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I have a rough concept of an Eidolon form in my head. Now it's a matter of putting it to paper. I should note that this is for a synthesist summoner, and that the DM is requiring a rough build and level break out to go over before allowing in game. Considering the largest issue that is often run into with Summoners is their Eidolon being created improperly, and I haven't made one before I turn to the boards for assistance! As I believe in working things out somewhat in advance, I have until Saturday to submit my rough build to the DM.

Concept::

Biped Form with 4 arms (claw or slam attacks), 1 bite attack, a tail stinger with at least 5ft reach (even better if the poison evolution could be added but not required), and wings for flight. I'd like to go Large size at some point and get the Frightful Presence evolution. Also working toward to max it's physical stats out.
Since the party's only other melee will be a rogue, who is more of a face/skill monkey and perhaps a Warpriest I'd like something that can dish out decent damage and still survive the inevitable retaliation.

General Questions::

1. Does the Imp. Damage evolution stack with improve natural attack?
2. What are thoughts on getting around DR?
3. Instead of spending the evolution points to make your natural attacks magic, is taking the feat Eldritch Claws a better route?
4. Only Bite has an evolution to add 1.5 strength, are all other primary natural attacks limited to just strength?
5. Slams vs Claws whats the difference when adding extra limbs? Is it the fact that you can rend with claws, in which case does that mean you could potentially rend more than once if you hit with 4 claw attacks?

Additional thoughts on useful feats for the Eidolon would be helpful as well.

Thank you in advance for your assistance!


A couple questions in regards to some of the revelations.

First does the Armor Mastery ability stack with the Final Revelation?

Armor Mastery (Ex):
You become more maneuverable while wearing armor. You can move at your normal speed in medium armor that is made of metal. This does not grant proficiency in armor. At 5th level, whenever you are wearing metal armor, you reduce the armor check penalty by 1 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by your armor by 1. At 10th level, and again at 15th level, these bonuses increase by 1.

Final Revelation:
Upon reaching 20th level, you become a master of iron and steel. You gain the benefits of Weapon Focus, Greater Weapon Focus, and Improved Critical with any one metal weapon that you are proficient with. Your armor is like a second skin to you—while wearing metal armor you are proficient with, the armor’s maximum Dexterity bonus increases by +5 and you take no armor check penalty. In addition, any metal you create with your magic (such as wall of iron) has its hardness increased by +10.

The next question would be if the Armor Master ability would stack with the fighters Armor Training which functions the same way (excluding the movement speed changes)?


This may seem silly, but I'm having some trouble understanding some of the wording of Spell Turning.

Spoiler:
Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells.

From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled secretly.

When you are targeted by a spell of higher level than the amount of spell turning you have left, that spell is partially turned. Subtract the amount of spell turning left from the spell level of the incoming spell, then divide the result by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, you and the caster each take a fraction of the damage. For non-damaging spells, each of you has a proportional chance to be affected.

If you and a spell casting attacker are both warded by spell turning effects in operation, a resonating field is created.

I suppose the main question is I'm just not understanding the math behind spells that exceed your total spell levels.

Ex. You can turn 10 spell levels, a 30th level spell is cast on you. 30-10 = 20; 20/30 = .66. So you take 60% of the spell effect. What's 60% of a Dominate person or similar non-damaging spell?

For the second bold part, what is the proportional chance to be effected? Is that what the 60% is actually referring to? Meaning we both have a 60% chance to be effected?

Any assistance in further breaking down the spell during events that the spell targeting you is greater than the spell levels you have left would be appreciated it.


I've worked on building a Indian Jones style temple that when the artifact is removed from a set room the whole thing begins collapsing. What I can't decide is how to actually run that part of the encounter.

I'm wondering if anyone else has done something along these lines that may be able to give me ideas on how they ran it or even ideas on things to add in during the escape.


I have a player who is looking to be a Magus is the next campaign. One of the things I generally allow is the Spell Compendium, and he was asking about spells that could possibly be added as part of the Magus base spell list.

Just curious if other GMs have run into players asking to expend the limited spell list and what issues they did or did not run into doing so.


I'm a little unsure as to how to apply the monks Flurry of Blows ability to a creature with multiple limbs.

To simplify how many attacks would a human who had 4 arms get? How would one calculate the attack bonuses to include extra limbs?