Eidolon: why get disarm / shove / trip trait if it has a fist?


Rules Discussion


A summoner's eidolon can have a primary unarmed attack that deals 1d8 damage and has the disarm/shove/trip trait (or nonlethal). But is there really a point to this beyond adding your handwraps' item bonus to the Athletics check? The main purpose of the disarm, shove, and trip traits is to let the user Disarm, Shove, or Trip despite not having a free hand.

If either unarmed attack is a fist, then doesn't the eidolon have a free hand already? Couldn't it just decide to Disarm, Shove, or Trip the opponent?


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Even if the unarmed attack isn't a fist they still have two free hands, so yeah, other than using the "weapon" bonus/Handwraps instead of the bonus to Athletics, I don't think there is a reason in isolation. But some later feats do require a specific trait, i.e. Pushing Attack requires the Eidelon's attack has the Shove trait.


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SuperParkourio wrote:

A summoner's eidolon can have a primary unarmed attack that deals 1d8 damage and has the disarm/shove/trip trait (or nonlethal). But is there really a point to this beyond adding your handwraps' item bonus to the Athletics check? The main purpose of the disarm, shove, and trip traits is to let the user Disarm, Shove, or Trip despite not having a free hand.

If either unarmed attack is a fist, then doesn't the eidolon have a free hand already? Couldn't it just decide to Disarm, Shove, or Trip the opponent?

We currently interpret it as "no." You select the eidolon's primary and secondary attacks (here: https://2e.aonprd.com/Rules.aspx?ID=1581), and that tells you ALL the weapon traits it can access. Thus if you pick d8 shove for your primary attack, you can shove but not trip, disarm, or go non-lethal.

If it started with all of the open hand ones via a "unlisted tertiary open hand attack", then yes that first primary attack entry would be badly designed, and as well the feat Advanced Weaponry would be largely redundant and useless (except for the versatile entry). That does not seem to be the intent; instead, the description of the primary/secondary attack selection combined with the presence of the Advanced Weaponry feat indicates to me that the PC gets the weapon traits selected in primary/secondary to start with, and if they want others they can get them through feat selection.

But maybe we are being too restrictive? I'm definitely curious to see how others have run this.


Easl wrote:
But maybe we are being too restrictive? I'm definitely curious to see how others have run this.

I don't know. There doesn't seem to be any cost to giving the eidolon a fist, which would theoretically provide a free hand for free. Familiars need a special ability to perform manipulate actions.

And if eidolons just straight up had working free hands, then there wouldn't be any narrative reason they couldn't use items. And yet, they explicitly can't use items without the eidolon trait.

Strangely, there don't seem to be any summoner feats that grant the eidolon hands, manipulate actions, or the like. But I find it unlikely that the devs were worried about eidolons with hands being too powerful. They share HP with the summoner, so the PC wouldn't avoid any risk by having the eidolon perform dangerous hands-on stuff.

Further complicating things, eidolons share your skill proficiencies. If they can't have hands, then they can't use skill actions that require hands. But the fact of the matter is they already can't for skill actions that require tools without the eidolon trait.


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Yes, you are being too restrictive. You're deciphering intent to fill a hole that doesn't need filling, and which would need explicit language in order to be a rule exclusive to Eidelons.

Using their unarmed weapons requires weapons traits to perform those maneuvers, yes, but Eidelons have limbs too (usually). They have two free hands* as normal and we would need notation if it were an exception. These limbs are not tertiary attacks that need to be listed much like no other creature in the game has their "limbs for maneuvers" listed. And no, even if one were to count it as listed, "fist" is not tied to performing maneuvers at all (hence fist not listing the maneuvers even though one's free hand can perform all of them). Heck, fist doesn't even require limbs.

So yes, Advanced Weaponry is mediocre, giving only a different magic item for one's bonus and a prereq for higher level feats (in a game which tries to avoid gating feats). I imagine a Remastered version will rectify this imbalance...somehow.

*As a mechanic not tied (much) to their form or actual number.


SuperParkourio wrote:
Strangely, there don't seem to be any summoner feats that grant the eidolon hands, manipulate actions, or the like.

The dev intent seems obvious, which is the eidolon is a dimension of the player's character, more than a minion but less than a full PC. So sure unlike a familiar or AC you can turn doorknobs without buying a feat to do it, but it's not like a separate PC over there with the full range of combat abilities, weapons, armor, runes and magic item use that that entails.

It's just really hard to parse that intent out fully, in a way that answers every possible "eidolon use scenario" question consistently and reasonably. Some reasonable rulings are going to end up inconsistent or real-life nonsensical, i.e it can pull a door latch but not pull a crossbow trigger. Why? How? Well the real answer is "for game balance", not anything to do with real life biology or physics.

Our table tends to favor a rules-based approach to a simulationist-based approach in these situations. Read what it says on what attack traits the eidolon gets, and that's what it gets. No more, no less. How you jive that with your mental image of the eidolon's grasping appendages is up to you. This is as opposed to the simulationist approach, which would be to envision the eidolon's grasping appendages in your mind, then let them do whatever attack trait athletics actions those appendages could do in RL. That's an alternative way to figure it out, but that seems to me to be inconsistent with the text on primary and secondary attack options.


Advanced Weaponry gives Versatile too. That's useful, isn't it?

I remember Castilliano saying the traits are largely just prerequisites for feats. But that's not true for the disarm trait. Giving your primary attack disarm doesn't lead to any feats, which is especially glaring since this was written back when Disarm was awful and wore off at the start of the target's turn. Why take disarm at all if every eidolon can get hands for free?

Disarm makes sense on a weapon since you need to hold the weapon, and that would normally prevent you from Disarming. You don't need to hold an unarmed attack.


SuperParkourio wrote:
Why take disarm at all if every eidolon can get hands for free?

So yes exactly. The fact that disarm is given as an option seems to indicate to me pretty clearly that they don't also get it as a default action.

Eidolons can be animals, dragons, spirits, monsters, phantasms, etc. "Has hands" is not a rule, it is a convenient shorthand way of saying the rules give eidolons free manipulate capabilities that ACs and familiars have to buy. I don't think that should be extended to specific melee combat traits. For those, I would treat them more like an AC or Familiar - i.e. I am free to describe my eidolon as having wings, but if I want flight, I still have to buy it. I am free to describe my beast eidolon as having octopus tentacles, but if I want grapple, I have to buy it. Likewise I am free to describe my eidolon as having hands, but if I want grapple, I have to choose it with my Primary attack or by taking Advanced Weaponry.


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All of those creatures you listed do have hands mechanically with which they can do maneuvers. Any generic creature form, even one that lacked any attack actions or limbs, could perform all of the maneuvers. But not Eidelons? For Familiars, Paizo had to explicitly state their limitations, but not for Eidelons? Animal & Construct Companions, even snakes or exotic ones w/ no hands, can perform maneuvers. But not Eidelons which are superior?
None of that makes sense.

Yes, there's a mediocre feat that uses perhaps overly inclusive language because there's no corresponding high-level feat yet for Disarm. This doesn't imply an unseen rule which would indicate Paizo devs lack of basic communication skills. It just makes Disarm a poor choice since you only get minimal benefit (but not zero benefit).

I think the whole of PF2 on this topic, other than that single feat, points at the conclusion that Eidelons can perform maneuvers just fine.


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Castilliano wrote:
All of those creatures you listed do have hands mechanically with which they can do maneuvers.

Oh really? You've met an anger phantom and evaluated it's ability to, say, play piano? These are fantasy critters in a game. They have what the game says they have.

Even in the game, they do not mechanically have hands. They have arcane/occult/spiritual/primal essence which is not limited in it's ability to manipulate objects the way an AC or familiar is limited, but is more limited than human hands in some clear and obvious ways. The biggest one being: they can't use equipment. "Hands" would imply that they can swing a sword or pull a crossbow trigger, but they can't do that. Whatever they have, it is not regular human hands that obey regular laws of physics.

Quote:
Paizo had to explicitly state their limitations, but not for Eidelons?

Paizo does explicitly state their limitations, but folks here seem to want to think of the listed attacks as "this plus hands" instead of "this instead of hands." But here is what Paizo says about it:

Your eidolon starts with two unarmed attacks. Each eidolon entry suggests some forms the eidolon's attacks might take, but since eidolons can have a variety of body shapes, you decide the specific form of the unarmed attacks (claw, jaws, horn, fist, and so on) when you choose your eidolon. Some eidolons' unarmed attacks might look like swords, clubs, or other weapons, even though they are extensions of the eidolon's form. Your choice of unarmed attack determines its damage type—bludgeoning, piercing, or slashing, as appropriate. Some of the suggested attacks list a typical damage type in parentheses, but you can work with your GM to choose a damage type that is right for your eidolon. Once you decide upon your eidolon's unarmed attacks, they can't be changed except via abilities that specifically change them, except with your GM's permission. Your eidolon has a primary and secondary unarmed attack...

It then goes on to describe the primary and secondary attacks you get. You get to pick one of each. And that's what you get. There is nothing in the rules to indicate that they get a primary attack, a secondary attack, and then a tertiary open hand combat ability to trip grapple etc.

Quote:

Animal & Construct Companions, even snakes or exotic ones w/ no hands, can perform maneuvers. But not Eidelons which are superior?

None of that makes sense.

ACs can do in combat the things their form specifies they can do. Eidolons are superior because they get that, plus the action compression of act together, plus out of combat manipulation like opening doors, plus speaking, plus using skills that the summoner has, etc. It's very sensible, at least to me. They do not have the full range of capabilities of a second PC, but they have a larger range of capabilities than an AC or familiar.


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I do need to 2nd Castilliano here.

Monsters are able to perform Athletic maneuvers without needing hands.

As far as I can tell, there is no reason/rule to deny Eidolons that same default capability.


Trip.H wrote:
Monsters are able to perform Athletic maneuvers without needing hands.

Can a Mist Stalker perform the Trip action?

It doesn't meet the "you must have one hand free" requirement because it has no hands, nor does it have trip listed in any of it's melee abilities.

If the answer is no, isn't the exact same thing true for an eidolon? It doesn't have hands, and unless you take 'trip' as your option for primary attack, it doesn't have it listed in any of it's melee abilities.

Grand Lodge

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You keep saying "it doesn't have hands," as though that was a given, when that isn't supported by the rules (and clearly doesn't match the art or descriptions).

They can get the traits to gain the benefits of the traits. Attacks with those traits can also be upgraded with feats. That has nothing to do with being able to use the actions in the first place.

Having two unarmed attacks doesn't imply they can't grab things. What?

And the first attack choice deals the most damage. The extra trait is a bonus. The higher damage is attractive without it. It's kind of the default option for eidolons with higher Strength.

You can make any lethal attack nonlethal with a penalty (or vice versa). Heck, the Nonlethal trait is arguably a drawback. Sometimes you want to deal nonlethal damage, so it can be desirable, but it's never more powerful and sometimes it's less.


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Yes, of course a Mist Stalker can perform the Trip action.

Yes, an Anger Phantom (an Eidelon) should be able to do all the maneuvers that any non-Eidelon Phantom can (barring being Incorporeal because that trait does state a rule barring that). And yes, an Anger Phantom can play piano w/ a Perform check, however badly.

Your examples make no sense. It's even worse in light of the fact players choose how many hands their Eidelons have and whether or not their unarmed attacks involve those hands or not.


Super Zero wrote:
You keep saying "it doesn't have hands," as though that was a given, when that isn't supported by the rules

I looked through the Eidolon full rules on AoN. The closest thing I could find to talking about hands was the paragraph under Unarmed Attacks that I quote above. I really don't see that paragraph as supporting your point. But it's entirely possible I missed something important (also, I don't have SoM, so anything in that book which isn't on AoN, I wouldn't be seeing). Can you point me to the Paizo rules that contracdict my reading? I.e. that says eidolons can do all of trip, grab, etc. even if they don't take option 1 of the primary attack list?


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The default is that creatures can perform Athletics maneuvers so the burden of proof is on you, Easl, to show where Eidelons can't.

You say "my reading", but what exactly are you reading? Advanced Weaponry implies no such thing as no hands or no maneuvers (no matter how bad Disarm is as an option). And the example shapes of most if not all Eidelons include options with hands or comparable limbs.


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Super Zero wrote:
You can make any lethal attack nonlethal with a penalty (or vice versa). Heck, the Nonlethal trait is arguably a drawback. Sometimes you want to deal nonlethal damage, so it can be desirable, but it's never more powerful and sometimes it's less.

That's a good point. The nonlethal trait is being provided as an option alongside the disarm, shove, and trip traits. Since the nonlethal trait is so weak compared to those traits, perhaps the other three traits are intended to provide less of a benefit than they would on an actual weapon. Maybe they really only serve to let you add an item bonus to the Athletics check.

On the other hand, some of these primary attacks seem on par with regular one-handed weapons. The fatal one looks a lot like a pick, the shove one looks a lot like a warhammer, the forceful/sweep one looks a lot like a scimitar, etc. It would be strange if one of the primary attacks was intended to noticeably underperform compared to these weapons.


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Castilliano wrote:
The default is that creatures can perform Athletics maneuvers so the burden of proof is on you, Easl, to show where Eidelons can't.

Somewhat fair, but specific overrides general. Eidolons have very specific rules about what their attacks can do. This overrides the general rule about what creatures can do. Yes?

Quote:
You say "my reading", but what exactly are you reading? Advanced Weaponry implies no such thing as no hands or no maneuvers (no matter how bad Disarm is as an option).

Advanced Weaponry implies that you need to take Advanced Weaponry to get one of the benefits Advanced Weaponry provides. If an Eidolon already has most of the benefits Advanced Weaponry provides, then either the feat is written terribly, or you are wrong.


The feat being poorly written seems to be what Castilliano is claiming. Though the primary attack in question has the same wording.

Perhaps the fist option is purely meant to be flavor? The rules for picking attacks say you can have the attack take the form of a fist, but maybe that's all it is. A battering attack that looks like a curled fist but lacks the prehensile capabilities of an actual hand.


And there still is the benefit of scaling the specific trait maneuver from the SMN's invested weapon. Without using the feat to get the weapon trait, you cannot do that.

So at the very worst, the feat is still a way to get an item bonus for your preferred maneuver.

___

The biggest issue for me is that we know Eidolons inherit the basic actions from somewhere, which is the same case for Animal Companions. And nowhere within SMN/Eidolon text are athletic maneuvers banned.

To be consistent, any GM ruling against Eidolons being able to Trip w/o the feat also needs to rule that Animal Companions are unable to for the same reason.

Nowhere in the text does it explicitly enable the ACs to do maneuvers.


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Easl wrote:
Castilliano wrote:
The default is that creatures can perform Athletics maneuvers so the burden of proof is on you, Easl, to show where Eidelons can't.
Somewhat fair, but specific overrides general. Eidolons have very specific rules about what their attacks can do. This overrides the general rule about what creatures can do. Yes?

No. They don't have rules which override which skill actions they can and can't do. They do have your skill proficiences for some reason though. Probably just for fun.

Talking about Athletics, both Climb and Trip are its skill actions. They must be judged the same. Do you have any reason why an eidolon can Climb but not Shove?
As for skill actions in general, this is all we have:
"Anyone can use a skill's untrained actions, but you can use trained actions only if you have a proficiency rank of trained or better in that skill."
It's from Player Core, and you could say that 'anyone' is 'any PC'. But we don't have anything else anywhere. Including GM Core. The devs just couldn't even imagine that they need to explicitly allow each character in the game to use their skills it seems. This means that NPCs can't use their skills at all. Well, unless they have attacks with traits of course. Great! The question solved!


Perhaps I'm undervaluing the item bonus these traits grant. The lowest level source of an item bonus to Athletics (for nonconsumables) is 3, while a +1 weapon potency rune is level 2.


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SP - I think that the traits are also there for non-hand attacks as well. Say I have a beast eidolon, and I want their primary attack to be a gouging horn. Usually that kind of attack would not be usable to disarm or shove, but now I can because I added it to the horn attack.

Also the traits allow you to use the attack's reach to trip etc. instead of it using your standard reach.


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If we're extrapolating an option to prove a general rule anyways, then look at the snake animal companion. Animal companions have very similar rules about that attacks they can make, but the snakes advanced maneuver requires that the snake has a creature grappled, despite its attack not having the grapple trait. The only way this maneuver functions if any creature can just grapple a creature unless a rule explicitly says otherwise. If we're basing the core rules based on how bad they make an option, then I say that not being able to grapple making the snake totally non functional is worse than making advanced weaponry just kinda bad.


If that's your goal, couldn't you have just given it an attack that uses a hand, ignoring the suggested attacks? You aren't limited to those suggested attacks.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

It's my understanding that all creatures in PF2e are capable of making "fist" attacks and basic combat maneuvers. Despite that, whether or not they can also take manipulate actions likely depends on their specific anatomy, the task they are attempting to perform, and the GM's views on the matter. (For example, a canine might be able to pick up and move a large bone or drag a body with its mouth, but would likely have a much harder time loading and launching a mortar shell.)

The only thing I've seen that even remotely implies otherwise is the Awakened Animal ancestry, which says "Your heritage gives you a special unarmed attack instead of the fist unarmed attack humanoids typically gain."


Pathfinder Lost Omens, Rulebook Subscriber
Ravingdork wrote:

It's my understanding that all creatures in PF2e are capable of making "fist" attacks and basic combat maneuvers. Despite that, whether or not they can also take manipulate actions likely depends on their specific anatomy, the task they are attempting to perform, and the GM's views on the matter. (For example, a canine might be able to pick up and move a large bone or drag a body with its mouth, but would likely have a much harder time loading and launching a mortar shell.)

The only thing I've seen that even remotely implies otherwise is the Awakened Animal ancestry, which says "Your heritage gives you a special unarmed attack instead of the fist unarmed attack humanoids typically gain."

What if they dont have arms?

Like can an ooze make a fist attack or just the specific attacks it has in its stat block?


Eidolons can be human shaped. Therefore all eidolons can do what human eidolons can otherwise it wouldn't be balanced.
Having extra traits on their attacks just opens minor benefits and qualifies for a few feats. They get about as much value from those traits as most monks. The biggest thing this gives is using your weapon item bonus for the maneuver instead of your item bonus to the related skill, freeing you up to not get a skill boosting item if your summoner has no use for it.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Bluemagetim wrote:
Ravingdork wrote:

It's my understanding that all creatures in PF2e are capable of making "fist" attacks and basic combat maneuvers. Despite that, whether or not they can also take manipulate actions likely depends on their specific anatomy, the task they are attempting to perform, and the GM's views on the matter. (For example, a canine might be able to pick up and move a large bone or drag a body with its mouth, but would likely have a much harder time loading and launching a mortar shell.)

The only thing I've seen that even remotely implies otherwise is the Awakened Animal ancestry, which says "Your heritage gives you a special unarmed attack instead of the fist unarmed attack humanoids typically gain."

What if they dont have arms?

Like can an ooze make a fist attack or just the specific attacks it has in its stat block?

Insofar as I'm aware, yes. If the ooze had a mind to, it could make fist attacks despite not having actual fists.


Yes, the ooze could theoretically use a part of its body to perform an unarmed Strike with the same statistics as a human fist, much like how a human can kick with their fist statistics. But the ooze still doesn't have an actual hand, right?

This does get me thinking, though. I get Disarm requiring a hand, but why Shove and Trip? Has no one seen 300? Has no one seen a low-sweeping kick knock someone prone? You can Force Open a door with your body hands-free. Why not Shove?


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SuperParkourio wrote:
This does get me thinking, though. I get Disarm requiring a hand, but why Shove and Trip? Has no one seen 300? Has no one seen a low-sweeping kick knock someone prone? You can Force Open a door with your body hands-free. Why not Shove?

Game balance taking priority over realism. They want 1h/free hand builds to have something they can do that 2h builds can't do as easily, so 2h isn't strictly better. Athletics maneuvers are one such thing.

If you want to do it with a 2h weapon you either need a trait or you're paying the hands action economy tax. This is why the Guisarme is a great weapon: Reach & Trip is a potent trait package.

Guardian also has feats to be able to do stuff like this in a variety of ways.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Tridus wrote:
SuperParkourio wrote:
This does get me thinking, though. I get Disarm requiring a hand, but why Shove and Trip? Has no one seen 300? Has no one seen a low-sweeping kick knock someone prone? You can Force Open a door with your body hands-free. Why not Shove?

Game balance taking priority over realism. They want 1h/free hand builds to have something they can do that 2h builds can't do as easily, so 2h isn't strictly better. Athletics maneuvers are one such thing.

If you want to do it with a 2h weapon you either need a trait or you're paying the hands action economy tax. This is why the Guisarme is a great weapon: Reach & Trip is a potent trait package.

Guardian also has feats to be able to do stuff like this in a variety of ways.

This is something that I don't think is mentioned often enough.

Pathfinder 2e is a beautiful work of art and an amazing feat of engineering when you really delve into it.

For the reasons mentioned above, two-handers don't outshine everyone else. They're just built differently for different roles.

And if a two-hander wants to perform maneuvers? Well, all they need do is invest in a specific weapon with the desired traits that allow for it. And that keeps greatswords and great axes from dominating the two-handed weapon category. Everything balances everything else.

The amount of attention to detail bled into this system in order to make as many options vuable as possible is nothing short of extraordinary.

Sovereign Court

A summoner might not want to spend the gold and invested item slot on an athletics item, but almost certainly will get the handwraps for the eidolon. I'm not impressed by the Disarm option but if you were gonna include Trip and Grab, there was no good reason to exclude Disarm?

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