Chapter 7-209: Oh, THAT’S Why it was Making Me Take Those Feats... (2/2)
An esoteric one I grabbed straight off: Share Owner’s Evolution. For two points, it shared any elemental subtypes that I had. So, it got to keep the Fire subtype from an Elemental standpoint... and if I went Cold, it would get that as well.
It was another two points for Energy Attacks based on subtype.
That would all come in useful when I went through the Ceremony of the Frozen Soul, and doubled up on Subtypes...
I had to pay four points for his Air Walking ability, and they fluttered away. I wasn’t going to put up with wings when riding, at least for now. If he could fly without them, that was better for maneuverability, and he wasn’t any slower. Wings were just an alternate, points-eating attack form at this point.
Fine, he could keep the horns, too. Gore attack, two points. 10/26 spent... I eyed the horns, looked down at him thoughtfully, and picked Reach Attack for his bite or horns, watching the bones that made up his neck turn almost accordion style.
Then a point on Improved Attack for the horns, and I supplemented it with two Feats... Improved Natural Attack and Spirited Charge.
Those triple horns were now base 2-16 damage, triple damage on a charge. They gleamed on him like a pair of ready swords and a spear.
12/26, and five Feats to go...
Breath Weapon Subtype, +2 extra uses, 6 points. 3 uses of a Breath Weapon per day, d6’s = to hit dice. So, a 15d6 fire cone attack out to 75 feet. Good enough for fodder.
18/26. Trample, standard horse ability, mash underfoot those he ran over.
Devilsight, three points, 21/26.
I finished out with Damage Reduction 10/Good for 5 points, which would protect him from most small arms fire, at least. I put the three Stat points into his Constitution, raising that to 22.
As an Elemental Eidolon, he got Immunity to damage of his Element, and immunity to crits and precision damage. As a Fire Eidolon, he got +20 to speed.
As a Blighter, my mount automatically got the benefits of the Skeletal Creature Template, which didn’t really change its appearance much, and still didn’t make an Eidolon undead.
It amounted to +2 Dex, immunity to Cold, +2 Nat AC, and the standard immunities of undead creatures. I had a feeling it had possessed the same Template all along, but I specifically didn’t want him vulnerable to vivus, so I forwent the undead negative energy immunities. He could share my Death Ward for the same effect. At the least I wouldn’t have to worry about him succumbing to mental attacks.
His Health was completely average for what he was, which was worrisome, since he didn’t accrue Karma and so couldn’t max his Health. The only way I knew to do that was the Perfect Creature Template, which only applied to Summoned creatures, not to Eidolons.
Pity.
There was plenty of magic to instantly reform an Eidolon according to needs... and I still had five Feats to pick for him. I believe he came with the Elemental Familiar Archetype for whatever he was picking off me...
Power Attack was a no-brainer. He was a beefy fellow, and killing weak stuff faster would only help.
Raise Breath Weapon and Full Breath Weapon would be nice. Extra Breath Weapon would give three more of them a day.
Mmm. It meant I’d have to keep him in a form with a Breath Weapon, but that was fine, too.
And Improved Speed, +10 on land, +20 Flying. That was still slow for a flyer to me, but I could increase it with spells, if I chose to memorize them. How could I have so many spells available and still not enough for every niche need?...
Hmmm. No. That was very inefficient. I didn’t need a fighting partner, why boost his Breath Weapon? It was more for emergencies... and, sure, staying on theme.
If I wanted to ride, he needed to be fast. That was pretty much it.
Profound Lightfoot! Rising and Racing Winds! Fast Movement!
Let’s abuse some Eidolon universality and get some wheels on you!
There we go. Improve his base speed to 70, and then use Profound Lightfoot tied to his Attack Bonus to get even faster. Since his base was 70, and Rising Winds was the swiftest lightfoot, it basically tripled his base speed.
230 on the ground, 250’ flying speed, with the caveat that a tailwind added directly to his speed when aloft, and I could generate a NICE Gust of Wind...
MUCH better. There were two or three other spells I could add on top of this... as well as magic Horseshoes!
Hoot, he would be able to outrace dragons and angels a-wing!
Of course, I had to make them, but it all went on the stack... and calling up Windgraf Mochtal for the unique task of making Horseshoes of Speed should get him all sorts of piqued up on what I wanted them for.
After all, who rode horses when there were perfectly good motorcycles around?