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2011-07-01, 05:55 PM (ISO 8601)
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2011-07-01, 06:41 PM (ISO 8601)
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Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
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2011-07-01, 07:09 PM (ISO 8601)
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Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
Summon Monster still seems very solid to me I tended not to use it in 3.5 due to its potential to get out of control, but after playing a PF conjurer, it sure felt pretty powerful.
Avatar by A Rainy Knight
Spoiler: CharactersTarok and Kamo, level 6 half-orc ranger, bunyip-slayer, and all around badass.
I like half-orcs
Retired:
Aldrin Cress, level 10 human sorcerer. Hero of Korvosa.
Tireas Slate, level 4 tiefling ninja. Eternally scheming.
DMing: Dragon's Demand
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2011-07-01, 07:18 PM (ISO 8601)
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Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
Well the main use I see for synthesist so far is the awesome dipability it rends to the class as Akal Saris demonstrated. Easy access to AC bonus, pounce, and multiattack/multiweapon fighting is great for pretty much any meleer.
You do lose the extra actions for casting while you're fused but on the other hand: smart monsters go for the caster. Having an eidolon wrapped around you does make you substantially less squishy and you don't even have to wait for Life Bond at 14th level. Personally most games I play in don't even go that high and having a great big hp cushion on my arcane caster makes me feel all warm and fuzzy.
Not being able to cast summon monster does hurt a bit but really it's not all that different from a regular summoner. Use it as a back up when your eidolon isn't ripping things to pieces. It's a great secondary tactic but it doesn't run the show.
I may need some enlightening on summon monster though, I thought it was more versatile than summon nature's ally? I never really played any kind of caster before pathfinder (I was always sorta sucked into the skill monkey role) so I can't compare. My pathfinder druid didn't really smoke any encounters with summoning but it was usually good enough to finish the encounter pretty easily without need any other spells.
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2011-07-02, 05:10 AM (ISO 8601)
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2011-07-02, 11:02 PM (ISO 8601)
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Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
I really do think your missing a lot of the nuisances of the different summoner flavor.
- Broodmaster: Gain two Eidolon. It sucks that you have to split everything between the two, but you could pimp out one and use the second as his flanking buddy or as your utility monkey. Keep one around with the AC and hitpoints while the second is built for misc actions, like gun running.
- Synthesist: My mind just boggles at this class. If this wasn't pathfinder, I would proclaim it broken and put it to rest far away from the PCs. I do see this as being awesome for multiclassing but can definitely work on its own as well.
At first level you get d10+con bonus HP, a potential +2 natural AC, and a +2 to one ability (any ability including your own Int). You could be starting with 18 hitpoints+2xcon, Barbarian, how are those apples. Anyone wants this, but....
- Barbarian Evolutions: +2 stats, +2 Nat Armor, Energy attacks, pounce, rend
- Fighter Evolutions: +2 Stats, +2 nat armor, Resistance, Push
- Monk Evolutions (wow!): Reach, +2 nat armor, Energy attacks, Skill bonus, climb
- Rogue: Skill bonuses (Stealth, atheletic, etc), Climb (base speed), pounce, poison
To draw from a literary source. I see this ability kind of like Leto from dune and the sand trouts.
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2011-07-03, 12:32 AM (ISO 8601)
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Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
Thinking about it again, the Broodmaster looks less useful, I mean, sure, you can make a skilldolon and a punchdolon for yourself, however a normal Summoner can make a skillpunchdolon that is as strong as both combined.
So other than the ability to pick a lock and fight at the same time, the Broodmaster is at a disadvantage, not a big disadvantage, but still disadvantage.
Honestly I'd preferred if he lost all Summon Monsters and a slight cut in Evo points (lose 1/4 or so) and be able to have 2 different Eidolons, but still only calling 1 at a time, however given a minute to prepare and call the Eidolon you can now have a very nice utilitydolon and a very nice punchdolon.
Master Summoner really does seem to pay too big of a price to do what he does, at half everything his Eidolon is pretty crappy...hell, the thing has the BAB of a freaking Wizard, you make a better fighter than it does!
And I still can't fully wrap my mind around the rules for when the Synthesist finally separates from the Eidolon...I'm hoping it's just bad wording so the Eidolon does have feats and skills as normal, just can't access them while merged (which is all the time until they separate).
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2011-07-03, 07:25 AM (ISO 8601)
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Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
The synthetist is a power house.
-His items benefit both him and the eidolon. (extremely useful if the dm doesn't allow for custom items, like a vest of resistance)
-He can dump his physical stats. (Str should still be 13 for power attack though.)
-The summoner always benefits from shield ally.
-His eidolon uses the summoner's will save(increased from shield ally) making it really difficult to banish. Added to that, due to gaining the eidolons stats and the shield ally bonus the summoner will have higher saves.
-The summoner benefits from the eidolons huge natural armor bonus and good dexterity bonus. This results in very high ac.
-Synthetist is the only way the summoner can benefit from ability increase.
-Can use his buffs more freely since he doesn't have an extra person to worry about.
-Certain evolutions like Frightfull Presence and Incorporeal form work better for the synthetist.
In short the synthetist looses the ability to both inflict damage and cast a spell in the same round, but gains a huge defensive boost and staying power. I think its worth it.
Here is a semi optimized 11th level build:
( Tabs seem to be lost in the post, how can I bring them back?)
SpoilerSynthesist 11 Stats:Normal / Fused with Eidolon
Class-Levels: Summoner 11
Race: Half elf, arcane training (use spell completion items as if one level higher), dual minded (iron will)
Favored class bonus extra evolution ponts
Feats:
1st Resilient eidolon, iron will
3rd Power attack
5th Vigilant eidolon
7th Craft (…)
9th Greater fortitude
11th Improved initiative
(13th Extend spell
15th Expanded arcana
17th Quicken spell
19th expanded arcana)
Items: 82 k
Spent 81,5
Remain 1,5k
• Armor: +3 mithral chain shirt. 10k
• Belts: belt of physical perfection+2 16k
• Headband: headband of mental superiority +2 16k
• Neck: Amulet of Natural armor +1 2k
• Ring (up to two): deflection+2 8k, ring of counterspells 4k:
• Shoulders: cloak of resistance +3 9k
+2 mithral buckler 5k
Hewards handy haversack 2,5 k
rod of extend lesser 3k=3k
Grapplers mask 5k (may grapple and bull rush without provoking aop)
Ability Scores 20 point buy
Total Base Racial Magic Inherent Levels
Str 15 13 2
Dex 13 11 2
Con 14 12 2
Str 30 14 8(size) 2 4 2
Dex 20 14 -2(size) 2 4+2evolution
Con 19 13 4 2
Int 14 12 2
Wis 14 12 2
Cha 22 16 2 2 2
Could dump physicals completely, str 10 dex 9 con10 would allowth the pc to start with a base charisma 18. I don’t like it though and you would loose power attack.
Perception:
Initiative:+1/+5 dex+4 I.Initiative=+5/+9
Perception:+23/+31, low light vision, darkvision 60 ft
Offense
Full attack:
Reach:5 feet bite, 10 feet claws
Full attack: 4 claws +19 (1d8+10) bite +19 (1d8+10)
Full attack(greater magical fang): 4 claws +21 (1d8+12) bite +21 (1d8+12)
+heroism 4 claws +23 (1d8+14) bite +23 (1d8+14)
+ power attack 4 claws +20 (1d8+20) bite +20 (1d8+20)
Also has Rend.
Defense:
Hp: 11d8+22/44con=75/97?, Eidolon Hp: 9d10+45=99/108?
Ac:10+ 4armor+ 3 dex+ 2 deflection+5 enchant ment+1 amulet+1shield= 26
10+2base na+2 large na-1 lage size+5dex+8 natural armor+4 natural armor evolution+2 deflection+1amulet+5 enchantment+2 shielded meld=40
44(with mage armor)
46(with shield)
Saves
Total Base Ability Misc Magic Shielded Meld
Fort +11/14 +3 +2/+4 +2 +3 +2
Reflex +7/13 +3 +1/+5 +3 +2
Will +14/14 +7 +2 +2 +3 +2
Immune to sleep, +2 vs enchantments, evasion, devotion
Skills 44
Total Ranks Ability Favored other
Use magical device 20 3 6 3+8skilled
Perception 23/31 11 2+2elf+8skilled+8vigilant
Spellcraft 15 11 1 3
Fly 12/14 6 3/5 3
Linguistics 12 6 3 3
Ride 7/9 1 3/5 3
Handle animal 10 1 6 3
Arcana 7 1 3 3
Nature 7 1 3 3
Planes 9 3 3 3
Languages: Common, Auran, Terran, Aquan, Infernal, Celestial, Abyssal
Summon monster VI 9 times per day.
Spells:
1st 7 Mage armor, shield,reduce person, protection from evil, enlarge person, grease
2nd 6 cushioning bands, Resist energy, Summon eidolon, Invisibility, glitterdust
3rd 5 Invisibility greater, magic fang greater, dimension door, Heroism
4th 3 Overland flight, Evolution surge greater, Teleport
Ussualy buffs himself with mage armor, heroism, overland flight, magic fang greater(extended) and cushioning bands.
If a fight is imminent casts shield.
Evolution surge, Improved invisibility, Protection from evil, resist energy and enlarge/reduce person are casted depending on the situation.
once per day dimension door as spell like ability
Concetration:11+6=17
Eidolon: Quadruped
Evolutions: 17 points
large 4 points
improved natural attack (claws) 1 point
claws*2 2points
pounce 1 points
rend 2 points
skilled(perception) 1point (transfered to synthetist)
reach(claws) 1 point
skilled(umd) 1 point (transfered to synthetist)
ability increase (dexterity) 2 points
natural armor 3 pointsLast edited by VladtheLad; 2011-07-03 at 07:30 AM.
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2011-07-03, 11:35 AM (ISO 8601)
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Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
Far as I can tell, though it apparently doesn't change the racial trait of "slow speed" since that's listed separately from the racial size. Even so this can be pretty cool with a permanently reduce personed halfing or gnome.
1. Carry tiny summoner in backpack
2. Throw backpack at enemy just as the summoner finishes eidolon summoning ritual.
3. ????
4. Profit.
Let me emphasis here for ya:
Originally Posted by d20pfsrd
Please excuse the snipage.
The summoner doesn't need 13 strength if the eidolon has at least that much. Having less just means he can't power attack when not fused. Akal Saris took a few feats in his builds that can only be used while fused with the eidolon and I believe the passage on feat prerequisites backs this up.
Synthesist saves are pretty underwhelming actually. Shield ally helps but you use the summoner's saves, giving you a good will but pretty poor everything else. Reflex improves a little as you gain summon levels but your fort will pretty much always be sub-standard.
How does a synthesist benefit from ability increase? You'd pretty much have to put the points into mental stats. Full synthesists get eidolon bonus str/dex but this can become a small problem for dippers.
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2011-07-03, 01:54 PM (ISO 8601)
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Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
The broodmaster, while having weaker eidolons, does gain an advantage, specifically action advantage. Potentially more attacks and more chances to crit, more creatures for the enemy to concern themselves with, more AoOs, give one or both UMD and you can have more spellcasting, ect. Haven't built one or seen one in play yet, so I don't know if the action economy makes up for the weaker stats, but it has potential.
Master Summoner really does seem to pay too big of a price to do what he does, at half everything his Eidolon is pretty crappy...hell, the thing has the BAB of a freaking Wizard, you make a better fighter than it does!Last edited by Reverent-One; 2011-07-03 at 01:55 PM.
Thanks to Elrond for the Vash avatar.
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2011-07-03, 02:21 PM (ISO 8601)
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Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
1) I think you do need 13 strength.
http://www.d20pfsrd.com/feats/general-feats
Prerequisite: A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or anything else required in order to take the feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.
2)Synthetist saves are pretty good not compared to the eidolons but compared to the normal summoner. Also the key here is that the synthetist will have higher will save than the eidolon, especially if its a quadruped.
Then again thinking about it perhaps they are even better than an eidolon's, considering the synthetist would have more items, hit dice and higher wisdom than the eidolon. Again wether custom items are allowed is very important.
Also I wouldn't call +14/13/14 with evasion and +4 vs enchantment at level 11 underwhelming. Especially when most of the time you will have heroism on making them +16/15/16.
3) The synthetist benefits from ability increase because he gains his eidolon's evolutions. Aspect and greater aspect don't allow the summoner gaining ability increase.
So the correct statement would be that the synthetist can indirectly benefit from ability increase while the summoner can't.Last edited by VladtheLad; 2011-07-03 at 02:27 PM.
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2011-07-03, 03:15 PM (ISO 8601)
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Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
I'm not understanding why dipping synthesist would be any good.... When you have the eidolon summoned, you use the Eidolon's BAB, right? So unless you keep taking levels on summoner (and MAYBE dipping on OTHER classes), you won't be able to hit....
Don't get me wrong, I think the syntesist is awesome and powerful. But I see this class as being one you have to stick with it once you take it if you plan to go over lvl 4-5
I saw some builds that use rogue and synthesists, and while I think they are interesting, they are good for NPC enemies, I don't see them playing well for a PC, but I could be wrong...
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2011-07-03, 04:29 PM (ISO 8601)
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Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
1)Eh, I just assumed that the prerequisite is met because you're using the eidolon's stats at pretty much every point where you could conceivably level up and therefore take feats.
Originally Posted by d20pfsrd
2)On closer inspection of the saves you're not only right but perhaps more right than you've been saying.
Fort= 3 Base, at least 3 Con, 4 from your magic items, +4 from shielded meld, +2 Great Fortitude= 15 minimum (assumes all eidolon stat increases go to str as they should)
Refl= 3 Base, 4 from Dex, again you have 4 from magic items, +4 shielded meld= 15
Will= 7 Base, Probably +2 From Wis, 4 from magic items, +4 shielded meld, +2 Iron Will= 19 and it's +6 against enchantments thanks to devotion and elf racial bonus.
You Heroism brings this to 17, 17, 21. I'm impressed. That and shielded meld can't be lost due to paralysis, stunning, and grappling like shield ally can.
3) I think I'm confused between Summoner Level ability increase, Eidolon Special ability increase, and evolution ability increase. My concern was that you can't put ability increase due to level into your physical stats. This isn't really a problem for strait sythesist who can use the Charisma boost but it can be problematic for multiclassing. As for getting the evolution ability increase on the summoner, that is a nice perk.
I think about the BAB in the same terms I think about a monk's flurry of blows. You use the eidolon's BAB for synthesist levels only and any other class adds on. The BAB for a synthesis 1/fighter 2 is 3 and the flurrying bab of a monk 1/fighter 2 is also 3, not 1.
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2011-07-03, 06:02 PM (ISO 8601)
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Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
Well, I'm making a Mount-type Eidolon for a Summoner NPC, and since it's quite different from yours, I'm interested to see what you think of it:
SpoilerBase Form: Quadruped
Evolutions*: Bite, Limbs (legs) (3), Improved Damage (Claws), Claws (3), Trample, Grab (Bite), Swallow Whole, Mount, Head (3), Gore (3), Limbs (arms) (3), Slam, Improved Natural Armor, Tail, Sting, Energy Attacks (Acid), Breath Weapon (Acid)
Feats: Martial Weapon Proficiency (Lance), Two Weapon Fighting**, Power Attack
*I specifically chose not to go with the Large evolution, as the rider is a Gnome and this lets him act as indoor cavalry.
**At 6th level (the level of the Eidolon in question), the Str/Dex bonus is +2. Therefore, it has at least a 14 Dex, but might have a 15. As such, I have assumed that it can take the feat, as it may be able to but the score isn't listed.
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2011-07-04, 02:13 AM (ISO 8601)
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Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
Oh, sorry, I totally glazed over that part of the text.
Btw, while making a build for an Eidolon here (so I don't stall the game at every level up), I stumbled across the Energy Attacks description:
Originally Posted by Pathfinder SRD
That is not the case, right?
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2011-07-04, 05:52 AM (ISO 8601)
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Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
Hi
I read it that the attack gains (adds) the energy damage.
My PFS Synthesist is now lvl 2. Awesome melee with her Heirloom Gt Sword.
At 1st lvl I put her 3 points into +2 Dex/+2 Nat Armour.
At 2nd lvl I've given her +2 Dex/+2 Con (She gained +2 Nat armour at 2nd lvl anyway).
I took Str 12 Dex 13 Con 14 Int 10 Wis 10 Cha 18 on 20 pt build so I could take Dodge at 1st lvl. Increasing Str at 4th lvl, so Pwr Attack at 5th.
(She's a Taldor female dancer, with a harem suit for her 'day job' when not adventuring)!
Thanks
Paul H
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2011-07-05, 04:51 AM (ISO 8601)
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Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
I am more of a "spirits of the rules" person. Getting feats without meeting the prereqs annoys me. Also it just makes "sense" that resilient/vigilant eidolon works with eidolon meld. By RAW you are right though.
Now we should get in a RAW vs RAI debate and derail the thread.
Even if you nitpick resilient eidolon and vigilant eidolon there is always extra evolution to replace them with. Not as useful, but still pretty good. With two extra evolutions I would propably grab tremorsense or charisma ability increase. Or even flight and choose to learn baleful polymorph instead of overland flight.
Shielded Meld grants a +4 bonus at level 12, my build is level 11. Thats why there is a 2 point difference.
Now I am also confused. :P
I just meant the nice perk part. In retrospect it only really matters with charisma.Last edited by VladtheLad; 2011-07-05 at 04:59 AM.
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2011-07-10, 08:51 PM (ISO 8601)
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Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
If I have a charge of an unused touch spell (acid splash for instance) can I pass that charge to my Eidolon (using share spells) so it discharges on someone it attacks? My thinking is that with Share Spells i can target my Eidolon even if it were a spell of target "you". One way of looking at ranged touch spells and charges is you are casting the charge on "you" then trying to discharge it on someone else with a touch attack. Thoughts?
"Holding the Charge: If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round action. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren't considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn't provoke attacks of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge."
"Share Spells (Ex): The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells."
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2011-07-10, 09:33 PM (ISO 8601)
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Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
There's a target line on the spell description and that's what determines what spells can be shared or not. For example:
http://www.d20pfsrd.com/magic/all-spells/s/shield
Has a target of 'you' so share spells works with it but acid splash:
http://www.d20pfsrd.com/magic/all-spells/a/acid-splash
doesn't say target: you so it won't work. The ability is there so you can cast self-only buffs on your eidolon
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2011-07-13, 02:23 PM (ISO 8601)
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Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
Can you use the Sythesist Archtype combined with the Reach evolution to cast touch spells with reach?
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2011-07-13, 07:36 PM (ISO 8601)
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Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
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2011-07-16, 10:11 PM (ISO 8601)
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Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
Nice guide.
{Scrubbed}
Please remove those damned "spoiler" buttons and improve the readability by 1 billion per cent.
They serve no purpose. There is no spoiler factor BECAUSE WE ARE HERE TO READ ABOUT SUMMONERS.
Duh.Last edited by The Glyphstone; 2011-07-27 at 08:17 PM.
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2011-07-16, 10:25 PM (ISO 8601)
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Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
Spoilers are used to increase the ease of reading. Without spoilers you would have walls of text and you would have to navigate it all in order to find what you want. With the spoilers you can just find the section that fits what you want to find and look without looking at everything at once.
Last edited by The Glyphstone; 2011-07-27 at 08:18 PM.
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2011-07-25, 02:49 AM (ISO 8601)
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Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
Hey everyone, I got sort of a big question here: exactly how in hell does the Half-Elf +1/4 Evo points ability work?
I mean, from the wording of favored class bonuses, the Half-Elf Summoner receives +1/4 of this current Evo points every level, which makes it look something like this:
Lvl01 - 03+01=04
Lvl02 - 05+01=06
Lvl03 - 07+01=08
Lvl04 - 10+02=12
Lvl05 - 13+03=16
Lvl06 - 17+04=21
Lvl07 - 22+05=27
Lvl08 - 28+07=35
Lvl09 - 37+09=46
Lvl10 - 47+11=58
However that simply cannot be right, I mean, this guy has over 3 times the amount of Evo points that a Summoner from another race could have.
Another possibility is that it only considers the base number, without the extras, so it looks like this:
Lvl01 - 03+01=04
Lvl02 - 04+01+01=06
Lvl03 - 05+02+01=08
Lvl04 - 07+03+01=11
Lvl05 - 08+04+02=14
Lvl06 - 09+06+02=17
Lvl07 - 10+08+02=20
Lvl08 - 11+10+02=23
Lvl09 - 13+12+03=28
Lvl10 - 14+15+03=32
That's more acceptable, but he still has over twice what a Summoner is supposed to.
And there's the possibility that it only applies once, but if that's the case it's a pretty lame and useless favored class bonus and you'd be better off grabbing either extra HP or Skills until level 10 or so.
So anyway, how in hell does it work?
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2011-07-25, 02:57 AM (ISO 8601)
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Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
*Facepalm*
You receive one quarter of an evolution point a level, as in 1 every 4 levels.
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2011-07-25, 07:20 AM (ISO 8601)
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2011-07-27, 05:32 PM (ISO 8601)
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Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
Question on how long an Eidolon stays alive and active.
According to the text:
Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score.
Edit: Oh, and thanks for the awesome guide! Made a killer centauresque build to start with, but at low levels that -5 to attack is crazy killer. So probably doing some kind of crazy pouncer instead and switch once I hit large evo. ;)Last edited by Sylivin; 2011-07-27 at 05:36 PM.
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2011-07-27, 08:10 PM (ISO 8601)
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Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
It appears that it would fall unconscious unless it has Diehard or some other shenanigan, like PCs. I don't see any text to suggest otherwise, though. It's kinda weird that it does have that text if they're just gonna be a lump of meat to take cover behind when they drop to negatives...
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2011-07-27, 08:23 PM (ISO 8601)
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Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
Would having a ton of tails be altogether worse then a ton of limbs? The tails are cheaper and the sting ability is as good as the claws. It doesn't get Rend or Rake, but having 1.5 the normal number of attacks seems to even it out.
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2011-07-27, 08:32 PM (ISO 8601)
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- Aug 2010
Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
Remember that you get 2 claws for 1 evo point. So you end up with 2 primary attacks for 3 points. Meanwhile it costs 2 points for a stinger upgrade (1 for tail, 1 for stinger). So it ends up costing 4 points for 2 primary attacks if you go the tail route. Plus with the bonus of rend... tends to be better over all to go with claws both for evo point useage and overall damage per round.
Last edited by Sylivin; 2011-07-27 at 08:33 PM.