Any way to keep a Master Summoner's 1 / 2 level Eidolon relevant in combat?


Advice


Hi and thanks! Was probably just going to end up turning my (1/2 of my level ) Eidolon into a skilldolon like everyone else, but was wondering if there was any way to actually keep it viable and useful during combat?

By this, I don't mean via the UMD skill - something else, either combat melee or missile oriented.

Kinda new to the system, so any suggestions appreciated!

Liberty's Edge

Not long-term. I mean, levels 1-4, maybe even going into 6 it's possible...but later on? No.

What about using it as a skill monkey is problematic for you? I'm curious.


Use it as a scout.


Here's what I was thinking:

Let's just use when I'm 10th level, it is fifth level w/

2 feats, 8 evolutions, +2 Str/Dex

Would it be viable to make it a Splash Weapon master?

Biped, arms (free) 3x arms (6 evo.)

Then either 2 evo for flying, or another set of arms

Feats of Multiweapon Fighting and Splash Weapon Mastery

So you'd have a BAB of +4, a DEX bonus of +2, and 8 (possibly 10) touch attacks at +4 to hit, with range of 20 and -1 to hit for each increment.

Assume a magic item of holding w/ quiver properties, and flasks of acid, alkali, alchemist fire, liquid ice, itching powder, sneezing powder, and tanglefoot bags. Use Craft (alchemy) to defray the costs, which would obviously be relevant.

Is there anything wrong with this build? I'm not great on the rules yet, so advice is welcome.

(And, as far as using it as a scout or skill monkey, I get and am ok with the concept, but trying to see if I can keep it relevant in combat.)

Liberty's Edge

You'll spend tons of money for very little return and even then its not being any more relevant in combat than a familiar. (And how is your route any different from the UMD route, other than requiring attack rolls rather than skill rolls?)


ShadowcatX wrote:
You'll spend tons of money for very little return and even then its not being any more relevant in combat than a familiar. (And how is your route any different from the UMD route, other than requiring attack rolls rather than skill rolls?)

Well, I was figuring that a MM wand at 9th level is 123 gp/charge, and hits for an average of 17.5 damage (with the benefit of range).

My character would be throwing 8 vials at +4 to hit, probably avg. touch attack of 10 AC, so a 75% hit rate, for an 18 DPS, at 80 gp a round (charge). Plus splash damage, plus possible continuing damage, and the different damage types possible.

Seems like something to consider at least. I just don't know if there are any rules I am missing or anything that could make this build stronger.


UMD. Give it a wand of summon nature's ally (n). : D

Too bad you can't give the eidolon bard levels. It'd fit really well.


I am not sure whether it will be worth it, but you might give it Combat Reflexes, Bodyguard and (perhaps) In Harms Way.
Instead of actually being the melee dude, the Eidolon can stand behind the frontline, helping protect you or your allies.


blahpers wrote:

UMD. Give it a wand of summon nature's ally (n). : D

Too bad you can't give the eidolon bard levels. It'd fit really well.

True, bard levels would be nice. As for UMD, it probably is the best way to go, but I'm trying to see what other possible choices there are besides UMD.


Yeah, I'm trying to think of something for combat, but it doesn't seem to be happening. Could give it a couple of low-level spell-like abilities, like obscuring mist. Get up to 11th and you could give it fly, which he could use on you so you don't have to burn an action casting it yourself. Or major image for the usual illusionist hijinks. Before that, the Web ability isn't too bad, though the DC isn't stellar.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

The Master Summoner is all about throwing bodies onto the battlefield. At low levels, your eidolon can still fight effectively. At higer levels, you depend more on your summoned creatures, and the only real combat purpose served by your eidolon is to take hits that would otherwise hurt you and your allies.


hmm well- it still makes the best non-animal companion mount.
Even if it dies, you can just bring it back the next day or something like that.

If you are small- it starts out as a rideable critter right out the gate. Give it a bite attack for extra fun or just make it a skill-monkey (and umd capable) mount.

Give it reach and combat reflexes for more fun.

Now will it be da uber damage machine?.. no.. but it'll be functional.

-S


Inspire Courage

Liberty's Edge

Give it guns? A 4 armed eidolon could wield 2 muskets after using a wand of reloading hands, which you can use on him would give him 3 rounds of 1d12 + point blank +deadly aim withing forty feet?

Okay, yeah, I know I'm reaching here, but it would be kinda cool to see...


Zephyre Al'dran wrote:

Give it guns? A 4 armed eidolon could wield 2 muskets after using a wand of reloading hands, which you can use on him would give him 3 rounds of 1d12 + point blank +deadly aim withing forty feet?

Okay, yeah, I know I'm reaching here, but it would be kinda cool to see...

But I like where you're thinking :)


Attrition wrote:
Zephyre Al'dran wrote:

Give it guns? A 4 armed eidolon could wield 2 muskets after using a wand of reloading hands, which you can use on him would give him 3 rounds of 1d12 + point blank +deadly aim withing forty feet?

Okay, yeah, I know I'm reaching here, but it would be kinda cool to see...

But I like where you're thinking :)

So how would you optimize a 1/2 level Eidolon with guns, making him actually useful for the (double level) party?

I'm assuming you'd need EWP Firearms and Multiweapon Proficiency as feats, with a third feat at 12th level (it'll be 6th)

So at 12th level (it at 6th), you have:

3 feats: (Gunsmithing, EWP - Firearms, Multiweapon Fighting)
9 evolutions: Biped (w/ arms, free), 4 X arms, 1 X (tentacle?)

Your BAB is +5, Dex Mod +2

So 10 arms, (1 tentacle?)

That could be 5 x 1d10 touch attack at +5 (you get a -2 from the multi)

or, 10 x 1d8 touch attack at +5. Tentacle is for reloading/extra attack?

Stupidly expensive trying to buy/repair all those guns, plus the ammo costs, true, but damn would that be funny as hell :)

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