Showing posts with label Pathfinder. Show all posts
Showing posts with label Pathfinder. Show all posts

Thursday, January 11, 2024

Everybody Brings His Own Fire (GLOG Class: Mesmerist Pathfinder Conversion)

    "All schizophrenics are mad, and none are sane. Their behavior is incomprehensible. It tells us nothing about life and gives no insight into the human condition. There's nothing profound about it. Schizophrenics aren't clever or wise or witty — they make novel remarks, but that's because they are mad. When they laugh at things the rest of us don't, like the death of a parent, they're not being penetrating. They're not wryly amused at the simplicity and stupidity of the psychiatrist, however well justified that might be in many cases. They're laughing because they're too mad to tell what's funny any more. The rewards for being sane may not be very many — but knowing what's funny is one of them."
        - unknown source

    This is the second of my Pathfinder conversions, which I suppose I've been doing in addition to the D&D 5e posts. The Mesmerist is a strange fellow, somewhere between a Gygaxian illusionist and a creature from a nightmare. I like the idea of someone who... well, there's this common delusion, that the eyes of others aren't simple receivers but are somehow transmitting, that it's not enough to close your eyes, to not see its face, but that you must somehow close the eyes of the Basilisk. There's a man out there on the internet who doesn't believe that eyes "see light". He thinks light is projected out of the eyes. He's already answered your common objections, I'm afraid. There's nothing left to do but believe him.
    The idea that it's the being perceived, not the perception, that harms you, it's a bit alarming to me. "Not what goes into the mouth of a man, but what comes out of the mouth", and so forth. Goodnight, goodnight. Full credit to Eos at Nobless Goblige, who invented not only this class but also the d20 system and by extension all of Pathfinder.


Source: Absolute Reality, Joan Miro

Class: Mesmerist


    You are a huckster, a charlatan, a lunatic. You're a cold-reading liar, a soul-killed "psychic" who combines childish trickery with overconfidence with emotional abuse to achieve your wildest dreams. Those white-irised eyes have seen things that should have destroyed you, and have certainly damned you. Now that haunted gaze sees the sorts of things that make people think you're clever. Haven't you read The Snow Queen? You fools think cruelty is a gas, and that hardheadedness is the surest sign of wisdom. I tell you, I don't care how many screams you hear, I don't care how many anguished cries: death is a million times preferable to ten more days of this life. If you knew what was ahead of you — if you knew what was ahead of you, you'd be glad to be stepping over tonight.

    If you have at least one template of Mesmerist, you may wear light armor, and never fumble while using knives, clubs or staves. You gain +1 to reactions on odd-numbered levels, and inflict a +1 penalty to enemy morale rolls for every even-numbered level. The spells of the Orthodox Wizard count as being from your school.

Skills: 1. Bullying 2. Mechanical convection incubators 3. Addiction
Starting Equipment: Cheap suit (as unarmored), flask of holy water (3 doses), flask of fire water (3 doses), spellbook.
  • A Stare, +1 MD, roll for a spell
  • B Suggestion, Mind Palace
  • C Eyelights, +1 MD
  • D Domination,
Stare
    At will, you may stare at any intelligent creature you can see. The target is befuddled, and you may force them to suffer a penalty to any save you see them make equal to your [level]. This penalty is doubled for saves v. mind-altering effects. Once per round you may befuddle them such that they take an additional [level] points of damage from a melee attack. Finally, choose one stare improvement from the list below the class features.
    Targets never realize that you are staring at them, and do not remember afterwards. While staring you are not required to maintain unbroken eye contact — you may blink, or briefly glance away to find your footing or pick up an object — but you cannot read a text, scrutinize the workings of a trap, or do anything else that would require significant visual attention. The stare ends when you choose to look away or the target moves out of view for more than a moment. You can only stare at one target at a time, though any number of Mesmerists may stare at the same target.

Implant Suggestion
    You may implant powerful hypnotic suggestions in the minds of friends and allies, and enemies as well if preparation is taken. To do this, you need to first develop the suggestion inside your Mind Palace, and keep it prepared there. You may keep as many suggestions prepared as you have [levels].
    To implant a suggestion you must make direct skin-to-skin contact with the target — a handshake is plenty, though a fatherly pat on the head, or a steady hand on the shoulder that ju-uu-ust brushes the neck with a pinkie or the collarbone with a thumb, will do just as well in different circumstances.
    When you implant a suggestion, it's gone and cannot be reused unless prepared again. You may only have one of your suggestions implanted in a creature at one time, but you may have any number of them extant.
Mind Palace
    When dreaming, drunk, high or otherwise in an altered state, you may project your mind into a construction contained within itself. This construction bears a stark resemblance to an old and comfortable country house, with creaky floorboards, narrow and crooked stairs, ugly paintings on the walls depicting yourself in various costumes, a quiet and somewhat dusty library containing every book you've ever read, a kennel containing your prepared spells, a study where you may prepare suggestions, a hall of statues and mirrors, a dining room set for a feast, and a grand atrium in the center which looks up at a black and starless sky. This is your Mind Palace, made just for you. It's quite empty — not the emptiness of abandonment, or of the open grave, but of anticipation, as if the whole place is holding its breath waiting for the honored guests.
    In the Palace, you may consider your schemes and plans, develop suggestions, prepare spells, read your books, or walk among your collections. The mind may move as the body rests. You can bring willing people to the Palace as guests by sleeping next to them, getting drunk from the same wine, high from the same chemic, etc.

Eyelights
    Study, training and introspection has made your gaze more palpable. Choose three stare improvements now.

Domination
    Your mind is as pure and clean as formaldehyde. Even the fools who once doubted you can't deny that for much longer. Gain the CR3 trigger When I next hear you speak and the CR5 effect , I will unflinchingly obey the next simple command I am given. immediately.
    When you and an NPC are off-screen together for more than an hour, you can declare that they have become your thrall. Your thralls behave normally, except they treat your opinion as their opinion, act on your suggestions as they would on their own ideas, and become very offended if someone suggests something negative about your character.
    Maintaining this level of constant control over someone is exhausting. You suffer a -1 penalty to all checks per thrall you control, and you lose at least as many inventory slots as they have HD (plus however many more if their nature is draconic or divine or so forth. DM's call). You may wish to invest in a nice walking stick.
    You may release a thrall at-will, and they will not recall the experience as being out of the ordinary, though it will take you at least a month to recover your vitality. Your thralls are not released upon your death.


Stare Improvements
  • Alluring. Target finds you fascinating, and suffers penalty to initiative checks.
  • Deceiving. Target's ability to detect falsehood fails them. They cannot pierce illusions, and they must save to disbelieve any lie not immediately disproven (no "the sky is green").
  • Disorienting. Target finds their own vision beginning to flash and darken, and suffers the penalty to to-hit rolls.
  • Disquieting. Target becomes oddly frightened, and must pass a morale check to enter darkness or deep water.
  • Oscillating. Target's vision swims, and they perceive only vague movement and colors past 30'.
  • Sapping. Target feels their supernatural abilities weaken, and suffers the penalty to [sum].
  • Stupefying. Target's hands grow clumsy, and they suffer the penalty to skill rolls.
  • Binding. Target's soul grows heavy, and they suffer the penalty to attempts to escape.
  • Dismissing. Target feels uncomfortable and has a desire to leave the situation.
  • Dying. Target knows they are doomed, and the penalty is added to all damage inflicted on them.

Developing Suggestions
    A suggestion has two components: the trigger and the effect. Learning new triggers/effects is one of the essential parts of becoming a more capable Mesmerist. Mesmerists may share any triggers/effects they know by visiting each others' Mind Palaces, and you will likely discover or invent more of them in play.
    Some more complicated triggers/effects require more knowledge of the target's mental state and so have an associated cold-reading number. To implant a suggestion with a CR, you must know at least that many interesting facts about the target. "Interesting facts" are interesting to the target: names of parents, names of children, place of birth, date of birth, significant regrets, major hobbies, occupations, details of love-life — in short, the sort of thing they would be delighted to hear a fortune-teller guess about them.
    Preparing a suggestion takes one hour, plus one hour per CR.

Example Triggers:
  1. When I next roll a save against a spell
  2. When I next experience a mind-altering effect
  3. When I next make eye contact with you
  4. When I next am in darkness
  5. CR1: When I next enter combat
  6. CR1: When I next become angry
  7. CR3: When I become angry
  8. CR1: When I next roll to use a skill
  9. CR3: When I roll to use a skill
Example Effects:
  1. , I will experience agony for one round.
  2. , I will add your [level] to the result.
  3. , my legs will go limp for one round.
  4. , you will be able to see through my eyes for 1 minute per your [level].
  5. CR1: , I and every intelligent creature within 30' will suddenly perceive you as being present.
  6. CR1: , my face will contort into a hideous and demonic mask, forcing saves vs. fear from all creatures unprepared for this.
  7. CR1: , I will gain 1d6 plus your [level] temporary HP.
  8. CR2: , I will enter a violent rage.
  9. CR3: , I will begin to levitate, gaining the ability to float at walking speed in any direction for one minute.

Mesmerist Spells:
  1. Unwitting Ally
    R: sight T: [dice] creatures D: [sum] rounds
    Caster's stare inflicts paranoia and confusion. Each target saves individually; those who fail become unusually aggressive and lose the ability to distinguish friend from foe. For the purposes of spells, abilities, flanking and backstabbing, &c, affected creatures are no one's "ally", everyone's "enemy", and never "willing".
    Affected creatures are still capable of tactical thinking and, perceiving themselves to be surrounded by enemies, will prefer to retreat. If trapped in close proximity to other creatures they will fight desperately to escape.
  2. Animate Rope
    R: touch T: a length of flexible cord, rope or chain no more than [sum]*10' long D: until dispelled
    Target rope lives. It is obedient to the caster's spoken commands, can climb as well as a large python, can stand half its length tall and pull itself up by one end, can knot or unknot itself, and doesn't mind being climbed. When not moving the animated rope is indistinguishable from normal rope, unless in very close proximity to fire, in which case it flinches.
    If cut, the longer piece is the animated rope until reduced below 5' in length.
    Animated rope can't tell people other than its caster apart, can't perceive anything except touch and its master's voice, doesn't understand that other creatures have senses other than touch, can't remember more than [dice] words outside of its caster's presence and is, of course, terrified of fire. Besides these restrictions it is an exceedingly dangerous assassin.
  3. Bungle
    R: touch T: a creature D: [dice] checks or attacks
    Target takes a -[sum] penalty to all checks or to-hit rolls, no save.
  4. Color Spray
    R: projected from self T: a 15' cone D: instant
    A burst of violent color erupts from the caster's fingertips. Creatures in the target cone save or are stunned for a round, falling prone and dropping any held items, then save again or suffer disadvantage on any sight-based checks for [best] rounds. Those with no sense of sight are immune to this spell. Creatures with more than [dice] HD are not stunned. If cast with more than 1MD,  creatures with 1 HD or fewer don't get to save.
  5. Fool's Gold
    R: touch T: [sum] coins, pieces of jewelry or other tiny valuables D: n/a
    Caster lays a curse on target valuables. Creatures receive a penalty to saves v. hostile magic equal to the number of these valuables they have accepted from the caster as payment for goods and services. Valuables given as a gift have no effect, nor do valuables slipped into a pocket against the pants-wearer's knowledge, though the caster may tip outrageously. This effect lasts as long as they keep the objects in their possession: creatures do not need to actually carry the valuables on their person for the effect to occur. Effect ends when target valuables are passed on to a third party.
  6. Blistering Invective
    R: voice T: creatures capable of understanding your tone, if not your words D: instant
    Caster utters a stream of foul language so obscene, menacing and blasphemous that those who hear it who have any reason to suspect it might be directed at them are physically harmed. All such creatures check morale: those who fail flee, and must also save or take [best] damage and be set on fire. Creatures immune to fire must still check morale, but creatures who cannot be intimidated are unaffected by this spell.

Thursday, September 1, 2022

O Friendless One (GLOG Class: Summoner Pathfinder Conversion)


    "Many search the Far Realms for the strength to change the world, and some find it. Yet none traffick more devoutly than the Summoner. She bonds with a particular entity, the Eidolon, who gains power as she becomes more proficient in his Summoning. Over time the two become one, even sharing the same soul. This power comes at a cost, as all worthwhile things do; other elements of her life must be secondary to time spent enhancing the powers and exploring the nature of her Eidolon."
         - unknown source

Source: Threnody by SRaffa.


    Imagine you're a child, and there's a man who lives at the end of the road. He's crazy. Everyone knows, and you know it too. Everyone says, and you say it too. But your friends have never spoken to him, and neither have you. One day you talk to him, and he makes sense. Perfect sense. More sense than you ever thought possible.
    So now what?

Class: Summoner


    You are a Summoner, an arcanist who drifts from orthodoxy into devotion to a specific summoned entity. As a Summoner, you are a half-caster, gaining an MD at templates A and C. You cast spells like an Orthodox Wizard either from your head (you may hold as many spells in your head as you have MD) or out of a book (in which case your turn is last in combat) as a wizard would.
    The main focus of your class, however, is your Eidolon, a strange creature from outside the normal bounds of time and space. The Eidolon is controlled by you as a second character. Their loyalty is absolute and unwavering, but their abilities and personalities are variegate. Rules for Eidolon creation and evolution are found at the bottom of this post.
    If you have at least one template of Summoner, you may wear light armor, and never fumble while using knives, clubs or staves.

Skills: 1. Wildlife Biology 2. Haute-culture 3. Chirurgy
Starting Equipment: fashionable traveling clothes (as unarmored), walking stick (light), spellbook (10 spells maximum, contains a random orthodox spell), and one piece of wizard kit from the list at the bottom of this post.
  • A Eidolon, Bond Senses, +1 MD, +2 EP
  • B Shield Ally, +3 EP
  • C Maker's Call, +1 MD, +1 EP
  • D Aspect, +3 EP
Eidolon
    You are accompanied by a constant companion who begins play about the size of a big dog (that's about 50kg), though proportions may vary (see Identities below). Its body is apparently made from modeling clay and origami. The Eidolon has a character sheet you need to keep track of because the DM has enough to worry about. Its starting physical stats and armor class are as Poodle, and starting mental stats are equal to yours. Its XP total and [level] is always the same as yours. Its HP total is the maximum its [level] would allow. If you think of your Eidolon as a really fucked up dog it will help you predict how it interacts with the world when being set on fire, or falling off of a cliff, or being trapped in a cage, or being trapped in a cage as the cage is thrown off the side of a boat into the ocean, or in other situations I can't think of right now but will certainly come up.
    Your Eidolon never regenerates HP. Instead, you can instantly transfer any amount of your own hitpoints to it at-will. If it would take a fatal wound, it disappears with a pop, and can be resummoned at 1 HP with a ten minute ritual and 3 of your own hitpoints.
    Your Eidolon can hear and feel through its skin and can communicate with you psionically. If it has eyes (which you may need to furnish yourself!), it may see, and if it has a mouth it may speak. If it can't see then it must move by dead reckoning, shin-collision and your guidance. If it can't speak then you will have to do the talking for it.
    At first level and every time you gain a level thereafter, you will gain evolution points. You can spend these EP on more limbs, greebles and abilities for your Eidolon. You may reassign your total EP pool every time you gain a level, if you wish. The physical body of your Eidolon is merely a 3-dimensional cubesection of its true 11-dimensional form, so it can (seem to) take an almost entirely different shape as you understand it better. There are other sources of evolution points, and other opportunities to reassign them, but you'll have to find those yourself.
Bond Senses
    For a round at a time, up to [level] times per dawn, you may completely inhabit your Eidolon's mind, seeing what it sees, hearing what it hears, tasting and smelling and feeling what it tastes and smells and feels, and experiencing its emotions.
Shield Ally
    Your Eidolon can protect you, in ways more esoteric than just deflecting a sword-stroke with a limb. While within arm's reach of your Eidolon you have a +2 to AC and all saves.
Maker's Call
    Once per dawn, by speaking its name and gesturing, you may bring your Eidolon to your side instantly. It appears with any equipment it was wearing or holding, and any creature smaller than itself that it was grappling.
Aspect
    A facet of yourself is permanently part of your Eidolon, and a part of your Eidolon is forever a part of you. You may divert up to two evolution points to yourself, altering one of your forms to better match the other.


Eidolon


    The word "Eidolon" refers to a vast and crushing intelligence existing outside the bounds of space and time, and also to the tiny portion of them which your mind is able to support the existence of inside those bounds. The broad personality of that first one is determined by rolling on a random table (or you could just pick, but I have included a table to help you make a weird little freak). The specific capabilities of that second one are purchased by you with evolution points, which you gain as you level up.

What Is Your Eidolon Like?

Temperaments (roll if you wish):
  1. Choleric (Hot-Dry). Aggressive, brave, spiteful, domineering, proud, ambitious, blunt. Eager for action, reluctant to contemplate. Sometimes mean by accident.
  2. Sanguine (Hot-Wet). Outgoing, magnanimous, presumptuous, clingy, social, influential, hysterical. Always having a good time and happy to share. Not difficult to motivate, but difficult to keep focused.
  3. Phlegmatic (Cold-Wet). Placid, contemplative, agreeable, imaginative, lazy, sensitive, indulgent. Contented, in a fat sort of way. Says less than they know.
  4. Melancholic (Cold-Dry). Serene, cool, distracted, thorough, anal-retentive, traditional, patient. Chooses understanding over control, when given the option. Must be bullied into sharing thoughts or taking action.

Etiquettes (roll twice. Your Eidolon speaks these lingoes fluently):
  1. Esoterica, lingua franca of the academic world, spoken by scholars and the expensively-educated.
  2. Ledger, in which columns of credit and debit are recorded, spoken by accountants and revenuers.
  3. Argot, unprintable gibberish of crime and payout, spoken by thieves and fences. 
  4. Centrinel, light on words but heavy on meaningful winks, jaw juts, eyebrow wiggles, glances and fingers rubbed against thumbs, spoken by guards and watchmen.
  5. Jargon, half technical and half made up to scare greenhorns, spoken by monster hunters and "freelance archaeologists".
  6. Entendre, sometimes with more than one meaning, spoken by the upper-crust and those who wish to exploit their naivete and money.
  7. Grumbling, muttered by the seething riffraff, spoken by henchmen and would-be barricadoes.

Fears (roll once. Your Eidolon must pass a morale check or be turned from these things):
  1. Sunlight
  2. Silver
  3. Genuine Laughter
  4. Salt
  5. Prayer
  6. Mathematics
  7. Fire
  8. Poetry
  9. Wild Animals
  10. Sorcery

Identities (the identity of your Eidolon dictates their initial shape):
  1. Quadruped.
    Legs/legs/head, bite/eyes.
    More like a fat badger than a tiger or horse at this stage.
  2. Biped.
    Legs/arms/human size, natural armor/violence.
    Awful blind headless homunculus, like a mannequin from a department store for blemmyes.
  3. Serpent.
    Head, tail/bite/strangling/natural armor/climbing/eyes.
    As big as a Burmese Python. Could be a skilled assassin with a little training.
  4. Avian.
    Legs/wings/head, bite/eyes.
    Monstrous creature larger than any flying bird in the natural world.
  5. Fish.
    Tentacle mass/tentacles, strangling/gills/swimming.
    Grotesque squirming thing from the deeps. Sure to disgust and frighten those who see it.
  6. Bug.
    Legs/legs/legs, climbing/climbing.
    🐛🥰.

Evolutions:

    The base form of the Eidolon gives 8 EP worth of evolutions, but these may not be redistributed when the Summoner levels up. Evolutions that add body parts can be taken multiple times. If an evolution requires another, other evolutions can't be applied to the same one — e.g. if your Eidolon has claws on its legs it cannot have hooves on the same legs, and if it has improved damage on its claws it can't improve them again. Evolutions which require a specific Identity don't need to be applied to another evolution and can be taken multiple times. You may have three sets of limbs per size-related evolution. All these rules make sense, I think.

1-point Evolutions:
  1. Bite. Requires a head or the Fish Identity. Gives a maw filled with teeth or spines and one attack as a heavy weapon.
  2. Bloodcurdling Scream. Requires a head or the Avian Identity. Allows the Eidolon to produce a truly awful sound at a high volume, like a banshee or a pterodactyl or a piece of industrial machinery. Probably requires a morale check from NPCs the first time they hear it, or more often than that if they know what it means and are afraid of the Eidolon. Different screams require different morale checks.
  3. Camouflage. Requires a disguised substance. Allows the Eidolon to shift its appearance slightly to blend in with its surroundings, allowing it to hide in plain sight and giving it advantage on stealth-related checks while standing still.
  4. Claws. Requires arms or legs. Gives blades or spikes and two attacks as light weapons.
  5. Climbing. Allows the Eidolon to climb like a monkey. Take twice to climb like a spider.
  6. Eyes. Requires a head or the Biped or Bug Identity. Gives eyes, eyestalks or compound lenses allowing the Eidolon to see like a human. Can be taken any number of times for superior field of vision.
  7. Disguised Substance. The Eidolon appears to be made out of meat, or metal, or wood, or a combination of such, or whatever else you please. Purely cosmetic. 
  8. Gills. Allows the Eidolon to breathe underwater. 
  9. Grease Glands. Produce one pint of flammable mucus or fuel per day, enough to create a decent firebomb or render a 5' by 5' square patch of floor as slick as black ice.
  10. Hooves. Requires legs. Gives steely hooves and one attack as a medium weapon, counting as two-handed if both legs are involved.
  11. Horrible Presence. Children and small animals flee the Eidolon. Hirelings and enemies suffer a -1 penalty to morale.
  12. Improved Damage. Requires a natural attack. That attack's damage die steps up once.
  13. Mount. Allows the Eidolon to carry a creature of the same size without slowing down.
  14. Natural Armor. +2 AC. May be taken four times.
  15. Pincers. Requires arms or tentacles. Gives a pair of powerful graspers and one attack which grapples the target automatically. 
  16. Pleasant Voice. Requires a head or the Bug Identity. Gives the Eidolon a mouth or voxcaster
  17. Pounce. Requires two sets of legs or the Quadruped Identity. Allows the Eidolon to leap as far as it could move in a round.
  18. Scent. Requires a head or the Fish identity. Gives fleshy whiskers, a snuffling nose or a VNO allowing the Eidolon to follow scents like a hound.
  19. Slippery. Gives a mucusy coating or slick exoskeleton and a +4 on any check to escape a grapple or slide through a tight space.
  20. Sticky. Gives a mucusy coating or millions of tiny barbs and a +4 on any check to initiate a grapple or cling to a position.
  21. Sting. Requires tentacles or a tail. Gives a misericorde barb or voulge spike and one attack as a heavy weapon.
  22. Strangling. Requires tentacles or a tail or the Serpent identity. Allows the Eidolon to attempt to strangle a grappled enemy as a free action on its turn, requiring them to pass a save or fall unconscious.
  23. Swimming. Gives fins, swimmerets or webbed digits and allows the Eidolon to move through water as quickly as they can on land.
  24. Tail. Gives a tufted, scaled, bony, furred or chainlink prehensile tail and one attack as a light weapon. 
  25. Trash Compactor Stomach. Requires a head or a bite. Allows the Eidolon to consume up to [level] slots of equipment and items, which slowly break down over the course of the day. When a slot of organic items break down, the Eidolon regains 1 hitpoint.
  26. Violence. Gives +1 to-hit. May be taken four times.

2-point Evolutions:
  1. Arms. Gives a pair of arms with delicate grasping hands. Assumed to be roughly monkey/human/giant sized. 
  2. Caltrops. Allows the Eidolon to generate caltrops of metal or quill, [level] 5' by 5' squares' worth a day. 
  3. Cipher. Gives the Eidolon a cipher score of 2. It needs hands to pick locks and such, but it can be stealthy immediately.
  4. Energy Immunity. Ignore damage from fire, lightning or explosions. May be taken three times.
  5. Energy Source. Requires energy immunity. Allows the Eidolon to produce a field of any energy it is immune to, dealing 1d6 point of damage with a body slam or per round to anyone who touches it against its will (save negates). With fire it has a heat-shimmer effect, lightning errant crackling sparks, and explosions give it deeply unpleasant visual bugs.
  6. Enhanced Sight. Requires eyes. Gives your choice of night vision, heat vision, wizard vision, cleric vision or "upgrades" those eyes to one of the New Eyes.
  7. Human Size. Makes the Eidolon big and bulky at about 100kg, which (for example) would make a Biped into a big thuggish lad or a Quadruped into a mountain lion or a Fish into a big-ass fish. Strength and Constitution are set to 18.
  8. Head. Gives a lump of material for other things to stick onto. Comes with ears and a face, if you want.
  9. Impenetrable Hide. Requires at least two levels of Natural Armor. Half-damage from weapons.
  10. Legs. Gives a pair of legs with sturdy feet. One set of legs allows the Eidolon to walk and run at human speed, two sets twice as fast, three sets &c. Can be taken fifty times.
  11. Magic Spell. Gives 1MD and a spell the Eidolon might have picked up somewhere.
  12. Multiattack. Allows the Eidolon to make an extra attack on its turn. May be taken twice. 
  13. Rage. Gives the Eidolon two points of Rage.
  14. Tentacle Mass. Gives a squirming mass of tentacles. Each set counts for two sets of legs when swimming.
  15. Tentacles. Gives a pair of rubbery or rubbery tentacles. Like arms, but better at strangling and worse at playing the piano.
  16. Tremorsense. Allows the Eidolon to sense movement across surfaces they're touching within 60'.
  17. Venom. Requires a bite or a sting. The attack can deal damage to a stat instead of HP, or some other effect negotiated with the DM. Better venoms might have daily-usage restrictions.
  18. Wings. Gives a pair of feathery, leathery or canvasy wings which allow the Eidolon to fly at their walking speed.

3-point Evolutions:
  1. Amorphous. The Eidolon's flesh is mechanically undifferentiated and free of bottlenecks and weakpoints. They may squeeze through gaps the size of their head (assuming they had one), are immune to all poisons, and cannot be dealt critical hits or sneak attacks
  2. Anfractuous. The Eidolon may split into two smaller versions of itself, each with half HP (losing the odd point). No other stats change, and normal restrictions on limbs do not apply. Eidolons of normal size may split once into two tiny forms. Eidolons of human size may split twice into two normal-sized versions, and so on. All smaller versions must be destroyed before the original Eidolon may be resummoned.
  3. Appearance. The Eidolon may appear angelic, demonic, undead or as some other kind of monster relevant to the campaign. They suffer the weaknesses and gain the strengths of that kind of monster.
  4. Breath. Requires a head. Gives a breath attack like a dragon.
  5. Burrow. The Eidolon can tunnel through the earth at a rate of 5' per minute, leaving a hole large enough for a creature of their size to crawl through. If selected twice, they may burrow through solid stone at a rate of 5' per hour.
  6. Commanding Presence. The Eidolon is unusually regal and intimidating. People can feel it looking at them, if it has eyes.
  7. Disease. Requires a natural weapon. Attacks from the natural weapon spread your choice of bubonic plague, leprosy, lyme disease or the common cold. Normal infection chances apply.
  8. Giant Size. Requires human size. Makes the Eidolon huge and looming at about 300kg, which (for example) would make a Biped eleven feet tall or a Quadruped a slender horse or a Bug into a real motherfucker. Strength and Constitution are set to 30.  
  9. Hypnotism. Requires eyes. Gives the Eidolon a friendly smile. Those who fail the morale check must obey your one-word commands which don't directly harm them ("wait" to someone in an active warzone is O.K, "approach" to someone on the other side of a deep pit is not). 
  10. Spinnerets. Gives a set of spinnerets, allowing the Eidolon to produce [level]*30' of silk cord per day, and an extra 30' per hitpoint spent.
  11. Swallow. Requires a bite. Allows the Eidolon to attempt to eat a grappled enemy, requiring them to pass a save or be swallowed whole. While swallowed, they take 1d6 damage every round if the Eidolon wishes and are immobilized. If the Eidolon is killed, or if they are dealt 6 damage in a single attack, or at-will, the swallowed creature is released.


Wizard Kit:
  1. Fashionable Traveling Clothes. 0 slots worn, 2 slots carried.
  2. Walking Stick. Has a skull on it, or a smiling ducky. ⅓rd slot.
  3. Spellbook. Yours, being fairly Orthodox, is bound in "human skin" (cheap imitation) and written in "blood" (brown ink). Ten spells total. 1 slot.
  4. Black Veil. Woven in such a way that it conceals your face without significantly worsening your vision.
  5. Grapnel and 50' of silk rope.
  6. Exotic Throwing Disk. A razor-sharp medium weapon in your hands, a light weapon that deals damage to its owner on a fumble to anyone unfamiliar with it. 1 slot.
  7. Hooded Lantern. Fine specialist gear, sheds light for 24 hours on a dose of kerosene, light may be concealed. 1 slot.
  8. Three grenadoes. Six-second fuze (can detonate this turn or the next in combat, your choice), 2d6 damage within 30', save negates. 1 slot each.
  9. 3d Model of a 4d Cube. Very helpful when explaining the concept of higher dimensions. ⅓rd slot
  10. Rhyming Dictionary. 1/3rd slot.
  11. Roadmap of the Moon. Indicates a total absence of roads on the moon, though there are some pages missing.
  12. Roadmap of the Mood. Indicates a total absence of roads in the mood of the room. Usually, anyway. Its content shifts.
  13. Triple-Length Pistol. Classic black-powder pistol with an exaggeratedly long barrel. About the size, shape and weight of a foot attached to a long calf. Deals 2d6 damage on a hit, takes a full minute to reload, and fires with disadvantage if you moved this turn. -1 to-hit for every full 30 feet between you and the target. 2 slots.
  14. Loud Boots. Make a truly astonishing amount of noise as you walk, tends to scare away wild animals. 1 slot.
  15. Glass Eye. Tiiiiny hidden compartment. Can be put in your socket, if you've got a spare.
  16. Flash Powder. Blinds those who look directly at the explosion for 3 rounds on a failed save. 3 doses.
  17. Oriental Barometer. Odd little gizmo, shaped like an artificial flower, which changes color to indicate how close one is to water.
  18. Science Glove. For your right hand. Resists fire, acid, and broken glass.
  19. Superstition Glove. For your left hand. Woven with threads of alchemical sapphire, a material tangible to ghosts.
  20. A weird or inexplicable curio. Roll 1d6 on the following list:
    1. A red-gold coin whose two sides are the Donkey and the Elephant. When flipped, always comes up Skull somehow.
    2. Cosmic Bait. Looks just like a human's soul, but made from sparkly vinyl. Almost irresistible.
    3. Pair of voidglasses. Like sunglasses, but for looking at things Man Was Not Meant To Know.
    4. Intimidating Hat. Hard to explain why, but this hat is really scary. NPCs are nonplussed. 1 slot.
    5. Scale model of Hell.
    6. A single Ten Armies Boot. Two of them would have all sorts of incredible uses, but a single one only lets you balance perfectly on one foot while bracing the other (the one wearing the boot) in the air.