DM for an 9th level party need advice on loot for summoner!


Advice


Hey Ive got a party of 9th lvl players and the summoner is being all super RP and sticking to his eidolon, buts it having big issues landing blows. What kind of loot should I throw his way to help ensure less combat boredom!


what kind of summoner? is it him or his eidolon?


The eidolon isnt being able to land hits very often any more. What should I do as far as gear to throw his way to help with this?


again what kind of eidolon, how does it normally attack? Is it currently using any of its magic item slots (or is the summoner using slots he wouldnt be able to give up?)


The eidolon is kind of like a dog, and I dont believe its using any magic slots. it mainly just bites its opponents. I dont have the stat block for him yet, Ill see if my player can get it to me.


Pathfinder Adventure, Rulebook Subscriber

Amulet of Mighty Fists is a must have for an Eidolon that uses any natural attacks. Avoid additional abilities like flaming or stuff like that (except maybe keen, but I don't know if that will work) because you can easily add elemental damage through evolutions (1 or 2 points I think). Remember the Eidolon is in essence a fighter, so give it a belt of giant strength and rings of deflection as well.

But seriously AoMF is a MUST HAVE item.

Grand Lodge

Depending on the build, maybe the Summoner should be focusing on his summons.

But by 9th level the Eidolon should be respectable. I suspect that something is wrong either with the build or the handling of it.


LazarX wrote:

Depending on the build, maybe the Summoner should be focusing on his summons.

But by 9th level the Eidolon should be respectable. I suspect that something is wrong either with the build or the handling of it.

yes but the beautiful thing of a summoner is if he screwed up his evolutions he can just change them next level.


Quote:
Depending on the build, maybe the Summoner should be focusing on his summons.

Do you mean like his summon monster spells? This is not really how hes RPing the character and I dont want to penalize him for being completely RP. So Im looking for a different method to make sure the combat portion of the game is not lacking for him. If thats not what you meant please explain?

Quote:
But by 9th level the Eidolon should be respectable.

What kind of attack bonus should an avg 9th lvl eidolon be swinging with? That way I have something to gauge him against.

Im a fairly new DM and between learning the modules Im running Im trying to grasp at the classes as well as I can to make things challenging as well as fun, but I only have so much time between sessions. So I hope the great paizo hivemind can help me fill in some gaps. Thanks to any suggestions and advice!


Derper wrote:
Quote:
Depending on the build, maybe the Summoner should be focusing on his summons.

Do you mean like his summon monster spells? This is not really how hes RPing the character and I dont want to penalize him for being completely RP. So Im looking for a different method to make sure the combat portion of the game is not lacking for him. If thats not what you meant please explain?

Quote:
But by 9th level the Eidolon should be respectable.

What kind of attack bonus should an avg 9th lvl eidolon be swinging with? That way I have something to gauge him against.

Im a fairly new DM and between learning the modules Im running Im trying to grasp at the classes as well as I can to make things challenging as well as fun, but I only have so much time between sessions. So I hope the great paizo hivemind can help me fill in some gaps. Thanks to any suggestions and advice!

Eidolons are actually "high BAB" but unfortunately due to their hit die lower they're just a step or so above medium BAB. However if we wanted to postulate to hit for a 9th level eidolon

Bipedal
13 points
Large 9
ability increase (str) 7
ability increase (str) 5

leaves 5 evolution points for other things he wants to do.

So BAB is 7
STR 32 (16 Start + 2 ability increase + 2 ability increase + 1 ability score increase + 3 level bonus + 8 large)

To hit (before magic items) 17 (7 BAB + 11 STR - 1 size)

Average fighter for this level (WBL 46000)
9 BAB
weap focus
greater weap focus
weap training 2
duelist gloves 15000
Weapon + 2 8000
belt of physical might +2 (str, con)
STR 20 (16 + 1 lvl 4 + 1 lvl 8 +2 enhancement)

To hit 22 (9 BAB + 5 STR + 2 Weap Foc + 2 enhancement + 4 Weap Training)


For natural attacks, a Belt of Strength and Amulet of Mighty Fist are pretty much the bread and butter for an eidolon, as both will increase To Hit and +Damage and most importantly, stack.

Amulet of Mighty Fists cost double the enchantment bonus of a weapon if I recall, but applies to every natural or unarmed strike you possess, so if you want to get most out of it, give it three or more natural attacks, such as Bite/claws, giving the full bonus to all three attacks, which, since they are Primary, use full bab and suffer no secondary attack penalties.

Alternatively he could also get your hands on Magic Fang, Greater scrolls.

Sovereign Court

I'm one of the players in Derper's game, so I can give some input here. The eidolon is a quadruped and attacks with bites/claws.

I haven't seen the actual build, but I think he's given it basic combat abilities. I know he has pounce and is not large. Likely most of his evolutions are defensive, because we don't see much offense from it.

Derp, I was going to suggest an Amulet of Mighty Fists, glad that was sound advice.


If you want something to help out the summoner and his eidolon, the easiest solution might be to give the summoner some combined items that use a single slot, so he can spare to give his eidolon a magic item without losing something of his own.

For instance, if the summoner has a charisma bonus on his head and a natural AC bonus around his neck, give him something that puts both of those on his head. Then he can give his eidolon something for its neck, without having to lose something of his own.

Admittedly, the player might just end up putting something else on his own neck... but at that point its his problem, not yours =)

Just a thought.

Alternatively, an option to cast Permanency on a Greater Magic Fang spell cast on his Eidolon, might be helpful alternative to tossing in the Amulet of Mighty Fists.
Though how a permanent buff would be affected by the ever reshaped form of an eidolon is an exercise in GM adjudication


Pathfinder Adventure, Rulebook Subscriber

he said it's a dog type so chances are it's a quadraped, so the Sta is only base of 14 not 16. Also if it is only med instead of large his Sta should be 22. This will give him a +13 to hit. This could be a problem. Also i wouldn't include the equipment in for the fighter, since you're comparing it to an eidolon w/o any equiment on it either. So it's a fighter at +17, so you are only 4 behind.

the Eidolon w/ belt of strength and Amulet of Mighty Fists +2 is hitting at a +16 vs +22 for equipped fighter, but he also gets 5 attacks per round as opposed to 2.


Thomas Long 175 wrote:


Eidolons are actually "high BAB" but unfortunately due to their hit die lower they're just a step or so above medium BAB. However if we wanted to postulate to hit for a 9th level eidolon

Bipedal
13 points
Large 9
ability increase (str) 7
ability increase (str) 5

leaves 5 evolution points for other things he wants to do.

So BAB is 7
STR 32 (16 Start + 2 ability increase + 2 ability increase + 1 ability score increase + 3 level bonus + 8 large)

Didn't understand the numbers you put on evolutions, might wanna make it clearer that you were counting down, and not that the number was a cost. Though you forgot something into that counting, since he is large, the +ability score are doubled in cost, becoming 4 each, making it a total of 12 points for those evolutions, leaving 1 for anything else. Personally I'm not keen on spending 8 out of 13 points for a +2 attack/damage.

My personal favorite is to take claws on his front legs, followed by natural attack damage increase(claws) and then taking Rend.
With this, a quadraped has three attacks, Bite/Claw/Claw, doing 2d6/1d8/1d8 respectively, not adding in str. If both claws hit, he Rends for another 1d8 + 1 1/2 Str, though the wording is weird, and could mean that you take the damage done by a claw and apply it again without rolling.

Eidolon Rend wrote:
"This damage is equal to the damage dealt by one claw attack plus 1-1/2 times the eidolon’s Strength modifier."

Either way, the suggested evolutions above give most damage on a full attack action, as he's a quad, he can take Pounce and do that with a charge.

[Evolutions]
[1] Claws, two 1d4 claw attacks, primary.
[1] Increased Claw Dmg, claws deal 1d6.
[1] Pounce, full attack on charge, triggers Rend if both claws hit.
[2] Energy Attacks, +1d6 energy damage to all natural attacks.
[2] Rend, one free claw attack using 1-1/2 str to damage.

His damage would be something like; 2d8/2d6(claws/bite), +3d6(energy), +1d8/1d6(claw damage/energy if rend hits) on a charge for just 7 points.
If wanted, slap on large for 4 points for str bonus to hit and damage, leaving you with 2 points left which could be spent on Scent and Reach to make it a bad ass wolf or doglike beast that could be ridden as well.

This gives him a +14 bab(Strength+size) and a decent damage output.


terribly sorry I didn't see that. Regardless yes he will have low to hit unless he stacks STR (or dex if he gives it finesse)

And the cost of mighty fists is 5000 * bonus squared.


I have no idea how much a melee type should have at that level. But isn't a base of +14 to hit for just 4EP pretty nice to have? For 36.000gp, if I counted it right, he'd afford a +2 Amulet and +4 str belt, giving him a total of +4 to atk/damage, making it a base of 18 base to hit, which shouldn't be too shabby for just two items?


Ramza Wyvernjack wrote:
I have no idea how much a melee type should have at that level. But isn't a base of +14 to hit for just 4EP pretty nice to have? For 36.000gp, if I counted it right, he'd afford a +2 Amulet and +4 str belt, giving him a total of +4 to atk/damage, making it a base of 18 base to hit, which shouldn't be too shabby for just two items?

He's level 9 he has 46000 gold total. you're talking over 3/4 of his gold without one gold piece so far towards defense


Thomas Long 175 wrote:
Ramza Wyvernjack wrote:
I have no idea how much a melee type should have at that level. But isn't a base of +14 to hit for just 4EP pretty nice to have? For 36.000gp, if I counted it right, he'd afford a +2 Amulet and +4 str belt, giving him a total of +4 to atk/damage, making it a base of 18 base to hit, which shouldn't be too shabby for just two items?
He's level 9 he has 46000 gold total. you're talking over 3/4 of his gold without one gold piece so far towards defense

Yeah, which is why I'm iffy towards that. But AoMF is the only way to go for a decent natural attacker, that goes for any of em, be it monk, wildshaped druid, shapeshifted ranger, or a feral mutagen alchemist. The downside is double enhantement cost for Amulet, upside is, any attacks past 2 get free enhancements, especially for an eidolon who could have 5 if he wanted at that level.

I'm not saying it's the best for a summoner. But it's the only way for the eidolon. Though, it's up to him if he'd go for the cheaper belt first, then amulet later on, as the bonus is exactly the same.

This suggestion is biased on the fact that I'd never spend 8 points out of 13 for the same benefit as the belt, and instead would go for extra features or stronger natural weapons, defences, or utility over + stat.


Ramza Wyvernjack wrote:
Thomas Long 175 wrote:
Ramza Wyvernjack wrote:
I have no idea how much a melee type should have at that level. But isn't a base of +14 to hit for just 4EP pretty nice to have? For 36.000gp, if I counted it right, he'd afford a +2 Amulet and +4 str belt, giving him a total of +4 to atk/damage, making it a base of 18 base to hit, which shouldn't be too shabby for just two items?
He's level 9 he has 46000 gold total. you're talking over 3/4 of his gold without one gold piece so far towards defense

Yeah, which is why I'm iffy towards that. But AoMF is the only way to go for a decent natural attacker, that goes for any of em, be it monk, wildshaped druid, shapeshifted ranger, or a feral mutagen alchemist. The downside is double enhantement cost for Amulet, upside is, any attacks past 2 get free enhancements, especially for an eidolon who could have 5 if he wanted at that level.

I'm not saying it's the best for a summoner. But it's the only way for the eidolon. Though, it's up to him if he'd go for the cheaper belt first, then amulet later on, as the bonus is exactly the same.

This suggestion is biased on the fact that I'd never spend 8 points out of 13 for the same benefit as the belt, and instead would go for extra features or stronger natural weapons, defences, or utility over + stat.

No offense but that belt alone is worth 16000, over a third of his gold. The WBL (and I know its just a guideline for gms) suggests that you shouldn't put much more than 25% towards offense if I recall correctly. and yes I know what its used for and actually its 2.5 * weapon costs. Weapons are only 2000 * bonus squared.

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