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    Observer SdXinu_9p7Bxdu_MNh5J6T

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    MAS
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    Posts : 2379
    Join date : 2011-09-12

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    Observer SdXinu_9p7Bxdu_MNh5J6T

    Post  MAS on Thu Aug 13, 2015 9:58 pm




    SdXinu_9p7Bxdu_MNh5J6T
    Summoner 11
    Mythic tier 1 (Hierophant)

    Str   7 -2
    Dex   12 +1
    Con 12 +1
    Int    17 +3
    Wis   12 +1
    Cha   20 +5   Bonus Spells 2/1/1/1/1

    HP = 100 / -8
    BAB +8/+3
    Initiative + 1
    AC = 14
    AC, FF =          
    AC, Touch =
    Spell Resistance = 21

    SAVES:
    Fortitude +3
    Reflex +3
    Willpower +7

    Languages:
    Prime
    Gree
    Common/basic
    Hutt
    Droid (all the beeping/blurping that R2 does)
    -----?What else would be a commonly used language in the Republic?-----
    Abyssal (demons and other chaotic evil outsiders)
    Aquan (aquatic creatures, water-based creatures)
    Auran (flying creatures, air-based creatures)
    Celestial (angels and other good outsiders)
    Ignan (fire-based creatures)
    Infernal (devils and other lawful evil outsiders))
    Terran (earth-based creatures)

    Attacks:

    Race, PRIME:
    Small (0 RP): Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.
    Slow Speed (–1 RP): The race has a base speed of 20 feet. If the race is Medium, its members' speed is never modified by armor or encumbrance.
    Specialized (1 RP): Pick either mental or physical ability scores. Members of this race gain a +2 bonus to two ability scores of the chosen type (CHA and INT), and a –2 penalty to one ability score (STR) of the other type.
    Standard (0 RP): Members of this race start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose from any of these additional languages.
    Half-Construct (7 RP)
    Half-constructs gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
    Half-constructs cannot be raised or resurrected.
    Half-constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a half-construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the construct to survive or stay in good health.
    Spell Resistance, Greater (3 RP): Prerequisites: None; Benefit: Members of this race gain spell resistance equal to 11 + their character level.
    Improved Natural Armor (1 RP): Prerequisite: Natural armor racial trait; Benefit: Members of this race gain a +1 natural armor bonus.

    Life Link (Su): Starting at 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane.

    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.

    Summon Monster I (Sp): Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

    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.

    Shield Ally (Ex): At 4th level, whenever a summoner is within his eidolon's reach, the summoner receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

    Maker's Call (Su): At 6th level, as a standard action, a summoner can call his eidolon to his side. This functions as dimension door, using the summoner's caster level. When used, the eidolon appears adjacent to the summoner (or as close as possible if all adjacent spaces are occupied). If the eidolon is out of range, the ability is wasted. The summoner can use this ability once per day at 6th level, plus one additional time per day for every four levels beyond 6th.

    Transposition (Su): At 8th level, a summoner can use his maker's call ability to swap locations with his eidolon. If it is larger than him, he can appear in any square occupied by the eidolon. The eidolon must occupy the square that was occupied by the summoner if able, or as close as possible if it is not able.

    Aspect (Su): At 10th level, a summoner can divert up to 2 points from his eidolon's evolution pool to add evolutions to himself. He cannot select any evolution that the eidolon could not possess, and he must be able to meet the requirements as well. He cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the eidolon's evolution pool (reducing the total number available to the eidolon). The summoner can change the evolutions he receives from these points any time he can change the eidolon's evolutions.

    Hierophant Mythic Path:
    +4 Hit points
    Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

    Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

    Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

    Path ability, Mighty Summons (Su): Each creature you conjure with any summon spell gains DR 5/epic for the duration of the summoning. If you cast a summon spell to summon more than one creature, you summon one additional creature of the same type. If you cast a summon spell to summon just one creature, you can expend one use of mythic power to give it the agile or savage mythic simple template for the duration of the summoning.

    Path feature, Summoner Surge: Inspired Spell (Su): You can expend one use of mythic power to cast any one Summoner spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. If you are a spontaneous spellcaster, you don't need to have the spell prepared, nor does it need to be on your list of spells known. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast.

    Feats:
    1st- Spell Focus (Conjuration)
    3rd- Combat Casting (+4 to concentration check when casting defensively.)
    5th-  Augment Summoning (Summoned creatures gain +4 Str and Con)
    7th- Superior Summoning (When summoning more than one creature, summon an extra one)
    9th- Augment Summoning, Construct (Creatures summoned by spell gain creature type “construct”)
    11th - Evolved Summoned Monster (grant 1 point evolution to summoned monsters)

    Skills:
    Craft (Int)
    Fly (Dex)
    Handle Animal (Cha)
    + 13 / Knowledge (Arcana) (Int) Ranks= 7 / Class = 3 / INT = 3
    + 13 / Knowledge (Planes) (Int) Ranks= 7 / Class = 3 / INT = 3
    + 13 / Knowledge (Science) (Int) Ranks= 7 / Class = 3 / INT = 3
    + 16 / Knowledge (Hyper\Quanta-matter) (Int) Ranks= 10 / Class = 3 / INT = 3
    + 16 / Knowledge (Prime Technology) (Int) Ranks= 10 / Class = 3 / INT = 3
    + 16 / Repair/Construct (Prime Devices) (Int) Ranks= 10 / Class = 3 / INT = 3
    +14 / Linguistics (Int) Ranks = 8 / Class = 3 / INT = 3
    Profession (Wis)
    Ride (Dex),
    + 20 / Spellcraft (Int) Ranks= 8 / Class = 3 / INT = 3 / Skillchip = 6
    + 22 / Use Magic Device (Cha) Ranks = 8 / Class = 3 / CHA = 5 / Skillchip = 6
    + 11  / Perception (Wis) Ranks = 10 / Wis = 1

    Spells:
    Per Day 0 = Unlimited, 1= 5)7, 2=4)6, 3=4)6,4=2)3
    0: Detect Magic, Read Magic, Mage Hand, Mending, Resistance, Light
    1: Rejuvenate Eidolon, Summon Monster 1, Mage Armor, Shield, Expeditious Retreat
    2: Protection from Arrows, Summon Monster 2, Summon Eidolon, Slow, Haste
    3: Evolution Surge, Summon Monster 4, Black Tentacles, Invisibility (greater)
    4: Transmogrify, Summon Monster 5, Acid Pit

    Equipment:
    62,000 gp /  / 6900*

    (20,000) Carpet of Flying
    (9,000) Necklace of Adaptation
    (7,500) Wand of Cure light wounds / 50
    (2,000) Skillslot
    (1,800) Skillchip, Spellcraft Mark3 +6
    (1,800) Skillchip, UMD Mark3 +6
    (4,000) Bracers of Armor +2
    (9,000) Headband of Speak to Animals
    (5,850) Necklace of Fireballs Type V [9d6x1, 7d6x2, 5d6x2, 3d6x2]

    Eidolon, Base form:

    Biped
    BIPED: Size Medium; Speed 30 ft.; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack 2 claws (1d6*); Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions claws, limbs (arms), limbs (legs).
    HD: 9 / Good Saves +6, Bad Save +3 / Armor +8 / Str +4 / Max Attacks = 5
    Darkvision, Evasion, Link, Share Spells, Ability Score increase x2, Devotion, Multiattack

    Skills= 36
    Bluff (Cha) 4 / Class = 3 / ? Ability mod /
    Craft (Int)
    Knowledge (planes) (Int)
    Perception (Wis) 5/ Class = 3 / ? Ability mod /
    Sense Motive (Wis)
    Stealth (Dex)   5 / Class = 3 / ? Ability mod/ -4 (Large)
    Disable Device (Dex) 4 / Class = 3 / ? Ability mod /
    Swim (Str) 4 / Class = 3 / ? Ability mod /
    Acrobatics (Dex) 4 / Class = 3 / ? Ability mod /
    Intimidate (Cha) 5 / Class = 3 / ? Ability mod /
    Fly (Dex) Ranks = 5 / Class = 3 / ? Ability mod / -2 (Large)

    Feats= 4
    Power Attack (Combat)
    Cleave (Combat)
    Combat Reflexes (Combat)
    Toughness
    Intimidating Prowess (Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.)

    +4 morale bonus on Will saves against enchantment spells and effects.
    The creature's secondary attacks with natural weapons take only a –2 penalty.
    Evasion (Ex): If an eidolon is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.

    Evolutions
    Free Evolutions claws, limbs (arms), limbs (legs).
    Base Form, BIPED: Claws, arms (Ex): An eidolon has a pair of vicious claws at the end of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage.
    1P: Claws, legs (Ex): An eidolon has a pair of vicious claws at the end of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage.
    2P: Energy Attacks (Su): An eidolon's attacks become charged with energy. All of the eidolon's natural attacks deal 1d6 points of Acid damage on a successful hit.
    2P: Improved Natural Armor (Ex): An eidolon's hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor. (+4 total)
    1P x3: Resistance, Fire 10/Cold 10/ Electricity 10 (Ex): An eidolon's form takes on a resiliency to one particular energy type, and the eidolon gains resist 5 against that energy type. This resistance increases by 5 for every 5 levels the Summoner possesses, to a maximum of 15 at 10th level.
    2P: Flight (Ex or Su): The eidolon gains a fly speed equal to its base speed. Medium size has good maneuverability.
    4P: Large (Ex): An eidolon grows in size, becoming Large. The eidolon gains a +8 bonus to Strength, a +4 bonus to Constitution, and a +2 bonus to its natural armor. It takes a –2 penalty to its Dexterity. This size change also gives the creature a –1 size penalty to its AC and on attack rolls, a +1 bonus to its CMB and CMD, a –2 penalty on Fly skill checks, and a –4 penalty on Stealth skill checks. If the eidolon has the biped base form, it also gains 10-foot reach.
    1P: Slam (Ex): An eidolon can deliver a devastating slam attack. This attack is a primary attack. The slam deals 1d8 points of damage (2d6 if Large, 2d8 if Huge)

    Configuration A, Outsider:
    BIPED: Size Large; Speed 30 ft./ Fly 30 ft. ; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack 2 claws (1d4); Ability Scores Str 30, Dex 10, Con 17, Int 7, Wis 10, Cha 11; Free Evolutions claws, limbs (arms), limbs (legs).
    HD: 9 / Good Saves +6, Bad Save +3 / Armor +8 / Str +4 / Max Attacks = 5
    HP = 96
    FORT = +6
    REF = +2
    WILL = +6
    AC = 25
    BAB = +8
    Attacks = +17 / Claws x4, 1d4+10 +1d6 Acid
    Darkvision, Evasion, Link, Share Spells, Ability Score increase x2, Devotion, Multiattack
    Darkvision 60 feet.
    Unlike most living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
    Proficient with all simple and martial weapons and any weapons mentioned in its entry.
    Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Outsiders not indicated as wearing armor are not proficient with armor. Outsiders are proficient with shields if they are proficient with any form of armor.
    Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.

    Configuration B, Construct - Spell Summoned:
    BIPED: Size Large; Speed 30 ft./ Fly 30 ft. ; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack 2 claws (1d4); Ability Scores Str 34, Dex 10, Con 10*, Int 7, Wis 10, Cha 11; Free Evolutions claws, limbs (arms), limbs (legs).
    HD: 9 / Good Saves +6, Bad Save +3 / Armor +8 / Str +4 / Max Attacks = 5
    HP = 126
    FORT = +2
    REF = +2
    WILL = +2
    AC = 25
    BAB = +8
    Attacks = +19 / Claws x4, 1d4+12 +1d6 Acid
    Darkvision, Evasion, Link, Share Spells, Ability Score increase x2, Devotion, Multiattack
    No Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
    Low-light vision.
    Darkvision 60 feet.
    Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
    Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
    Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
    Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
    Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
    Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
    A construct cannot be raised or resurrected.
    A construct is hard to destroy, and gains bonus hit points based on size, LARGE = 30
    Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
    Proficient with no armor.
    Constructs do not breathe, eat, or sleep.

    Configuration C, AGILE Construct - Spell Summoned:
    BIPED: Size Large; Speed 60 ft/ Fly 60 ft.; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack 2 claws (1d4); Ability Scores Str 34, Dex 10, Con 10*, Int 7, Wis 10, Cha 11; Free Evolutions claws, limbs (arms), limbs (legs).
    HD: 9 / Good Saves +6, Bad Save +3 / Armor +8 / Str +4 / Max Attacks = 5
    HP = 134
    Initiative = +20 / Dual initiative = The monster gets two turns each round, one on its initiative count and another on its initiative count – 20.
    FORT = +2
    REF = +2
    WILL = +2
    AC = 27
    BAB = +8
    Attacks = +19 / Claws x4, 1d4+12 +1d6 Acid
    Darkvision, Evasion, Link, Share Spells, Ability Score increase x2, Devotion, Multiattack, Mythic Hit Points
    No Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
    Low-light vision.
    Darkvision 60 feet.
    Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
    Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
    Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
    Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
    Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
    Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
    A construct cannot be raised or resurrected.
    A construct is hard to destroy, and gains bonus hit points based on size, LARGE = 30
    Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
    Proficient with no armor.
    Constructs do not breathe, eat, or sleep.

    Configuration D, SAVAGE Construct - Spell Summoned:
    BIPED: Size Large; Speed 30 ft./ Fly 30 ft. ; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack 2 claws (1d4); Ability Scores Str 34, Dex 10, Con 10*, Int 7, Wis 10, Cha 11; Free Evolutions claws, limbs (arms), limbs (legs).
    HD: 9 / Good Saves +6, Bad Save +3 / Armor +8 / Str +4 / Max Attacks = 5
    HP = 134
    FORT = +2
    REF = +2
    WILL = +2
    AC = 27
    BAB = +8
    Attacks = +19 / Claws x4, 1d4+12 +1d6 Acid - All attacks gain Bleed 1, Feral Savagery (Full attack grants additional attack)
    Resistance 10 to all energy types, DR 5
    Darkvision, Evasion, Link, Share Spells, Ability Score increase x2, Devotion, Multiattack, Mythic Hit Points,
    No Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
    Low-light vision.
    Darkvision 60 feet.
    Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
    Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
    Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
    Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
    Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
    Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
    A construct cannot be raised or resurrected.
    A construct is hard to destroy, and gains bonus hit points based on size, LARGE = 30
    Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
    Proficient with no armor.
    Constructs do not breathe, eat, or sleep.


    Last edited by MAS on Tue Nov 24, 2015 5:26 pm; edited 18 times in total
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    whit10

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    Re: Observer SdXinu_9p7Bxdu_MNh5J6T

    Post  whit10 on Fri Aug 14, 2015 12:02 am

    oh, you are definitely going to be called Bob. lol!
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    Chris

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    Re: Observer SdXinu_9p7Bxdu_MNh5J6T

    Post  Chris on Fri Aug 14, 2015 9:29 am

    nice job on the racial template for the Prime.... though I was hoping you were going to call yourself Optimus afro
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    MAS
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    Re: Observer SdXinu_9p7Bxdu_MNh5J6T

    Post  MAS on Fri Aug 14, 2015 5:30 pm

    heheh! I assume "Bob" as in no arms or legs?

    Maybe "Optimus" is our leader?!?!?!?
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    Re: Observer SdXinu_9p7Bxdu_MNh5J6T

    Post  Chris on Fri Aug 14, 2015 5:34 pm

    MAS wrote:heheh! I assume "Bob" as in no arms or legs?


    oh... don't start....

    if we take him out of his tank and lay him on the ground in front of the ship, we can call him Matt drunken

    hang him on the wall and call him Art flower
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    Re: Observer SdXinu_9p7Bxdu_MNh5J6T

    Post  whit10 on Fri Aug 14, 2015 7:38 pm

    lol... yeah, that's why we call you Bob. Right...

    ..and Shivak has no leader, though he can be persuaded to allow for a figurehead Twisted Evil
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    MAS
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    Re: Observer SdXinu_9p7Bxdu_MNh5J6T

    Post  MAS on Sat Aug 15, 2015 9:29 pm

    whit10 wrote:lol... yeah, that's why we call you Bob.  Right...

    ..and Shivak has no leader, though he can be persuaded to allow for a figurehead Twisted Evil


    In that case, I have no idea what you are talking about. As far as leaders go, I was referring to the leader of the Prime, not of the party.
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    Re: Observer SdXinu_9p7Bxdu_MNh5J6T

    Post  Chris on Sat Aug 15, 2015 10:43 pm

    MAS wrote:
    whit10 wrote:lol... yeah, that's why we call you Bob.  Right...

    ..and Shivak has no leader, though he can be persuaded to allow for a figurehead Twisted Evil


    In that case, I have no idea what you are talking about. As far as leaders go, I was referring to the leader of the Prime, not of the party.

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    Re: Observer SdXinu_9p7Bxdu_MNh5J6T

    Post  navyik on Mon Aug 17, 2015 12:20 am

    Lets see the eidolon! Twisted Evil
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    Chris

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    Re: Observer SdXinu_9p7Bxdu_MNh5J6T

    Post  Chris on Sun Aug 23, 2015 11:23 am

    holy mini-game batman!

    for both our sakes... you might want to generate a full set of actual stats for your eidolon in whichever mode (agile\savage\construct) you plan to use most often (if you foresee a preference). I am just thinking there is going to be a LOT of figurin' #s

    Likewise, since you are applying templates and additional stats to your summoned creatures - you might want to figure it out once, in advance, and post some stats, like a pre-gen, for each type of summon spell.

    I guess the alternative is that each time you call your eidolon or cast the spell and choose a different creature type (since there are many!) you post the modified stats (feats, templates, etc) on your character sheet, so that in the future, you don't have to re-invent the wheel each and every time.

    I think it will be hard to track otherwise.

    otherwise looks great!
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    Re: Observer SdXinu_9p7Bxdu_MNh5J6T

    Post  MAS on Sun Aug 23, 2015 8:40 pm

    Chris wrote:holy mini-game batman!

    for both our sakes... you might want to generate a full set of actual stats for your eidolon in whichever mode (agile\savage\construct) you plan to use most often (if you foresee a preference).  I am just thinking there is going to be a LOT of figurin' #s

    Likewise, since you are applying templates and additional stats to your summoned creatures - you might want to figure it out once, in advance, and post some stats, like a pre-gen, for each type of summon spell.  

    I guess the alternative is that each time you call your eidolon or cast the spell and choose a different creature type (since there are many!) you post the modified stats (feats, templates, etc) on your character sheet, so that in the future, you don't have to re-invent the wheel each and every time.  

    I think it will be hard to track otherwise.

    otherwise looks great!

    Working on listing out "Configuration A, B, C, D" so the packages are ready to go based on which of the four variants I have summoned. There is Outsider (Ritual Summoned), Construct (Spell Summoned) , Construct Agile (Spell Summoned), and Construct Savage (Spell Summoned).
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    Re: Observer SdXinu_9p7Bxdu_MNh5J6T

    Post  Chris on Mon Aug 24, 2015 10:41 am

    MAS wrote:
    Working on listing out "Configuration A, B, C, D" so the packages are ready to go based on which of the four variants I have summoned. There is Outsider (Ritual Summoned), Construct (Spell Summoned) , Construct Agile (Spell Summoned), and Construct Savage (Spell Summoned).

    drunken my head hurts just thinking about that.....
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    Re: Observer SdXinu_9p7Bxdu_MNh5J6T

    Post  MAS on Mon Aug 24, 2015 4:18 pm

    Chris wrote:
    MAS wrote:
    Working on listing out "Configuration A, B, C, D" so the packages are ready to go based on which of the four variants I have summoned. There is Outsider (Ritual Summoned), Construct (Spell Summoned) , Construct Agile (Spell Summoned), and Construct Savage (Spell Summoned).

    drunken my head hurts just thinking about that.....

    LOL! No kidding!

    Hey - for the record - the legs are now part of the "space suit" and are not the eidolon. They are just basic manipulator arms; not to be used as weapons or anything.


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    Re: Observer SdXinu_9p7Bxdu_MNh5J6T

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