Favorite Eidolon builds?


Advice

Grand Lodge

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Hello! I'm playing a summoner soon for the first time and am curious what everyone's favorite eidolon builds are! I'm looking for things specific to the eidolon.


I like Baby Hekatonkheires. Biped base form, as many Limbs (arms) as possible, size increase.


I have a habit of finding off-the-wall builds to try, and my favorite Summoner one was probably the off-the-wall-iest, though definitely not the best build around.

I actually built my Summoner as a Dervish dance melee combatant, built my Eidolon to be the same. I actually took the Fetchling AT that made my Eidolon be my shadow, so it would detach and we would double-team our enemies, with teamwork feats. It was silly, but so much fun.


It's hardly optimized in any way, shape or form, but I like going for skilldolon builds of various sorts. Basically do a melee-focused summoner who tag-teams with summoned monsters in battle and whose best friend and partner in crime is an eidolon focused on stealth, social skills and and general utility. I like doing a low-int summoner with a highly skilled eidolon who's the "brains of the operation". Current duo I've planned up's sort of based off of Vincent and Jules from Pulp Fiction. The eidolon's Jules, don'tcherknow.


My son is having fun playing a Summoner that rides a dragon-like Eidolon while wielding a lance.

At 8th level:

Quadruped with Claws(1), Mount(1), Pounce(1), Gore(2), Skilled:Fly(1), Large(4), Fly(2) (yes, the extra point comes from Extra Evolution feat).

Feats: Power Attack, Flyby Attack, Death from Above

Before he was high enough level to make it Large, he used Enlarge Person on it through Shared Spells.

With an Amulet of Mighty Fists (Acid and Holy), and a Belt of Thunderous Charging (worn as the girth strap of his Exotic Military Saddle), on the charge the Eidolon gets Bite +20 (2d6+1d6acid+2d6holy[against evil]+9), 2x Claws +20 (1d8+1d6acid+2d6holy[against evil]+9), Gore +20 (2d6+1d6acid+2d6holy[against evil]+9) for a total damage output (assuming all hit and opponent is evil) of 50-129. It gets better if he is made Huge with Enlarge Person.

That's completely separate from the damage the Summoner himself does with
a +1 Valorous Lance (3.5 weapon enchantment that deals double damage on charge) and Rhino Hide armor. On the charge, he deals 3x(1d8+3)+2d6 and that will be 4x when he gets Spirited Charge at 9th.

Spell ist is mainly buffs for himself and Eidolon like Enlarge Person, Bull's Str, Haste, etc.

A wand of Saddle Surge and a good UMD skill also go a long way in upping the damage.

The size of the Eidolon has not been an issue for us, since most of the campaign has been a wilderness trek to recover a rumored artifact that we need to save the world (Cliche', I know, but has been a great campaign). In the few instances where the Eidolon would have been too large or inconvenient, the Summoner simply banishes him and uses his Summon Monster SLA to help out the group.


I'm building a quadruped myself right now.

At this point I've got the prereqs for improved grab (bite) set up (will take that at 5). I keep enlarge on my daily list and pounce for my eidolen. Looking forwards to giving him the bigger size evolution and swallow whole. Should be pretty funny watching one guy after another disapear from the battlefield :P


Pounce is a very useful evolution, but I believe only quadrupeds can take it. I've also enjoyed using the Mount evolution and Mounted Combat feat to defend the eidolon.

Eidolons aren't the best for the Bodyguard feat since they can't wear Benevolent armor, but they're great for taking a hit using In Harm's Way since even if they die they come back the next day (or via the Summon Eidolon spell)

Having a wand of Lesser Evolution Surge is affordable and very helpful.

If you take the Rend evolution and use Haste remember that your eidolon can make a bite and 3 claw attacks instead of two bites and two claws.

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