Summoner Handbook?


Advice

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Hey all.

So after a rather "WOW" moment with a Chuul and our 4th level party my DM has relised that we are far from smart when it comes to running away from things that could freakin kill us.

Anywho he has asked us to all make backup characters (Not a good sign right?) and I am looking at the summoner as I like "Pet" classes.

has anyone made a summoner handbook? all the choices are a tad overwhelming.

I'm thinking perhaps something mounted.

At first I was thinking of doing the Eidolon as the main character and do the actual summoner as its charge to protect. (Odd i know) however the 7 Int kinda killed that.

Anyway any help would be great, thanks.

Dark Archive

Maybe you should ask some of those people claiming that the summoner is overpowered. I'm sure there insight into this class might be very helpful.

Just don't mention that they might be wrong.


Overpowered? really?

I'll admit I have not played one but it looked fairly balanced to me.

The only thing that I noticed was that it doesnt seem to have a limit on the number of weapon attacks it can have.

but all in all it looked like a fun class to try.

Dark Archive

Nah, he's okay. The reaction of some people is pretty similar to the badmouthing Tome of Battle or the Expanded Psionic Handbook had to endure.

The eidolon is probably the strongest of all pets, though. If you want to play a mounted summoner, take the quadruped eidolon, the mounted combat tree or the ranged combat tree and pounce. Arcane strike if you want extra damage, although that feat can probably wait till later levels. The summoner has similar problems as the bard when it comes to combat styles.


Pathfinder Rulebook Subscriber

I thought a large cat pet for a druid was better than an eidolon?

Shadow Lodge

I haven't seen a summoner guide. It's not that hard to build a good summoner though.

  • Always maximize attacks per round with evolutions
  • Whenever possible choose evolutions that grant primary natural attacks
  • Focus on boosting your attack bonuses which are going to fall behind the rest of the melee folks
  • Stick with feats that can adapt if you decide to change your form later on in the game.

    Fortunately the Eidolon can be reconfigured so you can adapt it as you go.


  • Thefurmonger wrote:

    Hey all.

    So after a rather "WOW" moment with a Chuul and our 4th level party my DM has relised that we are far from smart when it comes to running away from things that could freakin kill us.

    Anywho he has asked us to all make backup characters (Not a good sign right?) and I am looking at the summoner as I like "Pet" classes.

    has anyone made a summoner handbook? all the choices are a tad overwhelming.

    I'm thinking perhaps something mounted.

    At first I was thinking of doing the Eidolon as the main character and do the actual summoner as its charge to protect. (Odd i know) however the 7 Int kinda killed that.

    Anyway any help would be great, thanks.

    After looking through the Eidolon when someone decided to play it in our group.

    The only thing I can really say for a fact is that Quad form is by far the best idea unless you layout some very specific build that you don't ever plan on needing Pounce. for a 1pt evoloution, it is a must.

    For efficiency, it looks like loading up on Claw attacks is the best idea since they are Primary weapons and the feats and other evolutions apply to ALL of the attacks of that type.

    Getting one Reach attack is probably the best idea so you have more AoO threats.

    Shadow Lodge

    scthomas wrote:

    After looking through the Eidolon when someone decided to play it in our group.

    The only thing I can really say for a fact is that Quad form is by far the best idea unless you layout some very specific build that you don't ever plan on needing Pounce. for a 1pt evoloution, it is a must.

    For efficiency, it looks like loading up on Claw attacks is the best idea since they are Primary weapons and the feats and other evolutions apply to ALL of the attacks of that type.

    Getting one Reach attack is probably the best idea so you have more AoO threats.

    The biped is the best just all around slugger, the higher strength is really nice.

    The Quad is obviously the most mobile and the only form that can pounce which is really nice (but not always amazing).

    The serpent form is probably the weakest but you can make a pretty gnarly grappler with it.


    0gre wrote:
    scthomas wrote:
    ...My prev ramblings...

    The biped is the best just all around slugger, the higher strength is really nice.

    The Quad is obviously the most mobile and the only form that can pounce which is really nice (but not always amazing).

    The serpent form is probably the weakest but you can make a pretty gnarly grappler with it.

    I'd need to stat out a Biped weapon user, I could see that outpacing the Quad possibly but the STR differance is only a few points. I guess these arguments also really depend on the DM that you have and how they setup encounters. I'm in a modified Worlds Largest Dungeon campaign right now, so I see pounce as pretty sexy and can't imagine not picking it up. Quad allows for the mount option. :)

    Shadow Lodge

    scthomas wrote:
    0gre wrote:
    scthomas wrote:
    ...My prev ramblings...

    The biped is the best just all around slugger, the higher strength is really nice.

    The Quad is obviously the most mobile and the only form that can pounce which is really nice (but not always amazing).

    The serpent form is probably the weakest but you can make a pretty gnarly grappler with it.

    I'd need to stat out a Biped weapon user, I could see that outpacing the Quad possibly but the STR differance is only a few points. I guess these arguments also really depend on the DM that you have and how they setup encounters. I'm in a modified Worlds Largest Dungeon campaign right now, so I see pounce as pretty sexy and can't imagine not picking it up. Quad allows for the mount option. :)

    I am not referring to a weapon user, just claw,claw,bite.

    If you like pounce then no worries, in some campaigns it's amazingly good, in some it's tough to charge a lot and it winds up being largely unused.

    The strength difference is pretty significant when you consider the eidolons biggest problems relate to being able to hit things and damage resistance. The +1 damage nets you an extra three points of damage a round, more at higher levels with more attack per round. The +1 to hit is also pretty big for a creature that starts having trouble hitting things in the mid-high levels.


    Biped gets Reach when he becomes Large, Quad does not, right?


    Teydyn wrote:
    Biped gets Reach when he becomes Large, Quad does not, right?

    Right.

    Shadow Lodge

    Teydyn wrote:
    Biped gets Reach when he becomes Large, Quad does not, right?

    This is my understanding


    Thefurmonger wrote:
    The only thing that I noticed was that it doesnt seem to have a limit on the number of weapon attacks it can have.

    That was an oversight. The total attacks number is intended to limit all attacks, weapon or natural.


    I might be wrong but I have impression that Slam becomes the best attack at higher levels when it comes to pure melee damage - it is 1d8 at medium, 2d6 at Large, 3d6 at Huge, 4d6 with Improved Damage evolution and 6d6 with Improved Natural Attack feat (and a 18d6 on Improved Vital Strike when attacking after single move).

    Of course Eidolon works best when build for a very specific function - Druid's Animal Companion might be a more universal combat pet.


    Thefurmonger wrote:


    Anyway any help would be great, thanks.

    You have two things that you need to do here.

    Plan the advancement of the eidolon and the advancement of the summoner.

    I would suggest, contrary to what some have, that you build the summoner as a stealthy support caster rather than a secondary hitter. Beyond all the wonderful reasons for doing this, imho sharing item slots speaks greatly against putting both you and your eidolon in harms way.

    I would suggest a halfling summoner based upon stealth and trying not to be seen. The chelliax book has a feat called hellcat stealth which can be helpful here. Try to pick up a trait or two to make more CHA skills class skills for you.

    With a high CHA you will have some nice debuff/debilitate spell options as well as buffing/utility options.

    -James


    +1

    Keeping your summoner out of trouble is a very good idea. Not needing high physical stats for combat also allows you to raise your charisma to improve your spell DCs. The summoner spell list has a rather impressive number of battlefield.control spells, so being a caster is not a bad idea.

    As for the eidolon, I'd go biped. Take bite early on and add reach and trip as soon as possible. Use evolution surge to give your eidolon the large evolution whenever there's enough room. Then you have a beast that can threaten 15 ft and trip anyone who tries to get past it.

    Here's a level 10 eidolon I've built recently (I was bored...) . It's far from optimized as I had a specific task for it in mind but it might give some food go thought.

    Biped base form. 14 evolution points. No equipment.
    Evolutions:

    Bite + Trip + Reach
    Limbs (arms) + Claws + improved damage
    Improved natural armor x2
    Large

    Next on the to-get list would be rend, but lesser evolution surge can easily grant that. It's also included in the damage below.

    Feats:
    Improved initiative
    Combat Reflexes
    Improved natural Attack (bite)
    Improved natural armor

    STR 30
    Dex 14
    Con 17
    Int 7
    Wis 10
    Cha 11

    AC 28
    HP 72
    Fort +9 ref +4 will +6

    4 claws + 18 (1d8+10 plus rend, 10 ft reach)
    bite +18 (2d6+10 plus trip, 15 ft reach)

    If all attacks hit (plus rend) we are looking at about 71-113 damage. Have it bite first to trip the enemy for +4 on all claw attacks.

    Shadow Lodge

    3 people marked this as FAQ candidate.

    An oddball question if you will...
    "Unless otherwise noted, each evolution can only be selected once."

    "Bite (Ex): An eidolon’s maw is full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). If the eidolon already has a bite attack, this evolution allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite"

    Can a biped Eidolon take the bite evolution twice to get 1.5x strength damage?

    Seems like based on the quoted bit above the only eidolon that can do that is the Quadraped but perhaps at one point Jason or Sean posted a clarification about this? I checked the FAQ and nothing.


    0gre wrote:

    An oddball question if you will...

    "Unless otherwise noted, each evolution can only be selected once."

    "Bite (Ex): An eidolon’s maw is full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). If the eidolon already has a bite attack, this evolution allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite"

    Can a biped Eidolon take the bite evolution twice to get 1.5x strength damage?

    Seems like based on the quoted bit above the only eidolon that can do that is the Quadraped but perhaps at one point Jason or Sean posted a clarification about this? I checked the FAQ and nothing.

    From RAW I'd say bite can be taken only once. A biped would gain the bite attack, the other forms the 1.5x strength damage.

    Still, it's probably faq worthy.

    Shadow Lodge

    Blave wrote:
    0gre wrote:

    An oddball question if you will...

    "Unless otherwise noted, each evolution can only be selected once."

    "Bite (Ex): An eidolon’s maw is full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). If the eidolon already has a bite attack, this evolution allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite"

    Can a biped Eidolon take the bite evolution twice to get 1.5x strength damage?

    Seems like based on the quoted bit above the only eidolon that can do that is the Quadraped but perhaps at one point Jason or Sean posted a clarification about this? I checked the FAQ and nothing.

    From RAW I'd say bite can be taken only once. A biped would gain the bite attack, the other forms the 1.5x strength damage.

    Still, it's probably faq worthy.

    Hmm, that means the other forms get 1:3 power attack on bite also which significantly bumps the damage on bite... hmm.

    Sovereign Court

    Pounce is crap. Everyone who isn't building a Biped with Slam, Weapon Focus (Slam) and Improved Strength has a far weaker Eidolon. I'm only level 2 and my initial attack (Slam) with guidance is +9 attack and 2d6+5 damage. Then I enlarge (lose guidance) and the slam is +8 attack and 3d6+6 damage. The 2 claws are +7, d4+5.

    Of course you should first enlarge a Barbarian or Fighter if they have a greataxe build and are in your party (they will out dps Eidolons). At level 1 an Enlarged Raging Barbarian with MW Greataxe is +9 attack, 3d6+15.

    Keep in mind the Eidolon is VERY weak defensively (horrible HP with <1 HD per level) so you really should have a mage armor wand, shield and Resistance. Also it underperforms vs any high AC mob like a boss (since it has lower attack), but summoner IMO is the best dps vs minions or trash mobs.


    KilroySummoner wrote:
    Pounce is crap. Everyone who isn't building a Biped with Slam, Weapon Focus (Slam) and Improved Strength has a far weaker Eidolon. I'm only level 2 and my initial attack (Slam) with guidance is +9 attack and 2d6+5 damage. Then I enlarge (lose guidance) and the slam is +8 attack and 3d6+6 damage. The 2 claws are +7, d4+5.

    Where are you getting the evolution points for such an eidolon at level 2? You have 4 points and only getting a slam in addition to your 2 basic claw attacks costs you 3 of these points (2 for an additional pair of arms, 1 for the slam attack). I have no idea how you get a strength increase.

    Note that you can't use slam and claws with the same pair of arms.


    Blave wrote:


    Note that you can't use slam and claws with the same pair of arms.

    Logically, no. However, unless I've missed a rule in the bestiary somewhere (entirely possible) or the APG, there are no rules about natural attacks that originate from the same limb being limited.

    I can actually visualize a slam/claw attack. Wolverine using his fists (clenched together) to slam down into someone, then bringing both hands back up to stab his claws into someone.


    Slam Evolution wrote:
    An eidolon can deliver a devastating slam attack. This attack is a primary attack. The slam deals 1d8 points of damage (2d6 if Large, 2d8 if Huge). The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with this slam attack (this still costs 1 evolution point). This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution.

    Why would anyone replace the slam if you could just add it on top of the claws to the same pair of arms?

    I'm pretty sure you can only add one of these evolutions to a single Limbs (Arms) evolution.


    Blave wrote:
    KilroySummoner wrote:
    Pounce is crap. Everyone who isn't building a Biped with Slam, Weapon Focus (Slam) and Improved Strength has a far weaker Eidolon. I'm only level 2 and my initial attack (Slam) with guidance is +9 attack and 2d6+5 damage. Then I enlarge (lose guidance) and the slam is +8 attack and 3d6+6 damage. The 2 claws are +7, d4+5.

    Where are you getting the evolution points for such an eidolon at level 2? You have 4 points and only getting a slam in addition to your 2 basic claw attacks costs you 3 of these points (2 for an additional pair of arms, 1 for the slam attack). I have no idea how you get a strength increase.

    Note that you can't use slam and claws with the same pair of arms.

    Also, how is your Slam Damage 2d6+5 on 2nd level? Unless it was meant to be Improved Damage (1d8 -> 2d6), still I don't know why the damage bonus is +5?

    Sovereign Court

    Evo points are on Slam, Str+2, Imp Damage-Slam. The slam can be additive to the arm claws (as mentioned - I haven't seen a rule against) or the claws can apply to the LEGS and the slam to the arms (carefully read the Claws evo). Slam damage of 2d6+5 is from Summoners Call - Strength (Str+2 for 10min), Str+2 evo, Imp Damage evo and Weapon Focus - Slam.


    Blave wrote:
    Slam Evolution wrote:
    An eidolon can deliver a devastating slam attack. This attack is a primary attack. The slam deals 1d8 points of damage (2d6 if Large, 2d8 if Huge). The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with this slam attack (this still costs 1 evolution point). This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution.

    Why would anyone replace the slam if you could just add it on top of the claws to the same pair of arms?

    I'm pretty sure you can only add one of these evolutions to a single Limbs (Arms) evolution.

    This is another case (which I hadn't noticed) of the Summoner class having internal inconsistency. Obviously, based on the text of the Slam entry, the devs intended for the biped base form to have claws on it's limbs(arms) only. However, it was not specified, only that the claws evolution is granted with the base form, not where it is located. This could have been fixed by making it claws(arms) in the base description.

    Sovereign Court

    I don't really think it is inconsistent. The whole point of an Eidolon is that it isn't a fixed creature, it is mutable. You could summon one with claws on the arms and one with claws on the legs. IMO they left things intentionally vague or else it forces your Eidolon to look like a very specific creature. Surely a biped can have leg claws (think of a velociraptor). You argument isn't obvious, the text can be just to prevent stacking abilities on limbs instead of preventing claw flexibility.


    KilroySummoner wrote:
    I don't really think it is inconsistent. The whole point of an Eidolon is that it isn't a fixed creature, it is mutable. You could summon one with claws on the arms and one with claws on the legs. IMO they left things intentionally vague or else it forces your Eidolon to look like a very specific creature. Surely a biped can have leg claws (think of a velociraptor). You argument isn't obvious, the text can be just to prevent stacking abilities on limbs instead of preventing claw flexibility.

    Yes, my argument is obvious. Please look at the slam entry.

    Quote:


    Blave wrote:

    Slam Evolution wrote:

    An eidolon can deliver a devastating slam attack. This attack is a primary attack. The slam deals 1d8 points of damage (2d6 if Large, 2d8 if Huge). The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with this slam attack (this still costs 1 evolution point). This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution.

    This (bolded) entry is meaningless if the claws from the base form were intended to be put on either location.


    Pathfinder Adventure, Lost Omens, Rulebook Subscriber
    KilroySummoner wrote:
    Evo points are on Slam, Str+2, Imp Damage-Slam. The slam can be additive to the arm claws (as mentioned - I haven't seen a rule against) or the claws can apply to the LEGS and the slam to the arms (carefully read the Claws evo). Slam damage of 2d6+5 is from Summoners Call - Strength (Str+2 for 10min), Str+2 evo, Imp Damage evo and Weapon Focus - Slam.

    I'm certain that the Devs intended for the Biped form's claws to be on their arms, not their legs (look in Slam's description). Unfortionately, they've been quite specific in saying that you don't have the ability to edit the base forms, so you can't just move the claws to the eidolon's legs.


    Matrixryu wrote:
    KilroySummoner wrote:
    Evo points are on Slam, Str+2, Imp Damage-Slam. The slam can be additive to the arm claws (as mentioned - I haven't seen a rule against) or the claws can apply to the LEGS and the slam to the arms (carefully read the Claws evo). Slam damage of 2d6+5 is from Summoners Call - Strength (Str+2 for 10min), Str+2 evo, Imp Damage evo and Weapon Focus - Slam.
    I'm certain that the Devs intended for the Biped form's claws to be on their arms, not their legs (look in Slam's description). Unfortionately, they've been quite specific in saying that you don't have the ability to edit the base forms, so you can't just move the claws to the eidolon's legs.

    While I agree with your statement about the intent, they unfortunately didn't specify where the claws went, they only specified you got them. That leaves it up to the GM to decide.

    Shadow Lodge

    As for the pounce is crap... I am pretty skeptical about it myself but not for the reasons you say.

    You can similarly make a second level a quadraped with a bite attack that does +7 (w/o guidance cheese*) 2d6+4 and does 3d6+6 when enlarged... So slightly lower attack bonus but damage is close and since it does 1.5x strength damage and 1:3 power attack it's single attack damage is going to scale better with that bite attack.

    PFS:
    In PFS the bestiary feats aren't available to eidolons so Improved Natural Attack isn't available so you can't get 2d6 on either build. Assuming you use power attack instead the biting eidolon has a slight edge on damage due to the 1:3 power attack.

    For example: The above mentioned biped eidolon that has a 2d6+10 bite would do 2d6+13 and on power attack it would do 2d6+22 while the biped would only do 2d6+16. It's attack bonus and damage on it's claws would still lag 1 point behind the biped due to the strength penalty.

    All that said... I'm still pretty skeptical the quadraped can keep up, I just don't think it's nearly as cut and dried as some people paint it.

    As for pounce, it seems like for some groups its a lot better than others. Like a lot of powers it depends on the GM and the type of encounters you have. It is really nice to get that +2 charging bonus on all your attacks which helps compensate for the lower attack bonus.

    *:
    Making a stat block that presumes you have guidance on all the time is cheesey because it presumes you stop once a minute to cast a cantrip on your eidolon. In any case it's also completely irrelevant for comparisons because EVERY summoner can do this.

    Shadow Lodge

    mdt wrote:
    While I agree with your statement about the intent, they unfortunately didn't specify where the claws went, they only specified you got them. That leaves it up to the GM to decide.

    I was considering doing this exact thing myself, it feels wasteful letting that one evolution point fall on the floor.


    Pathfinder Rulebook Subscriber
    0gre wrote:

    In PFS the bestiary feats aren't available to eidolons so Improved Natural Attack isn't available so you can't get 2d6 on either build. Assuming you use power attack instead the biting eidolon has a slight edge on damage due to the 1:3 power attack.

    Wait what? Why not?

    EDIT: Oh, PFS...but still why?


    KilroySummoner wrote:
    Evo points are on Slam, Str+2, Imp Damage-Slam. The slam can be additive to the arm claws (as mentioned - I haven't seen a rule against) or the claws can apply to the LEGS and the slam to the arms (carefully read the Claws evo). Slam damage of 2d6+5 is from Summoners Call - Strength (Str+2 for 10min), Str+2 evo, Imp Damage evo and Weapon Focus - Slam.

    Ok, now when you listed it all it makes sense - it hadn't computed with the things you listed in previous post.

    Shadow Lodge

    Kryzbyn wrote:
    0gre wrote:

    In PFS the bestiary feats aren't available to eidolons so Improved Natural Attack isn't available so you can't get 2d6 on either build. Assuming you use power attack instead the biting eidolon has a slight edge on damage due to the 1:3 power attack.

    Wait what? Why not?

    EDIT: Oh, PFS...but still why?

    Because in the PFS guide it says Bestiary feats are off limits and Josh Frost said explicitly that there it applies to critters as well as characters. I'm not certain if it was a done for character balance or some other reason. Unless you play PFS it doesn't matter.

    The only reason I mentioned it is because it is a significant consideration for some people.


    Pathfinder Rulebook Subscriber
    0gre wrote:
    Kryzbyn wrote:
    0gre wrote:

    In PFS the bestiary feats aren't available to eidolons so Improved Natural Attack isn't available so you can't get 2d6 on either build. Assuming you use power attack instead the biting eidolon has a slight edge on damage due to the 1:3 power attack.

    Wait what? Why not?

    EDIT: Oh, PFS...but still why?

    Because in the PFS guide it says Bestiary feats are off limits and Josh Frost said explicitly that there it applies to critters as well as characters. I'm not certain if it was a done for character balance or some other reason. Unless you play PFS it doesn't matter.

    The only reason I mentioned it is because it is a significant consideration for some people.

    So none of the monsters you fight in PFS have those feats in the modules?

    Wierd...

    Shadow Lodge

    Kryzbyn wrote:
    0gre wrote:
    Kryzbyn wrote:
    0gre wrote:

    In PFS the bestiary feats aren't available to eidolons so Improved Natural Attack isn't available so you can't get 2d6 on either build. Assuming you use power attack instead the biting eidolon has a slight edge on damage due to the 1:3 power attack.

    Wait what? Why not?

    EDIT: Oh, PFS...but still why?

    Because in the PFS guide it says Bestiary feats are off limits and Josh Frost said explicitly that there it applies to critters as well as characters. I'm not certain if it was a done for character balance or some other reason. Unless you play PFS it doesn't matter.

    The only reason I mentioned it is because it is a significant consideration for some people.

    So none of the monsters you fight in PFS have those feats in the modules?

    Wierd...

    The guide is limits for the players not for the folks who write the scenarios.


    0gre wrote:
    (w/o guidance cheese*)

    It only applies to one roll, so if they want to cycle the spell every so often let them... its the point of cantrips.

    It does slightly favor the big single attack in that more eggs are in one basket. Mind you in general more spread out attacks favors the players over one big attack so once you weigh that in it less of an issue.

    -James


    0gre wrote:
    mdt wrote:
    While I agree with your statement about the intent, they unfortunately didn't specify where the claws went, they only specified you got them. That leaves it up to the GM to decide.
    I was considering doing this exact thing myself, it feels wasteful letting that one evolution point fall on the floor.

    Honestly, I got so fed up with all the little exceptions and rules that work almost but not quite the same for Summoners, and everything else, that I just rewrote the entire class. I have no intention of ever using the base class in one of my games. I ended up spllitting it into a dual-class. You either go the summon monster route, or the pet route.

    Shadow Lodge

    james maissen wrote:
    0gre wrote:
    (w/o guidance cheese*)

    It only applies to one roll, so if they want to cycle the spell every so often let them... its the point of cantrips.

    It does slightly favor the big single attack in that more eggs are in one basket. Mind you in general more spread out attacks favors the players over one big attack so once you weigh that in it less of an issue.

    -James

    Except it's too erratic to really quantify as a base assumption. By the same measure I could list the pounce build with the assumption that the first round of combat is always a pounce in which case the pounce build is vastly superior because you get three attacks versus one and you get a +2 on all three attacks.

    My current summoner is leveraging the teamwork feats to get the +4 flanking bonus, should I include that in the statblock?

    When you are discussing the relative merits of two options you can't assume that some intermittent factor is going to be in effect because it is not going to be there all the time, or even most of the time.


    Pathfinder DB has my rewrite of the class up now. If anyone is interested.

    Summoner Rewrite


    Does anyone build Eidolon's with the idea of being well-rounded instead of glass cannons?

    I've thought about doing a quad with bite for awhile- mainly to have evo's to spare on defense and such. Not really interested in it keeping up with other Eidolon- but rather if it can make the class effective overall?

    It just seems to me that if you blow 90-100% of your evo's on offense that you are a slag pool waiting to happen. And then your DPR drops to 0.

    Is that just a total waste of time? Is "glass cannon" the real name of Big E?

    -S


    Selgard wrote:

    Does anyone build Eidolon's with the idea of being well-rounded instead of glass cannons?

    I've thought about doing a quad with bite for awhile- mainly to have evo's to spare on defense and such. Not really interested in it keeping up with other Eidolon- but rather if it can make the class effective overall?

    It just seems to me that if you blow 90-100% of your evo's on offense that you are a slag pool waiting to happen. And then your DPR drops to 0.

    Is that just a total waste of time? Is "glass cannon" the real name of Big E?

    -S

    I've always built them well rounded, and so have people in my games.

    Sovereign Court

    mdt wrote:

    Does anyone build Eidolon's with the idea of being well-rounded instead of glass cannons?

    ...

    It just seems to me that if you blow 90-100% of your evo's on offense that you are a slag pool waiting to happen. And then your DPR drops to 0.

    Is that just a total waste of time? Is "glass cannon" the real name of Big E?
    -S

    IMO it is a waste of time. You want it to be a pure dps powerhouse. When the Eido dies the summoner is far from useless, and occasionally more powerful. One scenario we fought a demon hovering 50 feet in the air. Fortunately my Eidolon died earlier, so I summoned an air elemental (I was <5 so Eido was grounded). Another time we fought fire elementals and unfortunately my Eidolon was out. If it wasn't, a water elemental would have 1-shotted each of them (they dispel magic fire of certain HD). Yet another time there were horrendous traps covering a room and an amazing archer on the other side pot-shooting us. Eidolon would have died but I could've summoned a mob right behind him and attacked. Also summons can usually provide flanking bonuses to your entire party's melees (you can summon right behind them etc). Finally, you can always mem the summon eidolon spell.

    The shared item slot nerf is doubly nerfed if you have to focus on both defensive and offensive magic items instead of offensive.

    Keep in mind defenses almost never matter unless you die in an encounter because you can usually just wand rejuvenate to full after. So all your evo's are wasted unless you would have avoided a dead Eido.

    Dark Archive

    What Killroy said. Plus, summon eidilon is the best summon spell (minutes/ level). It also let's you use your summon ability, and both benefit from the +4 Str / +4 Con (which regular Eidilon cannot). Further, if you are Neutral it is a neutral summon so won't be hedged put by Protect Evil, unlike almost all summon monsters.

    And with that version, who cares if he dies?


    I'm working on a Serpentine Eidolon design to make use of the Constrict evolution (which effectively doubles all damage when a grab is successful). I'm thinking of piling on the Pincer attacks (3 points for 2 attacks) which themselves get +2 to grabs and decent damage (1d6).

    The problem is that the Serpentine base form gets STR 12 and DEX 16. This can be overcome by using Ability Increases (expensive) or feats like Weapon Finesse and Agile Maneuvers to use DEX for attacks and CMB respectively.

    Also, the high DEX means that the Eidolon can be quite useful out of battle. One can choose Disable Device as a class skill (usually only available to Rogues) and the Skilled evolution (1 point) for +8 in the skill. This puts the Eidolon at a higher bonus to Disable Device than most Rogues.

    Is this a workable design, or is this a road less traveled for a reason?


    Another Eidolon question: if I have a charge of an unused touch spell (acid splash for instance) can I pass that charge to my Eidolon (using share spells) so it discharges on someone it attacks?

    "Holding the Charge: If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round action. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren't considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn't provoke attacks of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge."

    "Share Spells (Ex): The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells."


    There is a summoner handbook here.


    mdt wrote:
    Quote:


    Blave wrote:

    Slam Evolution wrote:

    An eidolon can deliver a devastating slam attack. This attack is a primary attack. The slam deals 1d8 points of damage (2d6 if Large, 2d8 if Huge). The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with this slam attack (this still costs 1 evolution point). This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution.

    This (bolded) entry is meaningless if the claws from the base form were intended to be put on either location.

    I believe there is a similar line under the hooves evolution, which strongly implies that the biped base claws could be applied to the legs.

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