Eidolon Stats Should Do More


Summoner Class

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Intelligence and Constitution specifically.

Was thinking something along the lines of when the Eidolon is summoned gain a number of Temporary Hit Points equal to the Eidolon’s Con Bonus*Level.

Choose a number of skills equal to the Eidolon’s Int modifier, while summoned you are Trained in those skills. (Increasing proficient over time either with feats or some innate progression)


What would those be replacing? Either of those would be broken with the current setup, and there's some nice simplicity to the way things are now.


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There's two areas I see as worth looking at on eidolon stats.

1) Dex 16 means AC is squishy.
2) It's basically impossible for them to get to decent mental stats in any area for skills


Dubious Scholar wrote:

There's two areas I see as worth looking at on eidolon stats.

1) Dex 16 means AC is squishy.
2) It's basically impossible for them to get to decent mental stats in any area for skills

1 - As soon as they're Expert Unarmored, they're equivalent to Medium armor. At level 5, they have straight monk AC for a long time.

I'm absolutely going to campaign for Expert Unarmored from level 1.

2 - I wouldn't assume the list in the full book will have such uniform stats - the playtest examples look like "Control" choices with similar stats for a level testing field.


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In terms of Eidolon stats:

STR is necessary for having a martial presence, and thus needs to be a primary stat. If we see Eidolons getting access to finesse, it's not impossible to dump this.

DEX is the most important stat, simply because it determines AC.

CON determines Fort saves... and that's it. (HP is Summoner based) It does introduce some degree of fragility to the Eidolon, but given that you have innately strong Fort saves this doesn't need to be super high.

INT determines skill results... and that's it. (Skills trained is Summoner based) Most Eidolons will happily dump this.

WIS determines Perception and Will saves. Still important.

CHA determines social skills and Intimidation. (Spellcasting and ability DCs all come from the Summoner themselves) Most Eidolons will happily dump this, but those that want a higher social presence (angels and dragons definitely) and those that want a scarier eidolon (beasts and dragons probably) will want at least a few points from the start.

Thus, I propose that as well as your Eidolon's type determining their features, a Summoner could choose a stat template for their Eidolon's base abilities.

Just throwing a few ideas around, and borrowing from another poster's suggestion that Eidolons should start with a 17 in a main stat to bring them in line at 10th level...

FERAL EIDOLONS: STR 17, DEX 16, CON 16, INT 8, WIS 12, CHA 10.
Also starts with d10/d6 attacks. Serves as the simple beatstick eidolon.

CUNNING EIDOLONS: STR 14, DEX 17, CON 14, INT 12, WIS 14, CHA 8.
Also starts with finesse to their unarmed strikes. Serves as a more defensive, less dangerous option.

PRESENCE EIDOLONS: STR 17, DEX 16, CON 12, INT 10, WIS 10, CHA 14
Also starts with d10/d6 attacks. Still hits hard, but trades some Fortitude to have social abilities.

SWIFT EIDOLONS: STR 17, DEX 16, CON 14, INT 10, WIS 14, CHA 8
Also starts with a +10 status boost to speed. Serves as a hit-and-run striker.

I also think that Eidolons should have Expert Unarmoured Defense from 1st level.

Scarab Sages

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TheGentlemanDM wrote:


CON determines Fort saves... and that's it. (HP is Summoner based) It does introduce some degree of fragility to the Eidolon, but given that you have innately strong Fort saves this doesn't need to be super high.

CON on Eidolon does have one noteable case, its just so late a lot of players might not even realize its there. Resilient Evolution at Level 14 gives Physical DR equal to Eidolon CON score. Might be worth lowering to 10/12th level, but flat physical DR5 is pretty solid so I could see it going either way.

Agreed with most of the other points in your post, +1 for giving Eidolons selectable stat spreads or just letting players set Eidolon stats since they can select the Ability Score increases anyways already.


For simplicity's sake, I dislike having odd ability scores at level 1, even if I understand why you're doing with regards to stat boosts.


Dubious Scholar wrote:
For simplicity's sake, I dislike having odd ability scores at level 1, even if I understand why you're doing with regards to stat boosts.

If 17 is awkward, I honestly think they'd be fine getting to start with a single 18.

They're still a largely vanilla d8 striker (okay, more like a d12/agile d8 thanks to Boost Eidolon) with no shield to protect themselves. Every other martial character still runs rings around the eidolon in a fight.

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