Selgard |
As the subject says. Please post your current Summoner and Big E who are actually in play.
Actually in play for the purposes of this thread means that its your character in a current campaign.
Please either do not list those for "one shot" play tests or label them as such to differentiate it. If all you have done is run it through several encounters, then please either omit it or list that as well so we know.
The point of course is to see if the Eidolon's in actual game play vary from those built specifically to test some aspect of the game mechanic or other. (and of course, to see some good ideas from the posters here at Paizo).
Its also a good spot to show off what you did with your summoner. Archer? tripper? grappler? What feats and abilities did you choose.
-S
QOShea |
Only played him once so far due to only gaming every two weeks.
Svent Greenscale is a devout follower of the Platinum Dragon, the father of all dragonkind.
STR 10
DEX 16
CON 12 / 14
INT 16
WIS 10
CHA 20
AC 27 ([Bronzewood Scale +2] + Dex + [Buckler +4] + size + 1 nat armor + 10)
BAB +7
HP 79
Size Small
Saving Throws
Fort +6; Reflex +5; Will +11
Skills
Craft Trapmaking +17; Handle Animal +14; Linguistics +15; Perception +11; Ride +15; Stealth +13; UMD +16
Feats Several feats are from 3.5, converted over.
Mounted Combat; Dragonwrought; Mounted Casting; Combat Casting; Battle Casting; Battle Caster; Force of Personality; Ride-By Attack
Traits
Focused Mind; Armor Expert
Spells
Cantrips - Acid Splash; Detect Magic; Light; Mage Hand; Mending; Read Magic
1st Level (7 / day) - Expeditious Retreat; Feather Fall; Grease; Mage Armor; Shield
2nd Level (5 / day) - Barkskin; Bull's Strength; Invisibility; Prot from Arrows
3rd Level (3 / day) - Dispel Magic; Invisibility (Greater); Magic Fang (Greater)
Special Abilities
Orb of Acid, Lesser (1 / day)
STR 17
DEX 17
CON 15
INT 07
WIS 10
CHA 11
AC 23 (10 Natural Armor + 3 Dex + 10)
BAB +8
HD: 8d10 + 16
Movement 40'; 40' fly; 40' swim
Bite 1d6 + 3 + 1d6 (acid)
Claw 1d4 + 3 + 1d6 (acid)
Skills
Fly +14; Perception +11; Survival +8; Stealth +14
Feats
Improved Natural Attack (Bite); Weapon Focus (Bite); Flyby Attack; Wingover
Special Abilities
Gills; Resist Acid 10; Spell-Like Ability (Mage Armor) 1 / day
Base Form Quadruped - Build Information / Evolutions
Bite (f); Limbs - Legs x2 (f); Claws (1); Gills (1); Improved Natural Armor (1); SLA - Mage Armor 1 / day (1); Swim (1); Tail (1); Energy Attack - Acid (2); Flight - Winged (2)
dulsin |
Share spell has been changed.
It now allows you to target them with spells they aren't eligible for (with restrictions). It doesn't allow the same spell to work on you both with one casting anymore, however.-S
In that case why not give him Sheild? The Mage armor lasts an hour per level range touch. The shield spell is range personal.
Selgard |
Well, I'm not really trying to pick apart anyone's selections.. i just wanted to see what folks are actually using in their games.
Reasons to use mage armor over shield though? Duration, mainly.
Shield would have to be recast for each battle but one mage armor would likely last yuo all day. (depending on level, of course.) The gent who posted his build is 8th caster level so yeah, one cast would last all day.
And no real reason you can't do both. Cast Mage armor when you wake up or before the first big battle and then cast shield every battle thereafter.
-S
kyrt-ryder |
Well, I'm not really trying to pick apart anyone's selections.. i just wanted to see what folks are actually using in their games.
Reasons to use mage armor over shield though? Duration, mainly.
Shield would have to be recast for each battle but one mage armor would likely last yuo all day. (depending on level, of course.) The gent who posted his build is 8th caster level so yeah, one cast would last all day.And no real reason you can't do both. Cast Mage armor when you wake up or before the first big battle and then cast shield every battle thereafter.
-S
Yeah, Shield would be unreliable because of the duration and limited uses.
With Mage Armor it would cost minimal evolution points for maximum benefit.
Edit: Also, the summoner has no real desire to take Mage Armor for one of his spells known, since he's got light armor use, so this frees up that 1st level spell known slot.
QOShea |
Yeah, Shield would be unreliable because of the duration and limited uses.
With Mage Armor it would cost minimal evolution points for maximum benefit.
Edit: Also, the summoner has no real desire to take Mage Armor for one of his spells known, since he's got light armor use, so this frees up that 1st level spell known slot.
Actually, I did take Mage Armor as one of the spells in case he gets caught without his armor in an RP situation, sleeping since the character wears medium armor, or someone hits the eidolon with Dispel Magic to get rid of the armor.
Ferahgo89 |
Ferah Renke
Level 1 Summoner
HP 11
AC 15=10 + 2(Dex)+3(armor)
Str 12
Dex 14
Con 15
Int 15
Wis 13
Cha 20
0 BAB 0 Fort 0 Ref 2 Will
H. Animal +9
K. All +6
Linguistics +6
Spellcraft +6
UMD +6
Combat Casting
Sudden Extend Spell 1/day
Spells:
0: (Daze, Mage Hand, Detect Magic, Acid Splash)
1: (Mage Armor, Enlarge Person)
Eidolon
Base Template: Biped
Level: 1
HP 17
AC 15 = 10+4(Nat. Armor)+1(Dex)
Str 18
Dex 12
Con 13
Int 7
Wis 10
Cha 11
Skills
Perception +5
Stealth +6
S. Motive +4
Intimidate +4
Swim +7
UMD +4
Saves
+2 BAB +3 Fort +0 Ref +3 Will
Feats
Martial Weapon Proff (Great Axe)
Evolutions
Limbs(Arms)
Limbs(Legs)
Claws
Improved Natural Armor
Ability Increase(str)
Attacks
Great Axe 1d12 x3
YuenglingDragon |
The Summoner
Init +3
Defense
AC 18, touch 14, flat-footed 14 (+3 dex, Dodge, Chain Shirt)
hp 17
Fort +1, Ref +3, Will +2
Offense
Speed 30 ft.
Melee: Glaive +4 D10+3 Reach
Statistics
Str 14, Dex 16, Con 13, Int 10, Wis 10, Cha 15
Base Atk +1; CMB +3; CMD 16
Feats: Dodge, Martial Proficiency (Glaive)
Equipment: MW Glaive, chain shirt, Random adventuring odds and ends
Wolf Eidolon
N Medium outsider
Init +2; Senses darkvision 60 ft.
Defense
AC 19, touch 13, flat-footed 15 (+2 dex, +6 natural armor, +1 dodge)
hp 18
Fort +3, Ref +4, Will +1
Offense
Speed 40 ft.
Melee: bite +5 (d6+2 + Trip), 4 claws +5 (d4+2)
Special Attacks: Trip
Statistics
Str 15, Dex 15, Con 13, Int 7, Wis 10, Cha 11
Base Atk +3; CMB +5; CMD 17
Feats: Dodge, Step Up
Evolutions: bite (f), limbs (legs) x2 (f) - claws x2, improved natural armor, trip
We're a self flanking butt kicking machine. Well, not entirely butt kicking yet but we're getting there.
Mikhaila Burnett |
1st level Serpentine base > extra tail evolution (1 point) > sting attack for first tail 1 (point) > sting attack for second tail (1 point) = Total three points of evolutions, and one wicked awesome - at least in my imagination - Eidolon. Multi-attack for free, decent damage. I posted a playtest with more information, and my summoner's there (limited time or I'd look it up and link it)
Odentin |
My GM has allowed things from www.pathfinderdb.com and a few things from 3.5, so there's gonna be a few odd features here...
CG Male Elf Swashbucker 1/Summoner 4
Init +4
AC 24 Touch 18 Flat 16 (+4 Dex, +4 Cha, +5 Armor, +1 Shield)
CMB +8, CMD 23
HP 41
Fort +1, Ref +7, Will +4
Defensive Abilities: Combat Expertise, Bravado
Atk: Elven Thinblade (+8 Melee, 1d8+1, 18-20/x2)
Long Bow (+8 Ranged, 1d8, x3)
Str 12, Dex 18, Con 11, Int 18, Wis 11, Cha 18
Skills: ACrobatics +12, Bluff +12, Diplomacy +12, Know (Arcana) +8, Know (Geo) +8, Know (Planes) +8, Perception +6, Prof (Sailor) +4, Sense Motive +5, Spellcraft +9, Survival +4, Swim +5, UMD +10
Feats: Weapon Finesse, Combat Expertise, Agile Maneuvers, Strong Bond
Special Abilites: Elf traits, Brvado, Summon Monster II 7/day, Bond Senses 4 rds/day, Shield Ally.
Gear: +1 Chain Shirt, Dastana, Elven Thinblade, Longbow.
Spells: 0:Acid Splash, Detect Magic, Message, Arcane Mark, Light, Daze. 1: Mage armor, Enlarge Person, Reduce Person, Jump. 2: Haste, Slow
CG Outsider
Init +8
AC 18 Touch 14 Flat 14 (+4 Dex, +4 Natural)
HP 67
CMB +7 CMD 21
Fort +3, Ref +8, Will +4
Defensive Abilities: Evasion
Atk: Bite (+7 Melee, 2d6+2 plus Grab)
Tail Slap (+2 Melee, 1d6+1)
Str 14, Dex 18, Con 14, Int 7, Wis 10, Cha 11
Skills: Perception +9, Fly +19, Sense Motive +9, Survival +9
Feats: Toughness, Improved Natural Attack (Bite), Improved Initiative
Evolutions: Bite, Tail, Tail Slap, Fly (5 points total for supernatural and better speed), Improved Damage (Bite), Reach (Bite), Scent.