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Old 04-15-2012, 10:37 PM   Top  -  End  -  #1
Empedocles
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Post [3.5] The Eidolon Handbook. Any feedback is appreciated :)

The Eidolon Handbook



The eidolon is an incredibly unique base class from the Ghostwalk supplement, which is designed as a character class for ghosts after a player dies. The eidolon is very customizable and is not a weak class, generally agreed to be mid Tier 3. Right at the ideal balance point. The formatting for this handbook will be as follows:

This option is perfect. If you don't take it, you better have a good reason
This is a very solid option. Most builds will make use of it, and you generally need a reason not to include it.
Normal text is an average option, but you can do better. Generally only good for specific builds.[/color]
This is a below average option. Not recommended except for specific builds.
This is a terrible option. Don't take it.

Some Special Notes on the Eidolon
Since this class is for people who've died, you automatically have the ghost template from Ghostwalk (which is LA +1. NOT the MM ghost template) and at least 1 level in another class. This handbook assumes you only have 1 level in another class, but it does not assume your DM allows LA buyoff. If he does, you're just lucky

Also, the RAW rules for an eidolon state that you die when your levels of eidolon exceed those of your other classes. If your going to actually play an eidolon, you obviously need your DM to ignore this...

Attributes

Strength: It's nice to have a decent strength, but it's not really important. Many builds won't even be relying on strength, and shadow blade and weapon finesse made it so you don't need strength at all.
Dexterity: Your most important stat, since it regulates your touch attacks and is likely one of your main sources of AC.
Constitution: If you can afford a high constitution...great. If not, that's fine since a good eidolon doesn't take a whole lot of damage to begin with
Intelligence: This would be a complete dump stat if not for skills...as is, try to keep it at 12 or 13 at least so you can afford basic skills you'll need, but in general this stat is not a priority.
Wisdom: Primary dump stat. The only thing you could possibly need it for is your Will save, which is good anyways.
Charisma: This governs a lot of class features and you (as a ghost) get your charisma modifier as a bonus to AC. A 14 is fine for charisma, but it's nice to have a high one - 16 is ideal. Any saves (such as for your possession and debuffs, which are very important) will be based off of this.

Your First Class...
As previously stated, the eidolon needs to start out as a different class. When choosing your first class, you should look for something that will still be helpful later on in the game. Full spellcasters, the artificer, and manifesters are all terrible options because their bonuses won't scale at all. Keep in mind the choice of your first class will matter less and less as time goes on. This list will be constantly expanding.

Spoiler


Race

Okay...you're a ghost. That's a given. But your base race can have a large impact on your character, especially early on. What follows is a list of some races, and the benefits and drawbacks of using one for an eidolon. The list is incomplete though, and will be expanded.

Spoiler


Now..the Actual Eidolon: Part I (the Ghost)

Okay, so you've decided what you were before you were an eidolon. But...that's really only the tip of the iceberg. You're a ghost now, and you're milking that fact for all it's worth! So...let's start there. What can a ghostwalk ghost do, and how useful is it?

Spoiler


The Actual Eidolon: Part II (The Chassis)


The chassis for the eidolon is really about as average as it gets. You have...

d8 HD. That's unfortunate, but you're not excessively squishy or in imminent danger of being squished.

Full BAB. Yay! This is very helpful for your touch attacks.

Crappy saves. Specifically, bad reflex and fortitude, and good will. Definitely not ideal, but at least the good will lets you dump wisdom completely.

No weapon or armor proficiencies. Not a huge issue. you get these from previous classes.

2 Skill points. This sucks. Not only could this class make excellent use of skill tricks, it'd also be nice to have some cross class skills (see below). What follows is a list of eidolon class skills, and how useful they are to you.
Spoiler


There're three other skills that are very helpful to you (more so then anything on your actual list of skills): Use Magic Device, Move Silently, and Iaijutsu Focus, listed in order of importance. A level in human paragon to start out with will let you take one of these, and the cosmopolitan feat at 1st level will let you take another. Iaijutsu Focus is mostly only useful for builds that don't use Path of the Corruptor feats, but are played instead like mobile, hard-to-hit warriors.

The Actual Eidolon: Part III (Paths)


Literally all of your class abilities are based on your selection of unique feats, known as "ghost feats." Feats are categorized into Paths, which are summarized and evaluated below. Keep a few things in mind while reading though: Not all of the feats of an excellent path are necessarily worth taking, you're not restricted just to feats from a specific path, and there are good eidolon builds for five of the six feat paths. This focuses on the best of those builds. Also, these paths assume that you are normally incorporeal and must use special powers to become corporeal. If you're actually playing in the city of Manifest, the natural state for you is solid, with the ability to become incorporeal being a special ghost feat.

Path of the Corruptor: In other words, the path of the debuffer. Corruptor eidolons are the simplest to play. You just use your flying and incorporealness to get behind an enemy and drain him away. Corruptor eidolons will want both their charisma and dexterity scores jacked up as high as possible, even more so then the average eidolon. This is a good Path and should always supplement the abilities of an optimized eidolon, although ideally it's not all they can do. No powerful characters I've heard of are complete 1 trick ponies, after all.

Path of the Dominator: You get to possess people. Damn. Not only that, but you can possess multiple people. This is an incredibly powerful build and also allows for versatility for creative players (possessing dead monster corpses, anyone?). Most eidolons will have at least 2 feats from this Path.

Path of the Haunt: While it's not useless...this isn't really a highly recommended build. You get a lot of fear effects, but it takes a ton of feats to be decent and it's still not nearly as good as an average dominator or corruptor build.

Path of the Poltergeist: Worthless, stupid path. It lets you interact with the world...path of the corruptor lets you destroy the world and the dominator build lets you become part of the world. Ectoplasm lets you interact with the world in a much better way...all in all, this path has almost nothing to offer you. Its best feats are green, and most are red.

Path of the Shaper: This path is a mixed package. It has some useful stuff, some not-so useless stuff, but most eidolons will find themselves making use of a lot of the abilities here. It's just not usually going to be central to your build. Consider this path your little bag of tricks

Path of the Traveler: This path is very strong, almost gold in fact. The main problem with it is that its two main feats - ghost glide and fly - are rendered useless by the fact that an incorporeal ghost can already fly...However, it's still nice to be able to fly while corporeal, and more importantly this is the path that will let you become corporeal temporarily (or incorporeal temporarily, if you're in manifest). If you're playing in the actual Ghostwalk setting then this Path is gold, since it'll let you become incorporeal.

Ectoplasmic Bread and Butter: Ghost Feats

Ah. Ghost feats. The cornerstone of every single eidolon build possible, and its only class feature. Now, a few things deserve mentioning on the ghost feats before I go into a feat-by-feat description of them:
  • You receive 11 bonus ghost feats, free, at 20th level. However, a 20th level eidolon is technically epic since he has 1 level in another class and possibly +1 LA, depending on if your DM allows LA buyoff or not. In any case, no non-epic eidolon will receive more then 10 bonus ghost feats as a class feature.
  • In addition to the 10 bonus ghost feats from the class...you also receive 7 normal bonus feats through ECL 20 (regardless of prior class levels or LA). This puts you at a whopping 17 feats. Keep in mind though that your 1st level feat cannot possibly be a ghost feat, since it's impossible to be an ECL 1 eidolon. Therefore, you have 16 feats available as ghost feats, 1 bonus feat that cannot possibly be a bonus feat, and potentially 1 more if you're a human (this also cannot be a ghost feat).
  • Ghost feats take priority over normal feats...but that doesn't mean you shouldn't take them. Good non-ghost feats for eidolons and traps to avoid are included below.

What follows is an evaluation of each indiviudal ghost feat. They're organized by their feat path. Each feat also takes into account what it is a prerequisite for, which makes some feats more useful then they would otherwise be.

Path of the Corruptor
Spoiler


Path of the Dominator
Spoiler
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Old 04-15-2012, 10:38 PM   Top  -  End  -  #2
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Post Re: [3.5] The Eidolon Handbook. Any feedback is appreciated :)

reserved post 1 out of 3
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Old 04-15-2012, 10:39 PM   Top  -  End  -  #3
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Post Re: [3.5] The Eidolon Handbook. Any feedback is appreciated :)

reserved post 2 of 3
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Old 04-15-2012, 10:40 PM   Top  -  End  -  #4
Empedocles
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Post Re: [3.5] The Eidolon Handbook. Any feedback is appreciated :)

reserved post 3 of 3. Post away Any feedback on this is enormously appreciated. Obviously, as of now this isn't anywhere near complete though.
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Old 04-16-2012, 05:39 AM   Top  -  End  -  #5
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Default Re: [3.5] The Eidolon Handbook. Any feedback is appreciated :)

Not complete (so far), but very interesting nevertheless. Eidolon is an interesting option if you want to avoid resurrections and stuff like that in your campaign.
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Old 04-16-2012, 10:38 AM   Top  -  End  -  #6
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Default Re: [3.5] The Eidolon Handbook. Any feedback is appreciated :)

My only major concern so far pertains to your entry classes. Namely: why was Crusader left out, and why is Cleric only considered a mediocre choice? It's a well established fact (or at least I thought it was) that Cleric 1 is one of the best melee dips out there. There's even a whole handbook on it. And on the off chance that you want your ghost tanking at all Crusader is one of the best bases out there. Worth at least a black rating for full BAB and the presence of maneuvers.
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Old 04-16-2012, 12:10 PM   Top  -  End  -  #7
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Post Re: [3.5] The Eidolon Handbook. Any feedback is appreciated :)

Quote:
Originally Posted by Yorrin View Post
My only major concern so far pertains to your entry classes. Namely: why was Crusader left out, and why is Cleric only considered a mediocre choice? It's a well established fact (or at least I thought it was) that Cleric 1 is one of the best melee dips out there. There's even a whole handbook on it. And on the off chance that you want your ghost tanking at all Crusader is one of the best bases out there. Worth at least a black rating for full BAB and the presence of maneuvers.
The crusader isn't on here because I didn't have ToB at hand when I added in the initiator classes. Also, I'll review your link and re-evaluate my opinion on the cleric.
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Old 04-16-2012, 04:33 PM   Top  -  End  -  #8
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Post Re: [3.5] The Eidolon Handbook. Any feedback is appreciated :)

Sorry, but the cleric still isn't above an average choice. His key ability score is wisdom...and you won't want to even have this at 12. I'll add the crusader today (it'll be blue, don't worry).
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Old 04-16-2012, 08:12 PM   Top  -  End  -  #9
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Post Re: [3.5] The Eidolon Handbook. Any feedback is appreciated :)

Beginning to add in ghost feat descriptions.
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Old 04-16-2012, 10:44 PM   Top  -  End  -  #10
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Default Re: [3.5] The Eidolon Handbook. Any feedback is appreciated :)

You have Incarnate listed as a green choice, but can Incarnum even work at all without a Con score?
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Old 04-16-2012, 10:59 PM   Top  -  End  -  #11
Empedocles
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Post Re: [3.5] The Eidolon Handbook. Any feedback is appreciated :)

Quote:
Originally Posted by Chronos View Post
You have Incarnate listed as a green choice, but can Incarnum even work at all without a Con score?
This is sort of weird but...the ghost template from Ghostwalk doesn't take away your constitution score. In fact, it's not undead. It's outsider (incorporeal). Weird, right?

EDIT: For the record soulmelds wouldn't work if he didn't have a constitution.
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Old 04-16-2012, 11:18 PM   Top  -  End  -  #12
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Default Re: [3.5] The Eidolon Handbook. Any feedback is appreciated :)

Quote:
Originally Posted by Vilpich View Post
Sorry, but the cleric still isn't above an average choice. His key ability score is wisdom...and you won't want to even have this at 12. I'll add the crusader today (it'll be blue, don't worry).
You don't need wisdom for a level 1 dip.
Assuming cloistered domain, you can pick up (from that handbook, even):
Time - Improved Initiative

And some Devotion feats (which you can swap domains for)
Travel - Can I make this any bluer? It's like pounce, but not a charge. Your full movement as a swift action for one minute. This is awesome for skirmishers or people that can't otherwise get pounce easily (say you're Lawful ...)
Knowledge - Always on, near guaranteed bonus to hit/damage. Very good. Incidentially, many cleric dips after Complete Champion are actually Cloistered Cleric dips ...
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Old 04-16-2012, 11:36 PM   Top  -  End  -  #13
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Post Re: [3.5] The Eidolon Handbook. Any feedback is appreciated :)

Quote:
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You don't need wisdom for a level 1 dip.
Assuming cloistered domain, you can pick up (from that handbook, even):
Time - Improved Initiative

And some Devotion feats (which you can swap domains for)
Travel - Can I make this any bluer? It's like pounce, but not a charge. Your full movement as a swift action for one minute. This is awesome for skirmishers or people that can't otherwise get pounce easily (say you're Lawful ...)
Knowledge - Always on, near guaranteed bonus to hit/damage. Very good. Incidentially, many cleric dips after Complete Champion are actually Cloistered Cleric dips ...
Point conceded. I added in a clause about the cloistered cleric as well.
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Old 04-22-2012, 01:30 AM   Top  -  End  -  #14
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Default Re: [3.5] The Eidolon Handbook. Any feedback is appreciated :)

Ghost is LA+1? Where did you find the LA? I'm looking at my copy of Ghostwalk and can't find it listed in the book or in the official update document PDF.
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Old 04-22-2012, 01:34 AM   Top  -  End  -  #15
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Post Re: [3.5] The Eidolon Handbook. Any feedback is appreciated :)

Quote:
Originally Posted by Jeriah View Post
Ghost is LA+1? Where did you find the LA? I'm looking at my copy of Ghostwalk and can't find it listed in the book or in the official update document PDF.
They state that the CR is "as the character +1" which I think can be interpreted as LA 1, just in convoluted 3.0 language...that might be up for discussion though
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Old 04-22-2012, 02:46 AM   Top  -  End  -  #16
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Default Re: [3.5] The Eidolon Handbook. Any feedback is appreciated :)

Level Adjustments did not exist in 3.0. In 3.5, there are a number of races and templates that have differing CRs and LAs. Monster Manual Vampire, for example, gives +2 CR and +8LA.

That said...

The official Ghostwalk v.3.5 Update on Page 9 gives an example of a "DWARF, 1ST-LEVEL WARRIOR Medium Outsider (Dwarf) (Augmented Humanoid, Extraplanar, Incorporeal)" with "Level Adjustment: +0".

I'm pretty sure that means the template has a +0LA.


Edit: My friend Rizban pointed this out to me awhile back when I was trying to figure it out for a game I was running. I asked rather than just stating it, because I thought maybe you knew something we didn't and wanted an answer rather than just an "Okay, I'll change it."
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Old 04-22-2012, 04:38 AM   Top  -  End  -  #17
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Default Re: [3.5] The Eidolon Handbook. Any feedback is appreciated :)

Despite what the rules say, it is technically possible to be an Eidolon 20 pre-epic. Be Any Class 1, die, take Eidolon levels, get a raise dead, lose a level and select the level in the non Eidolon class. Bam, straight Eidolon classes. Nothing requires you to lose your most recent class level.


On Being a Ghost
Spoiler


Unless a DM totally ignores social situations, you probably need a rank or two in Concentration to suppress the "symptoms" of your chosen path or paths. Corrupter and Dominator put evil-looking black auras around your hands and head, respectively. Haunt gives you empty eye sockets. Poltergeist shakes small objects around you and makes little dust swirls. Shaper turns you into Slimer from Ghost Busters, leaving ectoplasmic goo on everything you touch. It's only a DC5 to suppress these when not distracted, but it's worth at least knowing about.


Also, you really need to have a section on Ghost Traits and Faces of Death. Both are pretty integral to playing an Eidolon or Eidoloncer or ghost of any type.

Faces of Death can be useful for making an Intimidate based debuffer, with Gruesome granting a +10 untyped bonus to Intimidate. Granted, Gruesome also gives a -10 untyped penalty to Bluff, Diplomacy, Gather Information, Perform, and Charisma checks to influence NPC attitudes. But, hey, you're going for Intimidate, so what do you care?


Strength is a total dump stat. Unless fully manifested (almost never), you have Str -.

You mention Weapon Finesse, but this is a TOTALLY worthless feat. Having no Str score means you apply Dex to attack with all attacks, regardless of ability to use Weapon Finesse with the attack. That's one of the perks of being incorporeal. Also remember that you cannot make trip or grapple attempts or be tripped or grappled due to being incorporeal. Also, no bull rush, disarm, or sunder since you can't forcibly manipulate opponents or their gear. Good news though, you can't be disarmed either, even if you're using a ghost touch weapon.


I disagree with you on Bard. A level or two of Bard gives you bardic music, which has all kinds of fun alternate class features for it. It can also power the Doomspeak feat from Champions of Ruin: Will DC 10 + your character level + your Cha modifier or cause -10 to attacks, saves, ability checks, and skill checks. If you're playing a Corrupter or other general debuffer, then this can be situational but very useful.

Since you also generally want a decent Charisma, bard has it's place on Eidolons.


The weakness of the Corrupter path is that the touch attacks are treated as natural attacks. That means you don't get multiple attacks with higher BAB. Also, the abilities specifically say you can only use one at a time. As such, you get one touch attack per round, even if you have the opportunity for a full attack. You can, however, combine this natural attack with attacks from a melee weapon or other natural attacks from other sources.

Corrupter seems to work best with a Combat Reflexes AoO focused build and ways to extend your natural reach. You can do some serious ability damage each turn with that kind of a build.

I generally agree with your assessment of Corrupter with the following exceptions.
Enervating Touch should be blue. Negative levels is one of the fastest ways to kill things, and the number of negative levels is doubled with a successful critical hit. The negative levels can also be permanent.

Freezing Touch should be red. 1d6 cold damage is simply not worth a feat.

Rend Ghost should be extra red.

Shriveling Touch should be blue. Ability drain isn't that different from damage, since they'll be dead at the end of combat or you'll be rolling new characters anyway. It's still really good though, despite being limited to uses per day.

Touch Attack Specialization should be at least black and potentially blue. Changing your Con damage from 1d4 to 1d4+2, a 50% increase in damage, is pretty well worth a feat.


Path of the Dominator
Spoiler


The Traveler path is effectively useless if you aren't inside the Manifest Ward and forced to fully manifest. As a whole, the path should be green or black if and only if you're playing inside the Manifest Ward.

Path of the Traveler
Spoiler


Path of the Haunt
Spoiler


Path of the Poltergeist
Spoiler


Path of the Shaper
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Old 04-22-2012, 09:58 AM   Top  -  End  -  #18
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Default Re: [3.5] The Eidolon Handbook. Any feedback is appreciated :)

Quote:
Originally Posted by Jeriah View Post
Level Adjustments did not exist in 3.0. In 3.5, there are a number of races and templates that have differing CRs and LAs. Monster Manual Vampire, for example, gives +2 CR and +8LA.
Not quite accurate, as the 3.0 DMG talked about Monstrous PCs with level adjustments to put them on par with normal PHB races but generally monster stat blocks referred to it by giving the sum of RHD and level adjustment as the ECL, which you could figure later. It wasn't till Savage Species that Level Adjustment was formalized as a term but it existed as an informal term prior to that point.
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Old 04-22-2012, 11:45 AM   Top  -  End  -  #19
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Default Re: [3.5] The Eidolon Handbook. Any feedback is appreciated :)

Would this guide assumes the DM is using the variant (p12 in the book) where The Calling has been thrown out? Or that the afterlife doesn't work that way, and you can carry on taking Eidolon levels anyway?
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Old 04-22-2012, 11:51 AM   Top  -  End  -  #20
Empedocles
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Post Re: [3.5] The Eidolon Handbook. Any feedback is appreciated :)

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Would this guide assumes the DM is using the variant (p12 in the book) where The Calling has been thrown out? Or that the afterlife doesn't work that way, and you can carry on taking Eidolon levels anyway?
Yup
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Old 04-22-2012, 02:20 PM   Top  -  End  -  #21
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Default Re: [3.5] The Eidolon Handbook. Any feedback is appreciated :)

I am disappointed that I can't find a way to make the PF Summoner class mesh well with this
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Old 04-22-2012, 03:19 PM   Top  -  End  -  #22
Cieyrin
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Default Re: [3.5] The Eidolon Handbook. Any feedback is appreciated :)

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I am disappointed that I can't find a way to make the PF Summoner class mesh well with this
Considering nothing gives you more Evolution points besides Summoner, it's not that surprising. Though I suppose I could see a gestalt Summoner/Eidoloncer or something like that but that's a horse of a completely different color, there.
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Old 04-24-2012, 02:52 AM   Top  -  End  -  #23
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Default Re: [3.5] The Eidolon Handbook. Any feedback is appreciated :)

Huh. I had encouraged Riz to come post his thoughts. I think they're pretty good. I would have thought there'd at least be a comment about it...
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Old 04-24-2012, 03:36 PM   Top  -  End  -  #24
Empedocles
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Post Re: [3.5] The Eidolon Handbook. Any feedback is appreciated :)

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Huh. I had encouraged Riz to come post his thoughts. I think they're pretty good. I would have thought there'd at least be a comment about it...
Sorry I've been using a lot of what he said. Just that all the work I've done on this has been on Word lately, not the forums. Sorry I didn't acknowledge you Riz!
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Old 06-07-2012, 08:04 AM   Top  -  End  -  #25
Empedocles
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Post Re: [3.5] The Eidolon Handbook. Any feedback is appreciated :)

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Hey, so I'm revisiting this handbook. What caused me to abandon it in the first place was the discovery of the Libris Mortis, which introduced several mechanics that more or less made everything I've written so far obsolete. I'm going to be rebuilding from scratch, but I want to thank you for the above contributions. They're going to be immensely helpful.
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Old 06-13-2012, 09:13 PM   Top  -  End  -  #26
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Default Re: [3.5] The Eidolon Handbook. Any feedback is appreciated :)

Hey I'm glad you're making this. To be honest, I'd seen the word Eidolon thrown around a bit but I didn't know it was a base class, let alone what book it was from (or vice versa). Now I totally want to play one.

Please keep it up!
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Old 06-23-2012, 09:19 PM   Top  -  End  -  #27
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Default Re: [3.5] The Eidolon Handbook. Any feedback is appreciated :)

Gotta admit... still looking forward to this! My next character is totally an Eidolon.
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Old 06-24-2012, 12:00 PM   Top  -  End  -  #28
Empedocles
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Post Re: [3.5] The Eidolon Handbook. Any feedback is appreciated :)

Quote:
Originally Posted by danzibr View Post
Hey I'm glad you're making this. To be honest, I'd seen the word Eidolon thrown around a bit but I didn't know it was a base class, let alone what book it was from (or vice versa). Now I totally want to play one.

Please keep it up!
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Gotta admit... still looking forward to this! My next character is totally an Eidolon.
I'm still working, although admittedly very slowly!
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Old 06-24-2012, 06:56 PM   Top  -  End  -  #29
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Default Re: [3.5] The Eidolon Handbook. Any feedback is appreciated :)

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Originally Posted by Cieyrin View Post
Considering nothing gives you more Evolution points besides Summoner, it's not that surprising. Though I suppose I could see a gestalt Summoner/Eidoloncer or something like that but that's a horse of a completely different color, there.
It's like multiclassing between Pirate and Ninja. It sounds cool, but doesn't work mechanicaly
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Old 06-24-2012, 09:08 PM   Top  -  End  -  #30
Cieyrin
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Default Re: [3.5] The Eidolon Handbook. Any feedback is appreciated :)

Quote:
Originally Posted by Frosty View Post
It's like multiclassing between Pirate and Ninja. It sounds cool, but doesn't work mechanicaly
I was sad when I found out you can't take the Pirate archetype with the Ninja base class.
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