Does this Eidolon look ok?


Advice

Scarab Sages

I'm putting together a high level (17) retired summoner who'll be giving a party their initial missions. They've recreted their Eidolon to serve as a companion/bodyguard. It primarily runs a business for them, cooks, cleans, chats, basically a companion to make their old age a little more comfortable but still able to step up and fight if needed albeit not as well as when it was a many tentacled horror from beyond. I'm just hoping to get a bit of feedback on whether this build looks ok.

Base Form
Biped slam attack
Free evolutions, looks human for ease of socialization.

Evolutions
Immunity to Fire/Acid/Cold/Sonic/Electricity
10 points, shuts down pretty much all energy attacks.
Ability Inc Int +2
2 points part of making it intelligent enough to run a business.
Fast Healing
4 points, gives it a method of healing itself if low on hitpoints.
Weapon training simple/martial
4 points, giving it the ability to wield a weapon.
Scent
1 point, i had a point left over and this seemed the best choice.

Ability Increases
+1 int taking it to 10 average human.
+2 wis making it a bit wiser in choosing what to do with the business.

Feats
Combat Reflexes
Fortunate Manager
Improved Inititive
Improved Unarmed Strike
Technologist

Thoughts?


It would appear that you have two more feats and one more EP to spend. a lvl 17 eidolon should have 22 EP and 7 feats.

Also why does it have both weapon training and improved unarmed strike?

Scarab Sages

Threeshades wrote:

It would appear that you have two more feats and one more EP to spend. a lvl 17 eidolon should have 22 EP and 7 feats.

Also why does it have both weapon training and improved unarmed strike?

lvl 17 summoner not eidolon and the table in my book says that gives an eidolon 22 points. It has weapon training because I'd prefer it fight with a sword, magical items etc however if pushed to a fight when not equipped to fight it can slam at +19 for 1d8 + 9 and *2 crit or hit 3 times at +19, +14, +9 for 1d3 + 6 crit *2. Meaning it can hit 3 opponents or hit one opponent for a potential 22 vs 17 damage. Plus as you said I had 2 more feats because I ran out of things to take that seemed appropriate.


I see, so Improved Unarmed is more of a holdout weapon.

When I say Level 17 eidolon I mean an eidolon belonging to a Lvl 17 summoner. And yes that's what I said, it should have 22 EP. You only spent 21.

If you want it to be able to still dish out damage worth mentioning you might want to spend one of your remaining feats on power attack.

Scarab Sages

Threeshades wrote:

I see, so Improved Unarmed is more of a holdout weapon.

When I say Level 17 eidolon I mean an eidolon belonging to a Lvl 17 summoner. And yes that's what I said, it should have 22 EP. You only spent 21.

If you want it to be able to still dish out damage worth mentioning you might want to spend one of your remaining feats on power attack.

I may as well. I see the problem I'm using herolab and while biped claw is free it auto-spends slam 1 point even though it should be free. Hmmm what to spend my 2 points on.

Grand Lodge

Skilled: cook, Skilled: Merchant

Also, I would swap out the Weapon training evo for weapon prof feats (unless there is a reason it needs to be able to slam, use nearly any weapon and punch things)

Scarab Sages

Dafydd wrote:

Skilled: cook, Skilled: Merchant

Also, I would swap out the Weapon training evo for weapon prof feats (unless there is a reason it needs to be able to slam, use nearly any weapon and punch things)

The slam is meant to be free from the Biped variant without claws, trade those in for the slam ability. The weapon proficiencies get it all simple and martial weapons whereas taking them as feats only gives 1 martial weapon.

Grand Lodge

Right, that was my point. Is there a reason it needs to be able to pick up any weapon to use instead of just one?

If not, the slam does respectable damage (comparable to a longsword). You have the issue of DR, however you can sidestep it with feats/evolutions. You can also still have it trained in the longsword (or your other favorite weapon) and all simple weapons (which really should cover any weapon needs you may have) and have the 2 additional points to spend on something like natural armor or a stat boost.

Shadow Lodge

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I agree that natural armour or a stat boost are both more useful than proficiency in all martial weapons, especially if you have a spare feat for Martial Weapon Proficiency.

The Bodyguard and In Harm's Way feats are also very appropriate. Note that while Life Link lets the eidolon take HP hits for the summoner, In Harm's Way lets it also soak poison or energy drain.

Also consider a reach weapon for a bodyguard (independent of the Bodyguard feat). Being able to keep people at range and attack them as they approach you (and your ward) is useful. The longspear is a perfectly solid weapon for this purpose and then you don't have to take Martial Weapon Proficiency at all. If you keep Improved Unarmed Strike you still threaten adjacent (with slam you'd have to drop the spear).


I understand that the slam evolution costs 1 point. You can exchange the claws with the slams, but that still costs 1 point.

Maybe make the natural armor look like he has a chainmail under his clothes. You know, so there is a reason why a human isn't pierced by a spear or something.

Maybe you could give his gills? So he can breathe underwater. Give him a scarf or something so he doesn't show his gills. Or maybe give him climb, so he (basically) automatically succeeds on climb checks.

Scarab Sages

@Daffyd
The slam is 1 attack, I assumed a longsword worked the same as usual i.e. 3 attacks per round.

@Weirdo
Hmmm didn't know about the bodyguard feat. I may drop the martial and just use the Longspear. Save on points/feats.

@Lich Bard
Your right slam does cost 1 point strange that a 1 point claw evolution is given for free yet a 1 point slam isn't (and a shame the claws aren't retractable).

I'm avoiding the natural armour looks like armour option to help with intimidate checks. I want them to look human for ease of blending it but I don't mind them standing out a bit in a fight. if there was an option other than transmogriphy (one free evolution reset per day) that basically allowed them to shapeshift between two defined forms I'd use that (human normally, transforms into a chinese dragon style combat form if pressed). Anyway point is I figure this can help intimidate the common foes when they shrug off being stabbed or fireballs.

Swim and climb really seem a bit of a waste of an evolution for a retired eidolon where they aren't going to be doing a lot of swimming to the depths of the lake or climbing a huge mountain. Not to mention the swim option also includes web hands and the like.


Slam is good for a biped. You pick slam, Improved damage slam and reach slam. If your lucky, your dm will let you grab improved natural weapon slam too. You can top that off with impact on your amulet of might fists.

Grand Lodge

Personally, I think you might be best off dropping the weapon options and sticking with a pair of claws.

3 EP to get them the 1d8 with a 10ft reach, add another feat to turn them into 2d6.

As for the damage reduction, there are feats that will help (Eldritch claws for magic and silver) and evolutions (magic attack for just magic) and then there is the all mighty AoMF (for silver/cold iron and alignment)

I would build the rest around wolverine (scent, fast healing, Skilled: cook/merchant) and then he is all set. With an impact amulet +4, the feat and evolutions, you are looking at 3d6+4 with a 10 ft reach. If the summoner is around, the evolution surge spell is great to turn him into large (claws at 4d6 with 15th reach). If that does not scare the thugs, nothing will.

Scarab Sages

I admit I didn't know about the transmogriphy spell when I came up with this initially. Can't change form (sadly) but can swap out normal options for combat ones then back the next day.

Shadow Lodge

Senko wrote:
(and a shame the claws aren't retractable).

Why not? It doesn't affect how they function mechanically (as long as you're not adding abilities that rely on concealed weapons) and you're the GM.

Scarab Sages

Weirdo wrote:
Senko wrote:
(and a shame the claws aren't retractable).
Why not? It doesn't affect how they function mechanically (as long as you're not adding abilities that rely on concealed weapons) and you're the GM.

Well true, I just tend to be rather literal and they didn't mention retractable hmmm.


As long as it's reasonable with the chosen evolutions and base form, the appearance of the eidolon is entirely up to the summoner's player, or in this case you, the GM.

Scarab Sages

Threeshades wrote:
As long as it's reasonable with the chosen evolutions and base form, the appearance of the eidolon is entirely up to the summoner's player, or in this case you, the GM.

It is consistent though right? off topic but I can't summon a tall red headed viking to rob the local market stall and then resummon a short asian woman (unless I just levelled up from the theft). Both bipedal with the same evolutions/etc but completely different looks.


Correct.


Skilled in Intimidate should do the trick. Besides, the spell disguise other also could help you get an "alternate form". Moreover, you could give him a ring of spell storing with evolution surge and make him (it?) cast evolution surge to get the dragon form, and so the bonus in intimidate. Maybe the ring is greater, allowing for greater evolution surge, gaining 2 evolutions: skilled intimidate and large, so he turns into a bigger dragon (otherwise he turns into a half-dragon-ish thing, still humanoid.

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