Summoner + Eidolons: Questions, Clarifications, and Ideas?


Pathfinder First Edition General Discussion

Dark Archive

So, I'm putting this in General because it wont fit into one category. It's Rules Questions, General Discussion, 3PP, and Houserules Material.

Rules Questions:
- How does an Eidolon with multiple arms using multiple greatswords work? What Str Multipliers do you get? The marilith has me thinking that it works something like this:
1xStr for primary hand+.5x for offhand = 1.5x First Greatsword.
.5xStr+.5xStr for each additional set of hands = 1x Additional Greatswords.
How Many attacks would a 6 armed Eidolon get for iteratives, say at level 10, and do they still get natural attacks?

- Can a Synergist wear Armor when Merged with his Eidolon?
- Does a Synergist get to add the Eidolon Class Skills to his own?
- Does a Synergist's BAB stack like a Monk's Flurry BAB? I'd assume yes; but I want to know. Is a Fighter/Synergist a viable build? Or is all the Fighter BAB a throwaway?

Quest for Options:
- I'm looking for some sort of option for Tiny or Smaller Eidolons (and the APG and UM don't have anything).
- Also, is there some sort of variant for Eidolons with Different BABs?

- Something to keep the Eidolon when sleeping or Unconscious.

Different Themed Summoners
HR Ideas, input on ramifications?
Synergist: Refluffing and Changing Creature Type. Say, instead of insubstantial energy around it it looks like a transmutation. I'm thinking Breath of Fire Ryu Style.

- Alternate themed Summoner Archetype: Say a summoner with some nature spells for a naturey-themed summoner, perhaps with the Druid Summon spells instead of Summon Monster.
- Alt Themed Summoner Archetype: An Elemental-Themed Summoner with Evocation Spells.

Idea: Synergist as a build your own Shapeshifter:
Perhaps an archetype that trades the summoning class feature for a bit more combat skills.

I'm particularly interested in the synergist rules clarifications, as I have a game starting tonight at 6, and I'm seriously considering making a Synergist.


Darkholme wrote:

So, I'm putting this in General because it wont fit into one category. It's Rules Questions, General Discussion, 3PP, and Houserules Material.

Rules Questions:
- How does an Eidolon with multiple arms using multiple greatswords work? What Str Multipliers do you get? The marilith has me thinking that it works something like this:
1xStr for primary hand+.5x for offhand = 1.5x First Greatsword.
.5xStr+.5xStr for each additional set of hands = 1x Additional Greatswords.
How Many attacks would a 6 armed Eidolon get for iteratives, say at level 10, and do they still get natural attacks?

- Can a Synergist wear Armor when Merged with his Eidolon?
- Does a Synergist get to add the Eidolon Class Skills to his own?
- Does a Synergist's BAB stack like a Monk's Flurry BAB? I'd assume yes; but I want to know. Is a Fighter/Synergist a viable build? Or is all the Fighter BAB a throwaway?

Quest for Options:
- I'm looking for some sort of option for Tiny or Smaller Eidolons (and the APG and UM don't have anything).
- Also, is there some sort of variant for Eidolons with Different BABs?

- Something to keep the Eidolon when sleeping or Unconscious.

Different Themed Summoners
HR Ideas, input on ramifications?
Synergist: Refluffing and Changing Creature Type. Say, instead of insubstantial energy around it it looks like a transmutation. I'm thinking Breath of Fire Ryu Style.

- Alternate themed Summoner Archetype: Say a summoner with some nature spells for a naturey-themed summoner, perhaps with the Druid Summon spells instead of Summon Monster.
- Alt Themed Summoner Archetype: An Elemental-Themed Summoner with Evocation Spells.

Idea: Synergist as a build your own Shapeshifter:
Perhaps an archetype that trades the summoning class feature for a bit more combat skills.

I'm particularly interested in the synergist rules clarifications, as I have a game starting tonight at 6, and I'm seriously considering making a Synergist.

- Many GM will rule like that

- Look at the Synthesist FAQ here
- I don't really know if there are options for smaller eidolon than small. The only thing comes to mind is you can permanently have Reduce Person on your eidolon...
- The only variant that changes your BAB is the First Worldler (or something like that) from Inner Sea Magic, that gives you Summon Nature's Ally and a Fairy Eidolon with 1/2 HD BAB.
- Theres Resilient Eidolon feat from UM that lets you keep your Eidolon while unconscoius or asleep for many rounds as your Summoner level. Otherwise there are not efficient ways to keep the Eidolon while you are asleep. Halfelf is good to have immunity to Sleep Effects (or Undead Appearance evolution) or you become a Lich and then you don't have to sleep at all.
- I made a variant Synthesist that does not wear his eidolon, but instead the Summoned Creatures. Actually the Summoner is in an extradimensional space while 'Fused' and cannot use his class features from there, just perceive through his Summoned Creature senses and command it with telepathy.

Dark Archive

Darkholme wrote:
- Can a Synergist wear Armor when Merged with his Eidolon?

Nope. You can find this in the UM FAQ.

Darkholme wrote:
- Does a Synergist get to add the Eidolon Class Skills to his own?

"The Eidolon has no skills or feats of its own." -UM, Synthesist entry, third paragraph.

Darkholme wrote:
- Does a Synergist's BAB stack like a Monk's Flurry BAB? I'd assume yes; but I want to know. Is a Fighter/Synergist a viable build? Or is all the Fighter BAB a throwaway?

I'm reasonably sure I've seen the Devs say yes on this one, but someone better acquainted with the forums will be along shortly with a quote, I'm sure.

Darkholme wrote:

Quest for Options:

- I'm looking for some sort of option for Tiny or Smaller Eidolons (and the APG and UM don't have anything).
- Also, is there some sort of variant for Eidolons with Different BABs?

1. To the best of my reckoning, you'd have to start with a small Eidolon and use Reduce Person on it.

2. Nope. Edit: My mistake, see above.

Darkholme wrote:
- Something to keep the Eidolon when sleeping or Unconscious.

The Resilient Eidolon feat from UM is about the best you've got.

I also highly recommend this thread for Synthesist info:
http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/rules/oneSynthesistSummonerThreadToRuleThemAll

Dark Archive

45ur4 wrote:
- Many GM will rule like that.

> I'll see what my GM says.

45ur4 wrote:
- Look at the Synthesist FAQ here

>Thanks

45ur4 wrote:
- I don't really know if there are options for smaller eidolon than small. The only thing comes to mind is you can permanently have Reduce Person on your eidolon...

>Hmm. Yeah, not really what I'm looking for, unfortunately. I'd like to see some future rules support for that one. I'll see if I can think of something and tyr to convince the GM to allow it.

45ur4 wrote:
- The only variant that changes your BAB is the First Worldler (or something like that) from Inner Sea Magic, that gives you Summon Nature's Ally and a Fairy Eidolon with 1/2 HD BAB.

>Nifty. Not very customizeable, but still, it's a start.

45ur4 wrote:
- Theres Resilient Eidolon feat from UM that lets you keep your Eidolon while unconscoius or asleep for many rounds as your Summoner level. Otherwise there are not efficient ways to keep the Eidolon while you are asleep. Halfelf is good to have immunity to Sleep Effects (or Undead Appearance evolution) or you become a Lich and then you don't have to sleep at all.

> That Lich idea is likely the approach I'm going to try to take. I'll be playing a summoner of some kind in a 3.5 game (GM doesnt want to run PF) so I'll be considering breaking out the Crypt Spawn Template for Undead Creature Type and +1LA. We shall see.

45ur4 wrote:
- I made a variant Synthesist that does not wear his eidolon, but instead the Summoned Creatures. Actually the Summoner is in an extradimensional space while 'Fused' and cannot use his class features from there, just perceive through his Summoned Creature senses and command it with telepathy.

> Could you explain how this works in more detail?

Dark Archive

twilsemail wrote:
You can find this in the UM FAQ.

Thanks! Noted, and will be printing it out.

twilsemail wrote:
Darkholme wrote:
- Synergist's BAB
I'm reasonably sure I've seen the Devs say yes on this one, but someone better acquainted with the forums will be along shortly with a quote, I'm sure.

It was in the FAQ. :)

twilsemail wrote:
Darkholme wrote:
Tiny Eidolons, and 1/2 or Full BAB Eidolons

1. To the best of my reckoning, you'd have to start with a small Eidolon and use Reduce Person on it.

2. Nope. Edit: My mistake, see above.

Hmm. Yeah, I was hoping for a level 8 Broodmaster with 8 Ferret/Squirrel Eidolons. Like a Squirrel Hermit.

For the other, I was hoping for a way to get full BAB. I'm thinking of lots of options here.
Also, I've seen a level 10 Eidolon on the boards with 9 BAB. How does that work?

Darkholme wrote:
- Something to keep the Eidolon when sleeping or Unconscious.
The Resilient Eidolon feat from UM is about the best you've got.

S@#!ty. I was hoping to be able to give something up in order to keep the Eidolon out Indefinitely.

twilsemail wrote:

I also highly recommend this thread for Synthesist info:

http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/rules/oneSynthesistSummonerThreadToRuleThemAll

Noted: Will have to comb through it.


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Darkholme wrote:

45ur4 wrote:

- I made a variant Synthesist that does not wear his eidolon, but instead the Summoned Creatures. Actually the Summoner is in an extradimensional space while 'Fused' and cannot use his class features from there, just perceive through his Summoned Creature senses and command it with telepathy.

> Could you explain how this works in more detail?

Binder Summoner Archetype

Lose ---> Gain
summon monster ability level 1 ---> bind summons
shield ally level 4 ---> favorite form I
aspect level 10 ---> favorite form II
life link level 14 ---> favorite form III
greater aspect level 18 ---> favorite form IV
twin eidolon level 20 ---> perfect fusing

Bind Summons:
- functions as normal SLA, except that instead of summoning creatures, the body of the summoner polymorphs and hosts the summoned creature for the duration.
- mind of the summoner is teleported away (unknown unreachable space), while body polymorphs to become the body (or bodies, for multiple evocation) of the summoned creature.
- the eidolon cannot be present while Binding occurs. If the eidolon is summoned when the summoner is Binding, the binding ends.
- magical equipment retains form and functionality, using the rules of the Polymorph subschool spells.
- whenever spells or effects are directed to the summoner binder's body/binded creature all the effects are applied to the creature. If any of these effects persists even after the duration of the binding (1 min per level) the summoner still suffer them until he gets cured.
- for the binded creature use all of his statistics just as if it were a normal separate summoned creature. If the binded creature/binder's body is hurt, the summoner receives 1 point of nonlethal damage for every point of damage suffered from the binded creature (immunities and resistances of the binder are not effective). Also if the binder is somewhat immune or resistant to nonlethal damage, the binder receive that damage without any resistance or converted to normal lethal damage if he were immune.
- during binding, the Binder mind can perceive all from his body surroundings through the binded creature's senses. He can communicate telepathically with the body/creature and has total control of the actions the body can take.Effectively the summoned creature is under total control of the binder.
- when the binder makes a binding through his Bindin summons ability he also makes an opposed charisma check with the summoned creature with a -2 penalty. If he wins he mantain control of the actions for the duration of the binding. If he lose, the binded creature has the control and can direct any action, tough the summoner can still communicate telepathically with it and at the beginning of every round make a new opposed charisma check to regain control for the round. Every round thereafter the summoner and the creature make a opposed charisma check as a free action to see who has the control for that round (usually after the binder gets control back he dismiss as a standard action the Binding).If the summoner fails the check by 5 or more, he loses the telepathic communication ability and cannot make control checks untile the duration has expired.
- if the binder has control he can cast his own spells from the binded creature as a standard action, with a concentration check like casting defensively. He cannot use any of his other class abilities, nor feats or skills that requires the use of the body (which the Binder hasn't).
- if the binder gets knocked unconscious due to non lethal damage (or killed by lethal damage) the binding immediately ends and leaves the binder unconscious or killed just as normal. If the binded creature hp reaches 0 while binded the binding ends also.

Favorite Form
at 4th level the binder select one creature from his list of available summoned creature he can currently cast (normally at 4th level one from the Summon Monster II spell). Whenever the Binder makes a binding thereafter with his favored form, he gets a bonus to the opposed charisma check to get control equal to his binder level. The favorite binded creature also gains 2 evolutions points that he can use for the 1pointcost evolutions paragraph from the eidolon evolutions. These evolutions are set in stone once chosen (though with trasmogrify he can then change the evolution from all of the eidolon and his favorite binding forms). At level 10, he can select a new second favorite form and that forms gains 2 evo points. Now the binder can select evo from the 2pointcost paragraph both for his 1st and 2nd favorite forms. The 1st favorite forms also gains two extra evo points for a total of 4 and can reselect his chosen evolutions. Also the 1st favorite form gains spell resistance 10 + binder level against dismissal and similar effects. At 14th, the binder selects his 3rd favorite form, which gains 2 evo points, while the 2nd and 1st forms gains both 2 extra evo points. The binder can now select from the 3pointcost evo paragraph for any of his favorite forms and can reselect evolutions for his 1st and 2nd forms. Now both the 1st and 2nd forms gains spell resistance 10 + level against dismissal, with the first form can now use any of the Binder's feats. At 18th, the binder selects his last favorite form, which gains 2 evo points, while other forms gain 2 extra evo each one (for a total of 8 for 1st form, 6 for 2nd, 4 for 3rd) and can select from the 4pointcost evo paragraph. For his 1st, 2nd and 3rd forms he has spell resistance 10 + lv against dismissal effects and a bonus to charisma opposed check for Control. For his 1st and 2nd forms he can use his own feats. For his 1st form he can now use his bab and base saving throw bonuses instead of the one of the creature.

Perfect binding:
the binder no longer needs to make a control check, his bindings are automatically under his control for the duration.He can also dismiss a binding with a free action at the end of his round.

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