The Emissary - A planar envoy based on the synthesist


Homebrew and House Rules


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Pathfinder Rulebook Subscriber

The original idea for this class was posted here, but the base concept of the class has radically changed and I felt a fresh thread for it with an appropriate title was in order.

The point of the class is to provide a means of playing a synthesist-like character without all the messy, complicated rules that came with it. This is an alternate class to the Summoner, rather than an archetype or hybrid. It gains evolutions as it levels up, along with a familiar that acts as guide and watchful eye over the emissary's actions as well as a few unique abilities that fit in quite nicely with the motif.

So, I present to you The Emissary


Nice, Google Doc looks very fleshed out already. Two smaller things come to my mind for now:

1) 'Emissary' already exists as cavalier archetype.

2) How do you want to handle archetypes and favored class bonuses? Paizo decided to give separate ones to its alternate classes, with the result of very little content for antipaladin etc. (at least for now).

Beside this, I will now build a character based on the Google Doc, let's see about the flavor, options and power level... :)


So, I tried to pick good but not optimized choices, for a general feeling. I marked class features bold, if they were new or modified. Finally, there are a few new questions and remarks, but overall the building went smoothly.

Basic decisions wrote:

Human (most ordinary of them all)

Alignment: neutral

Point buy (20 points since it seems popular):
Str 14 (5) +2 (Human)
Dex 14 (5)
Con 14 (5)
Int 10 (0)
Wis 10 (0)
Cha 14 (5)

Skills (will max them out for simplicity):
Fly
Intimidate
Knowledge (The planes)
Spellcraft
Use Magic Device

Level 1 wrote:

Patron: Elemental, fire (rather strong one)

Patron's Voice:
Fire mephit
AC 18, HP 6, 2 claws +2 1d3+1
Alertness, improved evasion, share spells, empathic link
Question: Does it gain vulnerability to cold?

Evolution:
Immunity to paralysis, sleep and fire
Bite

Cantrips and higher spells:
0: Detect Magic, Light, Mage Hand, Message
1: Enlarge Person, Shield [1/day]

Equipment (105 gold to spend):
Longspear (5)
Light crossbow (35)
Studded leather armor (25)
minor stuff...

(from now, using character sheet order)

Hit points: 12 (assuming full HP)
AC: total 15, touch 12, flat-footed 13 (dex +2, armor +3)
Buffed AC: 19 12 17 (additionally: shield +4)
Saves: fort +4, ref +2, will +2

BAB: 0
CMB: +3
CMD: 15

Melee:
Longspear +3 1d8+4
Bite -2 1d6+2 (+3 1d6+3 for attacks of opportunity)

Ranged:
Light crossbow +2

Fly +6
Intimidate +6
Knowledge (The planes) +4
Spellcraft +4
Use Magic Device +6

Level 4 wrote:

+1 strength

Patron's Voice:
Fire mephit
AC 19, HP 24, 2 claws +5 1d3+1
Alertness, improved evasion, share spells, empathic link, deliver touch spells

Evolution:
Immunity to paralysis, sleep and fire
(+1 evolution point, included below)
Bite, improved natural armor, tail & sting
Question: Is it possible to change evolutions at levelup?

Cantrips and higher spells:
0: Detect Magic, Light, Mage Hand, Message, ...
1: Enlarge Person, Shield, Protection vs Evil, Identify [3/day]
2: Bull's Strength, Invisibility [1/day]

Equipment (wealth by level: 6,000):
Longspear (5)
Light crossbow (35)
Studded leather armor +1 (1025)
Wand of Cure Light Wounds (750)
Amulet of natural armor +1 (2000)
Cloak of resistance +1 (1000)
minor stuff...

(from now, using character sheet order)

Hit points: 34 (assuming full HP for level 1, rolling afterwards)
AC: total 17, touch 12, flat-footed 15 (dex +2, armor +4, natural +1)
Buffed AC: 21 12 19 (additionally: shield +4)
Saves: fort +7, ref +4, will +5 (resistance +1)
Patron's Protection: +1 vs creature type spells

BAB: 3
CMB: +6
CMD: 18

Melee:
Longspear +6 1d8+4
Bite +2 1d6+2 (+7 1d6+3 for attacks of opportunity)
Sting +2 1d4+2
Aspect: +1 att & dam with natural weapons (included above)
Remark: Aspect unifies two different bonuses (offensive and defensive), is splitting up the feature an option?
Question: Dismissal and Banishment are intended to have no effect on level 1 and 2?

Ranged:
Light crossbow +5

Fly +9
Intimidate +9
Knowledge (The planes) +7
Spellcraft +7
Use Magic Device +9

Will continue after feedback.


Pathfinder Rulebook Subscriber
SheepishEidolon wrote:
1) 'Emissary' already exists as cavalier archetype.

D'oh! Well, the brainstorming for a name continues...

SheepishEidolon wrote:
2) How do you want to handle archetypes and favored class bonuses? Paizo decided to give separate ones to its alternate classes, with the result of very little content for antipaladin etc. (at least for now).

I think I'd like to come up with a unique set of favored class bonuses. The Summoner FCBs are all over the place and a lot of them don't really work for this class.

SheepishEidolon wrote:
Question: Does it gain vulnerability to cold?

I am thinking the familiar should gain its vulnerability when it gains its resistances/immunities.

SheepishEidolon wrote:
Question: Is it possible to change evolutions at levelup?

Yes, it is possible to change evolutions at level up. I forgot to keep that wording in there when I revamped the class.

SheepishEidolon wrote:
Remark: Aspect unifies two different bonuses (offensive and defensive), is splitting up the feature an option?

I don't see a real problem with splitting it up.

SheepishEidolon wrote:
Question: Dismissal and Banishment are intended to have no effect on level 1 and 2?

You bring up a good point. While I had a hard time finding an instance where either of those two spells would be used at such a low level, I am thinking it would probably be more appropriate in the Patron ability.

SheepishEidolon wrote:
Patron: Elemental, fire (rather strong one)

What do you mean by "rather strong one"? Does it seem like Fire is a better choice than other subtype options?

Thank you for running through an example build. I've been meaning to, but you know how naggy real life gets. I'm glad to hear the process is smooth and, overall, the character doesn't appear to be OP.


Pathfinder Rulebook Subscriber

Changes:


  • I fixed a number of grammatical errors and changed wording to make it more clear.
  • Changed True Emissary to act like Planar Ally, instead of Planar Binding. Also changed wording so that the spell-like ability is being cast, instead of it just being a standard action. Also limited it to 1 minute per level of tasks.
  • Split Aspect into Patron's Weapons and Patron's Skin.
  • Moved description of Dismissal and Banishment effects into the Patron ability.
  • Still thinking of a name for the class. (Though, there is precedent of using Emissary as there are classes that share the same name as an archetype. Swashbuckler comes to mind)
  • Changed the way the Weapon Training evolution works for this class.
  • Removed line about not being able to take the Ability Increase evolution from the Evolution class feature. (You can take it, but it is limited to only physical abilities.)
  • Added Multiattack as a bonus feat granted at 9th level.


Pathfinder Rulebook Subscriber

One more change... I was going through the numbers and noticed that at high levels, the emissary was able to get an AC significantly higher than a fighter thanks to the stacking Improved Natural Armor evolutions and Patron's Skin on top of a +5 Breastplate. I want the emissary to be survivable in melee, but I don't want to overshadow the fighter too much.

As such, I am changing Patron's Skin to Patron's Armor and changing the bonus to AC to an armor bonus, instead of natural armor. This gives a comparable AC to a character decked out in +5 Fullplate and a +5 Tower Shield, but at the cost of 5 evolution points if the emissary wants to focus on AC.

For comparison: (not including rings, amulets, etc...)
20 Fighter with 20 Dex, +5 Fullplate, +5 Tower Shield, and Greater Shield Focus
40 = 10 + 5 (Dex) +14 (armor) + 9 (shield) + 2 (shield focus)

20 Emissary with 20 Dex, and Improved Natural Armor (5)
39 = 10 + 5 (Dex) + 14 (armor) + 10 (natural armor)

The emissary can further augment that with the shield spell, but as that consumes resources, I think it is acceptable.


Sounds good so far.

About the chosen subtype: Elemental provides more defensive bonuses than most others, as well as a broad range of possible evolutions. And I felt fire attacks from monsters are more common than the other 3 energy types, so fire sub(sub)type is likely a strong choice at least at low levels. At level 8, all four elemental versions gain nice bonuses, but all of them can be acquired with evolutions also:

Air: flight (magic) evolution (4)
Earth: burrow evolution (3)
Fire: +20 move speed, equivalent to 2x limbs (legs) (4) (though legs would also provide additional attacks, CMD vs. trip and probably more)
Water: 2x swim evolution, gills evolution (3)

So fire is a good choice here too.

Level 8 wrote:

+1 strength => Str 18 (20 with belt, 24 with Bull's Strength)

Patron's Voice:
Fire mephit
AC 21, HP 48, 2 claws +8 1d3+1
DR 5/magic; Immune fire
Vulnerability to cold
Fast healing 2 (while touching fire)

Alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master

Evolution:
Immunity to paralysis, sleep and fire
+20 base move speed
(+1 evolution point, included below)
Bite, natural armor, flight (2), wing buffet, tail & slap

Cantrips and higher spells:
0: Detect Magic, Light, Mage Hand, Message, ...
1: Enlarge Person, Shield, Protection vs Evil, Identify, Endure Elements [4/day]
2: Bull's Strength, Invisibility, Barkskin, Lesser Evolution Surge [4/day]
3: Heroism, Rage [2/day]
Question: Evolution Surge doesn't work on Emissary himself, does it? Because there's fluff text 'share some of his patron’s essence with others' but no mechanical restriction.

Equipment (wealth by level: 33,000):
Longspear +2 (4,000)
Light crossbow (35)
Studded leather armor +2 (4,000)
Ring of protection +1 (2,000)
Ring of feather falling (2,200)
Amulet of mighty fists +1 (4,000)
Belt of giant strength +2 (4,000)
Headband of alluring charisma +2 (4,000)
Cloak of resistance +2 (4,000)
Wand of Cure Light Wounds (750)
minor stuff... (~4,000 left)

(from now, using character sheet order)

Hit points: 34 (assuming full HP for level 1, rolling afterwards)
AC: total 19, touch 13, flat-footed 17 (dex +2, deflection +1, armor +5, natural +1)
Buffed AC: 26 13 24 (Shield +4, Barkskin +3)
Saves: fort +10, ref +6, will +8 (resistance +2)
Patron's Protection: +2 vs creature type spells
Remark: Armor from Patron's Armor is not attractive at low level here, but might become better later / with a more Dex focused build
Question: Does it act like permanent Mage Armor, meaning no armor penalty etc.?
Question: Does it stop incorpereal creatures?
Remark: Renders Mage Armor spell mostly / completely obsolete at level 3, depending on answers.

BAB: 6
CMB: +11
CMD: 23

Melee (BAB 6, Str 20):
+2 longspear +13/+8 1d8+9
Bite +8 1d6+4
Wing buffet +8 1d4+4
Wing buffet +8 1d4+4
Tail slap +8 1d6+4
Average damage (if everything hits): 55 (27 from manufactured, 28 from natural)
Reach 10 / 5
Patron's Weapons: +1 att & dam with natural weapons (included above)
Remark: Restricting only the amount of natural attacks allows quite a few attacks

Melee buffed (+1 weapon size, -1 attack, +8 Str, +2 attack, -3 AC):
+2 longspear +19/+14 2d6+15
Bite +14 1d8+6
Wing buffet +14 1d6+6
Wing buffet +14 1d6+6
Tail slap +14 1d8+6
Average damage (if everything hits): 84 (44 from manufactured, 40 from natural)
Reach 15 / 10

Ranged:
Light crossbow +8

Fly +13
Intimidate +13
Knowledge (The planes) +11
Spellcraft +11
Use Magic Device +14

Remark: I just noticed Knowledge (Nobility) is a class skill. How comes?


Pathfinder Rulebook Subscriber
SheepishEidolon wrote:
Question: Evolution Surge doesn't work on Emissary himself, does it? Because there's fluff text 'share some of his patron’s essence with others' but no mechanical restriction.

I suppose I should put some verbiage in there. The Share Essence ability allows him to use Evolution Surge on others. He can cast Evolution Surge on himself any time as long as he knows the spell and has the spell slots remaining to cast it.

SheepishEidolon wrote:
Remark: Armor from Patron's Armor is not attractive at low level here, but might become better later / with a more Dex focused build

True, it starts out weak, no better than a chain shirt at 3rd level, but it can be called at will, which can come in very handy during those late night attacks.

I don't want it to be natural armor because a +5 mithral breastplate on top of Patron's Armor and Improved Natural Armor (5) would allow you to have an AC that is 10 points higher than a fighter in +5 fullplate and a +5 tower shield. No matter where your AC ends up, 10 points is nothing to sneeze at.

The only option seems to be an Armor bonus. Later on, it will improve to be equivalent to +5 fullplate, with the downside of not being able to enchant it. I could start the ability sooner and have it advance quicker, but still cap out at +14...

SheepishEidolon wrote:
Question: Does it act like permanent Mage Armor, meaning no armor penalty etc.?

More like the Dark Tapestry Mystery's Cloak of Darkness, but without the stealth bonus.

SheepishEidolon wrote:
Question: Does it stop incorpereal creatures?

It is not a force effect, but a physical manifestation, so no. Mage Armor will still have that over it.

SheepishEidolon wrote:
Remark: Renders Mage Armor spell mostly / completely obsolete at level 3, depending on answers.

That and wearing physical armor due to the lack of max dex, check penalty, and spell failure chance. I was considering giving it a 1 hour/level limit like Cloak of Darkness. The remaining incentive to using Mage Armor is that it applies to incorporeal touch attacks, which is something that Patron's Armor can't do.

SheepishEidolon wrote:
Remark: Restricting only the amount of natural attacks allows quite a few attacks

Yes, but all those natural attacks are made at -5 (-2 at 9th) and only do 1/2 strength damage. Also, spending all those points on attacks leaves you short on utility evolutions.

Not sure how to handle the sheer number of attacks, though. It can get kinda crazy.

SheepishEidolon wrote:
Remark: I just noticed Knowledge (Nobility) is a class skill. How comes?

I gave them knowledge (nobility) because when it comes to being an emissary, an envoy, or the like, it pays to know who the big wigs are. It lets you know who to influence in order to make things better for your boss.


Hmm, dodge AC would be an alternative ruling for Patron's Armor. While it stacks with everything, it's lost when flat-footed.

Patron's Armor is more interesting if only available for x hours per day, in my opinion. Yes, it increases bookkeeping, but you will have to consider when to activate it and how much gold you want to spend on magical normal armor as emergency fallback.

The damage output looks ok. The paladin in my group also does ~50 damage per round thanks to Power Attack and Smite Evil - and he is level 6. An experienced player would likely get the attacks done fast - he just has to throw multiple attack and damage dice at once (probably using different colors). The level 8 example boils down to only three different damage dice and the same attack bonus for all natural weapons.

Hmm, the point about Knowledge (Nobility) makes sense, interesting.

So, here comes level 12:

Level 12 wrote:

+1 strength => Str 19

Patron's Voice:
Fire mephit
AC 23, HP 72?, 2 claws +11 1d3+1
DR 5/magic; Immune fire
Vulnerability to cold
Fast Healing 2 (while touching fire)
Breath weapon 1d8 fire
Alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, spell resistance
Some feats (didn't pay attention to that so far, probably some defensive stuff to make it a better flanking buddy)
Question: Just noticed Fast Healing is Ex - are extraordinary abilites supposed to be unlocked at level 11?
Remark: Breath weapon (Su) comes very late - might be nice to finish a dying troll, though.

Evolution:
Immunity to paralysis, sleep, fire, bleed, poison, stun and being flanked
+20 base move speed
(+1 evolution point, included below)
Bite, 2 improved natural armor, flight (2), wing buffet, 2 tails & 2 slaps
Question: Do you allow the evolutions from Ultimate Magic? Unchained appearantly didn't, but there was no explicit statement about it.

Cantrips and higher spells:
0: Detect Magic, Light, Mage Hand, Message, ...
1: Enlarge Person, Shield, Protection vs Evil, Identify, Endure Elements, Long Arm [5/day]
2: Bull's Strength, Invisibility, Barkskin, Lesser Evolution Surge, Cat's Grace [5/day]
3: Heroism, Rage, Displacement, Haste [4/day]
4: Fire Shield, Greater Invisibility, Charm Monster, Dimension Door [3/day]
Question: How does Shield Companion work for this class - if at all?
Question: Same for Transmogrify.

Equipment (wealth by level: 108,000):
Longspear +2 flaming burst (32,000)
Light crossbow (35)
Studded leather armor +3 (9,000)
Ring of protection +2 (8,000)
Ring of feather falling (2,200)
Amulet of mighty fists +2 (16,000)
Belt of mighty constitution +4 (16,000)
Headband of alluring charisma +4 (16,000)
Cloak of resistance +2 (4,000)
Wand of Cure Light Wounds (750)
minor stuff... (~4,000 left)

(from now, using character sheet order)

Hit points: 118 (Con 14+4, assuming full HP for level 1, rolling afterwards)
AC: total 26, touch 14, flat-footed 24 (dex +2, deflection +2, armor +8, natural +4)
Buffed AC: 36 17 31 (Shield +4, Barkskin +3, Haste +1, Cat's Grace +2)
Saves: fort +14, ref +7, will +10 (resistance +2)
Patron's Protection: +3 vs creature type spells

BAB: 9
CMB: +14 TODO
CMD: 26

Melee (BAB 9, Str 19, mighty fists 2, patron's 2, multiattack):
+2 longspear flaming burst +15/+10 1d8+8 +1d6
Bite +15 1d6+6
Wing buffet +15 1d4+6
Wing buffet +15 1d4+6
Tail slap +15 1d6+6
Tail slap +15 1d6+6
Average damage (if everything hits): 77 (32 from manufactured, 45 from natural)
Reach 10 / 5
Patron's Weapons: +2 att & dam with natural weapons (included above)
Remark: Removing the spear would mean +2 attack and +2 damage for each natural weapon - not worth it. Yet.

Melee buffed:
+1 attack per round by Haste (used for spear usually)
+1 weapon size by Enlarge Person
+2 attack by Haste, Enlarge Person, Heroism
+8 strength by Enlarge Person, Bull's Strength, Rage
-2 AC by Haste, Enlarge Person, Rage
+1d6 fire by Lesser Evolution Surge
=>
+2 longspear flaming burst +21/+21/+16 2d6+12 +1d6
Bite +21 1d8+8 +1d6
Wing buffet +21 1d6+8 +1d6
Wing buffet +21 1d6+8 +1d6
Tail slap +21 1d8+8 +1d6
Tail slap +21 1d8+8 +1d6
Average damage (if everything hits): 145.5 (67.5 from manufactured, 78 from natural)
Reach 20 / 10

Ranged:
Light crossbow +11

Remark: I noticed I forgot the feats. Will add them at the next snapshot.

Fly +16
Intimidate +16
Knowledge (The planes) +14
Spellcraft +14
Use Magic Device +18

I noticed some smaller mistakes in the previous level snapshots, e.g. stacking enhancement strength from belt and Bull's Strength. It shouldn't affect the overall impression too much. The level 12 version should have less errors than the other ones.


Pathfinder Rulebook Subscriber
SheepishEidolon wrote:
Hmm, dodge AC would be an alternative ruling for Patron's Armor. While it stacks with everything, it's lost when flat-footed.

But, Dodge increases touch as well, which is really powerful.

SheepishEidolon wrote:
Patron's Armor is more interesting if only available for x hours per day, in my opinion. Yes, it increases bookkeeping, but you will have to consider when to activate it and how much gold you want to spend on magical normal armor as emergency fallback.

I agree.

SheepishEidolon wrote:
Question: Just noticed Fast Healing is Ex - are extraordinary abilites supposed to be unlocked at level 11?

I am thinking it should unlock with Spell-like abilities at 11th.

SheepishEidolon wrote:
Remark: Breath weapon (Su) comes very late - might be nice to finish a dying troll, though.

Even at level 7, the breath weapons are piddly. I might want to rearrange how those abilities are regained, though.

SheepishEidolon wrote:
Question: Do you allow the evolutions from Ultimate Magic? Unchained appearantly didn't, but there was no explicit statement about it.

I would say no for now, but a GM could allow it if he likes.

SheepishEidolon wrote:

Question: How does Shield Companion work for this class - if at all?

Question: Same for Transmogrify.

Shield Companion will work as normal. It affects Familiars. If you were to gain an animal companion of a bonded mount somewhere, it would affect those as well.

Transmogrify works as normal, but it allows you to change your evolution points.

That brings up another question, as you are basically the eidolon now, should rejuvenate eidolon work on you? My gut says no, but it could be a level 20 thing. When you finally become an outsider, you can cast the rejuvenate eidolon line of spells on yourself.


Hmm, Rejuvenate Eidolon is roughly as strong as the Cure spells (if you factor in healed amount, necessary spell level and level when you get this spell level). Since the Emissary does exist within a party and already is quite independant, it makes sense to rely on healing from party members.

Perhaps make up a more exotic mechanic about Patron's Armor? For instance make it stack with natural armor?

Either way, here comes level 16:

Level 16 wrote:

+1 strength => Str 20 (24 with Strength of the Abyss, 28 with belt)

Patron's Voice:
Fire mephit
AC 25, HP 86, 2 claws +14 1d3+1
DR 5/magic; Immune fire
Vulnerability to cold
Fast Healing 2 (while touching fire)
Breath weapon 1d8 fire
Alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, spell resistance, scry on familiar
Some defensive feats for flanking help, though it will be quite fragile at that level...
Remark: Fire mephit has no special quality, from what I see.

Evolution:
Immunity to paralysis, sleep, fire, bleed, poison, stun, being flanked, critical hits and precision damage
+20 base move speed
(+1 evolution point, included below)
Setup 1: Flight (2), 3 limbs (arms), 3 pincers, improved damage (pincers), energy attack (fire)
Setup 2: Flight (2), 2 limbs (arms), 3 claws (one replacing basic slam), improved damage (claws), energy attack (fire), reach

Cantrips and higher spells:
0: Detect Magic, Light, Mage Hand, Message, ...
1: Enlarge Person, Shield, Protection vs Evil, Identify, Endure Elements, Long Arm [6/day]
2: Bull's Strength, Invisibility, Barkskin, Evolution Surge (lesser), Cat's Grace [6/day]
3: Rage, Displacement, Haste, Evolution Surge, Protection from Energy [6/day]
4: Fire Shield, Greater Invisibility, Charm Monster, Dimension Door, Evolution Surge (greater) [5/day]
5: Dispel Magic (greater), Overland Flight, Teleport, Wall of Stone [3/day]
6: Dimensional Bounce, Heroism (greater) [1/day]
Question: How do you handle Purified Calling?

Equipment (wealth by level: 315,000):
Longspear +4 flaming (50,000)
Studded leather armor +5 (25,000)
Ring of protection +4 (32,000)
Ring of feather falling (2,200)
Amulet of mighty fists +5 (100,000)
Belt of physical perfection +4 (64,000)
Headband of alluring charisma +4 (16,000)
Cloak of resistance +5 (25,000)
minor stuff... (roughly 800 left ;))
Remark: GM could insist in armor extra cost, given the wings and additional arms, if (s)he is mean... ;)

Feats:
1: Fast Learner (+16 HP)
3: Power Attack (not included below)
5: Cleave
7: Skill Focus (Knowledge (The planes))
9: Eldritch Heritage (Abyssal)
11: Improved Eldritch Heritage (Strength of the Abyss: +4 strength at level 15)
13: Improved Critical (pincer / claw)
15: Weapon Focus (pincer / claw)

Question: How do you handle the following eidolon feats?
Extra Evolution
Resilient Eidolon
Summoner's Call
Vigilant Eidolon
Sense Link
Defending Eidolon
Focused Eidolon

(from now, using character sheet order)

Hit points: 172 (Con 14+4, assuming full HP for level 1, rolling afterwards, Fast Learner)
AC: total 28, touch 18, flat-footed 24 (dex +4, deflection +4, armor +10)
Buffed AC: 38 19 33 (Shield +4, Barkskin +5, Haste +1)
Saves: fort +19, ref +14, will +15 (resistance +5)
Patron's Protection: +4 vs creature type spells

BAB: 12
CMB: 19
CMD: 33

Melee (BAB 12, Str 28, mighty fists 5, patron's 2, multiattack, focus (pincer / claw)):

Setup 1:
+4 flaming longspear +25/+20/+15 1d8+17 +1d6
6 pincers +27 1d8+11 +1d6
Average damage (if everything hits): 183 (69 from manufactured, 114 from natural)
Reach 10 / 5

Setup 2:
6 claws +29 1d6+16 +1d6
rend 1d6+20 (not sure whether elemental bonus applies here)
Average damage (if everything hits): 161.5
Reach 10 / 5

Melee buffed:
Evolution Surge (lesser): +2 strength
Evolution Surge: blindsight
Evolution Surge (greater): pounce, rend / whatever
+1 attack per round by Haste (used for spear usually)
+1 weapon size by Enlarge Person
+4 attack by Haste, Enlarge Person, Greater Heroism
+6 strength by Enlarge Person, Rage, Evolution Surge (lesser)
-2 AC by Haste, Enlarge Person, Rage
+5 range (arms) by Long Arm

=>

Setup 1:
+4 flaming longspear +32/+32/+27/+22 2d6+22 +1d6
6 pincers +34 2d6+13 +1d6
Average damage (if everything hits): 271 (130 from manufactured, 141 from natural)
Reach 20 / 15

Setup 2:
7 claws +36 1d8+19 +1d6
rend 1d8+25
Average damage (if everything hits): 218.5
Reach 20 / 15

Skills...

So combining a manufactured weapon with natural ones results in some serious damage, but you can sacrifice some damage in favor of money and a better average attack bonus.

I won't do a level 20 snapshot, since it will be pretty much the same battle prowess, just with higher number. Instead, I need a break for a few days and then will dive into skill monkey, dex based, utility or something else.

Great work so far. :)


Oh, the named feats are not applicable for this class - since there is no eidolon. Extra evolution could be an exception, not sure about that.

Skill monkey is difficult due to the changed Skilled and Ability Increase evolutions. Remark: While both evolutions equal a feat each, their point costs are different, hmm.

Dex based should work but might need some multiclassing (probably by VMC) for serious damage.

Utility should be relatively easy, with different sense upgrades, movement types and even the Mount evolution (the feat Undersized Mount is probably worth it here).

Further approaches would be tank (especially since Unchained eidolons already get a lot of defensive evolutions) and maneuver master.

The favored class bonuses look interesting so far. There is a nice distinction between a) getting things earlier (half-orc, half-elf), b) getting more power on the long run (dwarf, oread) and c) steady gain (ifrit, sylph, undine). Personally I'd favor the precious evolution points - being restricted to a certain element is not that limiting. Finally, while the poison bonus is a thematical fit to ratfolk, a majority of eidolon subtypes is already resistant to poison - or even immune.

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