Dealing with Summoner Magic Item nerf


Advice

Sovereign Court

I just hit the power peak for the summoner (level 5) and am now finding the magic item slot nerf limiting my Eidolon and getting worse as I level. Obviously I'd like to buff its strength, but since it can't wear a belt, is there any useful item that fits in the head, face, or shoulder slots?

So far I have an amulet of mighty fists +1 and a Ioun Stone (Pale Green Prism) for Attack +1.

If there aren't any useful items in those slots, is it possible to craft one? Could you obtain for example the equivalent of a Belt of giant Strength in a headband slot item?

For those unaware of the nerf, here is the rule:

Jason Buhlman wrote:

Eidolons and Equipment
Eidolons are limited in the amount of gear and equipment they can use. Their forms tend to shift over time, making certain types of gear impossible to use properly. Eidolons with the proper training and the limbs (arms) evolution can wield weapons. They suffer the normal penalties for wielding more than one weapon, regardless of the number of arms they possess. Eidolons cannot wear armor, due to their shifting form, but those that take the proper feat can use a shield. Eidolons can use some magic items. Each eidolon can wear up to two rings, if it has the limbs (arms) evolution. Each eidolon can wear a single magic item in the following slots: eyes, head, neck, and shoulders. An eidolon with the limbs (arms) evolution or the tentacle evolution can drink potions.

The Exchange

Ouch, I have a summoner of my own... I feel your pain

As far as items go could you get away with bracers of armor? Make sure all of your eidolon bonuses are set for natural armor before hand.

I like a hat of disguise so he can fit in and impersonate me, has saved my life.

But as far as items, I have found the Summoner himself most important for those.

Wands... of all of your buffs, mage armor, shield, eidolon rejuvenation, summon eidolon, bulls strength, enlarge, ect.

The eidolon s made at low levels to be all natural attacks. See abut an item that makes all attacks magical(for purposes of DR) to avoid taking the evolution.

Obviously a cloak of resistance could help as well.


kilroy in the making magic items section it does have a cost adjustment for "no space" x2 to the cost. you could perhaps confer with the GM to house rule a 1.25-1.5 increase for "non resonant slot" Item. IE a headband or shoulder item to boost physical stats.

Sovereign Court

Thanks for the replies. Some points:

* I am using a PFS organized play character, so no house rules.
* Bracers are not an allowed slot.
* I have some wands for the summoner and those are good but am focusing on Eidolon items.
* I use Natural Fang to avoid taking the evolution for magical attacks.
* for Eidolons, offense is a lot more important so the resit cloak is more of a 'dump item'


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Just give em' the damn belt. James' words are nothing more than his personal opinion until he decides to add them to a book, the FAQ, or the errata.

There is ZERO reason why a humanoid or quadrupedal eidolon couldn't wear a belt (provided you didn't have one of your own). Hell, give a serpentine eidolon the legs evolution and it could probably wear a belt.


A few things here. The quote from Jason is from the playtest. Fri, Dec 4, 2009. It was an update it is older then what is published. It was the start of a 718 post thread.

The post is Here But I do not think it has any bearing upon the published book at all.


KilroySummoner wrote:

Thanks for the replies. Some points:

* I am using a PFS organized play character, so no house rules.

Your quote is not in the book and not in the errata. So it's a house rule.

It's not even a PFS houserule AFAICS (I don't see it in the guide).


Its from the playtest. It never made it into the book.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
seekerofshadowlight wrote:
Its from the playtest. It never made it into the book.

Which makes giving em' a belt perfectly rules legal.


Long as the summoner is not wearing one, yep. Those limits did not make it into the book. They did not make it past round 2 of playtesting.


Ravingdork wrote:
seekerofshadowlight wrote:
Its from the playtest. It never made it into the book.
Which makes giving em' a belt perfectly rules legal.

I gotta agree, and I never noticed that rule did not make it until now. I think I am going to have to go back and rewrite the class to do something about all the exceptions that it does have though.


KilroySummoner wrote:

Thanks for the replies. Some points:

* I am using a PFS organized play character, so no house rules.
* Bracers are not an allowed slot.
* I have some wands for the summoner and those are good but am focusing on Eidolon items.
* I use Natural Fang to avoid taking the evolution for magical attacks.
* for Eidolons, offense is a lot more important so the resit cloak is more of a 'dump item'

Why are bracers not an allowed slot?

For eidolons (using the final actual rules) I like the following:

Head: Helmet of brillance -- fire immunity/resistance is easy and eidolon's get evasion so it's unlikely to get destroyed
Neck: Hand of glory -- ring for free? Yes please -- deflection bonus it is.
Boots: Boots of speed, or if a quad -- horseshoes of the zephyr (or horseshoes of speed).
Robes: Robes of the magi are a great subsitute to having a cloak of resistance and bracers of armor.

Reasons for these slots and items:

Head -- most the items here the summoner can already handle with his spells. Head =/= brow which is where the headband goes so no slot conflict -- the Helmet gives the eidolon extra powers for damage and against undead, which is all sorts of happiness.
Neck -- With barkskin already on his list the summoner doesn't need an amulet of natural armor. Daily use of greater magic fang is better and cheaper than an amulet of natural armor (and the single use for multiple natural weapons will carry you through level 10), a hand of glory gives you access to a bunch of great rings for your eidolon plus the ability for it to see invisibility once a day and cast daylight once a day -- Great stuff.
Boots -- boots of speed are a great way to make a good eidolon better while boots of flying saves you some evolution points and moves the eidolon even better. For quads horseshoes of speed offer 30 feet more speed making pounce easier -- but not as easy as it is with horseshoes of a zephyr -- not touching the ground and being able to ignore difficult terrain makes charging very easy.
Robes -- robes take up their own slot, one the summoner isn't likely to need and robes of the magi are great for their armor bonus and save throw bonus, in a single item that is in a relatively unneeded slot.

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