that turns out :P.

Reminds me of a terrible (but great) idea that was being tossed about in our group not long ago. There was a topic about a zombie brothel. Given media like Sankarea we couldn't help but to admit that it probably wouldn't bother somebody as much as you'd expect.

I can't complain though, I've played enough undead PCs who still had romantic interests so...


Ashiel wrote:


Reminds me of a terrible (but great) idea that was being tossed about in our group not long ago. There was a topic about a zombie brothel. Given media like Sankarea we couldn't help but to admit that it probably wouldn't bother somebody as much as you'd expect.

I can't complain though, I've played enough undead PCs who still had romantic interests so...

Well , when the undead looks like normal it is really hard to find anything strange about it :P.

In our group case she goes from smoking hot human form to freaking creepy undead form , but she cant love , then again she just began to live like a "mortal" , the GM says anything can happen.


6k? Do you know how many wenches that can pay for? :D

Btw, what's a Jorogumo?


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Nox Aeterna wrote:
Ashiel wrote:


Reminds me of a terrible (but great) idea that was being tossed about in our group not long ago. There was a topic about a zombie brothel. Given media like Sankarea we couldn't help but to admit that it probably wouldn't bother somebody as much as you'd expect.

I can't complain though, I've played enough undead PCs who still had romantic interests so...

Well , when the undead looks like normal it is really hard to find anything strange about it :P.

In our group case she goes from smoking hot human form to freaking creepy undead form , but she cant love , then again she just began to live like a "mortal" , the GM says anything can happen.

One of the last fun undead characters I played was a "lichling". She was a failed lich who was created when one of her former students in the cult she was a part of stole her dead body and tried to revive her. He took some manuals explaining how to create a lich, and some scrolls and such, but being a low level caster he was winging it and biffed hardcore. The result was indeed a near immortal undead creature with sentience and flesh and such, but she was stricken with amnesia and shock from the resurrection. Her entire reason for adventuring in the area the party was involved trying to find out more concerning her history.

Mechanically she was a modified bloody skeleton with sentience (the stat adjustments we cooked up were +2 Dex/Int/Cha, no Con, bloody skeleton traits) with skin. She passed for human pretty decently (due to the way Disguise works, her passive disguise was higher than the take-10 DC of most people) and I put a few ranks into it.

She was deathly allergic to positive energy though and hated carrying around holy water because it scared her (being a bloody skeleton, holy water is one of the few things that will perma-kill her, along with positive energy). She still ended up keeping some around since the party insisted that she could use it against other undead. She felt pretty lousy about it though.

Healing her was pretty much out of the question most of the time, but since she had a little bit of fast healing it wasn't so bad. Just had to be careful not to take too much damage in a given fight, and she could recover some Hp between dangerous situations.


There cleric couldn't prepare a few Inflict spells every day, or just buy a wand? :p

I am very interested in learning more about how your lichling adventure turned out :)


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Bard-Sader wrote:

There cleric couldn't prepare a few Inflict spells every day, or just buy a wand? :p

I am very interested in learning more about how your lichling adventure turned out :)

It was on the list of things to buy once the party found out that she was undead, which occurred when she took some damage in a fight with some zombies (perhaps ironically) and when the healer went to heal her the damage was gone. Which sparked the "what the hell are you?" question. At that point, there was a bit of a debate as to if the party could trust her at all. She wore fine but very damaged priestly vestments (though she was a wizard) and carried a skull-tipped scepter (a club) that was common for the disciples of Orcus (which she was a high ranking member of in her cult before her death at the hands of some crusaders). Given that Orcus wasn't known for being particularly friendly and she was undead, this gave the group some pause. Perhaps beautifully, the party cleric who was there to rescue some missing people vouched for her and said that she had given them no reason thus far to treat her poorly.

She continued to help them explore the dungeon, and in some cases prompted the party to do some very strange things. Lacking her proper memory and re-exploring the world over again, she was prone to doing some things that were odd. In one instance, the party was pretty fatigued but came across a room filled with some sarcophagi. When the party recommended they try to get some rest, she climbed in one of the sarcophagi and closed the lid, figuring that would be a safe place to rest.

Oddly, the other party members looked at her action and followed suit without further instruction. Maybe they were trying to understand her better or something, but surely enough everyone climbed into one of the coffins and got some rest. Had any wandering monsters come by, they would have just found the room of coffins and nothing out of the ordinary.

She did try to sleep, since she usually didn't. It didn't really turn out very well as she had a flashback of her death before she woke up as a lich which caused her to panic inside the coffin a bit, which led to the party later waking up to find her sitting in the corner of the room looking rather frazzled and reading her book.

Her book which was specifically an unfinished journal of her apprentice which she took after some of the cultists of Orcus killed him for leaving the cult and stealing their property. She was "killed" before the cultists could have recognized her, but given her unique situation reformed sometime later to scavenge the remnants of their home for clues to her past and why people showed up to kill her and her former apprentice (who at the time she didn't know was her former apprentice).

Excerpts from the journal that gave her clues to begin adventuring. She kept the journal and wrote notes in it from that point on.

She was a fun character to play. Her undead state and regenerative properties often resulted in jests concerning her being used as bait in some situations. Most of the time the party was pretty protective of her however, and she tended to return the favor with her spellcasting and buffs, and occasionally whacked something with her scepter. She was going to be a mystic theurge, but group decided to try Reign of Winter instead since the campaign we were on was more of a dungeon crawler and people wanted a bit more plot development.

Now I'm playing a psionic shapeshifter/phantom caller flavored as a witch from Irrisen. Her former mentor, Magthera the Hag lives on as her psicrystal (a polished human eye-socket with an opal gem that changes colors and darts around like an eyeball). She has a lot of the shapeshifting flavor of a druid mixed with the sorcery of a witch and she calls phantom creatures with astral construct. Recently the party reached 5th level and so her psicrystal has been able to resume human form thanks to metamorphosis. She's the least violent of all the party members, yet she also eats people.


Bard-Sader wrote:

6k? Do you know how many wenches that can pay for? :D

Btw, what's a Jorogumo?

Well i do prefer my chars to have 1 girlfriend/wife to wenches , but do have a point hehe.

Jorogumo are evil woman/spiders from the 3 bestiary:

Jorogumos are seductive schemers who secret themselves away in isolated mountain valleys where they lure travelers, especially men, to their dooms. Exclusively female, jorogumos must mate with humanoids to produce fertile eggs. After copulation, a jorogumo paralyzes her partner by poisoning him into a coma. She lays a single egg within the father's body, then cocoons the corpse and hides the victim. Periodic visits to re-poison the victim ensure his coma lasts for the 2d4 days required for the young jorogumo to hatch and feed. Jorogumos are enthusiastic enemies of tengus and attack them on sight—they never take tengus as “mates.”

For now she is not killing us as long as my chars keep sleeping with her to "pay", since we were almost dead (even now one of us is still in coma) , my char goes along with it (nobody who knew told him what the jorogumo actually do , so he got no idea hehe).

@Ashiel Wow , your story is amazing , i do try to make nice backstories , but yours seem to go far beyond mine , i never tried to play a char with amnesia before , but it does seem to open to a lot of new possibilities in the role play , guess i will give it a try next time.

Our undead was "born" when a "undead" god asked a goddess of love what it was like , since he being an undead never felt it , but it seemed to move mortals a lot , eventually she was "born".

Our party was contracted by a dwarven archaeologist who wanted to check on 5 temples where he believe an artefact of great power , capable of even wishes , was being sealed fragmented.

After getting two pieces we noticed our ranger was acting weird , he knew things he should not know and he while before he only spoke of getting the money and going back home , he was now really focused on the quest and not getting home so much.

We fooled him saying we would quit the quest and he gave in , we discovered that actually there was someone trapped inside the artfact and that she was threatening our ranger so that he would keep the party on the mission no matter what.

After some talking , we decided to help her out anyway , and we broke all the seals, but a thousand + years sealed granting wishes took part of her power , now to recover , since she refuses to ask for help from her parents , she must drain life energy, lots of it.

Our party is not evil , but still far from good hehe , so we allow her to drain anyone that try to kill us and we wont use for anything after we beat , but we wont let her kill innocent folk at the town for an example.


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Nox Aeterna wrote:
@Ashiel Wow , your story is amazing , i do try to make nice backstories , but yours seem to go far beyond mine , i never tried to play a char with amnesia before , but it does seem to open to a lot of new possibilities in the role play , guess i will give it a try next time.

Thank you Nox. It's a lot of fun reading about your adventures as well. ^_^

I'm currently playing that psion I mentioned. She likewise doesn't know the full importance of her past. She was very young when she was taken by the witch Magthera ("Maggie") and spent her youth alone in the the wild of Irrisen where she worked to please her caretaker and learning the ways of magics and hag goddesses. The bitter Magthera did what she could to torment the child and make her tough. As the child, Agatha, grew older she and Magthera grew in closeness and she felt less like a prisoner and more like a family member. When Agatha came of age, Magthera told Agatha that she must go out into the lands and learn from her experiences. Magthera cast off her own physical body and had Agatha eat her and use her bones to construct a psicrystal container that would house Magthera's soul, so that she could continue to be with Agatha during her journey.

Agatha didn't understand why she did this but complied with her wishes. Even to this day, Magthera hasn't revealed why she is so interested in continuing her instructions past her own mortal body's limits, but soon she will find out. For you see, Magthera is Agatha's aunt, and Agatha is a lost Jadwiga heir. Magthera and her sister were renowned witches of Irrisen until Agatha's father died when she was a baby. Stricken with grief, her mother fell into the arms of their Ulfen manservant. It was a great scandal.

Agatha's mother decided to leave what she knew in Irrisen and pursue a life with her Ulfen lover. Magthera thought her sister had lost her mind and half-heartedly threatened to kill the manservant in retaliation if she didn't get her priorities strait. Alas, she left with the manservant and Agatha to live outside the realm of the white witches. However, she was later captured and set to be burned at the stake by some Ulfen revolutionaries as a way of striking back against the social order. Desperate for help, her manservant made his way back to their old home and begged Magthera for aid. Horrified at the thought of loosing her sister, Magthera petitioned several other white witches of higher prestige for assistance. Most considered it not worth their time and some found it a fitting end and relished the irony of the prodigal witch being done in by the same Ulfen that she treated as equals. Others were so cruel as to criticize her for lying with the dogs.

Magthera went to find her sister herself but was too late. She arrived to find only her dead sister and the baby Agatha hidden away in the basement of their small cottage. In a fit of anger with pretty much everything and everyone, both the downtrodden and the ruling cast, Magthera vanished into the woods. Knowing one day that Agatha would one day have to return and claim her rightful place as one of the ruling caste. When the events of Reign of Winter unfolded, Magthera realized that her niece was destined to restore order to the world and Irrisen and has been pushing her ever since.

Agatha, the PC, is still getting used to being an adventurer and helping her people. She was raised to be loyal to her country and have a sense of pride in what she is, though she doesn't know that she's effectively royalty. She hasn't quite made peace with the fact they're having to fight constantly and she tries not to kill people, but Magthera pushes her from the sidelines to let herself revel in the power that she holds and to become stronger to do what needs to be done.

Agatha is a funny witch. She's creepy to a fault given her penchant for shapeshifting, conjuring spirits, and cannibalism, but she's a borderline good person who has come to the aid of her party on several occasions and has tried to resolve tensions between NPCs and the party (with little luck sadly). She respects everyone and pays homage to the hag deities like Gyronna and Mestama, butt her prayers to them are both strangely loyal and strangely benign (her prayers frequently request that these deities turn their eyes away from the subject of her prayers and ignore them). So far she has been an absolute blast to play and I dare say a beloved member of the party. :)


Nox Aeterna wrote:

Well in theory : "Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score."

Still , the GM might not consider it so if you bring it with the gate spell.

Bard-Sader wrote:
That is a very good point. Do we see any reasons in the fluff or mechanics why eidolons may be immune to Gate? If not, then this is indeed a valid tactic for spellcasters of 17th level or above. Kinda scary, and spellcasters need to protect against this somehow.

"The eidolon remains until dismissed by the summoner (a standard action)"

In theory again , even if they do call him , you can send him back without a problem.

If they have the wit to gate your eildon away or make it their buttmonkey they have the wit to cast dimensional anchor on it (possibly quickened). Oh and dispel your d.anchor, and have an interview room devoid of obvious hints for questioning it and maybe even a modify memory spell or two .. ever had your eildon peeved at you for something you didn't do?

Your unlikely to be sharing its senses when its not around (your sleeping hours). If you can share its senses you better ask why before doing so .. might be some nasty symbol spells prepared for when you do!!

High level play is a 2 way street.

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