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 Suggestions for Fluffy

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Suggestions for Fluffy Empty
PostSubject: Suggestions for Fluffy   Suggestions for Fluffy EmptyMon Sep 16, 2013 1:39 am

These aren't totally complete versions. I tried to keep the evo points around 18 since that's where I thought you might be didn't know for sure. Some feats are overbought just to show you the different options you could pick.

I also had some problems with Hero Lab as some of the things for this don't stack right. Also I did some research and to finally put the question to rest. Yes a summoned creature will teleport away with items that are his, his possessions. Otherwise you could summon things like Archon Hounds or something that has magical weapons beat them up and take their magical stuff and then send them back.

It's been made quite clear if it is their possessions unless they willing give it up they will teleport back and forth with it. So if you give it to him he can take it back with him and it will now go back with him to his home plane. A quick search around the board answered that quickly and makes sense if you think about it.

That being said. Lets start things off with Arcane Versions of Fluffy.

First off is machine gun fluffy. Notes- You can take the Major Magic x 3 multiples times just for different spells so even though one says x1 my intention was to have it as another x3. So 3 acid arrows and 3 Scorching Rays.

With this build I have swiftend both spells and empowered them both. So Fluffy can lead off with as a swift action Acid Arrow,  then I would recommend giving Fluffy a wand or a staff with spells for him to use his standard action. To cast said spells out with a Use Magic Device or if you want you can give him Scrolls with Meta magic feats inscribed on the spell for him to use, but that would prove to be more expensive.

So basically Fluffy would for 3-6 rounds of combat send out. 3 Scorching Rays for 4D6 +50% or send out an Acid Arrow for 2D4+50% and for 4 rounds after that the acid arrow damages them for 2D4+50% unless the enemy can neutralize the poison/acid somehow. Then Fluffy can then use a staff, wand, another spell, or a scroll as his standard action.

This does make him a machine gun that last for for 36 seconds at most before he'll be back to his wand only, but then again what caster wouldn't be in trouble after that long and what combat lasts that long at your levels. So I think it's totally viable.

You don't have to use those spells but those are the ones I picked for example.

Eidolon
Serpentine
Small Outsider
Init +6; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 29, touch 17, flat-footed 23 (+6 Dex, +1 size, +12 natural)
hp 100 ()
Fort +3, Ref +13, Will +7 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 20 ft., climbing (20 feet)
Melee Bite (1 extra at -5) (Bite) +12 (1 extra at -5) (1d4+1/x2) and
  Tail slap (Tail Slap) +7 (1d4/x2)
Spell-Like Abilities
  3/day—Empower Spell-Like Ability (Major Magic, Improved), Major Magic, Improved (Scorching Ray) (3/day), Quicken Spell-Like Ability (Major Magic, Improved)
  1/day—Basic Magic (Touch of Fatigue) (1/day) (DC 16), Empower Spell-Like Ability (Major Magic) (1/day), Major Magic (Acid Arrow) (1/day), Minor Magic (Magic Missile) (1/day), Quicken Spell-Like Ability (Major Magic) (1/day)
--------------------
Statistics
--------------------
Str 13, Dex 23, Con 11, Int 7, Wis 10, Cha 23
Base Atk +10; CMB +10; CMD 26 (can't be Tripped)
Feats Empower Spell-Like Ability (Major Magic) (1/day), Empower Spell-Like Ability (Major Magic, Improved) (3/day), Quicken Spell-Like Ability (Major Magic) (1/day), Quicken Spell-Like Ability (Major Magic, Improved) (3/day)
Skills Acrobatics +6 (+8 to balance, +2 jump), Climb +9, Fly +8, Stealth +10, Use Magic Device +16; Racial Modifiers tail
Languages Common
SQ devotion +4, multiattack / extra attack
Other Gear Headband of alluring charisma +4, You have no money!
--------------------
Special Abilities
--------------------
Basic Magic (Touch of Fatigue) (1/day) (DC 16) (Sp) An eidolon learns to cast a basic spell as a spell-like ability. Select one spell from the following list: acid splash, dancing lights, daze, detect magic, flare, ghost sound, light, mage hand,
Climbing (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Empower Spell-Like Ability (Major Magic) (1/day) Numeric effects of a spell-like ability are increased 50% up to 3/day
Empower Spell-Like Ability (Major Magic, Improved) (3/day) Numeric effects of a spell-like ability are increased 50% up to 3/day
Evasion (Ex) No damage on successful reflex save.
Major Magic (Acid Arrow) (1/day) (Sp) An eidolon learns to cast a major spell as a spell-like ability. Select one spell from the following list: acid arrow, cure moderate wounds, darkness, daze monster, glide**, invisibility (self only), lesse
Major Magic, Improved (Scorching Ray) (3/day) (Sp) An eidolon learns to cast a major spell as a spell-like ability. Select one spell from the following list: acid arrow, cure moderate wounds, darkness, daze monster, glide**, invisibility (self only), lesse
Minor Magic (Magic Missile) (1/day) (Sp) An eidolon learns to cast a minor spell as a spell-like ability. Select one spell from the following list: burning hands, comprehend languages, cure light wounds, detect chaos/evil/good/law, magic missile, obscur
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Quicken Spell-Like Ability (Major Magic) (1/day) Spell-like ability is cast as a swift action up to 3/day.
Quicken Spell-Like Ability (Major Magic, Improved) (3/day) Spell-like ability is cast as a swift action up to 3/day.
Tail (Ex) Tail grants +2 Acrobatics checks for balance.


Then we have Sorcerer Fluffy. There are a line of feats  Eldritch Heritage and Improved Eldritch Heritage listed below that give you Sorcerer Bloodline powers. There are a lot to choose from. I would pick a Dragon or Elemental though those are the obvious ones. Dragon will add damage to any (inset element of dragon you choose. For this build I went with Gold aka Fire)  spells Fluffy makes and give him a breath attack.

The elemental damage gives you a ray attack you can use if you run out of spells and a burst attack that gives the enemies a vulnerability to the energy type you choose which you can also alter your spells to that elemental damage you choose. So you could make a Fireball spell into an acid ball for example.

The one below if the Draconic version

Natsu Eidolon
Serpentine
Small Outsider
Init +6; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 29, touch 17, flat-footed 23 (+6 Dex, +1 size, +12 natural)
hp 100 ()
Fort +3, Ref +13, Will +7 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 20 ft., climbing (20 feet)
Melee Bite (1 extra at -5) (Bite) +12 (1 extra at -5) (1d4+1/x2) and
  Tail slap (Tail Slap) +7 (1d4/x2)
Spell-Like Abilities
  3/day—Empower Spell-Like Ability (Major Magic, Improved), Major Magic, Improved (Scorching Ray) (3/day), Quicken Spell-Like Ability (Major Magic, Improved)
  1/day—Basic Magic (Touch of Fatigue) (1/day) (DC 16), Minor Magic (Burning Hands) (1/day) (DC 21), Ultimate Magic (Fireball) (1/day) (DC 23)
--------------------
Statistics
--------------------
Str 13, Dex 23, Con 11, Int 7, Wis 10, Cha 23
Base Atk +10; CMB +10; CMD 26 (can't be Tripped)
Feats Ability Focus (Ultimate Magic), Eldritch Heritage, Empower Spell-Like Ability (Major Magic, Improved) (3/day), Improved Eldritch Heritage (Breath Weapon), Quicken Spell-Like Ability (Major Magic, Improved) (3/day), Skill Focus (Perception)
Skills Acrobatics +6 (+8 to balance, +2 jump), Climb +9, Fly +8, Perception +3, Stealth +10; Racial Modifiers tail
Languages Common
SQ devotion +4, multiattack / extra attack
Other Gear Headband of alluring charisma +4, You have no money!
--------------------
Special Abilities
--------------------
Basic Magic (Touch of Fatigue) (1/day) (DC 16) (Sp) An eidolon learns to cast a basic spell as a spell-like ability. Select one spell from the following list: acid splash, dancing lights, daze, detect magic, flare, ghost sound, light, mage hand,
Climbing (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Empower Spell-Like Ability (Major Magic, Improved) (3/day) Numeric effects of a spell-like ability are increased 50% up to 3/day
Evasion (Ex) No damage on successful reflex save.
Major Magic, Improved (Scorching Ray) (3/day) (Sp) An eidolon learns to cast a major spell as a spell-like ability. Select one spell from the following list: acid arrow, cure moderate wounds, darkness, daze monster, glide**, invisibility (self only), lesse
Minor Magic (Burning Hands) (1/day) (DC 21) (Sp) An eidolon learns to cast a minor spell as a spell-like ability. Select one spell from the following list: burning hands, comprehend languages, cure light wounds, detect chaos/evil/good/law, magic missile, obscur
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Quicken Spell-Like Ability (Major Magic, Improved) (3/day) Spell-like ability is cast as a swift action up to 3/day.
Tail (Ex) Tail grants +2 Acrobatics checks for balance.
Ultimate Magic (Fireball) (1/day) (DC 23) (Sp) An eidolon learns to cast a powerful spell as a spell-like ability. Select one spell from the following list: arcane sight, create food and water, cure serious wounds, daylight, fireball, fly, gaseous form


The next Version I like to call the Yellow Flash or Hungry Fluffy it's built around two builds I mixed. Using a tree of feats Dimensional  ---- With these four down below you get spring attack with Dimension Door. The feat tree is clear, however how they use  Dimensional Door with it has wiggle room devs have admitted on the boards. So just to let you know with the The Dimensional Door Evo it lets you use 800 feet of movement per day.

So that being explained the feat tree lets you provide flanking for everyone you attacking to anyone including yourself if you wanted to do one attack behind them and then teleport to the others side and attack them. So as long as your using Dimensional door to move between the opponents you have the spring attack feat to do a full round attack on everyone you can teleport to or one one person.  

I combined this with the swallow whole evolution with two bite's with grab attack's and combined with constrict. So Fluffy can teleport behind bite two people, constrict them since he's serpentine and then teleport away and then on his next turn he can then swallow them and keep on doing it. Good against minions.


Fluffy the Hungry
Serpentine
CG Large Outsider
Init +4; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 27, touch 13, flat-footed 23 (+4 Dex, -1 size, +14 natural)
hp 140 (+40)
Fort +7, Ref +11, Will +7 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 20 ft., climbing (20 feet)
Melee Bite (Bite) +17 (2d6+8 plus grab+1d6 cold/x2) and
  Bite (Bite) +17 (2d6+8 plus grab+1d6 cold/x2) and
  Constrict (Constrict) +17 (2d6+8+1d6 cold/x2) and
  Tail slap (Tail Slap) +15 (1d8+4+1d6 cold/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks energy attacks (cold), swallow whole, ac 17, 14 hp)
--------------------
Statistics
--------------------
Str 26, Dex 19, Con 18, Int 7, Wis 10, Cha 15
Base Atk +10; CMB +19 (+23 Grappling); CMD 33 (can't be Tripped)
Feats Dimensional Agility, Dimensional Assault, Dimensional Dervish, Dimensional Savant, Improved Natural Attack (Bite [Bite]), Lunge, Multiattack
Skills Acrobatics +4 (+6 to balance, +0 jump), Climb +16, Fly +2, Stealth +0; Racial Modifiers tail
Languages Common
SQ devotion +4, head, multiattack / extra attack
Other Gear Headband of alluring charisma +4, You have no money!
--------------------
Special Abilities
--------------------
Climbing (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Dimensional Agility May take any additional actions remaining after using dimension door or abundant step
Dimensional Assault May use dimension door or abundant step as part of a charge action
Dimensional Dervish During full-attack action, you may cast dimension door or use abundant step as a swift action
Dimensional Savant Provide flanking from all squares you attack from when using Dimensional Dervish
Energy Attacks (Cold) (Ex) Your natural attacks deal 1d6 additional energy damage.
Evasion (Ex) No damage on successful reflex save.
Grab (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Grab (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Head An eidolon grows an additional head. The eidolon does not gain any additional natural attacks for the additional head, but the additional head does allow the eidolon to take other evolutions that add an additional attack to a head (such as a bite, go
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Swallow Whole, AC 17, 14 HP) (Ex) You can swallow smaller targets whole.
Tail (Ex) Tail grants +2 Acrobatics checks for balance.




This Fluffy I made for a Barbarian type look with Fluffy. Using your new Great sword I think I have a pretty good set up. Doing some research and what not you can use an improperly sized weapon at a -2 but for example. If a Large creature uses a long sword his size and a long sword for a Medium sized creature he'll take the -2 but it's considered a light weapon.  Also some weapons when used by different sized people act like a different weapon.  

For these example which is nicely listed in the rule for us. a Small great sword can thus become an actual Medium longsword, usable by a Medium creature without the —2 penalty for using a weapon of the wrong size. The weapon retains all of its abilities , including enhancement bonuses and weapon special abilities , except those prohibited by its current shape.

So since the weapon scales right. If we made Fluffy Large Size he could treat a Great Sword like a Long sword of the right large size. For this build I've turned Fluffy into a Huge monster to give him massive Str and Con and the ability to wield one Huge size Longsword with 3 Large Longswords to make them light for dual weapon fighting to make it easier to hit stuff.

My problem was with the feats in the end. I couldn't decided between lunge to give him even more reach, combat reflexs to get more AoO's with his already impressive reach. Power attack for extra damage, or since he has such a damn impressive str score giving him intimidating prowess so that in true Barbarian fashion he does this to his enemies.



Armag Eidolon
Biped (Hooves)
CG Huge Outsider
Init +2; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 27, touch 10, flat-footed 25 (+2 Dex, -2 size, +17 natural)
hp 160 (+60)
Fort +13, Ref +5, Will +7 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion; DR 10/lawful
--------------------
Offense
--------------------
Speed 30 ft.
Melee (L) +3 Longsword +20 (2d6+9/17-20/x2) and
  (L) +3 Longsword +20 (2d6+9/17-20/x2) and
  +3 Longsword +22/+17 (3d6+16/17-20/x2) and
  (L) +3 Longsword +20 (2d6+9/17-20/x2) and
  Hooves x2 (Hooves) +16 x2 (1d4+6/x2)
Space 15 ft.; Reach 4 ft.
--------------------
Statistics
--------------------
Str 37, Dex 14, Con 22, Int 7, Wis 10, Cha 15
Base Atk +10; CMB +25; CMD 37
Feats Combat Reflexes (3 AoO/round), Improved Critical (Longsword), Intimidating Prowess, Lunge, Martial Weapon Proficiency (Longsword), Multiweapon Fighting, Power Attack -3/+6
Skills Fly -2, Intimidate +25, Stealth -6
Languages Common
SQ devotion +4, multiattack / extra attack
Other Gear +3 Longsword, +3 Longsword, +3 Longsword, +3 Longsword, Headband of alluring charisma +4, You have no money!
--------------------
Special Abilities
--------------------
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (10/lawful) You have Damage Reduction against all except Lawful attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
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Suggestions for Fluffy Empty
PostSubject: Redone Armag Fluffy   Suggestions for Fluffy EmptyMon Sep 16, 2013 6:53 pm

Okay I kinda didn't think this all the way through why I'm posting it as a different post. The light weapon thing really only matters if your weapon finessing and what not I suppose. If you make them a different size to give them light properties your still taking the same penalty as if you were using the properly versioned ones but you get more damage dice. So here's a fluffy with 3 Huge Long swords and one Large Long sword to represent Ovirbane. If you wanted to turn Ovirbane into a huge sword. I'd allow you to hit it with the Transformitive weapon enhancment which is a straight 10,000 that usually only lets you switch weapon types, but I think it's a fair price to increase it's size and what not.

Ether that or you could have Torva create a spell that would allow you to resize a weapon much like the master crafting spell. That being said here's the repost of Fluffy with better weapons and I did come up with these in 2 days in my spare time... bah....


This Fluffy I made for a Barbarian type look with Fluffy. Using your new Great sword I think I have a pretty good set up. Doing some research and what not you can use an improperly sized weapon at a -2 but for example. If a Large creature uses a long sword his size and a long sword for a Medium sized creature he'll take the -2 but it's considered a light weapon.  Also some weapons when used by different sized people act like a different weapon.  

For these example which is nicely listed in the rule for us. a Small great sword can thus become an actual Medium longsword, usable by a Medium creature without the —2 penalty for using a weapon of the wrong size. The weapon retains all of its abilities , including enhancement bonuses and weapon special abilities , except those prohibited by its current shape.

So since the weapon scales right. If we made Fluffy Large Size he could treat a Great Sword like a Long sword of the right large size. For this build I've turned Fluffy into a Huge monster to give him massive Str and Con and the ability to wield one Huge size Longsword with 3 Large Longswords to make them light for dual weapon fighting to make it easier to hit stuff.

My problem was with the feats in the end. I couldn't decided between lunge to give him even more reach, combat reflexs to get more AoO's with his already impressive reach. Power attack for extra damage, or since he has such a damn impressive str score giving him intimidating prowess so that in true Barbarian fashion he does this to his enemies.



Eidolon
Biped (Hooves)
CG Huge Outsider
Init +2; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 27, touch 10, flat-footed 25 (+2 Dex, -2 size, +17 natural)
hp 160 (+60)
Fort +13, Ref +5, Will +7 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion; DR 10/lawful
--------------------
Offense
--------------------
Speed 30 ft.
Melee (L) +3 Longsword +22/+17 (2d6+16/17-20/x2) and
  (L) +3 Longsword +20 (2d6+9/17-20/x2) and
  +3 Longsword +22/+17 (3d6+16/17-20/x2) and
  +3 Longsword +20 (3d6+9/17-20/x2) and
  +3 Longsword +20 (3d6+9/17-20/x2) and
  Hooves x2 (Hooves) +16 x2 (1d4+6/x2)
Space 15 ft.; Reach 4 ft.
--------------------
Statistics
--------------------
Str 37, Dex 14, Con 22, Int 7, Wis 10, Cha 15
Base Atk +10; CMB +25; CMD 37
Feats Combat Reflexes (3 AoO/round), Improved Critical (Longsword), Intimidating Prowess, Lunge, Martial Weapon Proficiency (Longsword), Multiweapon Fighting, Power Attack -3/+6
Skills Fly -2, Intimidate +25, Stealth -6
Languages Common
SQ devotion +4, multiattack / extra attack
Other Gear +3 Longsword, +3 Longsword, +3 Longsword, +3 Longsword, +3 Longsword, Headband of alluring charisma +4, You have no money!
--------------------
Special Abilities
--------------------
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (10/lawful) You have Damage Reduction against all except Lawful attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage..
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