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I'll have to talk with my GM.

Objects do age and break down. But since it is a supernatural ability, it doesn't necessarily point out all of the conditions that a spell would.

As for him being an Outsider, lore aside, no RAW says immunity to aging like the examples I previously gave. If you're using outside knowledge, you could then argue that it would affect races differently based on their life expectancy and how they age.


I'm fairly certain I'm SOL, but I'd love a second opinion.

We will be running a Battle Royale session soon and my Ghost Nymph will be going up against a Zelekhut Inevitable.

Corrupting touch states:
This damage is not negative energy—it manifests in the form of physical wounds and aches fromsupernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save halves the damage inflicted.

But obviously the construct is immune to Fort saving throws unless it can affect an object.

So, my question is, does the wording of corrupting touch mean the only things immune to it are things immune to aging (Behemoths, monks, time oracles) or does the blanket Fort immunity go in the defender's favor?

Thanks in advance!


Thanks! I'm leaning toward MS, for the ability to have my mount out, and still be somewhat combat useful. But the idea of so many EP's (and Evo Surge!) of utility powers seems like it would be ridiculously fun. Plus, at higher levels the Dragonrider will just have his pet out for combat and the Magus/Fighter will be obliterating things as well. Hmmm, at least I have a few weeks to narrow it down.

Great work on the SM lists! It would be a good addition to the character's story. Luckily, my GM lets us enjoy our fluff to the fullest extent. As long as it is something we can somewhat stretch or relate to the rules.


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I am underway in a full-progression game and chose the Summoner. Our DM has been gracious enough to allow us to change things about our character until the next level, which has let me fiddle with a base Summoner and Master Summoner, to an extent.

I love the idea of my Gnome Summoner using his Eidolon as a mount, which works fantastic as a Master Summoner. I am the quintessential trickster Gnome who is also the party's diplomat and merchant. Our party consists of the following:
(core)
Gnome Fighter
Elven Bard
Elven Magus (staff)
(come and go)
Half Elven Dragonrider
Elven Druid

Now, with all that being said, our games are RP-heavy and the characters don't focus TONS on optimization (except maybe the Dragonrider). So, I was going to focus myself/Eidolon on a buffer and skill monkey. Since I'm a bit of a tinkering Gnome, I thought the idea of having my Eidolon as a vehicle, would be fun. Starting off, it would be a four-wheeler of sorts. Then when I take the double evolution of Flight, it could be a jet-looking contraption. All the while being sentient and acting almost like K.I.T.T. I even thought the wheels could protrude spikes for a "claw" attack. Or taking a breathe weapon for the jet's "bombing runs". Each customized at the every level or at the cast of transmogrify. Heck, maybe a submarine if the situation calls for it.

So, the advice portion comes here. Firstly, it seems like it would be difficult for me to make him the trap-monkey due to lack of appendages. Maybe a knowledge, sense motive, etc. type focus? Or could you think of a clever way for a vehicle to disable a device.

Second, since this is a roleplaying focus, what are your thoughts on using a full-progression Eidolon for many fun skills/abilities, or going Master Summoner and having a weaker ride but being able to have those handy-dandy summons out at the same time?

I also thought about talking with the GM about taking feats of bow/crossbow proficiency and having a ranged weapon built into the vehicle. So if I went base Summoner, I could do something besides cast my limited amount of spells during combat.


Artanthos wrote:

You can use spell perfection with the summon eidolon spell, but there are good reasons not to rely on it.

An eidolon summoned in this manner has all the weaknesses of a summoned creature, including a vulnerability to dispel magic.

Agreed. Any kind of Protection or Dispel would wreck havoc with a Summoner.

Maybe I should have said "primarily" instead of solely relying on the spell. So you'd still have the options of the ritual Eidolon or the ability to use your SM SLA. But you could Quicken the Summon Eidolon for a swift cast of a (physically) beastly version of your main ability if you're ambushed in the middle of the night. At the expense of one 2nd-level spell. If it's dispelled, you're also sitting on around seven 2nd-level spells at 15.


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I've been stalking the boards for a while, but finally had a question I didn't for which I didn't find a specific answer.

I currently have a low-level Summoner. My GM has said that we can make changes within our class until our next level, so we can feel out different traits, abilities and such before committing to all of his adventure paths. Playing around the the Master Summoner is fun, and then I found Spell Perfection. Now initially, I thought, "Wow, doubling the Augment Summoning ability would be amazing on all of my high level critters" but then I thought about the base Summoner and his beefy Eidolon...

The ritual summoning is not affected by Augment Summoning, but it seems debated that the spell is, even though it states the qualities of the conjuration school and a summoning spell. Assuming that it is affected, could you take Spell Perfection - Summon Eidolon (2nd lvl SP), and get +8 Str/Con when you summon the Eidolon with this spell? Plus, you would be able to apply metamagic feats to the spell itself, such as quicken, reach, etc. Or, you could even Echo the spell and be able to cast it again for free. Especially since any metamagic feat would put this spell at well below 9th level. But it seems limited in the amount that would actual benefit a summoning spell.

Also, just a confirmation on the RAW, if you were to not use the ritual to summon the Eidolon and relied solely on the spell, Whenever it is summoned, it followed the ritual guidelines of maintaining the hitpoints it had when it was dismissed and not those of a summoning spell where the "new" summoned creature would have full hitpoints.

Thanks in advance!