To Be a Master part 2 - Summoner Eidolon SGT testing


Round 2: Summoner and Witch

RPG Superstar 2010 Top 32

Time for the continuing adventures of Ash the summoner. Ash has used his X/day SLA ability, but he's still a complete coward. I'm skipping level 1 this time because level 1 isn't balanced. At level 1, the eidolon is better than a fighter because of 2 HD.

So on to level 5.

Level 5:
At level 1, he sends in Jack to get the job done. Jack is a tiny sphere with arms radiating from odd angles, and walks around on his palms, with a combination of a loping and rolling motion. Two of the arms lack claws, but have opposable digits, allowing him to manipulate tools and weapons. His typical attack strategy is to bound over to foes and try to stuff them in his slavering, acid-dripping maw, but lately Ash has taught him to supplement these attacks with a greatsword.

Jack abuses what I feel is the most efficient system for an eidolon who does damage: Multiattack, Pounce, Energy Attacks, lots and lots of claws, and the Improved Natural Attack feat on the claws. This comes online at level 4, when you can afford Pounce, Energy, and extra claws, and will be continuing to get ridiculous as we go up in levels. Later addons will be Improved Damage and Rend.

Ash's strategy with Jack around is to turn invisible every fight. He can do this 3 fights a day, and the fourth fight he summon-novas. So, either the foe needs to be able to deal with Jack on his own, or able to identify and isolate an invisible character who has the money to have a backup wand of invisibility. Ash is a lazy coward, so his entire contribution to combat is casting Mage Armor out of combat, and hiding behind something while invisible.

Jack
Quadrupedal (at one point) Eidolon 5
N Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +5
Defense
AC 20, touch 12, flat-footed 18 (+2 dex, +4 natural armor, +4 mage armor)
hp 49 (6d10+12)
Fort +6, Ref +6, Will +1
Offense
Speed 40 ft.
Melee: +1 greatsword +10 (2d6+6), bite +8 (d6+2 plus d6 acid), 4 claws +8/+8/+8/+8 (d6+2 plus d6 acid)
Special attacks: pounce
Statistics
Str 16 (18 with belt), Dex 14, Con 14, Int 7, Wis 10, Cha 11
Base Atk +6; CMB +9; CMD 21
Feats: Multiattack, Improved Natural Attack (claws), Martial Weapon Proficiency (greatsword)
Skills: Fly +8, Perception +9, Sense Motive +9, Use Magic Device +9
Languages: Whatever
Evolutions: bite, limbs (legs) x2 - claws x2, limbs (arms), energy attacks (acid), pounce
Equipment: +1 greatsword, Belt of +2 str

First up on the SGT docket is the basilisk. Ash calls out the position of the basilisk, and promptly gets turned into a statue. Not bothering to roll this, just for simplicity/narrative's sake. Jack closes his cyclopean eye and bounds on in, eager to tear the basilisk to pieces to avenge his intrepid master. Five secondary attacks with a 70% chance to hit, and a primary with a 80% chance to hit. All of them have a 50% miss chance. Call it two hits from the secondary attacks, for 4d6+4 damage, which is conservative. The basilisk has 38 HP left. Despite his comical flailing, he grabs on and lands a acid-soaked chomp to the spiny lizard, eliciting a sibilant shriek of shock and confusion. The basilisk tries to fend off its odd assailant, biting and hissing. 75% chance to hit should do it, for 9 damage. Jack is at 40 HP.

Jack continues to thrash and bite, trying to pin the lizard down to slice it in half. Five secondary attacks with a 60% chance to hit, and a primary with a 70% chance to hit, again with the 50% miss chance. Let's call it the same result again; he's due for a greatsword hit next round, though. 4d6+4 damage, 20 HP on the basilisk. His efforts are more enthusiastic than efficient, but his flailing claws and caustic spittle earn him a solid bite for his troubles. 65% chance to hit for 8 damage; the basilisk is due to miss next round. Jack is at 32 HP. The basilisk, however, by biting, has overextended itself. Jack finds its head with two claws, digging for the eyes, then slices downward, severing the magical lizard's spine. Two claw hits, as before, plus the greatsword hit he was due. That's 6d6+8, which is well more than the 20 HP the basilisk has remaining. Looks like it's Jack to the rescue for Ash!

Next episode: the mummy's curse!

RPG Superstar 2013 Top 16

You no longer need to convince me that the summoner needs some adjustments.

Personally, I think the d8 HD and 3/4 BAB are also not quite right for the class.

Silver Crusade

Pathfinder Adventure Path Subscriber
Darkjoy wrote:

You no longer need to convince me that the summoner needs some adjustments.

Personally, I think the d8 HD and 3/4 BAB are also not quite right for the class.

But the issues don't lie with his HP or BAB, which are both perfectly fine. It's the summon nova and eidolon power creep.

RPG Superstar 2010 Top 32

A preview of the level 10 eidolon:

Jack
Quadrupedal (at one point) Eidolon 10
N Large outsider
Init +3; Senses darkvision 60 ft.; Perception +14 (scent)
Defense
AC 30, touch 12, flat-footed 27 (-1 size, +3 dex, +10 natural armor, +8 +4 chain barding)
hp 77 (11d10+12)
Fort +8, Ref +9, Will +3
Offense
Speed 40 ft., fly 40 ft.
Melee: +1 merciful shocking adamantite large greatsword +20 (4d6+14 nonlethal plus d6 electric), bite +16 (d8+4 plus d6 acid), 4 claws +16/+16/+16/+16 (2d6+4 plus d6 acid)
Special attacks: pounce
Spell-like abilities: Obscuring Mist 1/day
Statistics
Str 29, Dex 16, Con 14, Int 7, Wis 10, Cha 11
Base Atk +11; CMB +21; CMD 34
Feats: Multiattack, Improved Natural Attack (claws), Martial Weapon Proficiency (greatsword), Power Attack, Light Armor Proficiency
Skills: Fly +15, Perception +14, Sense Motive +14, Use Magic Device +14
Languages: Whatever
Evolutions: bite, limbs (legs) x2 - claws x2, limbs (arms), energy attacks (acid), pounce, large, flight, improved damage (claws), spell-like ability (obscuring mist)
Equipment: +1 merciful shocking adamantite large greatsword, Belt of +2 str, +4 chain barding

Silver Crusade

Pathfinder Adventure Path Subscriber

MiB, the Basilisk is not a good example. It's a one-trick pony, it either stonegazes the party (or at least, the damage dealers) or it's a walkower. Even for Joe Armstrong, the lvl 5 fighter.

His role is not to threaten the party with TPK (unless everybody fubar his Fort save), his role is to make the party blow resources on de-stoning (possibly horribly annoying them if they don't have some).

Take some "brute" monster for the comprasion, should work better.


A Man In Black wrote:

Time for the continuing adventures of Ash the summoner. Ash has used his X/day SLA ability, but he's still a complete coward. I'm skipping level 1 this time because level 1 isn't balanced. At level 1, the eidolon is better than a fighter because of 2 HD.

So on to level 5.

Level 5:
At level 1, he sends in Jack to get the job done. Jack is a tiny sphere with arms radiating from odd angles, and walks around on his palms, with a combination of a loping and rolling motion. Two of the arms lack claws, but have opposable digits, allowing him to manipulate tools and weapons. His typical attack strategy is to bound over to foes and try to stuff them in his slavering, acid-dripping maw, but lately Ash has taught him to supplement these attacks with a greatsword.

Jack abuses what I feel is the most efficient system for an eidolon who does damage: Multiattack, Pounce, Energy Attacks, lots and lots of claws, and the Improved Natural Attack feat on the claws. This comes online at level 4, when you can afford Pounce, Energy, and extra claws, and will be continuing to get ridiculous as we go up in levels. Later addons will be Improved Damage and Rend.

Ash's strategy with Jack around is to turn invisible every fight. He can do this 3 fights a day, and the fourth fight he summon-novas. So, either the foe needs to be able to deal with Jack on his own, or able to identify and isolate an invisible character who has the money to have a backup wand of invisibility. Ash is a lazy coward, so his entire contribution to combat is casting Mage Armor out of combat, and hiding behind something while invisible.

Jack
Quadrupedal (at one point) Eidolon 5
N Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +5
Defense
AC 20, touch 12, flat-footed 18 (+2 dex, +4 natural armor, +4 mage armor)
hp 49 (6d10+12)
Fort +6, Ref +6, Will +1
Offense
Speed 40 ft.
Melee: +1 greatsword +10 (2d6+6), bite +8 (d6+2 plus d6 acid), 4 claws +8/+8/+8/+8 (d6+2 plus d6 acid)
Special attacks: pounce
...

Why didn't the monster turn Jack to stone also?

RPG Superstar 2010 Top 32

Gorbacz wrote:

MiB, the Basilisk is not a good example. It's a one-trick pony, it either stonegazes the party (or at least, the damage dealers) or it's a walkower. Even for Joe Armstrong, the lvl 5 fighter.

His role is not to threaten the party with TPK (unless everybody fubar his Fort save), his role is to make the party blow resources on de-stoning (possibly horribly annoying them if they don't have some).

Take some "brute" monster for the comprasion, should work better.

Next episode: the mummy's curse!

Quote:
Why didn't the monster turn Jack to stone also?

Jack closes his cyclopean eye and bounds on in, eager to tear the basilisk to pieces to avenge his intrepid master.


Pathfinder Rulebook Subscriber

I wonder if adding equipment to part of the evolution point cost would help balance out some of these problems.

RPG Superstar 2013 Top 16

Gorbacz wrote:
Darkjoy wrote:

You no longer need to convince me that the summoner needs some adjustments.

Personally, I think the d8 HD and 3/4 BAB are also not quite right for the class.

But the issues don't lie with his HP or BAB, which are both perfectly fine. It's the summon nova and eidolon power creep.

These are minor issues, but they do not fit the concept. After going nova and with a dead eidolon the summoner is still very much a better fighter than a wizard. I cannot explain why a summoner is, can you?


I dont see them beating the mummy, unless they know they are fighting it before hand and prep for it. I will be coming back to check the results. This is interesting.


Darkjoy wrote:
Gorbacz wrote:
Darkjoy wrote:

You no longer need to convince me that the summoner needs some adjustments.

Personally, I think the d8 HD and 3/4 BAB are also not quite right for the class.

But the issues don't lie with his HP or BAB, which are both perfectly fine. It's the summon nova and eidolon power creep.
These are minor issues, but they do not fit the concept. After going nova and with a dead eidolon the summoner is still very much a better fighter than a wizard. I cannot explain why a summoner is, can you?

He only gets 6th level spells. As a DM ,a class with medium BAB and 6th level spells is a lot easier to hand than one with low BAB and 9th level spells. At low levels the summoner might be ahead, but around 7th level full casters start changing gears.

The summoner seems like the side kick, which is my only concern. I would bring the Eidolon down a bit, and give some power to the Eidolon. There are many fantasy tropes where the caster calls forth something way more powerful than he is, and I dont even have a problem with it in Pathfinder, but at a glance the **summoner seems useless without his Eidolon. I think he should be able to contribute something.

**I have not looked over his spell list in detail so there may be more to the summoner than what I am seeing.

Silver Crusade

Pathfinder Adventure Path Subscriber
Darkjoy wrote:


These are minor issues, but they do not fit the concept. After going nova and with a dead eidolon the summoner is still very much a slightly less absolutely crap fighter than a wizard . I cannot explain why a summoner is, can you?

Fixed that one for ya :) Well I guess that the Bard was feeling lonely on his porch.


Gorbacz wrote:
Darkjoy wrote:


These are minor issues, but they do not fit the concept. After going nova and with a dead eidolon the summoner is still very much a slightly less absolutely crap fighter than a wizard . I cannot explain why a summoner is, can you?
Fixed that one for ya :) Well I guess that the Bard was feeling lonely on his porch.

I wander if he meant melee fighting. I hope not. Wizards don't do melee fighting.

Dark Archive

I would just like to point out that your eidolon has too many evolutions for its level.

A level 5 quadruped eidolon gets 8 points in its evolution pool and gets the following evolutions for free:

Bite(1)-1 point
Limbs- Legs (2) - 4 points

for a total of 5 free points of evolution.Lets have a look at your eidolon's additional evolutions:

Limbs-arms (3) - 6 points
Claws (2) - 2 points
weapon training martial (1) 2 points
energy attack (2) (maybe 3 if each set of claws counts as an attack. I am unsure of how that works)- 4 points (6 if each pair of claws counts as one attack)
pounce (1) 1 point

Grand total:

15 points in evolutions (17 if each pair of claws counts as a separate attack for energy weapons.

That is the evolution pool of a 12th level eidolon. I think a correctly made eidolon could probably still beat a basilisk. But I would like to see your test run again with an eidolon that is at 5th level power not 12th.Your current eidolon has almost twice as many evolutions as it should.

love,

malkav

Liberty's Edge

malkav666 wrote:

Limbs-arms (3) - 6 points

Claws (2) - 2 points
weapon training martial (1) 2 points
energy attack (2) (maybe 3 if each set of claws counts as an attack. I am unsure of how that works)- 4 points (6 if each pair of claws counts as one attack)
pounce (1) 1 point

Well, he gets two of the limbs (legs) for free from his base form. He only bought one additional limbs (arms) for two points.

The weapon training he got from a feat.

Energy attack affects all natural attacks, so he only needs to buy that one once.

So that brings the correct total to:

Limbs (arms) - 2 points
Claws (2) - 2 points
Energy Attack - 2 points
Pounce - 1 point

So actually he only used 7 evolution points. Feel up to getting reach on all those claws?

Dark Archive

Jocard The Fist wrote:
malkav666 wrote:

Limbs-arms (3) - 6 points

Claws (2) - 2 points
weapon training martial (1) 2 points
energy attack (2) (maybe 3 if each set of claws counts as an attack. I am unsure of how that works)- 4 points (6 if each pair of claws counts as one attack)
pounce (1) 1 point

Well, he gets two of the limbs (legs) for free from his base form. He only bought one additional limbs (arms) for two points.

The weapon training he got from a feat.

Energy attack affects all natural attacks, so he only needs to buy that one once.

So that brings the correct total to:

Limbs (arms) - 2 points
Claws (2) - 2 points
Energy Attack - 2 points
Pounce - 1 point

So actually he only used 7 evolution points. Feel up to getting reach on all those claws?

I noted at the beginning of my post that he got the legs and bite for free. If you will notice it is in a list all by itself as a demonstration of what the quad form gets for free.

Good catch on some of that (i missed the feat and misread elemental attack). But hes still over spent. Limbs cost two points PER PAIR OF limbs. The ability states that you get a pair of the chosen limbs when you select it. This is why the base form for quadruped has a (2) after limbs-legs. It had to buy it twice. Claws work the same way. the ability only gives yuo pair of claws.

So lets do a recount then shall we?

Limbs-arms (3 pair) - 6 points
Pounce (1) - 1 points
claws (2 pair) - 2 points
Energy attacks -(1) 2 points

This is still an 11 point eidolon (8th level)

I would still like to see it redone as a 5th level eidolon and see rematch.

reference:

Quote:
Limbs (ex): The eidolon grows an additional pair of limbs.These limbs can take one of two forms.....mechanical description of the two forms of limbs, then at the end of the ability description....This evolution can be taken more than once.

So no he does not want reach with that.

love,

malkav

Dark Archive

malkav666 wrote:
Jocard The Fist wrote:
malkav666 wrote:

Limbs-arms (3) - 6 points

Claws (2) - 2 points
weapon training martial (1) 2 points
energy attack (2) (maybe 3 if each set of claws counts as an attack. I am unsure of how that works)- 4 points (6 if each pair of claws counts as one attack)
pounce (1) 1 point

Well, he gets two of the limbs (legs) for free from his base form. He only bought one additional limbs (arms) for two points.

The weapon training he got from a feat.

Energy attack affects all natural attacks, so he only needs to buy that one once.

So that brings the correct total to:

Limbs (arms) - 2 points
Claws (2) - 2 points
Energy Attack - 2 points
Pounce - 1 point

So actually he only used 7 evolution points. Feel up to getting reach on all those claws?

I noted at the beginning of my post that he got the legs and bite for free. If you will notice it is in a list all by itself as a demonstration of what the quad form gets for free.

Good catch on some of that (i missed the feat and misread elemental attack). But hes still over spent. Limbs cost two points PER PAIR OF limbs. The ability states that you get a pair of the chosen limbs when you select it. This is why the base form for quadruped has a (2) after limbs-legs. It had to buy it twice. Claws work the same way. the ability only gives yuo pair of claws.

So lets do a recount then shall we?

Limbs-arms (3 pair) - 6 points
Pounce (1) - 1 points
claws (2 pair) - 2 points
Energy attacks -(1) 2 points

This is still an 11 point eidolon (8th level)

I would still like to see it redone as a 5th level eidolon and see rematch.

reference:

Quote:
Limbs (ex): The eidolon grows an additional pair of limbs.These limbs can take one of two forms.....mechanical description of the two forms of limbs, then at the end of the ability description....This evolution can be taken more than once.

So no he does not want reach with that.

love,

malkav

Umm... Where are you getting 3 pairs of arms? I am only seeing 1 pair of arms.

Dark Archive

I bow out then. I was not counting the legs limbs as part of the requirement for the claws evolution. I had an image of a little four legged orb flailing about with pairs of arms. But the above posters are correct and I am incorrect. The limbs Legs (2) that the quad gets for free meet the requirement for claws and this eidolon is inf act 1 point short.

Serves me right for attempting to read and do math before coffee.

love,

malkav

Liberty's Edge

Hey, no worries. It's nice to have a good debate with someone that doesn't devolve into petty name calling. Part of the reason I moved to these boards :-D

RPG Superstar 2010 Top 32

Jocard The Fist wrote:
So actually he only used 7 evolution points. Feel up to getting reach on all those claws?

Reach says one attack, not one attack type. So you could give a claw reach, but not all the claws.

Anyway, I made a bunch of mistakes, all of them making Jack weaker. He's missing an evo point, he should have iterative attacks on the greatsword, the level 10 version is short a feat...

I'll see if I can't bugswat on the second round, but making eidolons is time-consuming and complicated.


was the party's fighter ok with given a pet a +1 great sword and a str belt +2?


A Man In Black wrote:
Jocard The Fist wrote:
So actually he only used 7 evolution points. Feel up to getting reach on all those claws?

Reach says one attack, not one attack type. So you could give a claw reach, but not all the claws.

Anyway, I made a bunch of mistakes, all of them making Jack weaker. He's missing an evo point, he should have iterative attacks on the greatsword, the level 10 version is short a feat...

I'll see if I can't bugswat on the second round, but making eidolons is time-consuming and complicated.

Quick issue: Full attacking with a weapon means you only get 1 natural attack as a secondary attack. You can't full attack with a weapon and still get full attack with your natural weapons, it's either full attack with natural weapons and no manufactured weapons, or full attack with a weapon and get one natural attack in addition.

Jack would be better served with just natural weapons since he can hit more often with better bonuses than he could with a weapon and one extra attack.


Abraham spalding wrote:
Quick issue: Full attacking with a weapon means you only get 1 natural attack as a secondary attack.

Not quite:

Quote:
Creatures with natural attacks and attacks made with weapons can use both as part of a full attack action (although often a creature must forgo one natural attack for each weapon clutched in that limb, be it a claw, tentacle, or slam). Such creatures attack with their weapons normally but treat all of their natural attacks as secondary attacks during that attack, regardless of the attack’s original type.

Secondary attacks, but you get to use all of them that aren't involved in using the manufactured weapons.


I'm going to rebuild level 5 Jack just quickly

Jack
HP: 5d10+10 = (37)
BAB: +5
Fort: +4 (+6)
Ref: +4 (+6)
Will: +1
Speed: 40 feet
Evolutions: 8 (Claws(3), Limbs (1), Acid, Pounce) 3x1+2+2+1=8 (feet can have claws too)
Natural Armor: 2 (shape) + 4 (level) = 6
Stats: Str 14 (+2 level), Dex 14 (+2 level), Con 13 (+1 level boost), Int 7 Wis 10 Cha 11
Feats: martial weapon proficiency (1st level) Multi attack (3rd level) Isn't needed as all bite and claw attacks are primary, except when attacking with the weapon Improved Natural Weapons[claws] (5th level)

AC: 10 + 6 (natural armor) + 3 (Dex) + 4 (Mage Armor) = 23 Touch 13 Flat Footed = 20
Full Attack: Bite +6 (1d6+3+1d6 acid), Claw +6/+6/+6/+6 (1d6+3+1d6 acid), Greatsword +8 (2d6+4) or Bite +8 (1d6+3+1d6 acid), Claw +8/+8/+8/+8/+8/+8 (1d6+3+1d6 acid)

Claws have to be bought for each set of limbs seperately, however with the two freebie legs you only need one set of limbs, with both pairs of legs able to have claws. Natural attack clearly outshine the Greatsword.

EDIT: Thanks for reminding me of that Zurai

RPG Superstar 2010 Top 32

Darvis wrote:
was the party's fighter ok with given a pet a +1 great sword and a str belt +2?

The summoner can do whatever he likes with his own share of the loot. And if eidolons stay this good, they will be the party fighter.

Quote:
I'm going to rebuild level 5 Jack just quickly

Appreciated. I took your advice for Jack 2.0. That said, claws are always secondary (per the eidolon claws description), so Multiattack is necessary. Using a proper weapon with pounce is relatively cheap, since all the attacks you'll want to buy (basically, claws or tentacles) are all secondary.

Jack 2.0
Quadrupedal (at one point) Eidolon 5
N Medium outsider
Init +3; Senses darkvision 60 ft.; Perception +5
Defense
AC 21, touch 13, flat-footed 18 (+3 dex, +4 natural armor, +4 mage armor)
hp 49 (6d10+12)
Fort +6, Ref +7, Will +1
Offense
Speed 40 ft.
Melee: +1 greatsword +10/+5 (2d6+7), bite +8 (d6+2 plus d6 acid), 4 claws +8/+8/+8/+8 (d8+2 plus d6 acid)
Special attacks: pounce
Statistics
Str 16 (18 with belt), Dex 16, Con 14, Int 7, Wis 10, Cha 11
Base Atk +6; CMB +9; CMD 22
Feats: Multiattack, Improved Natural Attack (claws), Martial Weapon Proficiency (greatsword)
Skills: Fly +8, Perception +9, Sense Motive +9, Use Magic Device +9
Languages: Whatever
Evolutions: bite, limbs (legs) x2 - claws x2, limbs (arms), energy attacks (acid), pounce, improved damage (claws)
Equipment: +1 greatsword, Belt of +2 str

I promised a mummy fight. Working on it now.


A Man In Black wrote:
That said, claws are always secondary (per the eidolon claws description)

Jason clarified that claws are supposed to be primary attacks in either the Round 2 Rules Questions thread or the Summoner Questions thread (I forget which).

RPG Superstar 2010 Top 32

Mummies, traditionally, are a check to see if your group has someone who can identify a mummy's weakness. They are very tough, and additionally penalize multiattackers with their DR 5/-.

Ash cheerily orders Jack to force the lid from the sarcophagus. "I wonder if we'll find the ancient Pokeball we need here in the tomb of Tutuukkhamen!" No sooner do the words escape his lips, however, than does a rag-covered, preservative-soaked figure start slowly lifting himself from the coffin.

"A m-m-m-m-I'mouttahere!" Ash turns and flees, disappearing into thin air. Jack, for his part, is too shocked to even react, as the mummy shuffles to its feet and lurches toward him. Ash is a coward, but a coward with a decent will save. Jack, on the other hand, needs a 15+ to save, so he's paralyzed for two rounds. He's not at risk of a coup de grace, however, as the mummy needs a weapon to do that. In fact, Jack is so frightened that he's beaten within an inch of his life before he even reacts. Powerattacking, the mummy has +16 to hit against 18 AC to do d8+14 damage, and gets d4 rounds of free action to do that. There's really nothing Jack can do to win this fight.

-----

Jack as written loses this fight. His will save sucks and he has no ranged attacks. I don't think this comes as a surprise to anyone.

Next episode: Seeing is believing?!

Zurai wrote:


Jason clarified that claws are supposed to be primary attacks in either the Round 2 Rules Questions thread or the Summoner Questions thread (I forget which).

Bad idea. Claws are already in the running for the best choice of natural attack; now they are bar none the best attack you can choose, period. I'll make a Jack 3.0.

RPG Superstar 2010 Top 32

Okay, here's the new claw-spam Jack. This is getting silly.

Jack 2.1
Quadrupedal (at one point) Eidolon 5
N Medium outsider
Init +3; Senses darkvision 60 ft.; Perception +5
Defense
AC 21, touch 13, flat-footed 18 (+3 dex, +4 natural armor, +4 mage armor)
hp 49 (6d10+12)
Fort +6, Ref +7, Will +1
Offense
Speed 40 ft.
Melee: bite +9 (d6+3 plus d6 acid and d6 electric), 6 claws +10/+10/+10/+10/+10/+10 (d6+3 plus d6 acid and d6 electric)
Special attacks: pounce
Statistics
Str 16, Dex 16, Con 14, Int 7, Wis 10, Cha 11
Base Atk +6; CMB +9; CMD 22
Feats: Weapon Focus (claws), Improved Natural Attack (claws), Power Attack
Skills: Fly +8, Perception +9, Sense Motive +9, Use Magic Device +9
Languages: Whatever
Evolutions: bite, limbs (legs) x2 - claws x3, limbs (arms), energy attacks (acid), pounce
Equipment: shocking Amulet of Mighty Fists

RPG Superstar 2010 Top 32

I was gonna do grimlocks, but it looks like they're not in the Bestiary. Troglodytes it is, then! Sickening Jack is actually a fairly strong strategy, so this should be interesting.

You'd think that having a cyclopean, unblinking eye would mean you wouldn't get assigned to guard duty, but Ash isn't one to volunteer to miss sleep. And good that Jack got picked to guard... a pack of four spear-wielding troglodytes is creeping up on the party's campsite! The four trogs are widely-spaced, at about 60' out, and Jack autospotted them when they lost the concealment from darkness. Initiative doesn't matter, since Jack can absorb all of their charges, so he waits for their attack.

The trogs barrel in, alternately flinging or stabbing with their spears, but only one finds its mark. Charge attacks, and they'll all drop their spears at the beginning of next round to full attack with natural attacks. Even if he's flatfooted (and he probably isn't), trogs only hit Jack on a 14+ while charging, so he takes a d8+1 hit. But half of a trog's offense is invisible; the smell of a pack of charging, smelling awful trogs threatens to overwhelm Jack, as tears blur his vision and his gullet tries to turn inside out. Four 7+ fort saves means he probably loses at least one, so he's sickened.

More outraged at the olfactory onslaught than the injuries, Jack tears into the pack of reptiloids. Synonyms are hard, okay? Anyway. Jack is sickened and Power Attacks, so -4 to hit and +2 damage. He hits with about three claws and probably not the bite, so let's be conservative and call it the three claws. That should down two trogs. He pounces onto one of them, sinking his claws deep into his chest and belly, and seizes another, ripping its head and most of its shoulder off with one swift bite.

That sort of brutality turns what was once a snatch-and-grab into a blood feud. The remaining two trogs drop their spears and pounce onto Jack, biting and clawing. 5' steps into flanking positions, drop spears, and bite/claw/claw. That's six 17+ attacks for d4+1 damage, which means one hit. Wow, it sucks to be a trog. Heedless of the scratches and bruises from their attacks, Jack tears them both to ribbons, a multilimbed whirlwind of carnage. Since we established that he kills two a turn...

Man, this is going to be a hell of a sight to wake up to!

Next episode: Two heads are better than one!


One last bit MIB, at level 5 summoner the Eidolon should only have 5 hit dice.

Dark Archive

2 things.

1. It was unclear if Jason was thinking of making claws in general primary attacks or only the free claws evolution from the biped form( as it is it's only natural attack )

2. I think pounce should be re-worked to state that it is not compatible with weapon attacks. I.e. you can attack with all of your natural attacks as part of a charge or you can make one weapon attack.

Sovereign Court

Grimlocks are pretty well covered by Morlocks... similar niche.

RPG Superstar 2010 Top 32

King of Vrock wrote:
Grimlocks are pretty well covered by Morlocks... similar niche.

Storywise, yes, but trogs are better-suited to fighting Jack anyway and this is a stress test. I could try it with a pair of morlocks, but I think Jack would probably do about as well against them. Either they leap attack and he readies actions to wreck them with a partial charge, or they try and flank and he full attacks and ends one per turn.

Grimlocks are in the SGT list so that you can make sure that the SGT strategy isn't just "Turn invisible, win fight." Morlocks don't really solve that issue, although they do a good job of making sure you have decent readied action damage or a ranged attack.

RPG Superstar 2010 Top 32

Good eye, Abraham spalding

Jack 2.2
Quadrupedal (at one point) Eidolon 5
N Medium outsider
Init +3; Senses darkvision 60 ft.; Perception +5
Defense
AC 21, touch 13, flat-footed 18 (+3 dex, +4 natural armor, +4 mage armor)
hp 42 (5d10+10)
Fort +6, Ref +7, Will +1
Offense
Speed 40 ft.
Melee: bite +8 (d6+3 plus d6 acid and d6 electric), 6 claws +9/+9/+9/+9/+9/+9 (d6+3 plus d6 acid and d6 electric)
Special attacks: pounce
Statistics
Str 16, Dex 16, Con 14, Int 7, Wis 10, Cha 11
Base Atk +5; CMB +8; CMD 21
Feats: Weapon Focus (claws), Improved Natural Attack (claws), Power Attack
Skills: Fly +7, Perception +8, Sense Motive +8, Use Magic Device +8
Languages: Whatever
Evolutions: bite, limbs (legs) x2 - claws x3, limbs (arms), energy attacks (acid), pounce
Equipment: shocking Amulet of Mighty Fists

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