Eyebiter Evangelist... the Mother of Monsters...


Pathfinder First Edition General Discussion


Eyebiter Mesmerist has a lot of flavor, and I have always wanted to combine that particular archetype with the Mutant Eye magic trait.

Recently someone posted a link to the Demon Mother's Mask, which led me to Lamashtu's obediences... between the mask's abilities and Lamashtu's obedience, a theme emerges. I don't know the politically correct term for hooker, but let's just say she is down to get down.

I think Changeling is a perfect fit for race, but Lizardfolk or Tengu provide more natural attacks.

Anyways, what do you think of this?

Changeling (claws)
-2 Con, +2 Wis, +2 Cha

Lizardfolk (bite and claws)
+2 Str, +2 Con

Tengu (bite and claws)
+2 Dex, -2 Con, +2 Wis

Traits:
(magic) Mutant Eye
Benefit(s): You have a third eye on your forehead. As long as it is uncovered and open, you can get a clearer sense of the emotions of those you see, granting you a +2 trait bonus on Sense Motive checks that increases to +4 on checks to notice whether a character is under a mind-affecting effect. However, the eye is unsettling, and you take a –1 penalty on Bluff and Diplomacy checks against humanoids who can see it.

Eyebiter Mesmerist
1. Eyeball Familiar
1. Hypnotic Stare
1. Painful Stare
1(level):

2. Mesmerist Trick
...
2. Towering Ego

3. Bold Stare
...
3. Ocular Occlusion
... Clouded Vision
3(level): Craft Wondrous Item

4. Stat Bump:
4. Mesmerist Trick
...

5. Manifold Tricks (2)
5. Staring Eye
5(level):

6. Mesmerist Trick
...
6. Ocular Occlusion
... Cause/Cure Blindness

7. Bold Stare
...
7(level): Fiendish Obedience Lamashtu

Evangelist
8. Stat Bump:
8. Obedience
8. Skilled
...
...

9. Protrctive Grace +1
9. Hypnotic Stare -3
9. Mesmerist Trick
...
9(level):

10. 1st Divine Boon
... Lunatic's Gift; lesser confusion 3/day, or touch of idiocy 2/day, or summon monster III 1/day
10. Manifold Tricks (3)

11. Gift of Tongues
...
11. Mesmerist Trick
...
11. Ocular Occlusion
... Eyeless Horror
11(level):

12. Stat Bump:
12. Multitude of Talents
12. Bold Stare
...
12. Omnivisual

13. 2nd Divine Boon
... Teratoma; You gain a beneficial deformity. Generally, this deformity grants you a secondary natural bite, claw, tail, or tentacle attack dealing 1d6 points of damage (1d4 if you are Small). You gain an additional ability with this extra attack, chosen from the following special features: bleed 3, grab, trip, or a 5-foot increase to reach with the natural attack.
13. Masterful Trick
...
13(level):

14. Protective Grace +2
14. Manifold Tricks (4)

15. Gift of Tongues
...
15. Masterful Trick
...
15. Ocular Occlusion
... Spellblight
15(level):

16. Stat Bump:
16. 3rd Divine Boon
... Third Eye; A third eye opens in your forehead. This eye grants you darkvision to a range of 60 feet (if you already have darkvision, it extends the range of your darkvision by 60 feet) and a +4 profane bonus on Perception checks. Three times per day, as a swift action you can activate a gaze attack that lasts for 1 round. This gaze attack has a range of 30 feet, and it drives those who fail to resist its effects with a Will save permanently insane, as per the spell insanity (DC = 10 + half your Hit Dice + your Charisma modifier).
16. Bold Stare
...

17. Spiritual Form (17min)
The evangelist’s spiritual form grants her telepathy to a range of 100 feet, as well as two variable abilities.

Upon reaching 10th level, the evangelist must choose the form of these two abilities, and once she has selected them they can’t be changed. First, she chooses one ability score to which she gains a +4 bonus when in spiritual form. Second, she chooses one physical transformation from the following to gain when she transforms: wings (fly speed of 40 feet with good maneuverability), gills (ability to breathe water and a swim speed of 30 feet), or a single natural attack (a claw, bite, gore, slam, or tail sting that deals damage as appropriate for the evangelist’s size) as well as a temporary appendage capable of making such an attack if necessary.
17. Masterful Trick
...
17(level):

At 17:
BAB +12
Base Saves +5/+10+/+8
CL 16, 6th level spells

Demon Mother's Animal Mask

Source Inner Sea Gods pg. 263, Gods and Magic pg. 56, Villain Codex pg. 201
Aura faint transmutation; CL 5th
Slot head; Price 7,650 gp; Weight 1 lb.

Description

This finely constructed hyena mask is usually made of leather and colored cloth with carved bone, or is carved from an animal’s skull. The mask completely covers the wearer’s face, but the wearer can see through the mask’s eyes as though they were her own. The wearer gains a +2 competence bonus on Handle Animal and Heal checks. The wearer can smell when nearby creatures are in heat or otherwise especially fertile (creatures such as humans that can breed at any time of the year always smell fertile unless they are barren).

As a swift action, the wearer can transform her head into the form of the animal depicted by the mask for up to 5 minutes per day, absorbing the mask into her body in the process but leaving in place any other item she wears on her head. While so transformed, the wearer retains the ability to speak normally and can complete verbal spell components, utter command words, and activate spell-completion and spell-trigger items. She also gains low-light vision, scent, and either a bite or gore attack (as appropriate to the animal) that deals 1d4 points of damage for a Medium wearer (1d3 if Small).

This duration does not need to be consecutive, but it must be used in 1-minute increments.

If Lamashtu is the wearer’s patron, the mask counts as an unholy symbol and a hole for a third eye appears in its forehead. The wearer can use summon monster II once per day to summon a fiendish hyena, which obeys the wearer as if they shared a common language. The wearer may interbreed with animals within one size category of the wearer’s size. The offspring of such unions are members of the mother’s race with the fiendish simple template and bear monstrous aesthetic features of the father’s race.

Construction

Requirements Craft Wondrous Item, beast shape I, detect animals or plants, polymorph, summon monster II, creator must have 5 ranks in Handle Animal and Heal; Cost 3,825 gp


I gave this a cursory glance. I will say you could try one of the other Changeling Sub-Races:

PFS Legal Annis-Born (Slag May)
Source Blood of the Coven pg. 5
Broad-shouldered and athletic, slag mays demonstrate incredible talent for all physical tasks. They share a vivacity, an addiction to new sights and experiences, and a tendency to collect souvenirs wherever they go.

Ancestry Annis hag
Typical Alignment CN
Ability Modifiers +2 Str, +2 Cha, –2 Con
Hag Racial Trait Annis-born changelings gain a +1 racial bonus on melee damage rolls.
Awakened Hag Heritage Your jagged claws cause gaping wounds, dealing 1 point of bleed damage on a successful critical hit.

This is one of my favourites and there are some nasty feats for the claws. :)


Oh nice. I do love me an Annis Hag, too.

I had the opportunity to run a high level Annis Hag Cleric at the end of Kingmaker. She was also an Evangelist. Lol. Divine Paragon Cleric (Gyronna) 5/Evangelist 10.

Thanks for the suggestion. It fits perfectly.

On a different note:
Do you think this Eyebiter would still Dazzled when her Eyeball Familiar is out of her head... even though she still has two functional eyes left due to the Mutant Eye trait?


I would guess yes. I don't think you're dazzled for losing an eye normally. I think in this more like you have two sources of vision so your brain is like "oh...fugballs". :)


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Mother's Gift
Source Advanced Race Guide pg. 185
You inherit a special boon from your hag parent.

Prerequisites: Changeling.

Benefit: Your dark legacy manifests in one of the following ways. You choose the manifestation when you choose the feat, and once selected it cannot be changed.

Hag Claws (Ex): You gain a +1 bonus on attack and damage rolls with your claws.
Surprisingly Tough (Ex): Your natural armor bonus increases by +1.
Uncanny Resistance (Su): You gain spell resistance equal to 6 + your character level.

Special: You can gain this feat up to three times. Its effects do not stack. Each time you take the feat, you must select a different manifestation.

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