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Strong Eidolon Build


Advice


Hello there,

i could need some help:
My group switched to pathfinder and most of them already played d&d so they have some experience. I will play a summoner and as far as i know they plan to play some optimized charakters. Now i could need some advices from you, how to make my eidolon quite powerful.

I already read a lot of guides and stuff, but still dont know if it is better to focus on natural attacks or to use manufactured weapon(s)? Maybe My lack of knowledge for default AC at CR X and not knowing about what gear you usually have at level y isnt helping me either.

I think a good way for a actual adventure would be biped, 6 claws+bite+improved Natural Attack +Rend+Large+Huge+Improved Natural Armor + feats like Power Attack, Improved Natural Attack, Improved Critical, Lunge, but as i said, its just a guess when reading other guides...
Maybe some of you did some math or already played a summoner and can help me :)
Sorry for any spelling mistakes, not my native language


Pathfinder Companion, Maps, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber

Natural attacks work best, as you would need to have a ridiculous number of magic weapons to do the Marilith thing at high level. The only sort of magic weapon that would make sense for an eidolon would be a ranged weapon for when the eidolon just cannot get within reach of the enemy.


Fischy32 wrote:
I think a good way for a actual adventure would be biped, 6 claws+bite+improved Natural Attack +Rend+Large+Huge+Improved Natural Armor + feats like Power Attack, Improved Natural Attack, Improved Critical, Lunge, but as i said, its just a guess when reading other guides...

You should be fine at low and mid levels. The start is strong, and over time you accumulate bonuses that multiply each other: More attacks, more damage per attack, higher crit chance, higher reach. At high levels it might drop a bit off, but should still do well.

Don't forget you still have the summoner himself. Given such a 'clawdolon' is very geared towards offense (hence vulnerable), he will be busy boosting its defenses and providing some utility.

Anyway: Maybe you overestimate the optimization of the fellow player characters. Personally I'd pull the eidolon from the table if it dominates battle by battle. In the worst case some other players might consider bringing a summoner to the table to be offensive - better talk about it early.


Pathfinder Companion, Maps, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber

Factors that would help with the acceptability of an eidolon:

1) Higher point buy for PCs. Since the eidolon's ability scores are initially fixed, the point buy value for PCs sets the relative power of the eidolon's ability scores vs. those of the player characters.

2) Use the "Unchained" Summoner. That forces your eidolon to develop in certain directions depending on your selected subtype.

3) Archetype choice. If your archetype keeps you from having a full power eidolon, it won't dominate the battlefield. The Master Summoner and Broodmaster would be examples of this approach, although they would share the separate problem of possibly putting too many combatants on the battlefield. Note that most of these combatants will eventually be little more than "speed bumps" to the party's foes.


start with normal summoner don't use unchained its garbage, quadrupedal
base form then get 2 claws, when able to have 5 natural attacks get another set of claws, when able to have 7 natural attacks get extra limbs(legs) and get more claws you will then have 6 claws 1 bite all the while getting talents like immunities, fast healing, large size ect.

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