eidolon questions


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If your eidolon can stand on two feet and can walk on two feet but has to run on all four limbs, what is it biped or quadruped a mix of the two?
I have some examples but i don't know how to make links. How do you make clickable links?

Does an eidolon count as having improved unarmed strike? Its a prerequisite for dragon style.

I think of some more questions.


if i take shadow blend and shadow form "Shadow Form: its melee attacks affect incorporeal creatures as if it had the ghost touch weapon property." and "shadow blend: If it has the shadow form evolution, it instead gains total concealment (50% miss chance). The eidolon can suspend or resume this ability as a free action." it can turn on and off the ghost touch effect?

Silver Crusade

I don't know how to answer your first question without being given an example.

Eidolons do not automatically get IUS, most often they get Natural Attacks.

For the Evolutions it helps if you link the full and correct text.

Shadow Form (Su) wrote:


The eidolon's body becomes shadowy and more indistinct. This shadow form grants the eidolon constant concealment (20% miss chance), and its melee attacks affect incorporeal creatures as if it had the ghost touch weapon property. The eidolon's melee attacks deal only half damage to corporeal creatures.
Shadow Blend (Su) wrote:


In any condition of illumination other than bright light, the eidolon disappears into the shadows, giving it concealment (20% miss chance). If it has the shadow form evolution, it instead gains total concealment (50% miss chance). The eidolon can suspend or resume this ability as a free action.

For Shadow Blend I don't think the intent was to also turn off the Shadow Form, just knock the concealment down to 20% incase an Ally needs to to touch them.


Rysky wrote:

I don't know how to answer your first question without being given an example.

Eidolons do not automatically get IUS, most often they get Natural Attacks.

i will paste the links but they wont be clickable no one has told me how to make those yet.

http://orig12.deviantart.net/79c1/f/2013/053/b/2/werewolf_run_cycle_by_dcri telli-d5vuq6d.gif

and

https://ahutton8.files.wordpress.com/2011/12/walk.gif


does one set of claws count as one attack or two attacks?

Silver Crusade

Ah! Okies, Werewolves would be Bipeds even if they can choose to run on all fours :3

And you make links by using [url=enter address here]Enter other text like "Linky" or whatever here.[/ url]* don't include the space.

You can also click on the "How to Format your Text" button beneath your posting box to see what else you can do.

Silver Crusade

zainale wrote:
does one set of claws count as one attack or two attacks?

If it specifically says "set of claws" then it will be 2.


and equipment if you give an eidolon equipment to wear when they are sent away do they keep it or does it drop to the ground.


familiars can do task for their masters like shopping if they are smart enough and trustworthy enough. and the wizard lives in a town. when an eidolon is sent back to its plane could it buy/retrieve stuff from it's plane for it's master.

Silver Crusade

When it's sent back it drops whatever it had.

And they kinda cease to be in a sense so they don't really do anything on their own when not summoned, but ask your GM and see what they think.


Rysky wrote:

Ah! Okies, Werewolves would be Bipeds even if they can choose to run on all fours :3

And you make links by using [url=enter address here]Enter other text like "Linky" or whatever here.[/ url]* don't include the space.

You can also click on the "How to Format your Text" button beneath your posting box to see what else you can do.

ohh cool thank you and aww darn no pouncing even though they can do that.....>.>


Eidolons do not automatically get IUS. what is IUS?

summoner the class wrote:
Eidolons are treated as summoned creatures, except that they are not sent back to their home plane.
from shadow caller the archtype wrote:
While most summoners can call any manner of creature from across the planes to serve them in combat, supplementing the skills of their eidolon with a diverse range of creatures, others eschew this broad utility and instead concentrate upon calling forth entities from the Shadow Plane.

from both those qoutes it seems that eidolons are beings that have lives from some other plane that answer the call of summoners when ever they call.

so they could be doing something at home when you call and they have to drop what ever they are doing at that moment to come to the summoner's call. the eidolon is cooking and "poof" he vanishes leaving his cooking food on the stove. or other shenanigans while not helping his master on another plane.


1.)claw attack, grapple check 2.) claw, grapple check. if both succeed then rend attack happens. if grapple happens rake attack happens giving 2 attacks. other wise 3.) claw, grapple check. 4.) claw, grapple check. (does the rake and rend happen again?)

this is a question about how the attack work for an eidolon works.

Sovereign Court

I am not positive about rake but I am fairly sure that Rend stipulates that it only happens once a round.

So as long as you hit with at least 2 attacks you get the extra damage from rend.


You are looking for a TON of benefits for free here.

So answers:

No, you don't get improved unarmed strikes automatically. You have to spend a feat like everyone else. Natural attacks and unarmed attacks are completely different systems.

No, you don't get a free, automatic merchant service. That is way too good of a benefit for a class feature that already dominates. You want to look at the occultist with that one ability where they can get minor outsiders to act as their errand boys. Anyway, the plane is just a demiplane type deal where the eidolon is stored if I remember right.

Werewolves are bipeds, and since I presume where this is going- can't get pounce. Quadrupeds can get pounce, but their forelegs can't work as hands. You would need the arms evolution, and then you would basically end up with a Wolf centaur thing.


Rake (Ex)

Source: PRG:APG

An eidolon grows dangerous claws on its feet, allowing it to make 2 rake attacks on foes it is grappling. These attacks are primary attacks. The eidolon receives these additional attacks each time it succeeds on a grapple check against the target. These rake attacks deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). This evolution is only available to eidolons of the quadruped base form. This evolution counts as one natural attack toward the eidolon’s maximum. The summoner must be at least 4th level before selecting this evolution.

i was just saying with that attack combo that you would get two chances with the rake. but now that you brought it up.... it does not look like it says that it can't be popped. but you know what i could be wrong and thats why i asked.

lemeres wrote:
You are looking for a TON of benefits for free here.

no .... i did not know. so i asked.

lemeres wrote:


So answers:

No, you don't get improved unarmed strikes automatically. You have to spend a feat like everyone else. Natural attacks and unarmed attacks are completely different systems.

so is there an equivalent that my eidolon can pick up so he can take dragon style?

lemeres wrote:
No, you don't get a free, automatic merchant service. That is way too good of a benefit for a class feature that already dominates. You want to look at the occultist with that one ability where they can get minor outsiders to act as their errand boys. Anyway, the plane is just a demiplane type deal where the eidolon is stored if I remember right.

well sorta obviously meant that i would send the eidolon with money to pay for such an item. and the shadow plane is full of people (the fletchling, the umbral kobolds, any humanoid that happens to wander into the shadow plane just to name a few). so there should be places for an entity of the shadow plane to know where to go. but thank you for the answer. i just wanted to know.

lemeres wrote:
Werewolves are bipeds, and since I presume where this is going- can't get pounce. Quadrupeds can get pounce, but their forelegs can't work as hands. You would need the arms evolution, and then you would basically end up with a Wolf centaur thing.

okay. thank you for answering my questions.

what exactly would my eidolon take to be able to use dragon style?


Rysky wrote:

I don't know how to answer your first question without being given an example.

Eidolons do not automatically get IUS, most often they get Natural Attacks.

For the Evolutions it helps if you link the full and correct text.

Shadow Form (Su) wrote:


The eidolon's body becomes shadowy and more indistinct. This shadow form grants the eidolon constant concealment (20% miss chance), and its melee attacks affect incorporeal creatures as if it had the ghost touch weapon property. The eidolon's melee attacks deal only half damage to corporeal creatures.
Shadow Blend (Su) wrote:


In any condition of illumination other than bright light, the eidolon disappears into the shadows, giving it concealment (20% miss chance). If it has the shadow form evolution, it instead gains total concealment (50% miss chance). The eidolon can suspend or resume this ability as a free action.

For Shadow Blend I don't think the intent was to also turn off the Shadow Form, just knock the concealment down to 20% incase an Ally needs to to touch them.

could it be read as the eidolon can turn on and off the whole shadow ability at will as a free action?

Silver Crusade

zainale wrote:
Rysky wrote:

I don't know how to answer your first question without being given an example.

Eidolons do not automatically get IUS, most often they get Natural Attacks.

For the Evolutions it helps if you link the full and correct text.

Shadow Form (Su) wrote:


The eidolon's body becomes shadowy and more indistinct. This shadow form grants the eidolon constant concealment (20% miss chance), and its melee attacks affect incorporeal creatures as if it had the ghost touch weapon property. The eidolon's melee attacks deal only half damage to corporeal creatures.
Shadow Blend (Su) wrote:


In any condition of illumination other than bright light, the eidolon disappears into the shadows, giving it concealment (20% miss chance). If it has the shadow form evolution, it instead gains total concealment (50% miss chance). The eidolon can suspend or resume this ability as a free action.

For Shadow Blend I don't think the intent was to also turn off the Shadow Form, just knock the concealment down to 20% incase an Ally needs to to touch them.

could it be read as the eidolon can turn on and off the whole shadow ability at will?

No, which is what I just said.


zainale wrote:
lemeres wrote:


So answers:

No, you don't get improved unarmed strikes automatically. You have to spend a feat like everyone else. Natural attacks and unarmed attacks are completely different systems.

so is there an equivalent that my eidolon can pick up so he can take dragon style?

Again- spend a feat on improved unarmed strike.

Anything can make a unarmed strike, if it felt like it. But those unarmed strikes are nonlethal, and draw an AoO. Improved unarmed strike is a feat that removes both of those disadvantages. Thus why it is called 'improved' unarmed strike.

So you just need to spend feats.


are you saying that every time my dm has an animalor creature attack me with its natural attack i get an AoO?
and every time i almost died that i shouldn't have because claws and teeth are nonlethal?..... >.> i hope you know i am asking about its use for an eidolon which uses natural attacks (i think *claws and teeth*) not the humanoid summoner with soft squishy fists.


Natural attacks are not unarmed strikes.
Only unarmed strikes are non-lethal and provoke, natural attacks are lethal and don't provoke.


zainale wrote:

are you saying that every time my dm has an animalor creature attack me with its natural attack i get an AoO?

and every time i almost died that i shouldn't have because claws and teeth are nonlethal?..... >.> i hope you know i am asking about its use for an eidolon which uses natural attacks (i think *claws and teeth*) not the humanoid summoner with soft squishy fists.

ENTIRELY different systems. I mean come on- that would make animals useless.

No, when we talk about unarmed strike, we are talking about punches and kicks and such. Body parts that are hardly designed to do damage originally, unlike a mouth full of fangs. The nonlethal and AoO is for when the fighter gets disarmed, and decides to just take a swing at the guy- obviously, that isn't going to go too well unless he is trained to fight without weapons (ie- Improved unarmed strike).

So, run down of the systems

Unarmed strikes
- punches, kicks, headbutts, etc.
- gets iteratives like a normal weapon; can do TWF
- can benefit from spells meant for natural attacks, and maybe for regular weapons (forget the specifics there for nonmonks)
- if you don't have improved unarmed strike, they are nonlethal and draw AoOs

Natural attacks
- bites, claws, horns, etc.
- DO NOT GET ITERATIVES. But in turn, most natural attacks hit at full BAB and do full str/power attack damage, and you can use as many natural weapons you possess (as long as you keep too the rule that each limb can only be used for 1 kind of attack in a round). Eidolons are the poster children of this with bite/claw/claw/claw/claw/claw/claw/claw when you get multiple arms with evos. No need to hassle with TWF and such- you just look for ways to get more attacks
- only affected by spells meant for natural weapons (excluding stuff that just affects attacks in general, like bardic performances).
- there are rules for primary/secondary natural attacks. Largely, unless you are mixing actual weapons or unarmed strikes into your routine, you will generally have all your natural attacks be primary (bites, claws, gore, talons). So don't worry about it too much.


alright, in several outdated guides i could find they suggest that a pouncing or charging eidolon should take dragon style which calls for Improved Unarmed Strike which is a humanoid feat.


zainale wrote:
alright, in several outdated guides i could find they suggest that a pouncing or charging eidolon should take dragon style which calls for Improved Unarmed Strike which is a humanoid feat.

Not particularly. When dealing with intelligent creatures (ie- not animal companions), you can generally take whatever feat you qualify for (with the obvious logical addendum that it should be physically able to do the feat- ie- no snakes taking great sword proficiency).

Unarmed strikes can be performed with the hands, or with the feet, headbutt, booty bump, etc. So you could certainly go all kungfu panda with unarmed strikes.

I am not sure how well you would like taking dragon style though. The central problem is that you need feral combat training in order to apply unarmed strike feats to natural attacks. The next problem is that it only applies to a single kind of natural attack, and you can only take the feat once.

So, if you are not going with a spider thing with dozens of arms/claws (which goes a LONG way from the werewolf you wanted), then you are likely only going to see it used on one or two attacks, typically. It is a strategy that works best when you minmax and don't care about what the end result looks like.

There is the other problem that you need to take four different feats in order to get this running, which means you are devoting all your feats until level 9 (level 11, if you grab power attack, so that you can be at least basic at melee). And until that point, you see no benefit from these feats. At all. Your natural attacks are far better for you than unarmed strikes (which need TWF to compete, which would take more feats), and everything else rests upon unarmed strikes until you get feral combat training.


Someone said wrote:

Dragon Style (Combat)

You call upon the spirit of dragonkind, gaining greater resilience, mobility, and fierceness from the blessing of these great beings.

Prerequisites: Str 15, Improved Unarmed Strike, Acrobatics 3 ranks.

Benefit: While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.

Normal: You cannot charge or run through difficult terrain, and you cannot charge through a square that contains an ally. With an unarmed strike, you usually add your Strength bonus on damage rolls.

so my eidolon does or does not need to take improved unarmed combat so he can use dragon style (^ feat seen above). prerequisites are seen above in prerequisites.

if my party members stand in the line of fire a dragon style charge can pass through those ally occupied squires then wreck face on the other side.

the werewolf was an example of a creature that can walk on 2 legs but runs on four.. but sticking with the werewolf he would have 4 attacks left claw (hand), right claw (hand), left claw (foot), right claw (foot). i think thats the concussion so far.

___
If i have 10 tentacles do i have to apply bleed to each one? orcan i net all them tentacles with bleed (tentacles)? or breath weapon 6 pts 3/day for each head? for the heads i think it makes sense to buy each breath weapon while the tentacles fall under a type of weapon/body part.
___

f!&% min/maxing. it ruins games and turns fun into a math equation and i just wana have fun. mind you i spend weeks at a time figuring out what i wana play and how to get it off the ground.
___

why does an eidolon need to spend all his feats till lvl 9 to be able to use a feat that has only 3 requirements and allows you to slip past your friends with out knocking them over.
___
every time i see power attack mentioned in the forums or in guides i have Admiral Ackbar popping up screaming "ITSATRAP!!!!!" for low lvls. thats not me saying it. its the guide writers and forum posters. and in the house game i am in there is no retraining.


and from what i can tell the summoner is a feat starved class. so no power attacks for my mage/summoner who is not really a mage but a spellcaster. who can be played as a beat stick but that gets confusing.
and i hate confusing.

only reason i would pick up improved unarmed strike is so i could use dragon style.and what you are telling me is IUA is useless for an EIDOLON.

natral attacks need two weapon fighting or improved unarmed attack needs TwF. and why would they need TWF they are not using weapons.

why would an eidolon want feral combat training when it is feral/a monster?


Natural attacks do not use TWF. There is no reason to take this feat on most eidolons.

A creature with natural attacks can make one attack for each primary natural attack, without penalty, on a full attack. Natural attacks labeled as secondary take a -5 to hit penalty and apply only 1/2 the strength bonus to damage.

IUS does have a use on eidolons. If you plan on using the Grab evolution, IUS is a prereq for Improved Grapple. Mostly useful for constrict builds.


Snowlilly wrote:

Natural attacks do not use TWF. There is no reason to take this feat on most eidolons.

A creature with natural attacks can make one attack for each primary natural attack, without penalty, on a full attack. Natural attacks labeled as secondary take a -5 to hit penalty and apply only 1/2 the strength bonus to damage.

IUS does have a use on eidolons. If you plan on using the Grab evolution, IUS is a prereq for Improved Grapple. Mostly useful for constrict builds.

IUS is still a poor choice for constrict builds; Dirty Fighting meets the pre-req while providing an actual benefit.


QuidEst wrote:
Snowlilly wrote:

Natural attacks do not use TWF. There is no reason to take this feat on most eidolons.

A creature with natural attacks can make one attack for each primary natural attack, without penalty, on a full attack. Natural attacks labeled as secondary take a -5 to hit penalty and apply only 1/2 the strength bonus to damage.

IUS does have a use on eidolons. If you plan on using the Grab evolution, IUS is a prereq for Improved Grapple. Mostly useful for constrict builds.

IUS is still a poor choice for constrict builds; Dirty Fighting meets the pre-req while providing an actual benefit.

Grab attacks don't provoke, they do gain the +2 benefit from Improved Grapple, which requires IUS.

Improved Grapple is, in turn, a prereq for other feats a constricting eidolon may find useful. Kraken Style, for example.


Here's the laydown.

Everything can make unarmed strikes.

If your eidolon had bite and 2 claws. bab 1 and str 18.
Your full attack is
Bite +5 for 1d6+4, claw +5 for 1d6+4 and claw +5 for 1d6+4

if you wanted to use your unarmed strikes that provoke and deal non-lethal your full attack would be.
unarmed strike +5 for 1d3+4, bite +0 for 1d6+2, claw +0 for 1d6+2 and claw +0 for 1d6+2.
it would be this since you're using a "weapon" and this makes all your natural attack become secondary.

Now lets move up to 6 BAB, still 18 str, but also with IUS feat
Your full attack is
Bite +10 for 1d6+4, claw +10 for 1d6+4 and claw +10 for 1d6+4
OR
unarmed strike +10 for 1d3+4, unarmed strike +5 for 1d3+4, bite +5 for 1d6+2, claw +5 for 1d6+2 and claw +5 for 1d6+2.

If you took TWF then it could be
Bite +10 for 1d6+4, claw +10 for 1d6+4 and claw +10 for 1d6+4
OR
unarmed strike +8 for 1d3+4, unarmed strike +8 for 1d3+2, unarmed strike +3 for 1d3+4, bite +5 for 1d6+2, claw +5 for 1d6+2 and claw +5 for 1d6+2.


Rysky wrote:
When it's sent back it drops whatever it had.

Just wondering, is this RAW for the APG summoner now? Cause back in the day i remember this wasnt said and i used to just send everything back with it.

I wonder if they made a FAQ for APG with this or something.

PS: And i do mean APG XD, i pretend they never launched any other kind of "core" summoner outside the first one.


what feats would you guys suggest for a biped eidolon and for a quadruped eidolon.

does anyone know where i can find a summoner/eidolon guide that has been made in the last year and therefore up to date? i have read like 6 all before 2014.


i was kinda under the impression that a being that used claws fangs and KAMPS! stings and tails already had thier own form of unarmed strike.


zainale wrote:

If your eidolon can stand on two feet and can walk on two feet but has to run on all four limbs, what is it biped or quadruped a mix of the two?

I have some examples but i don't know how to make links. How do you make clickable links?

Does an eidolon count as having improved unarmed strike? Its a prerequisite for dragon style.

I think of some more questions.

1. It is what it is as defined by base form. If you add two more legs to a biped, it's still a biped base form.

2. No it does not. Improved Unarmed Strike is a specific feat. Creatures with natural weapons, like eidolons don't have the improved unarked strike feat. They have natural weapons... the two are not the same. You can however spend an eidlon's feat slot on it. Note that such expenditures are permanent short of retraining.


zainale wrote:

what feats would you guys suggest for a biped eidolon and for a quadruped eidolon.

does anyone know where i can find a summoner/eidolon guide that has been made in the last year and therefore up to date? i have read like 6 all before 2014.

I tend to go with a cornugon smash (when you power attack, you can get a free action intimidation attempt) followed up hurtful (can use a swift action to do an attack against an enemies... well, basically one you intimidate).

Combined, it does nice debuffing and who doesn't love an extra attack in return for an action you aren't using. It is a favorite of all martials, since it lets you get two attacks in even when you are not full attacking. It also has the advantage of having simple parts tht each benefit you at each step along the way (power attack for damage, cornugon smash for debuff, hurtful for extra attack).

Honestly, you probably get more from cornugon+hurtful than dragon style outside of precise minmaxing (since you are comparing 1/2 str on a type of natural attack vs. whole str+powerattack+natural attack damage+enhancement bonus+whatever buffs).

The cornugon+hurtful combo is also a cornerstone of a build where you go with a single natural weapon, but use a bunch of methods to get it to hit a bunch of times (hurtful, haste, eidolon's multiattack). Which is its own kind of nice flavor (although that tends to be more hulk SMASH with slam attacks or a big old bite, rather than the style from werewolves).

EDIT- as a final note- POWER ATTACK IS NOT A TRAP FOR NATURAL ATTACKS. No matter what you think of it in general, the primary advantage of nautral attacks is that all of the good ones hit at full BAB every time. So you don't have to worry about accuracy as much like you would with iteratives. So it is well worth the relatively small chance in order to grab large amounts of damage.


All the old guides should still be quite good for the APG summoner.


One of my GMs has a campaign ruling that ALL eidolons are creations of the Summoner's Id (or is it Ego) manifesting in the world. Summon Monster works on the same line. Nature' ally can only get you the local terrain list. Apparently, someone kept summoning polar bears...


Chess Pwn wrote:
All the old guides should still be quite good for the APG summoner.

That is true.

Eidolons don't really have too many 'unique' abilities. It is mostly general monster defenses and abilities. Little to make an entire build around like you would see with sneak attack (where you would aim for flanking and feints). In fact, it sometimes removes the need for certain feats (such as the trip ability).

So any feats appropriate for a bruiser, with maybe some skill stuff (since they can just a +8 in a skill- more than enough to justify some skill monkey-ness... while being an actual monkey).


That and the eidolon hasn't changed at all. I'm not aware of new evolutions for the eidolon in new books


so who takes Resilient Eidolon the summoner or the eidolon?


is it worth the feat?


zainale wrote:
so who takes Resilient Eidolon the summoner or the eidolon?

It says 'your eidolon', which implies that the eidiolon is a second party to this. Ergo, summoner. Also, the game doesn't care if the eidolon falls asleep- it only matters that the summoner fell asleep.


cool thanks. i think that it is worth one of my feat slots.


zainale wrote:

cool thanks. i think that it is worth one of my feat slots.

fair enough. Summoners often get targeted based off of the logic that they are squishier weak points for the eidolon, they are spell casters, and even if the eidolon is killed they can just start sending out their standard action summon spells.

So you are more than justified in making sure that the party doesn't lose two members when you are knocked out.

Shadow Lodge

lemeres wrote:
Werewolves are bipeds, and since I presume where this is going- can't get pounce. Quadrupeds can get pounce, but their forelegs can't work as hands. You would need the arms evolution, and then you would basically end up with a Wolf centaur thing.

A flexible GM might allow you to have a quadrupedal eidolon with the arms evolution and say that instead of gaining a new set of arms the eidolon gains the option to also use its front legs as arms.

The only benefit to doing so is flavour. There is no mechanical benefit compared to a wolf centaur thing, and in fact it is mechanically disadvantageous since for example you wouldn't have another set of limbs to put claws on.


i was thinking of taking Combat Reflexes and Improved Natural Attack for my eidolon. but i don't know what to take for my third feat. and my dm does not allow retraining and the next level i would be able to fill that feat with Eldritch Claws.

for my summoner i am thinking of taking Arcane Strike(to counter act my weak str encase my summoner needs to whack something),Resilient Eidolon and Combat Casting. but i am open to feat suggestions since i don't know what i am doing for a summoner or its eidolon's feats.


You probably want Power Attack on your eidolon instead of Eldritch Claws. Once you give him a +1 amulet of Mighty Fists, all of his natural attacks will count as magic.

There is no reason to strength dump a summoner. A 14 starting Charisma is more than sufficient. Depending on your play style, you could go with a 16 starting strength and a long spear or go sword & board with a mithral breastplate and a mithral buckler. With Arcane Strike and a few buffs (which you already be taking) the summoner can contribute in melee without being an obvious target.

Hell, you could make the summoner a full on AC build. As is so frequently pointed in the AC build threads; if nobody can hit you, npc's will go find someone else to attack.


i dont think i will be allowed an amulet of mighty fists its a "low magic campaign" the DM does not give anything that the player really want. that aside

what am i going for with power attack?


you take power attack on the eidolon not yourself, it makes it do much more damage and is an auto=include on pretty much anything as strength focused as an eidolon.

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