Thursday, April 28, 2016

"Hydraasimar Dimensynthesist Telepouncer", Summoner (Synthesist)/Monk (Maneuver Master); Aasimar



Self-Interested Preface: I made this character for an actual campaign!  Synthesist summoners are, of course, wildly overpowered and this character was meant to stand out even further.  By maximizing the amount of heads the character has and gaining the  Trip evolution, this character gets free trip attempts with what ends up being 5 (hasted) bite attacks a turn with a trip CMB of +34 (without items or spell effects) as a Large creature capable of increasing its size to Colossal.  The level of Monk is to gain Improved and Greater Trip, which allows for an attack of opportunity on tripped opponents, potentially almost doubling attacks as the character telepounces around the area, biting and knocking prone and biting again and teleporting, kind of like Nightcrawler if Nightcrawler was an angel inside a hydra suit.  Ki Throw gives the character a free reposition to any adjacent when tripping, allowing this character to actively rearrange the battlefield as desired.  This character is ridiculous.

I played this character to about level 8, I think, before getting a little uncomfortable with how, at its best, it supersedes the party in combat.  The character felt kind of cheap and overpowered to me, and honestly a little one note.  Combat tactics were Haste, telepounce, destroy everything, repeat.  For the campaign we were in I thought I'd have more fun playing a monster-summoning inquisitor, and I was right.  Also my character in-game was a teen girl and I was kind of bored with that too.  In any case, get ready for a Ton Of Fucking Charts Alert.

Build created in  October of 2015.

Hydraasimar Dimensynthesist Telepouncer, Summoner (Synthesist) Level 19/Monk (Maneuver Master) 1

Race: Aasimar +2 CHA, +2 WIS (+1 Hit Point/+1 Skill Point/+1 DR/evil for eidolon at 1, +½ on subsequent levels)

Racial Traits
Exalted Resistance (spell resistance = 5+level against evil spells and spells cast by evil outsiders)
Incorruptable (cast corruption resistance against evil* once per day at character level, lasts 1 hour/level if on self)
Scion of Humanity (counts as outsider and humanoid, can pass as human)
Skilled (+2 Diplomacy and Perception)
Darkvision 60’

Character Traits/Drawbacks
Drawback: Warded Against Nature (DC 20 Handle Animal to get animals to approach within 30’)
Combat: Reactionary (+2 to Initiative)
Race (Adopted, Human): Carefully Hidden (+1 to Will and +2 to saving throws against divination effects)
Social: Seeker (+1 Perception, Perception is always a class skill)

Point Buy 20              Racial              Lvl. 4               Lvl. 8               Lvl. 12             Lvl. 16             Lvl. 20
STR     9                     
DEX    9                     
CON   14                   
INT     14                   
WIS     14                    16
CHR    15                    17                    18                    19                    20                    21                    22

Class Skills: Craft (Any), Fly, Handle Animal, Knowledge (Any), Linguistics, Perception, Profession (Any), Ride, Spellcraft, and Use Magic Device.

Languages: Common, Celestial, +1

1: Summoner (Synthesist) 1 (d8 per HD), +1 DR/evil (eidolon)
            BAB: +0
Feats: Simple Weapon Proficiency, Light Armor Proficiency, Fused Eidolon, Fused Link, Summon Monster I, [1st Level Feat] Improved Initiative
[Antihero Feat] Combat Reflexes
Skills(4): Knowledge (Religion), Perception, Spellcraft, Use Magic Device
New Spells:    0th Level- Arcane Mark, Detect Magic, Message, Read Magic
1st Level- Enlarge Person, Mage Armor

2: Summoner (Synthesist) 2, +½ DR/evil (eidolon), currently 1
            BAB: +1
Feats: (none)
Skills(4): Knowledge (Nature), Perception, Spellcraft, Use Magic Device
New Spells:    0th Level- Guidance
1st Level- Protection From Evil

*Corruption Resistance: Adds DR 5 which increases to 10 at 7th and 15 and 11th level, “against evil”.  Corruption resistance reduces the damage of magical attacks specifically designed to target specific alignment types, but the phrasing of “against evil”, meaning it reduces damage targeting evil characters, is inconsistent with the flavor text and bent of the race.  I believe what is meant is it reduces damage targeting good and intend to play it as such.  If this is not the case, keep default racial daylight spell-like ability OR consult the variant aasimar abilities chart.


3: Summoner (Synthesist) 3, +½ DR/evil (eidolon), currently 2
            BAB: +2
Feats: Summon Monster II, [3rd Level Feat] Extra Evolution- Skilled(1): Perception
Skills(4): Knowledge (Local), Perception, Spellcraft, Use Magic Device
New Spells:    0th Level- Mending
1st Level- Lesser Rejuvenate Eidolon

4: Summoner (Synthesist) 4, +½ DR/evil (eidolon), currently 2
            BAB: +3
            Ability Score Increase: CHA+1 (18)
Feats: Shielded Meld
Skills(4): Knowledge (Dungeoneering), Perception, Spellcraft, Use Magic Device
New Spells:    2nd Level- Haste, Summon Eidolon

5: Summoner (Synthesist) 5, +½ DR/evil (eidolon), currently 3
            BAB: +3
            Feats: Summon Monster III, [5th Level Feat] Combat Expertise
Skills(4): Fly, Perception, Spellcraft, Use Magic Device
New Spells:    2nd Level- Glitterdust

6: Summoner (Synthesist) 6, +½ DR/evil (eidolon), currently 3
            BAB: +4
Feats: Maker’s Jump
Skills(4): Perception, Spellcraft, Use Magic Device, +1 other
New Spells:    2nd Level- Lesser Evolution Surge

7: Summoner (Synthesist) 7, +½ DR/evil (eidolon), currently 4
            BAB: +5
Feats: Summon Monster IV, [7th Level Feat] Dimensional Agility
Skills(4): Perception, Spellcraft, Use Magic Device, +1 other
New Spells:    1st Level- Compel Hostility
3rd Level- Dimension Door, Greater Invisibility

8: Summoner (Synthesist) 8, +½ DR/evil (eidolon), currently 4
            BAB: +6/+1
Ability Score Increase: CHA+1 (19)
Feats: (none)
Skills(4): Perception, Spellcraft, Use Magic Device, +1 other
New Spells:    3rd Level- Evolution Surge

9: Summoner (Synthesist) 9, +½ DR/evil (eidolon), currently 5
            BAB: +6/+1
Feats: Summon Monster V, [9th Level Feat] Dimensional Assault
Skills(4): Perception, Spellcraft, Use Magic Device, +1 other
New Spells:    3rd Level- Restore Eidolon

10: Summoner (Synthesist) 10, +½ DR/evil (eidolon), currently 5
            BAB: +7/+2
Feats: Aspect
Skills(4): Perception, Spellcraft, Use Magic Device, +1 other
New Spells:    4th Level- Overland Flight, Purified Calling



11: Summoner (Synthesist) 11, +½ DR/evil (eidolon), currently 6
            BAB: +8/+3
Feats: Summon Monster VI, [11th Level Feat] Dimensional Dervish
Skills(4): Perception, Spellcraft, Use Magic Device, +1 other
New Spells:    1st Level- Reduce Person
4th Level- Greater Evolution Surge

12: Summoner (Synthesist) 12, +½ DR/evil (eidolon), currently 6
            BAB: +9/+4
Ability Score Increase: CHA+1 (20)
Feats: Greater Shielded Meld, Maker’s Jump 2
Skills(4): Perception, Spellcraft, Use Magic Device, +1 other
New Spells:    4th Level- Teleport

Additional Class Skills at 13: Acrobatics, Climb, Escape Artist, Intimidate, Perform, Sense Motive, Stealth, and Swim.

13: Monk (Maneuver Master) 1 (d8 per HD)
            BAB: +9/+4
Feats: Improved Unarmed Strike, Stunning Fist, Flurry Of Maneuvers, [Monk Bonus] Improved Trip, [13th Level Feat] Greater Trip
Skills(6): Perception, Spellcraft, Use Magic Device, +3 other

14: Summoner (Synthesist) 13, +½ DR/evil (eidolon), currently 7
            BAB: +10/+5
Feats: Summon Monster VII
Skills(4): Perception, Spellcraft, Use Magic Device, +1 other
New Spells:    3rd Level- Heroism
5th Level- Greater Dispel Magic, True Seeing

15: Summoner (Synthesist) 14, +½ DR/evil (eidolon), currently 7
            BAB: +11/+6/+1
Feats: [15th Level Feat] Ki Throw
Skills(4): Perception, Spellcraft, Use Magic Device, +1 other
New Spells:    2nd Level- Barkskin
5th Level- Master’s Mutation

16: Summoner (Synthesist) 15, +½ DR/evil (eidolon), currently 8
            BAB: +12/+7/+2
Ability Score Increase: CHA+1 (21)
Feats: Summon Monster VIII
Skills(4): Perception, Spellcraft, Use Magic Device, +1 other
New Spells:    5th Level- Eaglesoul

17: Summoner (Synthesist) 16, +½ DR/evil (eidolon), currently 8
            BAB: +12/+7/+2
Feats: Split Forms, [17th Level Feat] Dimensional Maneuvers
Skills(4): Perception, Spellcraft, Use Magic Device, +1 other
New Spells:    4th Level- Communal Stoneskin
                        6th Level- Greater Hostile Juxtaposition, Protection From Spells



18: Summoner (Synthesist) 17, +½ DR/evil (eidolon), currently 9
            BAB: +13/+8/+3
Feats: Summon Monster IX
Skills(4): Perception, Spellcraft, Use Magic Device, +1 other
New Spells:    3rd Level- Displacement
6th Level- Maze

19: Summoner (Synthesist) 18, +½ DR/evil (eidolon), currently 9
            BAB: +14/+9/+4
Feats: Greater Aspect, Maker’s Jump 3, [19th Level Feat] Improved Critical: Bite
Skills(4): Perception, Spellcraft, Use Magic Device, +1 other
New Spells:    6th Level- Teleportation Circle
Evolution Points(2): Skilled(1): Perception, Skilled(1): +1 other

20: Summoner (Synthesist) 19, +½ DR/evil (eidolon), currently 10
            BAB: +15/+10/+5
Ability Score Increase: CHA+1 (22)
Feats: Gate
Skills(4): Perception, Spellcraft, Use Magic Device, +1 other
New Spells:    5th Level- Greater Heroism
Evolution Points(2): Skilled(1): Perception, Skilled(1): +1 other



Level   1          2          3          5          7          10        11        12        16        17        18        19        20
STR    16        17        19*      20        21        24*      22*      29*      30        32*      33        35*      33*
DEX   12        13                    14        15        16                    15*      16                    17                   
CON   13                                14                    15                    19*      20       
*evolution/devolution

1: Fused Eidolon (1 HD) (d10 per HD)
            Form: Biped
            Fused Speed: 30’ land
            Fused AC: 15 (10+1 DEX+4 Natural Armor)
            DR: 1/evil
            Fused BAB: +1
            Maximum Attacks: 3
Evolution Points(3): Bite(1), Improved Natural Armor(1), Reach(1): Bite
            Fused Saves: +1/+1/+5

2: Fused Eidolon (2 HD)
            Form: Biped
            Fused Speed: 30’ land
            Fused AC: 17 (10+1 DEX+6 Natural Armor)
            DR: 1/evil
            Fused BAB: +2
            Maximum Attacks: 3
Evolution Points(4): Bite(1), Bite(1), Improved Natural Armor(1), Reach(1): Bite
            Fused Saves: +1/+1/+6
            Special Abilities: Evasion

3: Fused Eidolon (3 HD)
            Form: Biped
            Fused Speed: 30’ land
            Fused AC: 17 (10+1 DEX+6 Natural Armor)
            DR: 2/evil
            Fused BAB: +3
            Maximum Attacks: 3
Evolution Points(6): Ability Increase(2): STR, Bite(1), Improved Natural Armor(1), Reach(1): Bite, [Extra Evolution- Skilled: Perception (1)]
            Fused Saves: +2/+2/+6
            Special Abilities: Evasion

4: Fused Eidolon (3 HD)
            Form: Biped
            Fused Speed: 30’ land
            Fused AC: 19 (10+1 DEX+6 Natural Armor+2 Shield)
            DR: 2/evil
            Fused BAB: +3
            Maximum Attacks: 4
Evolution Points(8): Ability Increase(2): STR, Bite(1), Gore(2), Improved Natural Armor(1), Reach(1): Bite, [Extra Evolution- Skilled: Perception (1)]
            Fused Saves: +4/+4/+9
            Special Abilities: Evasion, Shielded Meld


5: Fused Eidolon (4 HD)
            Form: Biped
            Fused Speed: 30’ fly (good), 30’ land
            Fused AC: 20 (10+2 DEX+6 Natural Armor+2 Shield)
            DR: 3/evil
            Fused BAB: +4
            Maximum Attacks: 4
Evolution Points(9): Ability Increase(2):STR, Bite(1) x2, Flight(2), Head(2), [Extra Evolution- Skilled: Perception (1)]
            Fused Saves: +5/+5/+9
            Special Abilities: Evasion, Shielded Meld

6: Fused Eidolon (5 HD)
            Form: Biped
            Fused Speed: 30’ fly (good), 30’ land
            Fused AC: 20 (10+2 DEX+6 Natural Armor+2 Shield)
            DR: 3/evil
            Fused BAB: +5
            Maximum Attacks: 4
Evolution Points(10): Ability Increase(2):STR, Bite(1) x2, Flight(2), Head(2), Reach(1): Bite, [Extra Evolution- Skilled: Perception (1)]
            Fused Saves: +6/+6/+10
            Special Abilities: Devotion, Evasion, Maker’s Jump, Shielded Meld

7: Fused Eidolon (6 HD)
            Form: Biped
            Fused Speed: 30’ fly (good), 30’ land
            Fused AC: 22 (10+2 DEX+8 Natural Armor+2 Shield)
            DR: 4/evil
            Fused BAB: +6/+1
            Maximum Attacks: 4
Evolution Points(11): Ability Increase(2):STR, Bite(1) x2, Flight(2), Head(2), Trip(2), [Extra Evolution- Skilled: Perception (1)]
            Fused Saves: +6/+6/+10
            Special Abilities: Devotion, Evasion, Maker’s Jump, Shielded Meld

8: Fused Eidolon (6 HD)
            Form: Biped
            Fused Speed: 30’ fly (good), 30’ land
            Fused AC: 24 (10+2 DEX+10 Natural Armor+2 Shield)
            DR: 4/evil
            Fused BAB: +6/+1
            Maximum Attacks: 4
Evolution Points(12): Ability Increase(2):STR, Bite(1) x2, Flight(2), Head(2), Trip(2), Improved Natural Armor(1), [Extra Evolution- Skilled: Perception (1)]
            Fused Saves: +6/+6/+11
            Special Abilities: Devotion, Evasion, Maker’s Jump, Shielded Meld

9: Fused Eidolon (7 HD)
            Form: Biped
            Fused Speed: 30’ land
            Fused AC: 22 (10+2 DEX+8 Natural Armor+2 Shield)
            DR: 5/evil
            Fused BAB: +7/+2
            Maximum Attacks: 5
Evolution Points(14): Ability Increase(2):STR, Bite(1) x3, Flight(2), Head(2) x2, Trip(2), [Extra Evolution- Skilled: Perception (1)]
            Fused Saves: +7/+7/+11
            Special Abilities: Devotion, Evasion, Maker’s Jump, Multiattack, Shielded Meld

10: Fused Eidolon (8 HD)
            Form: Biped
            Fused Speed: 30’ land
            Fused AC: 25 (10+3 DEX+12 Natural Armor+2 Shield)
            DR: 5/evil
            Fused BAB: +8/+3
            Maximum Attacks: 5
Evolution Points(15): Ability Increase(2):STR x2, Bite(1) x3, Head(2) x2, Trip(2), Improved Natural Armor(1), [Extra Evolution- Skilled: Perception (1)]
            Fused Saves: +7/+8/+12
            Special Abilities: Devotion, Evasion, Maker’s Jump, Multiattack, Shielded Meld

11: Fused Eidolon (9 HD)
            Form: Biped
            Fused Speed: 30’ land
            Fused AC: 25 (10+3 DEX+12 Natural Armor+2 Shield)
            DR: 6/evil
            Fused BAB: +9/+4
            Maximum Attacks: 5
Evolution Points(16): Ability Increase(2):STR, Bite(1) x3, Frightful Presence(3), Head(2) x2, Trip(2), Improved Natural Armor(1), [Extra Evolution- Skilled: Perception (1)]
            Fused Saves: +7/+8/+12
            Special Abilities: Devotion, Evasion, Maker’s Jump, Multiattack, Shielded Meld

12: Fused Eidolon (9 HD)
            Form: Biped
            Fused Speed: 30’ land
            Reach: 10’
            Fused AC: 29 (10+2 DEX+14 Natural Armor+4 Shield-1 Size)
            DR: 6/evil
            Fused BAB: +9/+4
            Maximum Attacks: 5
Evolution Points(17): Bite(1) x3, Frightful Presence(3), Head(2) x2, Large(4), Trip(2), [Extra Evolution- Skilled: Perception (1)]
            Fused Saves: +12/+10/+15
            Special Abilities: Devotion, Evasion, Greater Shielded Meld, Maker’s Jump, Multiattack

13: Fused Eidolon (9 HD)
            Form: Biped
            Fused Speed: 30’ land
            Reach: 10’
            Fused AC: 29 (10+2 DEX+14 Natural Armor+4 Shield-1 Size)
            DR: 6/evil
            Fused BAB: +9/+4
            Maximum Attacks: 5
Evolution Points(17): Bite(1) x3, Frightful Presence(3), Head(2) x2, Large(4), Trip(2), [Extra Evolution- Skilled: Perception (1)]
            Fused Saves: +12/+10/+15
            Special Abilities: Devotion, Evasion, Greater Shielded Meld, Maker’s Jump, Multiattack

14: Fused Eidolon (10 HD)
            Form: Biped
            Fused Speed: 30’ land
            Reach: 10’
            Fused AC: 31 (10+2 DEX+16 Natural Armor+4 Shield-1 Size)
            DR: 7/evil
            Fused BAB: +10/+5
            Maximum Attacks: 5
Evolution Points(18): Bite(1) x3, Frightful Presence(3), Head(2) x2, Large(4), Trip(2), Improved Natural Armor(1), [Extra Evolution- Skilled: Perception (1)]
            Fused Saves: +12/+10/+16
            Special Abilities: Devotion, Evasion, Greater Shielded Meld, Maker’s Jump, Multiattack

15: Fused Eidolon (11 HD)
            Form: Biped
            Fused Speed: 30’ land
            Reach: 10’
            Fused AC: 29 (10+2 DEX+14 Natural Armor+4 Shield-1 Size)
            DR: 7/evil
            Fused BAB: +11/+6/+1
            Maximum Attacks: 6
Evolution Points(20): Bite(1) x4, Frightful Presence(3), Head(2) x3, Large(4), Trip(2), [Extra Evolution- Skilled: Perception (1)]
            Fused Saves: +13/+11/+16
            Special Abilities: Devotion, Greater Shielded Meld, Improved Evasion, Maker’s Jump, Multiattack

16: Fused Eidolon (12 HD)
            Form: Biped
            Fused Speed: 30’ land
            Reach: 10’
            Fused AC: 34 (10+3 DEX+18 Natural Armor+4 Shield-1 Size)
            DR: 8/evil
            Fused BAB: +12/+7/+2
            Maximum Attacks: 6
Evolution Points(21): Bite(1) x4, Frightful Presence(3), Head(2) x3, Large(4), Trip(2), Improved Natural Armor(1), [Extra Evolution- Skilled: Perception (1)]
            Fused Saves: +14/+12/+17
            Special Abilities: Devotion, Greater Shielded Meld, Improved Evasion, Maker’s Jump, Multiattack


17: Fused Eidolon (12 HD)
            Form: Biped
            Fused Speed: 30’ land
            Reach: 10’
            Fused AC: 32 (10+3 DEX+16 Natural Armor+4 Shield-1 Size)
            DR: 8/evil
            Fused BAB: +12/+7/+2
            Maximum Attacks: 6
Evolution Points(22): Ability Increase(2):STR, Bite(1) x4, Frightful Presence(3), Head(2) x3, Large(4), Trip(2), [Extra Evolution- Skilled: Perception (1)]
            Fused Saves: +14/+12/+17
            Special Abilities: Devotion, Greater Shielded Meld, Improved Evasion, Maker’s Jump, Multiattack

18: Fused Eidolon (13 HD)
            Form: Biped
            Fused Speed: 30’ land
            Reach: 10’
            Fused AC: 36 (10+3 DEX+20 Natural Armor+4 Shield-1 Size)
            DR: 9/evil
            Fused BAB: +13/+8/+3
            Maximum Attacks: 6
Evolution Points(23): Ability Increase(2):STR, Bite(1) x4, Frightful Presence(3), Head(2) x3, Large(4), Trip(2), Improved Natural Armor(1), [Extra Evolution- Skilled: Perception (1)]
            Fused Saves: +15/+13/+18
            Special Abilities: Devotion, Greater Shielded Meld, Improved Evasion, Maker’s Jump, Multiattack

19: Fused Eidolon (14 HD)
            Form: Biped
            Fused Speed: 30’ land
            Reach: 10’
            Fused AC: 34 (10+3 DEX+18 Natural Armor+4 Shield-1 Size)
            DR: 9/evil
            Fused BAB: +14/+9/+4
            Maximum Attacks: 6
Evolution Points(24): Ability Increase(2):STR x2, Bite(1) x4, Frightful Presence(3), Head(2) x3, Large(4), Trip(2), [Extra Evolution- Greater Aspect (1)]
            Fused Saves: +15/+13/+18
            Special Abilities: Devotion, Greater Shielded Meld, Improved Evasion, Maker’s Jump, Multiattack

20: Fused Eidolon (15 HD)
            Form: Biped
            Fused Speed: 30’ land
            Reach: 10’
            Fused AC: 36 (10+3 DEX+20 Natural Armor+4 Shield-1 Size)
            DR: 10/evil
            Fused BAB: +15/+10/+5
            Maximum Attacks: 7
Evolution Points(26): Ability Increase(2):STR, Bite(1) x5, Frightful Presence(3), Head(2) x4, Large(4), Trip(2), Improved Natural Armor(1), [Extra Evolution- Greater Aspect (1)]
            Fused Saves: +15/+13/+19
            Special Abilities: Devotion, Greater Shielded Meld, Improved Evasion, Maker’s Jump, Multiattack


Feats And Abilities By Level
AH- Anti-Hero(Optional), E- Eidolon, Ev- Evolution, P Ev- Personal Evolution, M- Monk

1st        Fused Eidolon: Merge with eidolon instead of summoning it as a separate entity, gaining its physical stats, evolutions and special abilities.  The summoning ritual takes one minute.
            Fused Link: When eidolon would be sent back to its plane from hit point damage, can sacrifice hit points at 1:1 ratio.
            Summon Monster*: Three times + CHA mod per day, can cast Summon Monster as a standard action if eidolon is not present.  The level of Summon Monster increases every odd level, concluding at summoner level nineteen with Gate.
Improved Initiative: +4 to initiative checks.
AH      Combat Reflexes: +DEX mod to attacks of opportunity per round.

2nd       (E) Evasion: Avoid all damage on successful reflex save if reflex save would reduce damage to half.

3rd        Extra Evolution: Grants additional evolution point, to be spent on Skilled(1): Perception.

4th        Shielded Meld: +2 to all saves and shield AC when fused with eidolon.

5th        Combat Expertise: -1 to attack, +1 to dodge AC for every four BAB.

6th        Maker’s Jump: Dimension Door as a spell-like ability once per day per six levels.
            (E) Devotion: +4 to Will saves against enchantment spells and effects.

7th        Dimensional Agility: +4 to concentration checks when casting dimension door, can perform any remaining actions after using dimension door.

9th        Dimensional Assault: As full-round action, can perform attack after using dimension door to move up to twice movement speed as if charging (+2 attack, -2 AC).
            (E) Multiattack: Reduces penalty for attacking with multiple secondary natural weapons from -5 to -2.

11th      Dimensional Dervish: Can swift-action teleport up to twice your speed, dividing teleportation into increments you use before your first attack, between each attack, and after your last attack.
(Ev) Frightful Presence: Can free-action activate as part of attack- opponents within 30’ make Will save of
10+½ HD+CHA or be shaken for 3d6 rounds.  Opponents with 4 HD less than user are frightened instead.

12th      Greater Shielded Meld: Additional +2 to all saves and shield AC when fused with eidolon.

13th      (M) Improved Unarmed Strike: Do not incur attacks of opportunity when using unarmed attacks.
(M) Stunning Fist: Unarmed attack, opponent makes Fort save of 10+½ level+WIS or is stunned for one round.
(M) Flurry Of Maneuvers: Allows additional maneuver per round with penalties when using full-attack action.
(M) Improved Trip: +2 to Trip CMB/CMD, do not incur attacks of opportunity when tripping.
Greater Trip: +2 to Trip CMB, allows attack of opportunity after successful trip.

15th      Ki Throw: Successful trip allows prone reposition of opponent into any spaces threatened by the tripper.
(E) Improved Evasion: Avoid all damage on successful reflex save if reflex save would reduce damage to half, and half damage otherwise.

16th      Merge Forms: Swift-action split into eidolon and summoner, both with the same evolutions, 1 round/level per day.

17th      Dimensional Maneuvers: +4 to Bull Rush, Disarm, Reposition and Trip CMB using Dimensional Dervish.

19th      Greater Aspect: Allows transfer of evolution points from eidolon to summoner at a 1:2 ratio.
Improved Critical (Bite): Bite now threatens critical with a range of 19-20.
(P Ev) Skilled (Perception, other skill): +8 evolution bonus to Perception and another skill.


*Summon Monster by level:   1st        3rd        5th        7th        9th        11th      14th      16th      18th      20th
                         I          II        III       IV       V        VI       VII     VIII     IX       Gate

Summoner Spells By Level

Lvl
0th
1st
2nd
3rd
4th
5th
6th
1
Arcane Mark, Detect Magic, Message, Read Magic
Enlarge Person, Mage Armor





2
Guidance
Protection From Evil





3
Mending
Rejuvenate Eidolon, Lesser





4


Haste; Summon Eidolon




5


Glitterdust




6


Evolution Surge, Lesser




7

Reduce Person

Dimension Door, Greater Invisibility



8



Evolution Surge



9



Restore Eidolon



10




Overland Flight, Purified Calling


11

Compel Hostility


Evolution Surge, Greater


12




Teleport


13
(Monk Level)
(Monk Level)
(Monk Level)
(Monk Level)
(Monk Level)
(Monk Level)
(Monk Level)
14



Heroism

True Seeing; Dispel Magic, Greater

15


Barkskin


Master’s Mutation

16





Eaglesoul

17




Stoneskin, Communal

Greater Hostile Juxtaposition, Protection From Spells
18



Displacement


Maze
19






Teleportation Circle
20





Greater Heroism



                                                        Base Attack and Damage Modifiers                                                 Size Chart

Lvl.
BAB
AB
STR Mod
Feats/Abilities/Evolution
Max. Attacks
Total Attack
Total Damage

S
Dam.
Bite (B/P/S)
Claw (S)
1
+1

+3
Base Form: Claws, Evolution: Bite
3
+4
1d6+3
1d4+3

1
1
-
-
(-1)
(+1)
Spell: Enlarge Person
-
(+0)
+2 size
+2 size

2
1d2
2
+2

+3

3
+5
1d6+3
1d4+3

3
1d3
3
+3

+4

3
+7
1d6+4
1d4+4

4
1d4
-
-
(-1+)
-
Combat Expertise
-
(-1+)
-
-

5
1d6
4
+3

+4
Evolution: Gore
(as bite, but piercing)
4
+7
1d6+4
1d4+4

6
1d8
5
+4

+5
Evolution: Head/Bite(2)
4
+9
1d6+5
1d4+5

7
1d10
6
+5

+5

4
+10
1d6+5
1d4+5

8
2d6
7
+6

+5

4
+11
1d6+5
1d4+5

9
2d8
8
+6

+5

4
+11
1d6+5
1d4+5

10
3d6
9
+7

+5
Evolution: Head/Bite(3)
5
+12
1d6+5
1d4+5

11
3d8
10
+8

+7

5
+15
1d6+7
1d4+7

12
4d6
11
+9

+6

5
+15
1d6+6
1d4+6

13
4d8
-
-
(-1)
(+4)
Greater Evolution Surge: Large(can become Huge at 13)
-
(+3)
+1 size
+1 size

14
6d6
12
+9
-1
+9
Evolution: Large
5
+17
1d8+9
1d6+9

15
6d8
13
+9
-1
+9

5
+17
1d8+9
1d6+9

16
8d6
-
-
(-1)
(+4)
Greater Evolution Surge: Huge
-
(+3)
+1 size
+1 size

17
8d8
14
+10
-1
+9

5
+18
1d8+9
1d6+9

18
12d6
15
+11
-1
+9

6
+19
1d8+9
1d6+9

19
12d8
16
+12
-1
+10

6
+21
1d8+10
1d6+10

20
16d6
17
+12
-1
+11

6
+22
1d8+11
1d6+11



18
+13
-1
+11

6
+23
1d8+11
1d6+11
19
+14
-1
+12
Improved Critical: Bite
6
+25
1d8+12
1d6+12
20
+15
-1
+11
Evolution: Head/Bite(4)
7
+25
1d8+11
1d6+11



Base Flash-Step Hydrassail Full-Attack Trip Combat Maneuver Bonus By Level With Modifiers


Lvl.
BAB
AB
STR
Feats/Abilities/Evolutions
Feat/Ability/Evolut-ion Modifiers
Total CMB
7
+6

+5
Evolution: Head/Bite(2), Evolution: Trip*

1d20+11 x2
8
+6

+5


1d20+11 x2
9
+7

+5
Evolution: Head/Bite(3)

1d20+12 x3
10
+8

+7


1d20+15 x3
11
+9

+6


1d20+15 x3
12
+9
-1
+9
Evolution: Large
+1 (size)
1d20+18 x3
13
+9
-1
+9
Improved Trip, Greater Trip**,
Flurry Of Maneuvers***
+1, +2, +2
1d20+22 x3
14
+10
-1
+9

+1, +2, +2
1d20+23 x3
15
+11
-1
+9
Ki Throw****
+1, +2, +2
1d20+24 x3
16
+12
-1
+10

+1, +2, +2
1d20+26 x3
17
+12
-1
+11
Dimensional Maneuvers
+1, +2, +2, +4
1d20+31 x3
18
+13
-1
+11

+1, +2, +2, +4
1d20+32 x3
19
+14
-1
+12

+1, +2, +2, +4
1d20+34 x3
20
+15
-1
+11
Evolution: Head/Bite(4)
+1, +2, +2, +4
1d20+34 x4
1+
-
-1
+2
Spell: Enlarge Person
+1 (size)
+2
11+
+4
Greater Evolution Surge: Huge
+4
4+
-
+1
-
Spell/Effect: Haste/Speed
-
Additional +1 and x1
3+
-
-1 or more
-
Feat, Activated: Combat Expertise

-1 per 4 levels starting at 0


* The Trip evolution grants the monster trip ability which can be used freely in addition to any bite attack, does not incur attacks of opportunity, and does not trip the tripper on a failed attempt.  This ability can only be used on opponents of equal size or smaller.
** Greater Trip grants an attack of opportunity against successfully-tripped opponents.
*** Flurry Of Maneuvers allows for an additional combat maneuver each round, though all other combat maneuvers in the round take a -2 to CMB and the additional maneuver is performed as if the attacker's BAB were 1.  This is not factored into the Total CMB because it is terrible.
**** Ki Throw allows repositioning of successfully-tripped opponents into any square threatened by the tripper.


Flash-Step Hydrassail Action Breakdown By Level

Dimension Door Limitations

Lvl.
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Range
640’
680’
720’
760’
800’
840’
880’
920’
960’
1000’+, does it even matter anymore
Add. Med. Creatures
2
2
2
3
3
3
4
4
4
5
5
5
6
6
6

Additional creatures must be willing to travel with you, can bring one large creature in exchange for two medium creatures or one huge creature in exchange for four medium creatures.  You can also bring up to your maximum load in objects, as can any creatures you bring with you.  Multiple creatures must be in physical contact with you or another creature in contact with you.

Hydrassail Attack By Level

6th Level – Maker’s Jump allows spell-like use of Dimension Door once per day.  This is not initially any more useful than the spell normally is.  An additional spell-like use is gained at level 12, and then again at level 19.

7th Level – Learn Dimension Door spell, learn Dimensional Agility feat which allows remaining non-Dimension Door actions in the round to be taken.  This allows a teleporting standard attack if Dimension Door can be quickened through use of a rod- summoner can only fly at 30’/round (60’ if hasted) so this adds some movement versatility.

9th Level – Learn Dimensional Assault, can execute teleporting charge for a distance equal to double your speed as a full-round action, adding the +2 attack and -2 AC that a charge attack would normally entail.  The other difference is the distance limiter, which cuts the range of Dimension Door from 760’ at 9th level to 60’ (120’ if hasted).
-Can perform swift action in conjunction with this attack.

10th Level – Overland Flight increases base flight movement speed to 40’, increasing maximum charge and teleportation distance to 80’ (160’ if hasted).

11th Level – Learn Dimensional Dervish, allowing Dimension Door to be cast with a distance limitation of up to twice your speed as a swift action to allow a full-attack action teleporting attack against up to an amount of enemies equaling your attacks per round.  You must teleport at least five feet each time you teleport.  At 11th level, you have five attacks, three of which are bites.
-Cannot perform swift action in conjunction with this attack.

Retraining To Obtain Feats Early

Retraining feats takes eight hours per day for five days per feat with a character who has the desired feat.
It costs GP equal to 10 x current level x 5.
Dimensional Agility:               Ability to cast Dimension Door
            Could be retrained at level 6.  (300 GP)  Replace Combat Expertise.

Dimensional Assault:              Ability to cast Dimension Door, Dimensional Agility
Could be retrained at level 6, as long as Dimensional Agility has been obtained. (300 GP)  Replace Improved Initiative.

Dimensional Dervish: Ability to cast Dimension Door, Dimensional Agility, Dimensional Assault, BAB +6
            Could be retrained at level 8, as long as Dimensional Agility and Dimensional Assault have been obtained.  (400 GP)
            Replace Combat Expertise again.
Could be obtained at level 7 if DM allows you to use your eidolon’s BAB to meet the requirement.


(Hard) Skill Points and Modifiers By Level



Available Skill Points
Perception
Spellcraft
Use Magic Device
Other
Mod.→
(2) +2 (INT)
+3 (WIS)
+2 (INT)
+3 (CHA+)

Lvl. 
-
-
-
-
-
1
4 total
7 (+)
6 (+)
7 (+)
Knowledge: Rellgion (+)
2
8 total
8 (+)
7 (+)
8 (+)
Knowledge: Nature (+)
3
12 total
9 (+)
8 (+)
9 (+)
Knowledge: Local (+)
4
16 total
10 (+)
9 (+)
11 (+ and + Mod)
Knowledge: Dungeoneering (+)
5
20 total
11 (+)
10 (+)
12 (+)
Fly: 1 (+)
6
24 total
12 (+)
11 (+)
13 (+)

7
28 total
13 (+)
12 (+)
14 (+)

8
32 total
14 (+)
13 (+)
15 (+)

9
36 total
15 (+)
14 (+)
16 (+)

10
40 total
16 (+)
15 (+)
17 (+)

11
44 total
17 (+)
16 (+)
18 (+)

12
48 total
18 (+)
17 (+)
20 (+ and + Mod)

13
54 total (+2 Monk)
19 (+)
18 (+)
21 (+)

14
58 total
20 (+)
19 (+)
22 (+)

15
62 total
21 (+)
20 (+)
23 (+)

16
66 total
22 (+)
21 (+)
24 (+)

17
70 total
23 (+)
22 (+)
25 (+)

18
74 total
24 (+)
23 (+)
26 (+)

19
78 total
25 (+)
24 (+)
27 (+)

20
82 total
26 (+)
25 (+)
29 (+ and + Mod)


One point of Linguistics to obtain lip reading and/or sign language has its uses.

One point in Climb and Swim may be a good idea just in case, though after level 5 flying is available and faster and after level 6 Dimension Door is available.

The Evolution Surge chain of spells allow a potential +8 bonus to one skill from the Skilled evolution.

Amulet Of Mighty Fists [4,000 gp (+1), 16,000 gp (+2), 36,000 gp (+3), 64,000 gp (+4), 100,000 gp (+5)]; Neck
This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons.

Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability.
Weapon Special Ability: Merciful [+1 bonus]; Aura faint conjuration; CL 5th
A merciful weapon deals an extra 1d6 points of damage, but all damage it deals is nonlethal damage. On command, the weapon suppresses this ability until told to resume it (allowing it to deal lethal damage, but without any bonus damage from this ability).

Eidolon-Anchoring Harness (6000 GP); Body
When worn by an eidolon, the bindings act as a dimensional safety harness, anchoring the outsider to its current plane. Any time the eidolon would be forced to return to its home plane, it can expend one use of its summoner’s summon monster spell-like ability as a free action to remain on the Material Plane for 1 round. The summoner does not need to be conscious for the eidolon to use this ability, but he must be within 100 feet. If the summoner is conscious, he can refuse to allow this expenditure (which means the eidolon is forced back to its home plane).
If the condition that would have sent the eidolon back to its home plane is still in effect after 1 round has passed, the eidolon may expend another use of its master’s summon monster spell-like ability; otherwise it immediately returns to its home plane.
Cloak Of Resistance [1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5)]; Shoulders
Improves all saving throws (resistance bonus) by the number listed.

Bracers Of Armor [25,000 gp (+5), 36,000 gp (+6), 49,000 gp (+7), 64,000 gp (+8)]; Wrists
Improves armor class (armor bonus) by the number listed.

Lesser Quicken Metamagic Rod (35000 GP); Rod (must be held)
The wielder can cast up to three spells per day of levels 1-3 that are quickened as though using the Quicken Spell feat.

Wand of Strong Jaw (15750 GP); Wand (standard action to use)
Each of the creatures' natural weapons increase in damage by two steps on the size chart.  This is a third-level spell which lasts for one minute per level (five minutes in a wand).

Body Wrap Of Mighty Strikes; Body
[3,000 gp (+1), 12,000 gp (+2), 27,000 gp (+3), 48,000 gp (+4), 75,000 gp (+5), 108,000 gp (+6), 147,000 gp (+7)]

Once per round, the wearer may add an enhancement bonus of +1 to +5 on one attack and damage roll for an unarmed strike or natural attack (for one specific attack, not all attacks made with an unarmed strike that round). The wearer may use this item an additional time per round when his BAB reaches +6, +11, and +16.
Choosing to enhance an unarmed strike is not an action and may occur when it is not the wearer’s turn (such as when making an attack of opportunity). The wearer must decide to use the item before the attack roll is made, but does not have to expend all uses at the same time. For example, if the wearer can use the item twice per round, he can use it once on his turn when making an attack and save the second for the possibility of making an attack of opportunity.
Additionally, the bodywrap can grant melee weapon special abilities to a creature’s unarmed attacks, so long as those special abilities to be added apply to unarmed attacks. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. Any special abilities are set at the time of creation. A bodywrap of mighty strikes cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +7. Unlike an amulet of mighty fists, a bodywrap needs to have a +1 enhancement bonus to grant a melee weapon special ability.

Weapon Special Ability: Defending [+1 bonus]; Aura moderate abjuration; CL 8th
A defending weapon allows the wielder to transfer some or all of the weapon's enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon's enhancement bonus at the start of his turn before using the weapon, and the bonus to AC lasts until his next turn. This ability can only be placed on melee weapons.

This could be effectively 147000 GP for a +6 constant untyped bonus to AC (which counts against touch attacks) except before acting in the surprise round.

1 comment:

  1. Lord's is this late & probably irrelevant to your life. But scion of humanity takes away your celestial language.

    ReplyDelete