How's My Eidolon?


Advice


So, I have some time before I might have to use a new character, and I decided to take another look at the Summoner. I'm choosing to go with a Summoner who's wimpy and focuses on skills and/or spells, while the Eidolon does the heavy lifting and combat (this also means that I can focus more money on the Eidolon's gear). Of course, the Summoner has enough uses of the Summon Monster SLA that if the Eidolon is taken out, he can fall back on that (or just run away).

I don't want my Eidolon to be weak or be taken out, though, so this is what I've come up with for the moment. I'm looking for advice on perhaps different Evolutions to take. The Eidolon is going for as large of a reach as possible, and the Pull is so that I drag enemies closer to him so that they either have to fight him or they provoke one of his many attacks of opportunity to flee.

I considered dropping the Dex +2 Evolution to boost his flying or to add the Rend evolution for some really nice extra damage. I'm leaning toward adding Rend since he's got such nicely powered up claws. It might be worth losing the Dex +2.

Thoughts? Comments? Suggestions?

The Eidolon Bipedal Base
STR 34
DEX 16
CON 18
INT 8
WIS 10
CHA 11
HP: 87 (8d10 + 8x4)
BAB: +8 (CMB 21, CMD 34)
FORT: +13 (+6 Base, +4 CON, +3 Resistance)
REF: +8 (+2 Base, +3 DEX, +3 Resistance)
WILL: +9 (+6 Base, +3 Resistance)
SPEED: 30' Move, 30' Fly (Average Maneuverability)
AC: 33 (10 +16 NA, +3 DEX, +4 Armor, +1 Insight, -1 Size)
ATTACKS: Power Attack Adds -3 to Hit +6 to Damage
4x +2 Claws +22 (2d6+14) (Pull Target 5' Closer if CMB Succeeds on Hit)
The Claws have 10' Reach, and one set of claws has 15' Reach.
The Eidolon has an Amulet of Mighty Fists +2, to get +2 Claws.
SKILLS (Only Combat): Fly +9, Acrobatics +10, Perception +11
FEATS: 1- Combat Reflexes, 3- Power Attack, 5- Improved Natural Attack: Claw, 7- Weapon Focus: Claw
EVOLUTIONS: Evolution Points 14 +2 Favored Class Bonus
4 - Large
2 - Flight
2 - Ability Increase (DEX +2)
2 - Limbs (Arms)
1 - Claws (Arms)
1 - Improved Damage (Claws)
1 - Improved Natural Armor
1 - Improved Natural Armor
1 - Pull (Claws)
1 - Reach (Primary Set of Claws)

Biped Base Free
2 - Limbs (Legs)
2 - Limbs (Arms)
1 - Claws (Arms)

The extra details, collapsed for simplicity and appearance.:

I applied the leveling stat bonuses to CON and then to INT.
The AC from Natural Armor is +2 from Biped Base, +2 from Large Evolution, +8 from level, +4 from two Improved Natural Armor Evolutions.
The +4 Armor Bonus is from Mage Armor or Bracers of Armor.
The +1 Insight AC Bonus is from a Dusty Rose Ioun Stone.

Here are the Base Stat breakdowns with the sourced bonuses so you can add them up yourself.
STR 16 (+4 level bonus) (+8 Large Evo) (+6 Enhancement Bonus Belt)
DEX 12 (+4 level bonus) (-2 Large Evo) (+2 Ability Increase Evo)
CON 13 (+1 leveling increase) (+4 Large Evo)
INT 7 (+1 leveling increase)
WIS 10
CHA 11

Here is the breakdown for the Claws.
Claws start at 1d4.
Improved Natural Attack Feat boosts it to 1d6.
Improved Natural Attack Evolution boosts it to 1d8.
Large boosts it to 2d6.
BAB is +8 Hit
STR is +12 Hit and Damage
+2 Claws is +2 Hit and Damage (Amulet of Mighty Fists +2)
Weapon Focus: Claw Feat is +1 Hit with Claws
Large is -1 Hit.
Pull Evolution gives a free CMB check on hit to pull the target 5' closer.
4 Claws (All Primary Attacks)
4x +2 Claws +22 (2d6+14) (Pull 5' closer with free CMB check on target)
Power attacking results in...
4x +2 Claws +19 (2d6+20)
He has 4 Attacks of Opportunity from Combat Reflexes.
He has a 10' reach from being large, and a 15' reach with one set of claws from the Reach evolution.

The Summoner is a Half-Elf, with the Favored Class bonus going to Evolution Points. At level ten, this is 2.5 extra Evolution Points (but it's only 2 spendable ones until I get the next full EP at level 12).

The Summoner's stats are as follows.
STR 8
DEX 10
CON 14
INT 18
WIS 10
CHA 22

Middle Aged, +2 Racial to INT, +2 Leveling Bonuses to CHA, +4 CHA headband.

The Summoner's basically going to be not fighting at all, so I'm not really listing him in depth at the moment. I can if it's insisted.

If you are wondering about the wealth for the gear, the Summoner currently has Craft Wondrous Item (level 5) and Forge Ring (level 7). I'm undecided on my level 9 feat, but I'm thinking about Magical Aptitude or Dilettante. He currently has SF: Conjuration (level 1) and Augment Summoning (level 3) to boost his Summon SLA. I'm well aware that it does nothing to help the Eidolon unless the Eidolon is summoned through the Summon Eidolon spell.


So, I thought about removing the following evolutions:
2 - Limbs (Arms)
1 - Claws (Arms)

to add:
2 - Trample
1 - Bite

Or remove:

2 - Ability Increase (DEX +2)

to add:
2 - Rend

Which might be better than my initial build? I'm leaning heavily toward rending.


If you have 4 claws, I would definitely pick up Rend. I'm guessing your summoner is 10th level?

My own suggestion - mostly because I'm not sure about the reasoning behind your choices, which is probably sound but just approaching the game from different priorities from me - would be to remove:
2 - Dex +2
2 - Flight
1 - Imp. Nat. Armor
1 - Imp. Nat. Armor
And replace them with:
2 - Str +2
2 - Rend
2 - Str +2 or Bite and Improved Bite (take Bite twice to get 1.5 x Str)
Spell - Overland flight (extend with metamagic rod)
Spell - Mage Armor (extend with metamagic rod)
And then use Shield and the temporary evolution spell as needed. The reasoning behind this is you don't need to spend evolutions on flying if it's going to be situational and/or you can do it all day with a spell, the +Dex is definitely inferior to +Str or just having more attacks, and armor isn't too worrisome if you have spells to buff you.

Also if you haven't seen it already this thread is amazing:
http://www.giantitp.com/forums/showthread.php?t=184592

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