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I don't know if anyone has pointed this out before, but I found some odd discrepancies in the size categories for natural weapons.

Under universal monster rules it shows the size categories quite plainly.

http://paizo.com/pathfinderRPG/prd/monsters/universalMonsterRules.html

(about halfway down the page under natural attacks)

A claw goes 2d6 garg to 2d8 colos. Makes sense. Then I found this.

"Improved Natural Attack
Attacks made by one of this creature's natural attacks leave vicious wounds.
Prerequisite: Natural weapon, base attack bonus +4.

Benefit: Choose one of the creature's natural attack forms (not an unarmed strike). The damage for this natural attack increases by one step on the following list, as if the creature's size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.

A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.

Special: This feat can be taken multiple times. Each time it is taken, it applies to a different natural attack."

I found this under monster feats. It shows a 2d6 jumping to a 3d6, and never dipping into the d8s again. I am super confused.

Also trying to calculate an eidolons slam, which is a d8. Under universal monster rules its only a d4...So I am unsure of where to find a reliable progression of size for natural weapons, and my eidolon will soon be taking large and having enlarge person on him, so it is kind of important I get this hammered down before I bring it to a game.

Oh and one last question regarding to how the improved natural attack feat and the eidolons improved natural attack evolution apply. I read it as applying to an attack form, meaning claw or bite or gore. My dm thought it may read as a single attack, example being a single claw out of a pair (or two pair). Any clarification anywhere?

Thank you everyone for the help!


I was making an elf ninja and was glancing over the poisons, and saw a few standouts. The drow poison knocks an opponent unconscious and has fairly low price tag. Applying multiple coats ups the dc by 2, and you can craft it fairly well since the base dc is only 13. It would also affect sleep immune races like elves and the like.

My question is, does this seem a little overpowered to anyone?

If I wanted to craft it, would base ingredients would I need?

Any other suggestions for posions? I have never messed with them but it looks like they give a serious boost to the already powerful two weapon fighting weapon finesse sneak attack monster the ninja can be.


Hello all, quick question regarding a summoner and his eidolon. My character is level 7, and will be leveling up soon. I could not find a reference regarding the use of both natural attacks and manufactured weapon attacks.

An eidolon at 9th level gets 5 natural attacks, and the plan is claw/claw, bite, claw/claw. I was also going to give him exotic weapon proficiency-greatsword and another pair of arms to wield said weapon. The max attacks limiter states it only counts for natural weapons, and his base attack would be at +7, giving him another greatsword attack at +2.

I asked my dm about this and he thought there may have been a rule making the manufactured weapon a primary and all other attacks taking a -5 (-2 with multi-attack) but we couldn't find the ruling.

I found an older 3.5 rule about what he is saying, shown below:

http://www.dandwiki.com/wiki/SRD:Manufactured_and_Natural_Weapon_Fighting

"Some creatures combine attacks with natural and manufactured weapons when they make a full attack. When they do so, the manufactured weapon attack is considered the primary attack unless the creature’s description indicates otherwise and any natural weapons the creature also uses are considered secondary natural attacks. These secondary attacks do not interfere with the primary attack as attacking with an off-hand weapon does, but they take the usual –5 penalty (or –2 with the Multiattack feat) for such attacks, even if the natural weapon used is normally the creature’s primary natural weapon."

Did this carry over to pathfinder?

Anyone have any thoughts?

Thank you in advance, I appreciate any and all help!


1 person marked this as FAQ candidate.

Hello everyone! This is one of my first posts and I am not sure if this is the correct location for this, but here it goes.

I am playing a summoner right now in a home game, but we are using society rules for balance (my dm runs society encounters locally).

1st: will the augment summon feat work on the eidolon when it is summoned with the 1 minute ritual?

Augment Summoning

Your summoned creatures are more powerful and robust.

Prerequisite: Spell Focus (conjuration).

Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

From what I have heard, the answer is no since it is summoned with a ritual. But that you can augment it by summoning it via "summon eidolon" which is a summon of the conjuration subschool. Thoughts?

Summon Eidolon

School conjuration (summoning); Level summoner 2

Casting Time 1 round

Components V, S, M (a silver coin)

Range close (25 ft. + 5 ft./2 levels)

Target one eidolon

Duration 1 minute/level (D)

Saving Throw none; Spell Resistance no

You open a rift between dimensions that summons your eidolon. Treat this as if you had summoned your eidolon normally, except that it only remains with you for the duration of this spell. While summoned in this way, your eidolon cannot touch any creature warded by protection from evil or a similar effect and your eidolon can be sent back to its home plane by dispel magic.

If you cast this spell while your eidolon is already on your plane, this spell has no effect. This spell allows you to summon your eidolon even if it has been returned to its home plane due to damage.

2nd: The summoners call feat from advanced players guide, does that enhancement work only with the ritual or would the summon eidolon spell work as well?

Summoner’s Call

Prerequisite: Eidolon class feature.

Benefit: Whenever you summon your eidolon, it is more powerful for a brief period of time. You may give it a +2 enhancement bonus to its Strength, Dexterity, or Constitution. This bonus lasts 10 minutes after the summoning ritual is complete.

This feat is confusing, due to the fact they wrote the summon eidolon spell and this feat into the same book. I see why they put the ritual addendum on there, so that people who keep their eidolon most of the day wont get the bonus too long. But summoning the eidolon takes 10 rounds, which most combat is already long over. The summon spell as seen above would benefit from this feat the most, as you need to be mid level to get the full effect of the feat anyway. Otherwise I could see people dismissing and summoning their eidolon via the ritual every 10 minutes...

3rd: Enlarge person and the Eidolon. This has been a topic of debate for me lately. The share spells feat allows personal only spells to be cast as touch on the eidolon, even if their target can only be a humanoid. Enlarge is a touch spell not personal, so it wont count right? But if I used alter self on the eidolon, turning it into a humanoid, could I use it then?

Alter Self

School transmutation (polymorph); Level bard 2, sorcerer/wizard 2

Casting Time 1 standard action

Components V, S, M (a piece of the creature whose form you plan to assume)

Range personal

Target you

Duration 1 min./level (D)

When you cast this spell, you can assume the form of any Small or Medium creature of the humanoid type. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, scent, and swim 30 feet.

Small creature: If the form you take is that of a Small humanoid, you gain a +2 size bonus to your Dexterity.

Medium creature: If the form you take is that of a Medium humanoid, you gain a +2 size bonus to your Strength.

4: When can I first take improved natural armor evolution and the extra evolution feat? The wordings are very confusing.

Extra Evolution

Your eidolon has more evolutions.

Prerequisites: Eidolon class feature.

Benefit: Your eidolon’s evolution pool increases by 1.

Special: This evolution can be taken once at 1st level, and again at 5th, 10th, 15th, and 20th.

You do not get a feat at 20th level, and would I have to take the feat at the given levels or is that a range?

Improved Natural Armor (Ex): An eidolon's hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor. This evolution can be taken once for every five levels the summoner possesses.

same questions.

5: The spell like ability to summon monsters that the summoner gets states that you cannot use it when the eidolon is out. It is very specific in stating that on the summon monster description, However, under the eidolon it doesn't say you cant summon your eidolon when you have the summon mon spell like ability active. I know that just because it doesn't say doesn't mean you can, but I find it odd that it is so specific about the order.

Summon Monster I (Sp): Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

I know it says that it uses the same power to summon the eidolon, but why couldn't they just write that "only one may be out at a time", instead of stating you cant use it if the eidolon is out?

6: What is bond senses for? scouting? I couldn't really find a use for it as its duration is so very short.

7: do the claw attacks it gets count as one primary attack together (pair of claws) or are they each separate? once you get three primaries you get the multiattack for free, just curious

Sorry this post is so long, but I have yet to find a comprehensive FAQ page about all of the summoners editing mistakes. Some of this is drastically game changing (enlarge person, augment summon, summon monster then eidolon tactic). Thank you for your help!