Applying Modifiers to Eidolon Attack Roll


Rules Discussion


I'm getting ready to run my first campaign, and first time playing Pathfinder 2e. One of my Players wants to run a summoner.

My main question is:
Do Eidolons have ability modifiers at level 1? I don't know how to handle melee attack rolls for an Eidolon with only its initial array. This will be a Devotion Phantom Eidolon.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

They use the same formula for determining their attack modifier as PCs do. Proficiency+STR Mod (or Dex Mod if it is higher and the melee attack has Finesse).

When the summoner invests a weapon or a set of handwraps with a potency rune, they'll start adding an item bonus, as well.


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Eidolons have an entire ability score stat array including ability score modifiers.

For example:

Devotion Phantom wrote:
Stalwart Guardian Str 18, Dex 14, Con 16, Int 10, Wis 10, Cha 10; +2 AC (+3 Dex cap)

They also have proficiency ratings for their unarmed attacks - they start at Trained in unarmed attacks and unarmored AC. (see Eidolon proficiencies here)

The Eidolon will share skill proficiency rank with the Summoner, so if the Eidolon is wanting to do Trip and Grapple, then the Summoner will want to take skill training in Athletics even if the Summoner's strength is a 10. Or there is Dual Studies.

Also, there are some tools that can calculate a lot of this automatically. Pathbuilder2e is very good, though you will have to pay the quite reasonable amount for the full version in order for it to give you Eidolon stats. I think that Wanderer's Guide will do Eidolons with just the free version though (it only allows for a few character builds at a time in the free version).


HammerJack wrote:

They use the same formula for determining their attack modifier as PCs do. Proficiency+STR Mod (or Dex Mod if it is higher and the melee attack has Finesse).

When the summoner invests a weapon or a set of handwraps with a potency rune, they'll start adding an item bonus, as well.

I've seen that, but the Ability Arrays given for a specific Eidolon don't give modifiers, it just says, using Stalwart Guardian as an example, STR 18. Is it safe to assume that because it's above 10 it's a +8 STR modifier?


They follow the same conversion chart for player characters to go from ability score to ability modifier.

So a STR 18 would be a +4 modifier.


breithauptclan wrote:

They follow the same conversion chart for player characters to go from ability score to ability modifier.

So a STR 18 would be a +4 modifier.

Ok, I'll have to reread that rule book section. I've been trying to use the beginner's box precon sheets to understand it, but they just give you the modifiers and not the actual ability scores.


JessArcade wrote:
HammerJack wrote:

They use the same formula for determining their attack modifier as PCs do. Proficiency+STR Mod (or Dex Mod if it is higher and the melee attack has Finesse).

When the summoner invests a weapon or a set of handwraps with a potency rune, they'll start adding an item bonus, as well.

I've seen that, but the Ability Arrays given for a specific Eidolon don't give modifiers, it just says, using Stalwart Guardian as an example, STR 18. Is it safe to assume that because it's above 10 it's a +8 STR modifier?

Do you have an opinion on which one is better? It is a reasonable price, but I've been bouncing between the two as I prepare for the campaign.

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