| Malarious |
Ok, I am working on writing up my Eidolon and it says the Eidolon can get up to 4 natural attacks in a turn. This has given me some questions...
1) Can there only be 1 primary attack and rest have to be secondary or can you do say bite, claw, claw, tail slap?
2) The teamwork feat Precise Strike says
"Benefit: Whenever you and an ally who also has this feat are f lanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with
other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit."
Does that mean if you get 4 attacks (even though they do 1d6 or 1d4 damage each usually) you get the chance to do up to 4d6 more damage assuming they all hit?
3) What can an Eidolon wear? I read somewhere on here they cant have armor, but they can have bracers of armor right?
PS, not that it matters but the GM is letting me use the Permanent version of the Summoner, (Aka the Eidolon is not banished when I go unconscious, sleep, or even die but I give up my spell like ability to summon). So thats why I am trying to really make him able to fend for himself but am using teamwork feats so we can lend eachother aid.
Thanks!
| mdt |
1) The attacks can be anything you want. One bite, 3 claws, four claws, whatever. You can also have manufactured weapon attacks in addition, so if you had four arms 4 tentacles, you could attack with one weapon in each hand and four tentacles. The tentacles would be secondaries though when you use manufactured weapons (and the manufactured weapons would all have the multi-weapon fighting penalties). Frankly, IMHO you're better off with 4 natural attacks. I'd go for bite and claws, then buy improved natural attack on your claws, so they're higher damage.
2) Yep, if you have Precise Strike, and you flank an enemy with someone who also has it, then you get 1d6 added to each melee attack. That would be +1d6 per attack that hit, up to 4d6. Doesn't matter what the attack does normally. You could have a small eidelon that was doing 1d3 claws and still do 1d6 additional with the feat.
3) Eidelon can wear any items you want it to, other than armor, but if you put an item on him, then per RAW, your summoner can't use that slot. So, in your example, if you put bracers on him, then the summoner can't use a magic item on the arms slot.
Personally, in my games, I'm setting up the eidelon's so that they can have 1 magical item slot per 2 full summoner levels. So, a 10th level summoner can give his eidelon 5 magic item slots (without affecting what he wears). That seems a good balance, as even a 20th level summoner can't give his eidelon a full 12 slots.
| The Black Bard |
Holy crap, that is brilliant, regarding the 1 magic item slot per 2 summoner levels.
I yoink that with glee and humbly submit one of my own Eidolon house rules, regarding going unconcious and summoning other monsters.
An Eidolon whos master is knocked out/put to sleep is reduced to half hp as if it's master was over 100 feet away. An eidolon whos master is dead is reduced to 1/4 its hp as if it's master was over 1000 feet away. These HP reductions operate exactly as detailed in the Link entry.
A summoner who wishes to summon a monster while his eidolon is still active may do so, but he looses the 1 minute per level benefit of his SLA summons, instead using the standard duration of 1 round per level. The summoning is still a standard action.