If you put Claws on an Eidolons feet do they get extra attacks


Rules Questions


If you put Claws on a Biped Eidolons feet and they have claws on there hands also and can get 4 natural attacks could the Eidolon get all 4 claw attacks?


I can't believe I haven't gotten any attention to this or everyone is digging through there books to find out. So far I don't think it's against the rules, but I was wondering?

Sczarni

the answer is "up to their limit" and you can only put them on the first pair of feet for a quadruped.


No.

The core rules assume that you're a humanoid creature and you only have two "limbs" to attack with each round if you're using the "fighting with two weapons" option. It doesn't matter if you're making a headbutt and a punch, or a kick and a punch, or 2 kicks, or 2 punches, you're just making two attacks per round. At no time would you ever be able to justify a BAB +0 creature with no natural weapons making 2 punches AND 2 kicks per round

-SKR


BigNorseWolf wrote:

No.

The core rules assume that you're a humanoid creature and you only have two "limbs" to attack with each round if you're using the "fighting with two weapons" option. It doesn't matter if you're making a headbutt and a punch, or a kick and a punch, or 2 kicks, or 2 punches, you're just making two attacks per round. At no time would you ever be able to justify a BAB +0 creature with no natural weapons making 2 punches AND 2 kicks per round

-SKR

This isn't a TWF thing, and the natural attacks of a Synthesist isn't up to the Synthesists BAB. So I really don't think that covers the Biped Synthesist since they get there natural attacks about every 3 or 4 levels. That looks like it would explain something if a monk tried to flurry with his claws.


You actually can, once you reach 4th level and can make all 4 attacks. However, something people most often forget,

APG wrote:
Max. Attacks: This indicates the maximum number of natural attacks that the eidolon is allowed to possess at the given level. If the eidolon is at its maximum, it cannot take evolutions that grant additional natural attacks. This does not include attacks made with weapons.

This means that if you are level 1/2/3 you cannot take the claws evolution again because that would bring you to 4 natural attacks (they only come in pairs based on each set of limbs), which you cannot have.

Yes, Eidolons are broken. No, most of the things that people use to break them are not legal. Yes, you get 4 attacks at full attack bonus at 4th level. It's that sick.

Shadow Lodge

BigNorseWolf wrote:

No.

The core rules assume that you're a humanoid creature and you only have two "limbs" to attack with each round if you're using the "fighting with two weapons" option. It doesn't matter if you're making a headbutt and a punch, or a kick and a punch, or 2 kicks, or 2 punches, you're just making two attacks per round. At no time would you ever be able to justify a BAB +0 creature with no natural weapons making 2 punches AND 2 kicks per round

-SKR

Quote:
The intent was to prevent you from making a full attack sequence with your natural attacks and a bunch of unarmed strikes by specifically defining your undefined unarmed strikes as conveniently different limbs than your natural attacks. Which is exactly what you're trying to do.

In this case, we have an eidolon with 4 claw attacks on 4 different limbs. There is no mixing between natural attacks and iterative attacks, which is what SKR is talking about there. The number of natural attacks that an eidolon is allowed to use is specifically based on his level and the number of attacks he owns.

Scarab Sages

TGMaxMaxer wrote:

Yes, Eidolons are broken. No, most of the things that people use to break them are not legal. Yes, you get 4 attacks at full attack bonus at 4th level. It's that sick.

Yes, an eidolon can get 4 attacks at level 4. He will still have a lower DPR than a berserker with a decent weapon. Toss in DR 5 and he'll be lucky to inflict an average of more than 1-2 damage per hit.

At level 4 an eidolon's claws will be hitting for 1d6+3, with the improved damage and strength evolutions. To-hit Bonus will be +7 with weapon focus.

A Barbarian could be swinging for 2d6+13 with a +13 to-hit bonus (weapon focus + masterwork greatsword).

Eidolon: .55(6.5) + .05(.55)(6.5) = 3.75375 * 4 = 15.015

Barbarian: .85(20) + .1(.85)(20) = 18.7


Serum wrote:
BigNorseWolf wrote:

No.

The core rules assume that you're a humanoid creature and you only have two "limbs" to attack with each round if you're using the "fighting with two weapons" option. It doesn't matter if you're making a headbutt and a punch, or a kick and a punch, or 2 kicks, or 2 punches, you're just making two attacks per round. At no time would you ever be able to justify a BAB +0 creature with no natural weapons making 2 punches AND 2 kicks per round

-SKR

Quote:
The intent was to prevent you from making a full attack sequence with your natural attacks and a bunch of unarmed strikes by specifically defining your undefined unarmed strikes as conveniently different limbs than your natural attacks. Which is exactly what you're trying to do.
In this case, we have an eidolon with 4 claw attacks on 4 different limbs. There is no mixing between natural attacks and iterative attacks, which is what SKR is talking about there. The number of natural attacks that an eidolon is allowed to use is specifically based on his level and the number of attacks he owns.

To Big Norse: Well a Synthesist can make 3 attacks with a BAB of 1 at level 1 and 4 attacks with a BAB of 3 so you need to accept that.

I'm only talking about Natural attacks which have nothing to do with the iterative attacks from Base Attack Bonus. I would like to assume for this thread people know you don't get all natural attacks and bab attacks just 1 set or the other.

Such as level 1 Eidolons get 3 attacks and level 4 they get 4 attacks. So I'm still asking if a Biped Eidolon has Claws on hands and feet and they have 3 could they get 2 from the claws and on hands and 1 from the foot. Nothing says they Eidolon can't have more than the number of natural attacks they just can't use them all such as they could have a bite, 4 claws and a tail. They might not be able to use all those attacks, but they have choices on which one they want to use.


Artanthos wrote:
TGMaxMaxer wrote:

Yes, Eidolons are broken. No, most of the things that people use to break them are not legal. Yes, you get 4 attacks at full attack bonus at 4th level. It's that sick.

Yes, an eidolon can get 4 attacks at level 4. He will still have a lower DPR than a berserker with a decent weapon. Toss in DR 5 and he'll be lucky to inflict an average of more than 1-2 damage per hit.

At level 4 an eidolon's claws will be hitting for 1d6+3, with the improved damage and strength evolutions. To-hit Bonus will be +7 with weapon focus.

A Barbarian could be swinging for 2d6+13 with a +13 to-hit bonus (weapon focus + masterwork greatsword).

Eidolon: .55(6.5) + .05(.55)(6.5) = 3.75375 * 4 = 15.015

Barbarian: .85(20) + .1(.85)(20) = 18.7

I don't really believe that Synthesist are broken.


8 Red Wizards wrote:
I can't believe I haven't gotten any attention to this or everyone is digging through there books to find out. So far I don't think it's against the rules, but I was wondering?

Post time of 2 AM (my time). Most of the forum users are asleep at that time.

Scarab Sages

8 Red Wizards wrote:


I don't really believe that Synthesist are broken.

An eidolon's natural attacks are like a wizard's blasting. Lots of dice look impressive.

The most extreme level 20 builds can put out impressive DPR, but the eidolon's real niche is survivability.

Liberty's Edge

Artanthos wrote:
TGMaxMaxer wrote:

Yes, Eidolons are broken. No, most of the things that people use to break them are not legal. Yes, you get 4 attacks at full attack bonus at 4th level. It's that sick.

Yes, an eidolon can get 4 attacks at level 4. He will still have a lower DPR than a berserker with a decent weapon. Toss in DR 5 and he'll be lucky to inflict an average of more than 1-2 damage per hit.

At level 4 an eidolon's claws will be hitting for 1d6+3, with the improved damage and strength evolutions. To-hit Bonus will be +7 with weapon focus.

A Barbarian could be swinging for 2d6+13 with a +13 to-hit bonus (weapon focus + masterwork greatsword).

Eidolon: .55(6.5) + .05(.55)(6.5) = 3.75375 * 4 = 15.015

Barbarian: .85(20) + .1(.85)(20) = 18.7

You are forgetting "against AC 20".

Make it AC 25 an you get

Eidolon: .30(6.5) + .05(.30)(6.5) = 3.75375 * 4 = 8.19

Barbarian: .60(20) + .1(.60)(20) = 13.2

AC 15 and you get

Eidolon: .80(6.5) + .05(.80)(6.5) = 3.75375 * 4 = 21.84

Barbarian: .95(20) + .1(.95)(20) = 20.9

Dark Archive

Yes you may. You just cannot attach claws to a second set of legs as well.

Scarab Sages

Diego Rossi wrote:


You are forgetting "against AC 20".

I used AC 17, the average for a CR 4 encounter. The advantage remains with full BAB classes as long as to-hit is relevant.

Grand Lodge

8 Red Wizards wrote:
Artanthos wrote:
TGMaxMaxer wrote:

Yes, Eidolons are broken. No, most of the things that people use to break them are not legal. Yes, you get 4 attacks at full attack bonus at 4th level. It's that sick.

Yes, an eidolon can get 4 attacks at level 4. He will still have a lower DPR than a berserker with a decent weapon. Toss in DR 5 and he'll be lucky to inflict an average of more than 1-2 damage per hit.

At level 4 an eidolon's claws will be hitting for 1d6+3, with the improved damage and strength evolutions. To-hit Bonus will be +7 with weapon focus.

A Barbarian could be swinging for 2d6+13 with a +13 to-hit bonus (weapon focus + masterwork greatsword).

Eidolon: .55(6.5) + .05(.55)(6.5) = 3.75375 * 4 = 15.015

Barbarian: .85(20) + .1(.85)(20) = 18.7

I don't really believe that Synthesist are broken.

In a current game I'm running I have both a barbarian and a summoner, so I'm going to show their fifth level builds over their fourth level. I'm also going to use his old eidolon build before we decided it was ridiculous.

Barbarian:
Strength:19
Dex: 14
Con: 15
Int: 7
Wis:12
Cha:10
BAB: +5
Masterwork Nodachi
Feats: Power Attack, Raging Vitality, Comabt Reflexes, Extra Rage Power
Rage Powers: Reckless Abandon, Supersition, Lesser Beast Totoem

Raging Attack(always power attacking): +12 1d10 +15

Summoner's Old Eidolon:

Eidolon-Biped
Stats:
Strength 18
Dex:14
Con:13
Int:7
Wis:10
Cha:11
Evolutions:
Free: Claws, Arms, Legs
Arms (2)
Claws(1)
Increased Damage(1)
Wings(2)
Imp natural armor (1)
Reach (1)

Feats:Power Attack, Weapon Focus Claws

Attacks: 4x +7 1d6+ 8 each

In addition to this, the summoner often uses haste and lesser evolution surge. The surge he uses on elemental damage for a non-resisted element or vulnerability.

While the barbarian has a better to hit and single hit damage, the eidolon/summoner is a lot more versatile, especially in skills and spells, is much more powerful buffed, and when the two flank the eidolon has a very solid to-hit the brings it's damage up more than the barbarian's.


Quote:


Such as level 1 Eidolons get 3 attacks and level 4 they get 4 attacks. So I'm still asking if a Biped Eidolon has Claws on hands and feet and they have 3 could they get 2 from the claws and on hands and 1 from the foot. Nothing says they Eidolon can't have more than the number of natural attacks they just can't use them all such as they could have a bite, 4 claws and a tail. They might not be able to use all those attacks, but they...

As was pointed out earlier the Eidolon cannot take the evolution at all if it would result in their number of attacks going over their max so before level 4 a biped cannot take claws on their feet.

A level 4 biped Eidolon can take claws, energy attacks, improved damage and strength ability increase for a strength of 18. An eidolon could take power attack and weapon focus. So they hit for +8 and do D6+D6+6 damage which against an AC of 17, appropriate for a CR 4, they are clocking in a DPR of 29.65. A level 4 raging barbarian, strength 24, also with weapon focus and power attack with a +1 elven curved blade has a to hit of +10, does D10+17 and only has a DPR of 19.4.

I am not sure how you get a +13 to attack and a +13 to damage for the barbarian. A strength bonus of +7 only gives a +10 to damage and power attack would add +6.

Scarab Sages

Soporific Lotus wrote:


I am not sure how you get a +13 to attack and a +13 to damage for the barbarian. A strength bonus of +7 only gives a +10 to damage and power attack would add +6.

1. Your right. the barbarian should have been +14 to-hit and 2d6+16 on damage, putting him even further ahead of the eidolon. I missed adding in furious focus and the extra +3 damage.

2. Elemental Rage: barbarians can add energy damage too.

3. Should I add in the barbarians secondary natural attacks? Lesser Beast totem says I have claws on my feet and animal fury says I have a bite attack. I even qualify for multi-attack.

4. a 4th level eidolon has a BAB of 3, you'll only be getting +2 damage while using it. I did include weapon focus as one of the eidolons two feats. With the lower to-hit bonus, power attacks would not increase damage vs most opponents for a low level eidolon.


Kiinyan wrote:
8 Red Wizards wrote:
Artanthos wrote:
TGMaxMaxer wrote:

Yes, Eidolons are broken. No, most of the things that people use to break them are not legal. Yes, you get 4 attacks at full attack bonus at 4th level. It's that sick.

Yes, an eidolon can get 4 attacks at level 4. He will still have a lower DPR than a berserker with a decent weapon. Toss in DR 5 and he'll be lucky to inflict an average of more than 1-2 damage per hit.

At level 4 an eidolon's claws will be hitting for 1d6+3, with the improved damage and strength evolutions. To-hit Bonus will be +7 with weapon focus.

A Barbarian could be swinging for 2d6+13 with a +13 to-hit bonus (weapon focus + masterwork greatsword).

Eidolon: .55(6.5) + .05(.55)(6.5) = 3.75375 * 4 = 15.015

Barbarian: .85(20) + .1(.85)(20) = 18.7

I don't really believe that Synthesist are broken.

In a current game I'm running I have both a barbarian and a summoner, so I'm going to show their fifth level builds over their fourth level. I'm also going to use his old eidolon build before we decided it was ridiculous.

** spoiler omitted **

** spoiler omitted **

While the barbarian has a better to hit and single hit damage, the eidolon/summoner is a lot more versatile, especially in skills and...

I do have to say at least your player didn't try to break his eidolon.

Grand Lodge

Artanthos wrote:
Soporific Lotus wrote:


I am not sure how you get a +13 to attack and a +13 to damage for the barbarian. A strength bonus of +7 only gives a +10 to damage and power attack would add +6.

1. Your right. the barbarian should have been +14 to-hit and 2d6+16 on damage, putting him even further ahead of the eidolon. I missed adding in furious focus and the extra +3 damage.

2. Elemental Rage: barbarians can add energy damage too.

3. Should I add in the barbarians secondary natural attacks? Lesser Beast totem says I have claws on my feet and animal fury says I have a bite attack. I even qualify for multi-attack.

4. a 4th level eidolon has a BAB of 3, you'll only be getting +2 damage while using it. I did include weapon focus as one of the eidolons two feats. With the lower to-hit bonus, power attacks would not increase damage vs most opponents for a low level eidolon.

The claws for beast totem are actually on your hands. Elemental rage is generally sub-optimal and costs two rage powers, not to mention being minimum 8th level, and animal fury is weaker too since it gets a low to hit and alf damage pretty much, and is even weaker against a creature with DR. The build the barbarian is aiming at is the beast totem/superstition chain AM Barbarian does. I was recording their two fifth level builds for this, since that's the level they're currently at and thus the more easily accessed builds. I don't think that our point of which class is better should be made if there is a significant one level gap that is also not compared.

EDIT: I'll admit, where the claws are are a bit unclear but its generally accepted to be on the hands. The eidolon getting claws on its feet was added to give quadrupeds a claw option while staying with their theme.

Scarab Sages

Kiinyan wrote:


EDIT: I'll admit, where the claws are are a bit unclear but its generally accepted to be on the hands. The eidolon getting claws on its feet was added to give quadrupeds a claw option while staying with their theme.

With Quadrupeds I have no issues with claws on the feet.

With Bipeds I do. However, if you are going to allow biped eidolons with foot claws, you have to allow them for the barbarians as well.

Grand Lodge

Artanthos wrote:
Kiinyan wrote:


EDIT: I'll admit, where the claws are are a bit unclear but its generally accepted to be on the hands. The eidolon getting claws on its feet was added to give quadrupeds a claw option while staying with their theme.

With Quadrupeds I have no issues with claws on the feet.

With Bipeds I do. However, if you are going to allow biped eidolons with foot claws, you have to allow them for the barbarians as well.

He did buy an extra arms evolution so the build had four arms.

Scarab Sages

Kiinyan wrote:
He did buy an extra arms evolution so the build had four arms.

The thread title concerns claws on the eidolon's feet.


Once again, the problem is people mis building the eidolon. It is clearly in print, you cannot even -take- an evolution that brings you over the max attacks allowed. So... claw/claw/bite is the best until 4, at which point you may put claws on the feet if you want, or take extra limbs and extra claws, but not even a legal build for a 3rd attack that uses the same evolution synergy (all claws etc.) until you can get it in even numbered increments.

And, for those who like the reach evolution, if you have 4 arms, and 4 claws, and reach(claws), you only get it on ONE set as it cannot be taken multiple times, and applies to ONE type of natural attacks, and they come in pairs each time they are taken.

Make sure you take the Grab evo so that if it is successful you automatically pull them adjacent to you and can finish the full attack.

I have seen that build in PFS as well as the 4 claws but only make 3 attacks build.

And, at low levels multiple attack rolls usually trump mass damage, as 10-12 points kills it either way, 2d6 +13 and 3x 1d6+5 (usually 2 out of 3 hit) means one enemy a round dies either way. The summoner just gets to roll more dice, while the barb says "does my roll hit? he dies."

Scarab Sages

TGMaxMaxer wrote:
Once again, the problem is people mis building the eidolon. It is clearly in print, you cannot even -take- an evolution that brings you over the max attacks allowed. So... claw/claw/bite is the best until 4,

We were discussing level 4 builds ......

Quote:
And, at low levels multiple attack rolls usually trump mass damage, as 10-12 points kills it either way, 2d6 +13 and 3x 1d6+5 (usually 2 out of 3 hit) means one enemy a round dies either way. The summoner just gets to roll more dice, while the barb says "does my roll hit? he dies."

My play experience has been just the opposite. With a much lower to-hit bonus I find my eidolon tends to wound opponents but seldom eliminates them.

At level 4, the level we are talking about, 2d6+16 is not a 100% kill. Some opponents will have 40-50 hit points.


Claw/claw/bite is a bad idea. Why? becouse for a bite attack you need a head, witch alone cost 2 evolution point. So a ttal of 3 evolution point for an extra attack. Get more damage for the claw instead.


Dekalinder wrote:
Claw/claw/bite is a bad idea. Why? becouse for a bite attack you need a head, witch alone cost 2 evolution point. So a ttal of 3 evolution point for an extra attack. Get more damage for the claw instead.

All base form are assumed to come with a head. I know it isn't stated, but the wording of the head evolution in UM is, "An eidolon grows an additional head."

Scarab Sages

Dekalinder wrote:
Claw/claw/bite is a bad idea. Why? becouse for a bite attack you need a head, witch alone cost 2 evolution point. So a ttal of 3 evolution point for an extra attack. Get more damage for the claw instead.

Eidolons start with a head.

The evolution is for adding extras.

The head evolution is not even in the APG, it was added with the UMG.


I'm not sure if this is addressed else where but since this thread is getting so much traffic right now and it's along the same lines I'll ask.

Does the Feat: Augment Summoning effect the Eidolons ?

Scarab Sages

Only if summoned using the Summon Eidolon spell.


Augment Summoning - Eidolons aren't summoned via a spell, so no.

Barb vs. Synth is a fairly tedious discussion the previous 8-million times it was aired. Massive offense vs. massive defence. (1 vs 1, walkover victories for Synths...)

Has the OP read the rules on Synths and Summoners, by the way?


Artanthos wrote:
Only if summoned using the Summon Eidolon spell.

Ouch, that's nasty...


That make's sense it seemed that if it was able to be applied to the Class Ability it would be a bit overpowered especialy if using the Synthesist Archtype

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