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Post by deanthelis on Dec 25, 2016 9:18:10 GMT
I understand that if I edit anything in this thread, the thread will be irrevocably deleted, and I will be shamed appropriately. drive.google.com/open?id=0B-hjEJ5zeyIrNHBuZlF0aEtTREkEidolon Aberrant Elemental (Earth) Eidolon N Medium Outsider (Earth) Init +1; Senses Darkvision 60ft.; Perception +4
DEFENSE AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural) hp 13(1d10+3) Fort +5, Ref +1, Will +2 Resistance 10 fire; Immune paralysis, sleep, acid; cold vulnerability
OFFENSE Speed 20ft., swim 20ft. Melee Bite +2 (1d6+1), 2 Tentacle Masses +2 (1d8+1 plus grab) Special attacks grab (tentacles); Space 5ft.; Reach 5ft.
STATISTICS Str 12, Dex 13, Con 16, Int 7, Wis 10, Cha 11 Base Atk +1; CMB +2 (+6 to Grapple); CMD 13 Feats Skill Focus (Use Magic Device) Skills (4 Ranks) Perception +4, Use Magic Device +7, Stealth +5, Climb +5; SQ Link, Darkvision, Share Spells, Evolutions (0 Points)
SPECIAL ABILITIES
Link (Ex) A summoner and his eidolon share a mental link that allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner's connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to use a magic item.
Darkvision (Ex) The eidolon has darkvision with a range of 60 feet.
Share Spells (Ex) The summoner can cast a spell with a target of "you" on his eidolon (as a spell with a range of touch) instead of on himself. A summoner can cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.
Typical Summons Summon Monster I: Chthonic Pony Chthonic Pony CR 1/2 N Medium animal (earth) Init +1; Senses low-light vision, darkvision 60ft., tremorsense 60ft., scent; Perception +5
DEFENSE AC 12, touch 12, flat-footed 11 (+1 Dex, +1 morale) hp 17 (2d8+8) Fort +7, Ref +4, Will +0 Resistance acid 10;
OFFENSE Speed 40 ft., burrow 20ft. Melee 2 hooves +5 (1d3+3 +1 acid)
STATISTICS Str 17, Dex 13, Con 18, Int 2, Wis 11, Cha 4 Base Atk +1; CMB +5; CMD 15 (19 vs. trip) Feats Endurance, Run Skills Perception +5 SPECIAL ABILITIES
/w GM Attacks 2 Hooves [[1d20+5]] for [[1d3+3]] [[1d3+3]] +1 acid to each /w GM Single Attack Hoof [[1d20+5]] for [[1d3+3]] +1 acid /w GM Saves Fort [[1d20+7]] Ref [[1d20+4]] Will [[1d20+0]]
Chthonic Eagle Chthonic Eagle CR 1/2 N Small animal (earth) Init +2; Senses low-light vision, darkvision 60ft., tremorsense 60ft.; Perception +10
DEFENSE AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +1 size, +1 morale) hp 7 (1d8+3) Fort +3, Ref +4, Will +2 Resistance acid 10;
OFFENSE Speed 10 ft., fly 80 ft. (average), burrow 40ft. Melee 2 talons +4 (1d4+2 +1 acid), bite +4 (1d4+2 +1 acid)
STATISTICS Str 14, Dex 15, Con 16, Int 2, Wis 15, Cha 7 Base Atk +0; CMB –1; CMD 11 Feats Weapon Finesse Skills Fly +8, Perception +10; Racial Modifiers +8 Perception
/w GM Attacks 2 Talons [[1d20+4]][[1d20+4]], Bite [[1d20+4]] for [[1d4+2]][[1d4+2]], [[1d4+2]] +1 acid to each /w GM Single Attack Bite [[1d20+4]] for [[1d4+2]] +1 acid /w GM Saves Fort [[1d20+3]] Ref [[1d20+4]] Will [[1d20+2]]
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Post by z3r0gamer on Dec 31, 2016 22:09:17 GMT
Alright, so I had to check the rules and for anyone who comes here after me, Pyroclast is definitively allowed with the UC Summoner since it alters Evolution Pool, not Eidolon. It's a near thing, but it's 100% rules-legal. Also it's a pretty awesome AT and I enjoy the idea of the eidolon being a bomb.
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Post by deanthelis on Jan 13, 2017 5:19:25 GMT
bladeandbow.boards.net/thread/2506/skeletons-immune-coldKerrith buys a Mithral Shirt. He as 89gp remaining. drive.google.com/open?id=0B-hjEJ5zeyIrSXFWTEdHa0dSVXMEidolon Aberrant Elemental (Earth) Eidolon N Medium Outsider (Earth) Init +1; Senses Darkvision 60ft.; Perception +4
DEFENSE AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural) hp 13(1d10+3) Fort +5, Ref +1, Will +2 Resistance 10 fire; Immune paralysis, sleep, acid; cold vulnerability
OFFENSE Speed 20ft., swim 20ft. Melee Bite +2 (1d6+1), 2 Tentacle Masses +2 (1d8+1 plus grab) Special attacks grab (tentacles); Space 5ft.; Reach 5ft.
STATISTICS Str 12, Dex 13, Con 16, Int 7, Wis 10, Cha 11 Base Atk +1; CMB +2 (+6 to Grapple); CMD 13 Feats Skill Focus (Use Magic Device) Skills (4 Ranks) Perception +4, Use Magic Device +7, Stealth +5, Climb +5; SQ Link, Darkvision, Share Spells, Evolutions (0 Points)
SPECIAL ABILITIES
Link (Ex) A summoner and his eidolon share a mental link that allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner's connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to use a magic item.
Darkvision (Ex) The eidolon has darkvision with a range of 60 feet.
Share Spells (Ex) The summoner can cast a spell with a target of "you" on his eidolon (as a spell with a range of touch) instead of on himself. A summoner can cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.
Typical Summons Summon Monster I: Chthonic Evolved Pony Chthonic Pony CR 1/2 N Medium animal (earth) Init +1; Senses low-light vision, darkvision 60ft., scent; Perception +5
DEFENSE AC 12, touch 12, flat-footed 11 (+1 Dex, +1 morale) hp 17 (2d8+8) Fort +7, Ref +4, Will +0 Resistance acid 10;
OFFENSE Speed 40 ft., burrow 20ft. Melee tentacle mass +5 (1d8+3 +1 acid), 2 hooves +5 (1d3+3 +1 acid)
STATISTICS Str 17, Dex 13, Con 18, Int 2, Wis 11, Cha 4 Base Atk +1; CMB +5; CMD 15 (19 vs. trip) Feats Endurance, Run Skills Perception +5 SPECIAL ABILITIES
/w GM Attacks Tentacle Mass [[1d20+5]] and 2 Hooves [[1d20+5]] for [[1d8+3]] and [[1d3+3]] [[1d3+3]] +1 acid to each /w GM Single Attack Tentacle Mass [[1d20+5]] for [[1d88+3]] +1 acid /w GM Saves Fort [[1d20+7]] Ref [[1d20+4]] Will [[1d20+0]]
Chthonic Eagle Chthonic Eagle CR 1/2 N Small animal (earth) Init +2; Senses low-light vision, darkvision 60ft.; Perception +10
DEFENSE AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +1 size, +1 morale) hp 7 (1d8+3) Fort +3, Ref +4, Will +2 Resistance acid 10;
OFFENSE Speed 10 ft., fly 80 ft. (average), burrow 40ft. Melee tentacle mass +4 (1d6+2 +1 acid), 2 talons +4 (1d4+2 +1 acid), bite +4 (1d4+2 +1 acid)
STATISTICS Str 14, Dex 15, Con 16, Int 2, Wis 15, Cha 7 Base Atk +0; CMB –1; CMD 11 Feats Weapon Finesse Skills Fly +8, Perception +10; Racial Modifiers +8 Perception
/w GM Attacks Tentacle Mass [[1d20+4]], 2 Talons [[1d20+4]][[1d20+4]], and Bite [[1d20+4]] for [[1d4+2]], [[1d4+2]][[1d4+2]], and [[1d4+2]] +1 acid to each /w GM Single Attack Bite [[1d20+4]] for [[1d4+2]] +1 acid /w GM Saves Fort [[1d20+3]] Ref [[1d20+4]] Will [[1d20+2]]
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Post by deanthelis on Jan 18, 2017 21:54:07 GMT
bladeandbow.boards.net/thread/2547/golems-wildKerrith buys a Cloak of Resistance +1 and four Potions of Cure Light Wounds. He has 889gp remaining. drive.google.com/open?id=0B-hjEJ5zeyIrYi1YT0I0Uy1sbVEEidolon This thing is now useless and may as well not exist. I have no interest in keeping it updated.
Typical Summons Summon Monster I: Chthonic Evolved Pony Chthonic Pony CR 1/2 N Medium animal (earth) Init +1; Senses low-light vision, darkvision 60ft., scent; Perception +5
DEFENSE AC 12, touch 12, flat-footed 11 (+1 Dex, +1 morale) hp 17 (2d8+8) Fort +7, Ref +4, Will +0 Resistance acid 10;
OFFENSE Speed 40 ft., burrow 20ft. Melee tentacle mass +5 (1d8+3 +1 acid), 2 hooves +5 (1d3+3 +1 acid)
STATISTICS Str 17, Dex 13, Con 18, Int 2, Wis 11, Cha 4 Base Atk +1; CMB +5; CMD 15 (19 vs. trip) Feats Endurance, Run Skills Perception +5 SPECIAL ABILITIES
/w GM Attacks Tentacle Mass [[1d20+5]] and 2 Hooves [[1d20+5]] and [[1d20+5]] for [[1d8+3]] and [[1d3+3]] [[1d3+3]] +1 acid to each /w GM Single Attack Tentacle Mass [[1d20+5]] for [[1d88+3]] +1 acid /w GM Saves Fort [[1d20+7]] Ref [[1d20+4]] Will [[1d20+0]]
Chthonic Evolved Eagle Chthonic Eagle CR 1/2 N Small animal (earth) Init +2; Senses low-light vision, darkvision 60ft.; Perception +10
DEFENSE AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +1 size, +1 morale) hp 7 (1d8+3) Fort +3, Ref +4, Will +2 Resistance acid 10;
OFFENSE Speed 10 ft., fly 80 ft. (average), burrow 40ft. Melee tentacle mass +4 (1d6+2 +1 acid), 2 talons +4 (1d4+2 +1 acid), bite +4 (1d4+2 +1 acid)
STATISTICS Str 14, Dex 15, Con 16, Int 2, Wis 15, Cha 7 Base Atk +0; CMB –1; CMD 11 Feats Weapon Finesse Skills Fly +8, Perception +10; Racial Modifiers +8 Perception
/w GM Attacks Tentacle Mass [[1d20+4]], 2 Talons [[1d20+4]][[1d20+4]], and Bite [[1d20+4]] for [[1d4+2]], [[1d4+2]][[1d4+2]], and [[1d4+2]] +1 acid to each /w GM Single Attack Bite [[1d20+4]] for [[1d4+2]] +1 acid /w GM Saves Fort [[1d20+3]] Ref [[1d20+4]] Will [[1d20+2]]
Summon Monster II: Evolved Small Earth Elemental Small Earth Elemental CR 1 XP 400 N Small outsider (earth, elemental, extraplanar) Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE AC 20, touch 11, flat-footed 20 (–1 Dex, +9 natural, +1 size, +1 morale) hp 17 (2d10+6) Fort +6, Ref –1, Will +3 Immune elemental traits
OFFENSE Speed 20 ft., burrow 20 ft., earth glide Melee slam +9 (1d6+7) or slam +9 (1d6+10) earth mastery Special Attacks earth mastery
STATISTICS Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11 Base Atk +2; CMB +6; CMD 15 Feats Improved Bull Rush, Power Attack Skills Appraise +1, Climb +9, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7 Languages Terran
SPECIAL ABILITIES Earth Glide (Ex) A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)
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Post by deanthelis on Jan 18, 2017 23:25:38 GMT
drive.google.com/open?id=0B-hjEJ5zeyIrcXFSRmpla05TM0kSmall Mud Elemental CR 1 XP 400 N Small outsider (earth, elemental, extraplanar, water) Init –1; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +5 DEFENSE AC 19, touch 11, flat-footed 18 (–1 Dex, +8 natural, +1 size, +1 morale) hp 17 (2d10+6) Fort +6, Ref +2, Will +0 Immune acid, elemental traits OFFENSE Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide Melee slam +7 (1d4+9 plus entrap) Special Attacks entrap (DC 14, 10 minutes, hardness 5, hp 5) STATISTICS Str 18, Dex 8, Con 17, Int 4, Wis 11, Cha 11 Base Atk +2; CMB +5; CMD 16 Feats Improved Bull Rush, Power Attack Skills Climb +6, Escape Artist +3, Knowledge (planes) +1, Perception +5, Stealth +7, Swim +10; Racial Modifiers +8 Swim Language Terran SPECIAL ABILITIES Earth Glide (Ex) A burrowing mud elemental can pass through dirt, gravel, or other loose or porous solid matter as easily as a fish swims through water. It cannot use this ability to pass through a solid barrier such as a stone or brick wall. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing mud elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. Entrap (Ex) The mud from an elemental’s entrap ability can be washed away in 1d3 rounds of immersion in water. /w GM ?{Mud Elemental|Attack, PA Slam [[1d20+7]] for [[1d4+9]] plus DC 14 Fortitude vs. Entrap www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Entrap-Ex-or-Su- |Saves,Mud Elemental Saves Fort [[1d20+6]], Ref [[1d20+2]], Will [[1d20+0]]}
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Post by deanthelis on Jan 20, 2017 19:27:24 GMT
bladeandbow.boards.net/thread/2548/water-splitting-stonedrive.google.com/open?id=0B-hjEJ5zeyIrZVBSR0hjRmlRcXMTypical Summons Summon Monster I: Chthonic Evolved Pony Chthonic Pony CR 1/2 N Medium animal (earth) Init +1; Senses low-light vision, darkvision 60ft., scent; Perception +5
DEFENSE AC 12, touch 12, flat-footed 11 (+1 Dex, +1 morale) hp 17 (2d8+8) Fort +7, Ref +4, Will +0 Resistance acid 10;
OFFENSE Speed 40 ft., burrow 20ft. Melee tentacle mass +5 (1d8+3 +1 acid), 2 hooves +5 (1d3+3 +1 acid)
STATISTICS Str 17, Dex 13, Con 18, Int 2, Wis 11, Cha 4 Base Atk +1; CMB +6; CMD 15 (19 vs. trip) Feats Endurance, Run Skills Perception +5 SPECIAL ABILITIES
/w GM ?{Pony|Full Attack,Attacks Tentacle Mass [[1d20+5]] and 2 Hooves [[1d20+5]] and [[1d20+5]] for [[1d8+3]] and [[1d3+3]] [[1d3+3]] +1 acid to each|Single Attack,Single Attack Tentacle Mass [[1d20+5]] for [[1d88+3]] +1 acid|Saves,Saves Fort [[1d20+7]] Ref [[1d20+4]] Will [[1d20+0]]}
Chthonic Evolved Eagle Chthonic Eagle CR 1/2 N Small animal (earth) Init +2; Senses low-light vision, darkvision 60ft.; Perception +10
DEFENSE AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +1 size, +1 morale) hp 7 (1d8+3) Fort +3, Ref +4, Will +2 Resistance acid 10;
OFFENSE Speed 10 ft., fly 80 ft. (average), burrow 40ft. Melee tentacle mass +4 (1d6+2 +1 acid), 2 talons +4 (1d4+2 +1 acid), bite +4 (1d4+2 +1 acid)
STATISTICS Str 14, Dex 15, Con 16, Int 2, Wis 15, Cha 7 Base Atk +0; CMB +0; CMD 11 Feats Weapon Finesse Skills Fly +8, Perception +10; Racial Modifiers +8 Perception
/w GM ?{Eagle|Full Attack,Attacks Tentacle Mass [[1d20+4]], 2 Talons [[1d20+4]][[1d20+4]], and Bite [[1d20+4]] for [[1d4+2]], [[1d4+2]][[1d4+2]], and [[1d4+2]] +1 acid to each|Single Attack,Single Attack Bite [[1d20+4]] for [[1d4+2]] +1 acid|Saves,Saves Fort [[1d20+3]] Ref [[1d20+4]] Will [[1d20+2]]}
Summon Monster II: Evolved Small Earth Elemental Small Earth Elemental CR 1 XP 400 N Small outsider (earth, elemental, extraplanar) Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE AC 20, touch 11, flat-footed 20 (–1 Dex, +9 natural, +1 size, +1 morale) hp 17 (2d10+6) Fort +6, Ref –1, Will +3 Immune elemental traits
OFFENSE Speed 20 ft., burrow 20 ft., earth glide Melee slam +9 (1d6+7) or slam +9 (1d6+11) earth mastery power attack Special Attacks earth mastery
STATISTICS Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11 Base Atk +2; CMB +7; CMD 15 Feats Improved Bull Rush, Power Attack Skills Appraise +1, Climb +9, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7 Languages Terran
SPECIAL ABILITIES Earth Glide (Ex) A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)
/w GM ?{Earth Elemental|Saves,Elemental Saves: Fortitude [[1d20+6]] Reflex [[1d20-1]] Will [[1d20+3]]|Slam PA Bad, Elemental Slam PA: [[1d20+4]] for [[1d6+6]]|Slam PA EM,Elemental Slam Earth Mastery PA: [[1d20+9]] for [[1d6+11]]|Bullrush, Elemental Bull Rush EM: [[1d20+10]]}
Evolved Small Mud Elemental Small Mud Elemental CR 1 XP 400 N Small outsider (earth, elemental, extraplanar, water) Init –1; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +5 DEFENSE AC 19, touch 11, flat-footed 18 (–1 Dex, +8 natural, +1 size, +1 morale) hp 17 (2d10+6) Fort +6, Ref +2, Will +0 Immune acid, elemental traits OFFENSE Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide Melee slam +8 (1d4+6 plus entrap) or slam +7 (1d4+9 plus entrap) Special Attacks entrap (DC 14, 10 minutes, hardness 5, hp 5) STATISTICS Str 18, Dex 8, Con 17, Int 4, Wis 11, Cha 11 Base Atk +2; CMB +6; CMD 16 Feats Improved Bull Rush, Power Attack Skills Climb +6, Escape Artist +3, Knowledge (planes) +1, Perception +5, Stealth +7, Swim +10; Racial Modifiers +8 Swim Language Terran SPECIAL ABILITIES Earth Glide (Ex) A burrowing mud elemental can pass through dirt, gravel, or other loose or porous solid matter as easily as a fish swims through water. It cannot use this ability to pass through a solid barrier such as a stone or brick wall. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing mud elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. Entrap (Ex) The mud from an elemental’s entrap ability can be washed away in 1d3 rounds of immersion in water. /w GM ?{Mud Elemental|Attack, PA Slam [[1d20+7]] for [[1d4+9]] plus DC 14 Fortitude vs. Entrap www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Entrap-Ex-or-Su- |Saves,Mud Elemental Saves Fort [[1d20+6]], Ref [[1d20+2]], Will [[1d20+0]]|Bullrush, Bull Rush: [[1d20+9]]} Evolved Small Aether Elemental
Small Aether Elemental CR 1 N Small outsider (aether, elemental, extraplanar) Init +6; Senses blindsense 60 ft., darkvision 60 ft.; Perception +5
DEFENSE AC 18, touch 16, flat-footed 16 (+3 deflection, +2 Dex, +1 size, +2 natural) hp 17 (2d10+6) Fort +6, Ref +5, Will +0 Defensive Abilities telekinetic deflection; Immune elemental traits, force
OFFENSE Speed fly 60 ft. (good) Melee slam +6 (1d4+4) Ranged telekinetic throw +5 (1d8+2) Special Attacks telekinetic maneuver, telekinetic throw (DC 12)
STATISTICS Str 16, Dex 15, Con 16, Int 4, Wis 11, Cha 11 Base Atk +2; CMB +2; CMD 15 Feats Improved Initiative, Point-Blank Shot Skills Acrobatics +6, Fly +12, Perception +5, Stealth +11 SQ telekinetic invisibility Languages Aquan, Auran, Ignan, Terran
SPECIAL ABILITIES Telekinetic Invisibility (Ex) An aether elemental's body bends light and dampens sound waves. This works as the kineticist utility wild talent telekinetic invisibility, except that it is constant and doesn't end when the elemental attacks. As this ability is inherent, it is not subject to effects such as invisibility purge.
Telekinetic Throw (Ex) An aether elemental can fling a creature or object (with a maximum range of 480 feet). A creature receives a Fortitude save to avoid being thrown (the save DC is Constitution-based). The telekinetic throw deals the listed damage to both the thrown creature or object and the target. The aether elemental can throw a creature or object that weighs at most 50 pounds per Hit Die the elemental possesses.
Telekinetic Deflection (Su) An aether elemental gains a deflection bonus to its AC equal to its Constitution modifier.
Telekinetic Maneuver (Su) An aether elemental can attempt a ranged combat maneuver check, as per telekinesis, with a CMB equal to its Hit Dice + its Dexterity modifier.
/w GM ?{Aether Elemental|Saves,Saves Fortitude [[1d20+6]] Reflex [[1d20+5]] Will [[1d20+0]]|Melee, Slam [[1d20+6]] for [[1d4+4]]|TK Object, Telekinetic Throw Object [[1d20+5]] for [[1d8+2]]|TK Creature, Telekinetic Throw - Target must succeed on a DC 14 Fortitude save or be used as a projectile. Maximum range 480ft. If target fails, [[1d20+5]] to hit secondary target. [[1d8+2]] to both targets, or only to primary target if the attack is a miss.|TK Maneuver,
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Post by deanthelis on Jan 30, 2017 17:13:13 GMT
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Post by deanthelis on Mar 30, 2017 20:32:40 GMT
bladeandbow.boards.net/thread/3059/earth-strhonkKerrith purchases a Handy Haversack for 2000gp, upgrades his Mithral Shirt to a +1 Mithral Shirt for 1000gp, and purchases a Wand of Infernal Healing (CL 1) for 750gp. Typical Summons Giant Evolved (2) Augmented Chthonic Leopard Leopard CR 2 N Large animal (earth) Init +3; Senses darkvision 60ft., tremorsense 60ft., low-light vision, scent; Perception +5
DEFENSE AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural, -1 size, +1 enhancement) hp 34 (3d8+18+3t) Fort +9, Ref +6, Will +2 Resist acid 10
OFFENSE Speed 30 ft., climb 20 ft., burrow 15 ft. Melee bite +10 (1d8+7+1 acid plus grab), 2 claws +10 (1d4+7+1 acid), tentacle mass +10 (2d6+7+1 acid), sting +10 (1d6+7+1 acid) Special Attacks pounce, rake (2 claws +10, 1d4+7+1 acid) Space 10ft.; Reach 5ft.
STATISTICS Str 24, Dex 17, Con 23, Int 2, Wis 13, Cha 6 Base Atk +2; CMB +11 (+15 grapple); CMD 23 (27 vs. trip) Feats Skill Focus (Stealth), Weapon Finesse Skills Acrobatics +7, Climb +15, Perception +5, Stealth +6 (+10 in undergrowth); Racial Modifiers +4 on Stealth in undergrowth
Augmented Small Earth Elemental Small Earth Elemental N Small outsider (earth, elemental, extraplanar) Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE AC 18, touch 11, flat-footed 18 (–1 Dex, +7 natural, +1 size, +1 enhancement) hp 20 (2d10+3t) Fort +6, Ref –1, Will +3 Immune elemental traits
OFFENSE Speed 20 ft., burrow 20 ft., earth glide Melee slam +9 (1d6+10) Special Attacks earth mastery
STATISTICS Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11 Base Atk +2; CMB +8; CMD 16 Feats Improved Bull Rush, Power Attack Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7 Languages Terran
SPECIAL ABILITIES
Earth Glide (Ex) A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)
Augmented Small Mud Elemental Small Mud Elemental N Small outsider (earth, elemental, extraplanar, water) Init –1; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +5
DEFENSE AC 17, touch 11, flat-footed 17 (–1 Dex, +6 natural, +1 size, +1 enhancement) hp 20 (2d10+6+3t) Fort +6, Ref +2, Will +0 Immune acid, elemental traits
OFFENSE Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide Melee slam +7 (1d4+8 plus entrap) Special Attacks entrap (DC 14, 10 minutes, hardness 5, hp 5)
STATISTICS Str 18, Dex 8, Con 17, Int 4, Wis 11, Cha 11 Base Atk +2; CMB +5; CMD 14 Feats Improved Bull Rush, Power Attack Skills Climb +8, Escape Artist +3, Knowledge (planes) +1, Perception +5, Stealth +7, Swim +12; Racial Modifiers +8 Swim Language Terran
SPECIAL ABILITIES
Earth Glide (Ex) A burrowing mud elemental can pass through dirt, gravel, or other loose or porous solid matter as easily as a fish swims through water. It cannot use this ability to pass through a solid barrier such as a stone or brick wall. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing mud elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Entrap (Ex) The mud from an elemental’s entrap ability can be washed away in 1d3 rounds of immersion in water.
drive.google.com/open?id=0B-hjEJ5zeyIrRlVmMy1VMVlUNVE
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Post by deanthelis on Jun 3, 2017 6:38:41 GMT
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Post by deanthelis on Jun 3, 2017 8:16:55 GMT
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Post by deanthelis on Aug 3, 2017 9:51:23 GMT
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Post by deanthelis on Sept 30, 2017 21:50:41 GMT
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