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I placed this in rules section because I couldn't find specific rules for it, but this is as much rules as it is advice.

So the low-down:
I got a player in the group that is basically the knowledge (everything) guy. He's stacked his stats very favorably in that department. It's not a problem, being a varied individual is very good. I like to use the skill states and try for feedback to get the players interested in the game.

What has started to happen however, is that he's starting to throw multiple knowledges at a single event. After throwing 4 knowledge skill rolls at me, just to figure out what something was, I house ruled that only 1 skill can be used to figure something out.

Now I'm trying to not be an jerk here, I don't even know if the RAW addresses this. I know each skill inherently only covers a section, but I asked him if he could even justify it and it got pretty sour.

In the example he gave, he states approaching a mineral vein, and using knowledge dungeoneering to identify the mineral, using engineering to identify the tools used, using geography to identify what the region is known for in minerals. Or if a magical animal happened to feasted on a plant, rolling knowledge nature for the plant, and arcana for the animal which fed on it. Which isn't exactly bad sounding, but the problem is it seems like he's getting 3-5 chances to make this roll for the conclusion. I don't mind groups using their varied skills to come up, but this man is a 1 man knowledge tank. It's also not like I don't want to give up the specific bits of information, and even when it was just two rolls, I don't really mind the different lines of inquiry. It was just getting silly with the amount of rolls and what he was really after.

I feel like I shouldn't reward him for this behavior, it's really cheesy, and I don't want to get out of hand, but I really want to know what the rules state about this, as I couldn't find anything with google searches or anything else. In the end, what he's trying to do is use multiple skills to his advantage, spinning it how he likes to accomplish that fact. It slows down the game and it's tedious to deal with it all.

Ideas, Oppinions, and Information welcomed. :D


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Greetings Paizo community. This is my first post to the board, and I've an inquiry. I've GMed many games, across many different systems, but this is the first time I've encountered the Summoner class in one of my games. For the sake of being a better GM, I set out to learn more based on being shown the power of a 10th level Eidolon and was really surprised at the power level of it. I don't understand it, though I've looked through the rule system and much more trying to wrap my head around the power level presented here, and the legitimacy of a 6-limbed (which can all attack) monstrosity of death represented here.

(Original text below)

I am curious if the community would be so kind as to break this down? Point out flaws if there is any and kind of give me pointers as a counter to this, beyond a Dismissal or plain up incapacitating the summoner.

"This is an example of what a really nasty higher-level Eidolon can look like. It's a hybrid of the Pouncer and Slugger packages, designed as an alpha-strike build capable of killing a good fraction of level-appropriate enemies in one round.

The stats below assume the following all-day buffs are active: Mage Armour, Greater Magic Fang, Overland Flight (all last 10 hours at CL 10). The Eidolon carries two magic items: a +1 greatsword and a belt of strength +2. (In practice it would have far more items and probably some extra buffs like Heroism.)

Form: Quadruped
HP: 76 (8d10+32)
AC: 28 (+3 Dex +12 NA +4 armour -1 size)
Initiative: +3
Speed: 40 ft, fly 40 ft.
Ability Scores: Str 28 (30) Dex 16 Con 17 Int 7 Wis 10 Cha 11
Saves: Fort +9 Ref +9 Will +2/+6
Feats: Martial Weapon Proficiency: Greatsword (1st), Toughness (3rd), Improved Natural Attack: Claw (5th), Lunge (7th), Multiattack (Bonus)
Evolutions (base): Bite, Limbs (Legs), Limbs (Legs)
Evolutions (extra, 14-point pool): Large (4), Pounce (1), Limbs (Arms, 2), Limbs (Arms, 2), Claws (Legs, 1), Claws (Arms, 1), Improved Damage (Claws, 1), Rend (2)
Special Abilities: Darkvision, Link, Share Spells, Devotion, Multiattack
Attack Routine: +1 greatsword +18/+13 (3d6+16, 19-20 crit) and bite +16 (1d8+6) and 4 claws +16 (2d6+6) and rend 2d6+21 if two or more claws hit.

On turn 1, the summoner casts haste and moves and the Eidolon makes a flying charge of up to 140 feet, pounces, and full attacks, making 3 greatsword attacks, 4 claw attacks, a bite, and a rend at an average to-hit bonus of +19.

Just for fun, we'll compare this to a Fire Giant, the iconic CR 10 melee monster. It has an AC of 24. Assuming average rolls and no criticals, the Eidolon can expect to do about 143 damage. A Fire Giant has 142 HP. You can push the average damage up much higher by getting the Eidolon better items or more buffs.

Now, granted, things won't always turn out this neatly, but the fact that the Eidolon has a better-than-average chance of 1-round-killing a monster that's supposed to be a challenge for an entire party is fairly impressive."