Author Topic: Elder Eidolon (aka, the Mecha Musume)  (Read 30719 times)

Offline Threadnaught

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Re: Elder Eidolon
« Reply #20 on: November 09, 2014, 06:12:30 PM »
Ah, that makes more sense.

Offline TC X0 Lt 0X

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Re: Elder Eidolon
« Reply #21 on: November 11, 2014, 05:26:07 AM »
Updated the Ability increases to str, dex and cha.
Changed the bonuses up slightly because I was not liking the odd bonuses to abilities scores by the final level. This resulted in an increase to the bonuses to +6 +4 +4, but I don't imagine it will make too much of a diffrence.


Added in the Servitor Mental geometry. It is similar to a familiar, though it gains a reduced effectiveness Geometry as an ability. I was pretty tired when I wrote it up so it might need major editing and balancing.
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Offline TC X0 Lt 0X

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Re: Elder Eidolon
« Reply #22 on: November 12, 2014, 09:56:06 PM »
Added in Frightful Gaze Mental Geometry.
Buffed Strength of the Fallen and Death Throes to make them a bit more effective with Servitors and make them really strong for PCs (sense you know, PCs should get something good with choosing abilites that only activate when they die).


Servitor probably still need fixing.


Im thinking about changing Greater and Perfect Eidolon body. Instead of having miss chances, The Greater gives the option to avoid an attack as an immediate action and the greater allows it to do so as a free action once per round. Maybe limit the greater to Cha Mod times per day.
The avoid would have to be done before attack rolls are rolled of course.
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Offline oslecamo

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Re: Elder Eidolon
« Reply #23 on: November 18, 2014, 04:55:40 PM »
 1 Auto-Dodge per turn is pretty damn good, but it's the capstone for a 10 level non-caster Prc, so I would say it's ok without a daily cap.

Servitor doesn't seem too OP actually, probably just needs the usual clause that it can't pick feats that gives it minions of its own.

I would suggest reducing the duration of the gaze's effects to just 1 round, unless you focus it on a target (which also could use an activation action BTW).


Offline TC X0 Lt 0X

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Re: Elder Eidolon
« Reply #24 on: November 24, 2014, 09:28:49 PM »
1 Auto-Dodge per turn is pretty damn good, but it's the capstone for a 10 level non-caster Prc, so I would say it's ok without a daily cap.

Servitor doesn't seem too OP actually, probably just needs the usual clause that it can't pick feats that gives it minions of its own.

I would suggest reducing the duration of the gaze's effects to just 1 round, unless you focus it on a target (which also could use an activation action BTW).

It might be a good idea to give it a 4 round cooldown like a good chunk of abilities on here.

Servitor has so far seemed fine in testing, though I have not tried to abuse it to much. I might reword it to apply only damage bonuses for the sake of avoiding stacking effects. Will remember to put in a minion clause.

You are probablly right, at least for the higher tier abilites, though I don't think shaken is to much trouble at cha rounds.
I believe gaze focusing is a standard action by default in the SRD, but Ill clarify.

EDIT:
Also adding clause for taking levels before spending gold on modification. The Elder Eidolon does not gain additional class features until the costs are paid off, though it should still gain skill points, HD, BAB, and saves. This should make leveling smoother for Eidolon that might be short on gold at level up.
« Last Edit: November 24, 2014, 09:49:14 PM by TC X0 Lt 0X »
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Offline TC X0 Lt 0X

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Re: Elder Eidolon
« Reply #25 on: November 29, 2014, 07:05:52 PM »
Updated Agile to give Lightning Reflexes and increase the bonus by +2 each time it is taken. For the sake the prerequesites qualifying.

Also Added in Resilient (Fort saves) and Willpower (Will saves) similar to Agile. I didnt want to give Resilient Mettle for Fort saves because I feel like it might be too powerful for a Physical Geometry. I gave Willpower Mettle for Will saves however as it is a mental geometry, ad gave it a clause for Mettle for Fort saves if you have Resilient.
Might be stupid. Mettle for Fort on Resilient might not be too bad anyways sense Constructs (and to a lesser extent Living Constructs) are immune to a lot of Fort saves anyways so it is not adding a whole lot.
Willpower might be too weak as a Mental Geometry as well even with Mettle to Will sense Constructs have Mind-Immunity, but meh we will see.

Still have a lot of stuff to fix and finish, just don't got much time with finals around the corner. And WoW Xpac. I hope I can finish by the end of the year though.
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Offline TC X0 Lt 0X

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Re: Elder Eidolon
« Reply #26 on: December 03, 2014, 09:11:21 PM »
Updated Mindslaying Strikes cause it felt a little weak to me this the once per round clause.
Now has an option for negative levels if taken more then once, reducing ability damage as an additional cost.
Also gave it the option to select another ability score and deal equal damage to the original.

Also updated Reality Phantasm to have it's uses based on the spell level of the spell as well as HD in order to make lower level spells more appealing and nerf the number of uses of higher level spells. Also made it so the ability suppresses after all abilities are used for the sake of Modular Design so you can switch out a used Reality Phantasm for another Geometry.

Changed Impenetrable Shell to give Improved Natural Armor instead of a +1 bonus to Natural Armor. Effectively the same thing but lets you qualify for stuff which requires Improved Natural Armor (if there are any, which there might be a few, doesnt really matter).
« Last Edit: December 03, 2014, 09:43:37 PM by TC X0 Lt 0X »
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Offline oslecamo

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Re: Elder Eidolon
« Reply #27 on: December 12, 2014, 07:12:58 AM »
Mindslaying strike now able to inflict negative levels applies to all of your natural attacks, meaning that will be a crapload of potential negative levels. At least it allows a save... May be fine that way.

Magic Resistance could use a clause for the Eidolon willing lowering it faster than usual for when it needs a buff.

Servitor still needs a feat clause to prevent abuse for getting minions of its own.

Does absorb blows increases your DR besides making it harder to bypass?





 

Offline TC X0 Lt 0X

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Re: Elder Eidolon
« Reply #28 on: December 17, 2014, 12:44:22 AM »
Mindslaying strike now able to inflict negative levels applies to all of your natural attacks, meaning that will be a crapload of potential negative levels. At least it allows a save... May be fine that way.
I don't know maybe I should have the negative levels be save negates instead of save half. I was kinda balancing off the soul eater but I don't know it might be too strong.
Might be a good plan to stick a save on the ability damage as well =P

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Magic Resistance could use a clause for the Eidolon willing lowering it faster than usual for when it needs a buff.
Should I make it a modification you can pick up or innate?

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Servitor still needs a feat clause to prevent abuse for getting minions of its own.
Yeah Im gonna clean that up soon (tm)

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Does absorb blows increases your DR besides making it harder to bypass?

Besides from gaining additional HD no.
I can probably stick a mod on it to increase it by 2 though.
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Offline TC X0 Lt 0X

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Re: Elder Eidolon
« Reply #29 on: December 22, 2014, 08:57:51 PM »
Added clause to ritual preventing creator from taking 10s and autofailing on nat 1s.
Switched failed eidolon ability score damage from 6 to 2d4.

Switched Mindslaying strikes to Save Negates rather then save Half.
Mindslaying strikes now offers a Will save to negate ability damage.

Reality Phantasm now adds the selected spell to the spells known list of eidolon spellcasters at the approriate level.

Added a minimum 1 clause to Temporal Shield.

Modified Void Jaunt's recharge augment to reduce recharge by 2 rounds instead of one.
Added Modification to Void Jaunt to be useable as a free action once per round.
Added Suppression clause to void jaunt while on recharge.

Added Augment to Magic Resistance to suppress for 1 round as a free action or to supress as an immediate action for one spell.
I can change this if you like, but I'd rather there be some kind of cost associated with suppressing this outside ones own turn in case of emergency and/or unplanned buffing. Allows the eidolon to avoid the risk of being without SR for 1 round at a cost as well.  But ya if its too much trouble it can be changed.

Put a spot/listen bonus on to the base Improved Senses.

Buffed Strength of the Fallen for Servitors, increasing the bonus/penalty bonuses to +1 per 3 HD.
Changed the base number of targets from 1 to 1 per 5 HD.
Added a self destruct clause.

Gave Frightful Gaze a few augments (Double Range, double duration, increase HD cap by 2), as well as making it suppressable as a free action for going to town.



Going to try to finish more tonight, including the servitor rewrite.

EDIT
Made Toughness treat the Eidolon as having toughness the feat and give Endurance in addition to Diehard the 2nd time it is taken in addition to diehard, which basiclly gives nothing to an eidolon being a consturct other then help qualify for stuff. meh.

Also added Balance, Hide, Move Silently, and Swim to class skill list.
« Last Edit: December 22, 2014, 10:47:44 PM by TC X0 Lt 0X »
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Offline TC X0 Lt 0X

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Re: Elder Eidolon
« Reply #30 on: December 23, 2014, 07:39:24 AM »
This is my rewrite for the Servitor Geometry:



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Servitor
The Elder Eidolon gains a Servitor, a small construct designed to assist the Eidolon. An Eidolon is in full control of the Servitor, which is effectively an extension of the Eidolon, and can command it as a free action on the Eidolon’s turn.
If the Servitor is destroyed, the Eidolon suffers take's 1d4 damage per 2 HD the Servitor possesses (Fort DC 15 Half). A destroyed Servitor is replaced by an identical Servitor after 8 hours of inactivity.
Servitors have the following traits:
(click to show/hide)
An Elder Eidolon can select this ability more than once, applying one of the following augments:
  • Gain an additional Servitor under  the Elder Eidolon's control. Each can be customized diffrently.
  • Grant each Servitor an additional Geometry.
This ability is suppressed if all servitors are destroyed. If the Elder Eidolon possesses an ability that requires it to supress this ability to use (such as the Modular Design feat), all Servitors must be adjacent to the Eidolon beforehand.



If this is fine ill put it into the main post.
« Last Edit: December 30, 2014, 07:14:55 PM by TC X0 Lt 0X »
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Offline oslecamo

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Re: Elder Eidolon
« Reply #31 on: December 30, 2014, 06:10:07 PM »
Seems good, except for the doubling the number of servitors you get each extra time you take it. Should be just +1 servitor each extra time you take it. Otherwise it's 1024 servitors at 10th level.

Offline TC X0 Lt 0X

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Re: Elder Eidolon
« Reply #32 on: December 30, 2014, 07:09:17 PM »
Seems good, except for the doubling the number of servitors you get each extra time you take it. Should be just +1 servitor each extra time you take it. Otherwise it's 1024 servitors at 10th level.

Well You only get 5 Mental Geometries not 10 so it should come out to 32, but that is still a bit much as well.

It will be changed to +1 per and put in the first post.
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Offline TC X0 Lt 0X

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Re: Elder Eidolon
« Reply #33 on: January 03, 2015, 07:05:32 PM »
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Greater Eidolon Body (Ex): The Elder Eidolon's geometry has advanced to the point where it's body is not wholly on the material plane. This translates into a a Deflection bonus to AC and a Circumstance bonus to all saves and checks against nonmagical effects equal to half it's Cha bonus, as well as DR/Magic equal to the Eidolons HD.

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Perfected Eidolon Body (Ex): The Elder Eidolon has phased so far out of the plane that it's physical body is little more than a mirage.
The Elder Eidolon is immune to all nonmagical attack forms. It can be harmed only by other elder eidolon, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, supernatural abilities or similar effects. The Eidolon can act as if it did not have this Immunity if it so chooses.
Further, once per day per Cha mod the Elder Eidolon has, the Elder Eidolon can completely retreat into it's pocket dimension as an immediate action. As a result, the elder eidolon leaves the area it occupies and is immune to any harm or effects until the start of it's next turn. This ability can only be used once every 4 rounds.
In addition, The elder eidolon can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from the elder eidolon if it is inside an object. In order to see farther from the object it is in and attack normally, the elder eidolon must emerge. An elder eidolon inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. The elder eidolon cannot pass through a force effect.

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Overload Drive:The Elder Eidolon can activate it's Overload Drive, granting it superior combat ability at the cost of going berserk, potentially permanently.
While the Overload Drive is active, the Elder Eidolon recieve a +2 to hit and damage for all attacks, and increases all save DCs of it's abilities by 2. When the drive deactivates, the Elder Eidolon takes ability damage to each of it's mental ability scores equal to the number of rounds the drive was active (this ability damage ignores the Elder Eidolons' immunities, and heals at a rate of 1 point every 10 minutes after taking the damage). If any ability score is reduced to 0, the elder eidolon becomes mindless as detailed in the Elder Eidolon Construction Ritual.
Unlike a Barbarian rage, an Elder Eidolon is not limited to the types of actions it can take.
While the Overload Drive is active, the Elder Eidolon must attack those it perceives as foes to the best of it's ability. Should the elder eidolon run out of enemies before the drive is deactivated, it's rampage continues. The Eidolon must then attack the nearest creature (determine randomly if several potential foes are equidistant) and fight that opponent without regard to friendship, innocence, or health (the target's or her own).
There are only 3 ways the Overload Drive deactivates. The First way if for the Elder Eidolon to succeed on a Will Save at the start of it's turn with a DC equal to 10 + half HD + X, where X is equal to the twice the number of rounds the elder eidolon did not attempted the save (this number does not decrease after the Elder Eidolon does attempt to make a save.). An Elder Eidolon cannot choose to intentionally fail the save, but can choose to not make the save at the start of it's turn. The second way to deactivate the drive is to drop the Elder Eidolon below 0 HP, however this also usually destroys most Elder Eidolon. The Third way is to let the Drive time out, which happens a number of rounds after activation equal to the Elder Eidolon's highest mental ability score.
An Elder Eidolon can select this ability more than once, Gaining one of the following augments:
  • Reduce the ability damage the Eidolon recieves after the drive is deactivated by 2 (min 0) and increase the maximum duration by 2.
  • Increase the bonus to hit, damage and DCs by 1 each.
  • Decrease the DC to deactivate the drive by 2.
After the drive deactivates, this ability is suppressed for 1d4 rounds.

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Extra Movement Mode (Ex):Select one of the following movement speeds. The Elder Eidolon gains this movement speed.
  • Burrow Speed equal to half the Elder Eidolon's fastest natural speed which can pass thru earth and unworked stone. The elder Eidolon can also create a tunnel able to fit it's size at a rate of half its burrow speed per round.
  • Climb Speed equal to the Elder Eidolon's fastest natural speed.
  • Swim Speed equal to twice the Elder Eidolon's fastest natural speed.
An Elder Eidolon can select this ability more than once, selecting a diffrent movement speed each time.

I think these are fixed?
« Last Edit: January 13, 2015, 10:28:48 PM by TC X0 Lt 0X »
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Offline TC X0 Lt 0X

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Re: Elder Eidolon
« Reply #34 on: January 08, 2015, 08:28:49 PM »
worked on the Plant Eidolon ACF a bit just to see where to go with it.

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Ancient Rootwalker
Level: 1st
Benefit: This benefit modifies the Eidolon Body class feature, granting the Elder Eidolon the Plant type instead of the Construct type, gaining the following traits instead:
(click to show/hide)
In addition, the following Geometries are modified:

    Reality Phantasm now selects spells off the Druid Spell list of the Transmutation and Divination schools.
    Strength of the Fallen now selects spells off the Druid Spell list of the Transmutation school.
    Servitors are now of the Plant type.
    Natural Weapon's option to treat a Masterwork Weapon as a Natural weapon can now only be used on weapons not made of metal.

All class features of this class that calculate off of Charisma now calculate off of Wisdom.

Ill probably flesh it out a bit more by changing the skill checks for the ritual, changing the Greater/Perfected Eidolon Body class features to be more plant related, and swap out a Geometry or two for unique ones (Im thinking of removing Doom Cannon for a Spore Release aoe damage effect around the Rootwalker.)
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Offline oslecamo

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Re: Elder Eidolon
« Reply #35 on: January 10, 2015, 06:33:38 AM »
Welp here is a VERY rough idea  of what I am thinking or reworking the Greater/Perfect bodies into to. They are probably very wonkey and terrible. Tell me otherwise.

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Greater Eidolon Body (Ex): The Elder Eidolon's geometry has advanced to the point where it's body is not wholly on the material plane. This translates into a a Deflection bonus to AC and a Circumstance bonus to all saves and checks against nonmagical effects equal to half it's Cha bonus, as well as DR/Magic equal to the Eidolons HD. This DR stacks with other sources of DR that can be applied against nonmagical attacks, though other sources don't stack with each other as normal (For instance a Barbarian 7 / Elder Eidolon 4 with DR 1/-, DR 5/Adamantine, DR 11/Magic from this class feature would have a total DR/magic of DR 16/ magic and adamantine and DR 12/Magic).
I think you're complicating a bit more than you need here. Anything that bypasses the DR /adamantine and magic would bypass the DR/magic.

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Perfected Eidolon Body (Ex): The Elder Eidolon has phased so far out of the plane that it's physical body is little more than a mirage.
The Elder Eidolon gains Immunity to damage and effects from nonmagical sources. The Eidolon can act as if it did not have this Immunity if it so chooses. Any creature that can overcome DR/magic (either with a natural weapon or manufactured weapon) can also use combat maneuvers such as Bull Rush, Trip, Grapple and the like against the Eidolon as normal.
Further, once per day per Cha mod the Elder Eidolon has, the Elder Eidolon can completely retreat into it's pocket dimension as an immediate action. As a result, the elder eidolon leaves the area it occupies and is immune to any harm until the start of it's next turn. This ability can only be used once every 4 rounds.
In addition, The elder eidolon can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from the elder eidolon if it is inside an object. In order to see farther from the object it is in and attack normally, the elder eidolon must emerge. An elder eidolon inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. The elder eidolon cannot pass through a force effect.
The way it's worded, sounds too much of a "screw you mundanes" effect. In particular because even if they can ignore DR/magic, they can't actually hurt the eidolon. The Umbral Blot and Tarrasque would be basically powerless against this, as all of their abilities are Ex and they rely on Ghost touch and similar effects. Why don't just use incorporeality/etherealness rules?

Added the following to Servitor.

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Equip Item (Ex): The Servitor can equip one item as if it was wielding the item in 2 hands. This item can be a weapon, shield, wonderous item, wand, or set of scrolls.
The Servitor is proficient with any armor or weapon it's master is proficent with, and can equip a weapon two size catagories larger then itself at no penalty. The Servitor can carry 50 pieces of ammunition for a ranged weapon or 20 thrown weapons. Light Crossbows are the most commonly equipped item providing a ranged attack to servitors.
In the case of wonderous items, wands, and scrolls, the servitor must meet all requirments for using the item, including making Use Magical Device checks if nessisary. Servitors are inefficent in using wands and use 2 charges when activating wands. Servitors can hold a number of scrolls equal to it's Int score, though can only have one ready to use at any one time, and must use a move action to swap between scrolls or ready a new scroll.
The servitor can carry other items besides the item it has equipped, but cannot utilize them. To equip an item or unequip a item equipped to a Servitor takes 1 minute, and a Servitor cannot do this to itself (though two servitors can help each other).
Seems good.

Also got the last few Geometries finished up.

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Overload Drive:The Elder Eidolon can activate it's Overload Drive, granting it superior combat ability at the cost of going berserk, potentially permanently.
While the Overload Drive is active, the Elder Eidolon recieve a +2 to hit and damage for all attacks, and increases all save DCs of it's abilities by 2. The Elder Eidolon takes 1d6 damage each turn the Drive is active, and takes ability damage to each of it's mental ability scores equal to the number of rounds the drive was active (this ability damage ignores the Elder Eidolons' immunities, and heals at a rate of 1 point every 10 minutes after taking the damage). If any ability score is reduced to 0, the elder eidolon becomes mindless as detailed in the Elder Eidolon Construction Ritual.
Unlike a Barbarian rage, an Elder Eidolon is not limited to the types of actions it can take.
While the Overload Drive is active, the Elder Eidolon must attack those it perceives as foes to the best of it's ability. Should the elder eidolon run out of enemies before the drive is deactivated, it's rampage continues. The Eidolon must then attack the nearest creature (determine randomly if several potential foes are equidistant) and fight that opponent without regard to friendship, innocence, or health (the target's or her own).
There are only 3 ways the Overload Drive deactivates. The First way if for the Elder Eidolon to succeed on a Will Save at the start of it's turn with a DC equal to 10 + half HD + X, where X is equal to the twice the number of rounds the elder eidolon did not attempted the save (this number does not decrease after the Elder Eidolon does attempt to make a save.). An Elder Eidolon cannot choose to intentionally fail the save, but can choose to not make the save at the start of it's turn. The second way to deactivate the drive is to drop the Elder Eidolon below 0 HP, however this also usually destroys most Elder Eidolon. The Third way is to let the Drive time out, which happens a number of rounds after activation equal to the Elder Eidolon's highest mental ability score.
An Elder Eidolon can select this ability more than once, Gaining one of the following augments:
  • Reduce the ability damage the Eidolon recieves after the drive is deactivated by 2 (min 0).
  • Increase the bonus to hit, damage and DCs by 1 each.
  • Decrease the DC to deactivate this ability by 2.
After the drive deactivates, this ability is suppressed for 1d4 rounds.
The duration is based on highest mental ability bonus... But you're taking damage to your mental ability scores. So I believe it would be important to specify when said damage is taken, start/end of turn, and how that interacts.

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Extra Movement Mode (Ex):Select one of the following movement speeds. The Elder Eidolon gains this movement speed.
  • Burrow Speed equal to half the Elder Eidolon's fastest natural speed.
  • Climb Speed equal to the Elder Eidolon's fastest natural speed.
  • Swim Speed equal to twice the Elder Eidolon's fastest natural speed.
An Elder Eidolon can select this ability more than once, selecting a diffrent movement speed each time.
Could use clarification if burrow is through soft earth/sand or also rock and if it leaves tunnels.

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Spell Attuned: Select one arcane spellcasting class. An Elder Eidolon who multiclasses to that arcane class can count half his Elder Eidolon levels as levels of that class for purposes of CL/ML and for the purposes of learning new spells/powers and getting new spell slots/power points. So for example, a Elder Eidolon 6 who took 1 level of sorcerer could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. He wouldn't get the spell known and spell slots of a sorcerer 3 however. He would get the familiar ability, but Elder Eidolon levels wouldn't count for it.
An Elder Eidolon can select this ability more than once, Gaining one of the following augments:
  • Select one additional class and apply the base benefits of this ability for it.
  • Select one class that benefits from this ability. Increase spells per day for this class as if he had gained two level in a spellcasting class he belonged to before adding the prestige class. This ability cannot increase effective spellcasting level of a class higher then half the elder eidolon's class level.
Last option is too strong. Geometries aren't as rare as a paragon excellences. They should not grant two levels of spellcasting a pop.

That should be the last of the Geometries, partly do to me running out of ideas but mainly because I probably have to much abilites already. Now I am just waiting final approval on all the abilities and just need to fine tune a few of them and finish the formatting I have started (which means I need to start looking through image boardsfor dem kawaii robot gurls)
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Offline Rakoa

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Re: Elder Eidolon
« Reply #36 on: January 10, 2015, 09:12:40 AM »
Last option is too strong. Geometries aren't as rare as a paragon excellences. They should not grant two levels of spellcasting a pop.

Even if your maximum spellcaster level is limited to half your eidolon level?
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Offline TC X0 Lt 0X

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Re: Elder Eidolon
« Reply #37 on: January 10, 2015, 06:58:15 PM »
Well Spell Attuned was intended to give you effective full casting progression (5 Affinity and 5 actual level increases) at the cost of 4/6 of your Mental Geometries, giving you some flexibility to get a few Mentals that you might want.

If I set it to +1 Spellcasting, then they can still get effective Full casting, though then any other mentals geometries can't be choosen. That would probably be fine sense spellcasting is so powerful anyways and they will still have Physical Geometries. Either way it makes an Elder Eidolon a solid Gish class.

EDIT
altho with Mixed Geometry you can get through a lot of casting levels at the cost of feats so there is that. It also would cover if you want to get other Mental Geometries.
« Last Edit: January 10, 2015, 07:39:42 PM by TC X0 Lt 0X »
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Offline TC X0 Lt 0X

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Re: Elder Eidolon
« Reply #38 on: January 12, 2015, 08:52:44 AM »
Welp here is a VERY rough idea  of what I am thinking or reworking the Greater/Perfect bodies into to. They are probably very wonkey and terrible. Tell me otherwise.

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Greater Eidolon Body (Ex): The Elder Eidolon's geometry has advanced to the point where it's body is not wholly on the material plane. This translates into a a Deflection bonus to AC and a Circumstance bonus to all saves and checks against nonmagical effects equal to half it's Cha bonus, as well as DR/Magic equal to the Eidolons HD. This DR stacks with other sources of DR that can be applied against nonmagical attacks, though other sources don't stack with each other as normal (For instance a Barbarian 7 / Elder Eidolon 4 with DR 1/-, DR 5/Adamantine, DR 11/Magic from this class feature would have a total DR/magic of DR 16/ magic and adamantine and DR 12/Magic).
I think you're complicating a bit more than you need here. Anything that bypasses the DR /adamantine and magic would bypass the DR/magic.

Ya you are probably right, Ill cut the stacking bit out.

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Perfected Eidolon Body (Ex): The Elder Eidolon has phased so far out of the plane that it's physical body is little more than a mirage.
The Elder Eidolon gains Immunity to damage and effects from nonmagical sources. The Eidolon can act as if it did not have this Immunity if it so chooses. Any creature that can overcome DR/magic (either with a natural weapon or manufactured weapon) can also use combat maneuvers such as Bull Rush, Trip, Grapple and the like against the Eidolon as normal.
Further, once per day per Cha mod the Elder Eidolon has, the Elder Eidolon can completely retreat into it's pocket dimension as an immediate action. As a result, the elder eidolon leaves the area it occupies and is immune to any harm until the start of it's next turn. This ability can only be used once every 4 rounds.
In addition, The elder eidolon can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from the elder eidolon if it is inside an object. In order to see farther from the object it is in and attack normally, the elder eidolon must emerge. An elder eidolon inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. The elder eidolon cannot pass through a force effect.
The way it's worded, sounds too much of a "screw you mundanes" effect. In particular because even if they can ignore DR/magic, they can't actually hurt the eidolon. The Umbral Blot and Tarrasque would be basically powerless against this, as all of their abilities are Ex and they rely on Ghost touch and similar effects. Why don't just use incorporeality/etherealness rules?

Ya I see the wording was not what I intended. If a creature can get through DR/Magic it should also be able to damage the eidolon. The DR/magic at the end was there to make sure the elder eidolon can also be affected by combat maneuvers which are usually a nonmagical attack form that can't effect incorperals. This ability should otherwise work like incorporality works, minus the miss chance for magical weapons (they attack as normal) and plus the Immediate vanish ability. Ill rewrite it to work as intended (probably just copy some of the Incorperal rules like I should have done in the first place).

Added the following to Servitor.

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Equip Item (Ex): The Servitor can equip one item as if it was wielding the item in 2 hands. This item can be a weapon, shield, wonderous item, wand, or set of scrolls.
The Servitor is proficient with any armor or weapon it's master is proficent with, and can equip a weapon two size catagories larger then itself at no penalty. The Servitor can carry 50 pieces of ammunition for a ranged weapon or 20 thrown weapons. Light Crossbows are the most commonly equipped item providing a ranged attack to servitors.
In the case of wonderous items, wands, and scrolls, the servitor must meet all requirments for using the item, including making Use Magical Device checks if nessisary. Servitors are inefficent in using wands and use 2 charges when activating wands. Servitors can hold a number of scrolls equal to it's Int score, though can only have one ready to use at any one time, and must use a move action to swap between scrolls or ready a new scroll.
The servitor can carry other items besides the item it has equipped, but cannot utilize them. To equip an item or unequip a item equipped to a Servitor takes 1 minute, and a Servitor cannot do this to itself (though two servitors can help each other).
Seems good.

Kk.

Also got the last few Geometries finished up.

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Overload Drive:The Elder Eidolon can activate it's Overload Drive, granting it superior combat ability at the cost of going berserk, potentially permanently.
While the Overload Drive is active, the Elder Eidolon recieve a +2 to hit and damage for all attacks, and increases all save DCs of it's abilities by 2. The Elder Eidolon takes 1d6 damage each turn the Drive is active, and takes ability damage to each of it's mental ability scores equal to the number of rounds the drive was active (this ability damage ignores the Elder Eidolons' immunities, and heals at a rate of 1 point every 10 minutes after taking the damage). If any ability score is reduced to 0, the elder eidolon becomes mindless as detailed in the Elder Eidolon Construction Ritual.
Unlike a Barbarian rage, an Elder Eidolon is not limited to the types of actions it can take.
While the Overload Drive is active, the Elder Eidolon must attack those it perceives as foes to the best of it's ability. Should the elder eidolon run out of enemies before the drive is deactivated, it's rampage continues. The Eidolon must then attack the nearest creature (determine randomly if several potential foes are equidistant) and fight that opponent without regard to friendship, innocence, or health (the target's or her own).
There are only 3 ways the Overload Drive deactivates. The First way if for the Elder Eidolon to succeed on a Will Save at the start of it's turn with a DC equal to 10 + half HD + X, where X is equal to the twice the number of rounds the elder eidolon did not attempted the save (this number does not decrease after the Elder Eidolon does attempt to make a save.). An Elder Eidolon cannot choose to intentionally fail the save, but can choose to not make the save at the start of it's turn. The second way to deactivate the drive is to drop the Elder Eidolon below 0 HP, however this also usually destroys most Elder Eidolon. The Third way is to let the Drive time out, which happens a number of rounds after activation equal to the Elder Eidolon's highest mental ability score.
An Elder Eidolon can select this ability more than once, Gaining one of the following augments:
  • Reduce the ability damage the Eidolon recieves after the drive is deactivated by 2 (min 0).
  • Increase the bonus to hit, damage and DCs by 1 each.
  • Decrease the DC to deactivate this ability by 2.
After the drive deactivates, this ability is suppressed for 1d4 rounds.
The duration is based on highest mental ability bonus... But you're taking damage to your mental ability scores. So I believe it would be important to specify when said damage is taken, start/end of turn, and how that interacts.

This also was worded wrong. The ability damage (not the hit point damage) should be taken when the Elder Eidolon's Drive deactivates (for instance if the Drive was active 5 rounds the eidolon takes 5 Ability damage), not each round. This is so stuff like Strongheart Vest or Tenebrous can't effectively negate the damage but still can lessen the effect. So the Elder Eidolon's highest mental score should remain the same until the Drive deactivates.
I set it as the highest ability score so that the drive will stop when the Eidolon will most likely go berserk. Really most characters are going to want to stop before the drive exceeds their lowest mental score, otherwise they will probably end up as berserked eidolon regardless. So ideally the drive should be stopped after 10-12 rounds, which is only slightly longer then a typically optimized barbarians rage will last. The drive could go longer, but that means the eidolon character probably just got NPCed into a monster in a few rounds.
I will reword to make it clear. Also I might remove the 1d6/round damage to prevent confusion.

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Extra Movement Mode (Ex):Select one of the following movement speeds. The Elder Eidolon gains this movement speed.
  • Burrow Speed equal to half the Elder Eidolon's fastest natural speed.
  • Climb Speed equal to the Elder Eidolon's fastest natural speed.
  • Swim Speed equal to twice the Elder Eidolon's fastest natural speed.
An Elder Eidolon can select this ability more than once, selecting a diffrent movement speed each time.
Could use clarification if burrow is through soft earth/sand or also rock and if it leaves tunnels.

Probably soft earth. No tunnels.

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Spell Attuned: Select one arcane spellcasting class. An Elder Eidolon who multiclasses to that arcane class can count half his Elder Eidolon levels as levels of that class for purposes of CL/ML and for the purposes of learning new spells/powers and getting new spell slots/power points. So for example, a Elder Eidolon 6 who took 1 level of sorcerer could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. He wouldn't get the spell known and spell slots of a sorcerer 3 however. He would get the familiar ability, but Elder Eidolon levels wouldn't count for it.
An Elder Eidolon can select this ability more than once, Gaining one of the following augments:
  • Select one additional class and apply the base benefits of this ability for it.
  • Select one class that benefits from this ability. Increase spells per day for this class as if he had gained two level in a spellcasting class he belonged to before adding the prestige class. This ability cannot increase effective spellcasting level of a class higher then half the elder eidolon's class level.
Last option is too strong. Geometries aren't as rare as a paragon excellences. They should not grant two levels of spellcasting a pop.

See above posts, but ya it will probably go to +1 Spellcasting.

That should be the last of the Geometries, partly do to me running out of ideas but mainly because I probably have to much abilites already. Now I am just waiting final approval on all the abilities and just need to fine tune a few of them and finish the formatting I have started (which means I need to start looking through image boardsfor dem kawaii robot gurls)
Never enuff kawaii robot gurls! :D

Yup.
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Offline TC X0 Lt 0X

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Re: Elder Eidolon
« Reply #39 on: January 21, 2015, 06:55:20 PM »
I just realized I edited my old post rather then posting a new post with the fixes.

Quote
Greater Eidolon Body (Ex): The Elder Eidolon's geometry has advanced to the point where it's body is not wholly on the material plane. This translates into a a Deflection bonus to AC and a Circumstance bonus to all saves and checks against nonmagical effects equal to half it's Cha bonus, as well as DR/Magic equal to the Eidolons HD.

Quote
Perfected Eidolon Body (Ex): The Elder Eidolon has phased so far out of the plane that it's physical body is little more than a mirage.
The Elder Eidolon is immune to all nonmagical attack forms. It can be harmed only by other elder eidolon, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, supernatural abilities or similar effects. The Eidolon can act as if it did not have this Immunity if it so chooses.
Further, once per day per Cha mod the Elder Eidolon has, the Elder Eidolon can completely retreat into it's pocket dimension as an immediate action. As a result, the elder eidolon leaves the area it occupies and is immune to any harm or effects until the start of it's next turn. This ability can only be used once every 4 rounds.
In addition, The elder eidolon can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from the elder eidolon if it is inside an object. In order to see farther from the object it is in and attack normally, the elder eidolon must emerge. An elder eidolon inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. The elder eidolon cannot pass through a force effect.

Quote
Overload Drive:The Elder Eidolon can activate it's Overload Drive, granting it superior combat ability at the cost of going berserk, potentially permanently.
While the Overload Drive is active, the Elder Eidolon recieve a +2 to hit and damage for all attacks, and increases all save DCs of it's abilities by 2. When the drive deactivates, the Elder Eidolon takes ability damage to each of it's mental ability scores equal to the number of rounds the drive was active (this ability damage ignores the Elder Eidolons' immunities, and heals at a rate of 1 point every 10 minutes after taking the damage). If any ability score is reduced to 0, the elder eidolon becomes mindless as detailed in the Elder Eidolon Construction Ritual.
Unlike a Barbarian rage, an Elder Eidolon is not limited to the types of actions it can take.
While the Overload Drive is active, the Elder Eidolon must attack those it perceives as foes to the best of it's ability. Should the elder eidolon run out of enemies before the drive is deactivated, it's rampage continues. The Eidolon must then attack the nearest creature (determine randomly if several potential foes are equidistant) and fight that opponent without regard to friendship, innocence, or health (the target's or her own).
There are only 3 ways the Overload Drive deactivates. The First way if for the Elder Eidolon to succeed on a Will Save at the start of it's turn with a DC equal to 10 + half HD + X, where X is equal to the twice the number of rounds the elder eidolon did not attempted the save (this number does not decrease after the Elder Eidolon does attempt to make a save.). An Elder Eidolon cannot choose to intentionally fail the save, but can choose to not make the save at the start of it's turn. The second way to deactivate the drive is to drop the Elder Eidolon below 0 HP, however this also usually destroys most Elder Eidolon. The Third way is to let the Drive time out, which happens a number of rounds after activation equal to the Elder Eidolon's highest mental ability score.
An Elder Eidolon can select this ability more than once, Gaining one of the following augments:
  • Reduce the ability damage the Eidolon recieves after the drive is deactivated by 2 (min 0) and increase the maximum duration by 2.
  • Increase the bonus to hit, damage and DCs by 1 each.
  • Decrease the DC to deactivate the drive by 2.
After the drive deactivates, this ability is suppressed for 1d4 rounds.

Quote
Extra Movement Mode (Ex):Select one of the following movement speeds. The Elder Eidolon gains this movement speed.
  • Burrow Speed equal to half the Elder Eidolon's fastest natural speed which can pass thru earth and unworked stone. The elder Eidolon can also create a tunnel able to fit it's size at a rate of half its burrow speed per round.
  • Climb Speed equal to the Elder Eidolon's fastest natural speed.
  • Swim Speed equal to twice the Elder Eidolon's fastest natural speed.
An Elder Eidolon can select this ability more than once, selecting a diffrent movement speed each time.

I think these are fixed?


Also I realized that the option to reclaculate any abilities based in Con to Str in the Eidolon Body class features is losely worded and a tad powerful.
I'm going to set it to half-Str instead (min 10), and specify what it recalculates.
Definitly class features and racial abilites and similar. HP will not be recalculated. Maybe Fort Saves? Not Concentration.
What else am I missing based off Con?
I can also probably add another Geometry that sets it to full Str instead of half-Str.
« Last Edit: January 21, 2015, 07:01:03 PM by TC X0 Lt 0X »
Im really bad at what I do.
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