| Ironbar |
I have been really looking at this class and at first I didn't care much for it, but the more I look the more I like.
Me and some friends are starting a game in a week or so at level 4 and I was wondering on what is considered an effective summoner. Oh and off the top of my head, our GM has ruled that Augment Summoning will effect the Eidolon.
Is a Mounted Gnome Summoner good?
Or a human or half-elf battlefield controller, with a body guard better?
What is the opinion on Eidolons using manufactured weapons over natural ones?
Any ideasa on Eidolons builds for a fourth level character would be great.
For the campaign all the party are a part of a large caravan, and I am pretty sure we are all aligned to different political factions that may or may not have the same intersts.
Thanks in advance for any advice.
| Noah Fentz |
If your GM is allowing Augment Summoning to affect eidolons, I'd suggest talking the rest of the group into being summoners, too.
;)
Sorry, couldn't resist that one. As if summoners and eidolons aren't powerful enough. *eyeroll* (And, no, I didn't say overpowered)
Onto my actual reply ...
Is a Mounted Gnome Summoner good?
Or a human or half-elf battlefield controller, with a body guard better?
If it's your first summoner, stick with the core summoner. They are complex and flexible enough without archetypes, IMO.
What is the opinion on Eidolons using manufactured weapons over natural ones?
I prefer all natural weapons. You get plenty of attacks at full BAB. Using a weapon adversely affects that.
Any ideasa on Eidolons builds for a fourth level character would be great.
I can post what I had at 4th level ...
I went with Bipedal and my Summoner has the Extra Evolution feat.
Limbs(Arms)
Limbs(Legs)
Slam
Imp. Damage(Slam)
Imp. Nat. Armor
Reach(Slam)
Bite
Gore
Male Biped (Slam)
CG Medium Outsider
Init +1; Senses Darkvision (60 feet); Perception +6
--------------------
DEFENSE
--------------------
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 35 (+6)
Fort +4, Ref +2, Will +3
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee Bite (Bite) +7 (1d6+4/20/x2) and
Gore (Gore) +7 (1d6+4/20/x2) and
Slam (Slam) +7 (2d6+4/20/x2) and
--------------------
STATISTICS
--------------------
Str 17/18, Dex 13, Con 13, Int 7, Wis 10, Cha 11
Base Atk +3; CMB +7; CMD 18
Feats Power Attack -1/+2, Toughness +3
Skills Bluff +5, Intimidate +2, Perception +6, Sense Motive +5, Stealth +7
Languages Common
SQ Evasion (Ex)
Other Gear Boots of Striding and Springing, Ring of Strength +1 (Custom Item from GM)
--------------------
TRACKED RESOURCES
--------------------
-none-
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SPECIAL ABILITIES
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Evasion (Ex) No damage on successful reflex save.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Reach: Slam (Slam) (Ex) 10' Reach
| Spacelard |
our GM has ruled that Augment Summoning will effect the Eidolon.
I'll wait until your GM posts "The Summoner is overpowered!" here...
Frankly that is a huge mistake but if he's game take advantage of it. A pouncing quadruped will make him cry. Gnome is good to go and I wouldn't worry too much about CHA but take spells which buff or have no real saves.
| doctor_wu |
I have been really looking at this class and at first I didn't care much for it, but the more I look the more I like.
Me and some friends are starting a game in a week or so at level 4 and I was wondering on what is considered an effective summoner. Oh and off the top of my head, our GM has ruled that Augment Summoning will effect the Eidolon.
Is a Mounted Gnome Summoner good?
Or a human or half-elf battlefield controller, with a body guard better?
What is the opinion on Eidolons using manufactured weapons over natural ones?
Any ideasa on Eidolons builds for a fourth level character would be great.
For the campaign all the party are a part of a large caravan, and I am pretty sure we are all aligned to different political factions that may or may not have the same intersts.
Thanks in advance for any advice.
Augment summoning on the eidolon could make your party frustrated. Also you might want to consider getting 2 of haste, slow, create pit, and glitterdust for second level spells. Grease is a useful first level spell to take.
Kerney
|
Is a Mounted Gnome Summoner good?
Haven't tried it but it sounds intriguing. You might want to go halfling for the dex/ride rolls.
Or a human or half-elf battlefield controller, with a body guard better? Half elves are in my opinion the better option. You can use the favored class option. Trade adaptibility for ancestral arms and pick up a useful weapon (mine uses a whip to trip, at which point they're Eidolon chow) and arcane training to use magic items.
What is the opinion on Eidolons using manufactured weapons over natural ones? Right now I've been using natural weapons and I think it's better but haven't examined it in depth.
Any ideasa on Eidolons builds for a fourth level character would be great.
Bertie the Velicoraptor:
(Quadraped form, which even though Velicorators are bipeds better fits the model of a Velicoraptor)
Evolutions (in order):
Claws, Improved natural armor, Skilled: Acrobatics, Pounce, Improved Damage: Claws, Tail, Tail slap, Improved Damage: Bite (this is using the Half elf favored class ability/or 1 extra evolution)
Skills: Acrobatics+19, Perception+5, Stealth+9, Survival+4,Swim+6 Knowledge:Nature+2, Knowledge: The Planes +2
| Ironbar |
Ok had pretty much decieded on the Half Elf and ancestral weapon, but not what weapon. Whip is a great idea and I really like the idea.
The Gm used a wierd system that results in good stats so how does this look:
Half Elf with ancestral weapon whip.
Str 15
Dex 16
Con 16
Int 14
Wis 12
Cha 18 (+2 already added in from race)
Feats Spell: Focus Conjuration
Augment Summons
My Eidolon
Quadraped: Bite, Limbs (legs)(2)
Evolutions: Claws, Improved Damage (Claws), Improved Natural Armor, Improved Damage (Bite), Pounce
That leaves three points (because I would take the half-elfs favored class bonus) so should I go Gore, and Improved damage Gore or Trip and Skilled: Acrobatics?
Kerney
|
Ok had pretty much decieded on the Half Elf and ancestral weapon, but not what weapon. Whip is a great idea and I really like the idea.
The Gm used a wierd system that results in good stats so how does this look:
Half Elf with ancestral weapon whip.
Str 15
Dex 16
Con 16
Int 14
Wis 12
Cha 18 (+2 already added in from race)Feats Spell: Focus Conjuration
Augment SummonsMy Eidolon
Quadraped: Bite, Limbs (legs)(2)
Evolutions: Claws, Improved Damage (Claws), Improved Natural Armor, Improved Damage (Bite), Pounce
That leaves three points (because I would take the half-elfs favored class bonus) so should I go Gore, and Improved damage Gore or Trip and Skilled: Acrobatics?
Do you have a theme that your shooting for?
| Oterisk |
Normally you cannot Gore and bite with the same head each round, unless your GM says you can, of course.
Also a theme is a really good idea. Its better than just "I picked the best stuff I could think of" when you have to talk about your Eidolon in game. When I made a summoner, I went with a Cerebus idea. A three headed dog who had a fire attack to his bites. Taking the bite evolution twice lets you get 1.5 Strength damage on each bite, not to mention the +3 for damage when power attacking. But YMMV.
Elyza
|
Whip? You have a 44 point buy character there. Put on some light armor, which you can, grab the elven curved blade as your ancestral weapon, and wade into melee. You have few spells. Pick long duration spells as prebuffs, and use your first round as combat tossing out a haste for the party. Then go beat on things. Use your eidolon as an intelligent flanking partner. The Dirty Fighter trait will get some mileage then. You have already set your first couple of feats, but eventually Precise Strike will look interesting for you and your eidolon.
For the eidolon:
The Improved Damage(Claws) and bite are effectively just +1 damage. Instead of those two, take Ability Increase(STR) and get +1 attack and +1 damage.
Reach(Bite) for a llama like body, or Reach(Claws) for a wingless griffon like body. Being able to take that AoO at reach is nice.
Pick up Skilled(Perception) and max it for him. It is the most used skill in the game. Skilled(Acrobatics) when maxed and chosen as one of his class skills will allow him to use Acrobatics to ignore AoOs 80-90% of the time. Skilled(Stealth) is also very useful.
Buy him an Amulet of Mighty Fists, +0 Shocking for 5,000 gp, and he will have a +1d6 to all of his attacks. At fifth level, take the Energy Attacks evolution for another 1d6. It will add up fast.
And the GM won't be complaining that you are too powerful, because if the other party members have stats like yours, the eidolon is going to be the weakest member of the party.
| Noah Fentz |
Normally you cannot Gore and bite with the same head each round, unless your GM says you can, of course.
Also a theme is a really good idea. Its better than just "I picked the best stuff I could think of" when you have to talk about your Eidolon in game. When I made a summoner, I went with a Cerebus idea. A three headed dog who had a fire attack to his bites. Taking the bite evolution twice lets you get 1.5 Strength damage on each bite, not to mention the +3 for damage when power attacking. But YMMV.
A gargoyle can't gore and bite in the same round?
*raises eyebrow*
| Ironbar |
I was planning on putting a couple points in Handle Animal (just one or two)and playing the character as an exotic animal tamer. The Eidolon would be in the shape of some exotic animal (The wingless griffon is a good idea)
Yes everyone in the party will have good stats (though I think I rolled better than most)
I was leaning more towards battlefield control than wandering into melee though it isn't out of the question.
Also like the multi-headed dog also, as the bites can get nasty can't they, maybe:
Quadruped: bite, legs x2 free
evolutions: Head, Bite, pounce, claws, ability increase (str), Improved Natural Armor