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<blockquote data-quote="Chronologist" data-source="post: 5837392" data-attributes="member: 81796"><p>That's good advice StreamOfTheSky</p><p></p><p>For esoteric, I think stuff like energy immunity to all energy types, or ridiculous flight speeds is what he meant. I hope he doesn't have an issue with my current flight speed at any rate. If he does, I'll invest the evolution points into Skilled like you recommend.</p><p></p><p>While a higher charisma is usually better for a summoner, I think that 16 is enough so I can cast all the spell levels and have a couple of summon monster uses in reserve. Plus, I'll invest in a charisma-boosting item at higher level.</p><p></p><p>I kind of need every point of Constitution I can afford, though. As a tank with low Fort saves, every little bit makes it less likely a Save or Suck will affect me, and the hit points are vital to keeping my Eidolon active. I'd go down to 16 Con if the party had a reliable healer, but our Cleric player ended up playing a Sorcerer.</p><p></p><p>For spells, I chose Barkskin so I wouldn't have to rely on other party members for buffing, the same with Enlarge Person. I find it's better to not have to rely on items for your vital buffs, instead getting ones that supplement your abilities but aren't necessary.</p><p></p><p>What would you recommend I replace Summon Minor Monster with? Most of the level 1 summoner spells are pretty lackluster, it's only around level 3 that they get interesting.</p><p></p><p>The Strength increase is because I want the Eidolon to have the maximum strength possible, rather than constitution. Because I can sacrifice my own hit points to fuel the Eidolon, I don't see much point investing heavily into Con. In addition, the Eidolon has less hit dice than my Summoner, so constitution increases are more potent for her. Besides, with the Large evolution at 8th level, the +4 con bonus from that will tide me over for quite a while.</p></blockquote><p></p>
[QUOTE="Chronologist, post: 5837392, member: 81796"] That's good advice StreamOfTheSky For esoteric, I think stuff like energy immunity to all energy types, or ridiculous flight speeds is what he meant. I hope he doesn't have an issue with my current flight speed at any rate. If he does, I'll invest the evolution points into Skilled like you recommend. While a higher charisma is usually better for a summoner, I think that 16 is enough so I can cast all the spell levels and have a couple of summon monster uses in reserve. Plus, I'll invest in a charisma-boosting item at higher level. I kind of need every point of Constitution I can afford, though. As a tank with low Fort saves, every little bit makes it less likely a Save or Suck will affect me, and the hit points are vital to keeping my Eidolon active. I'd go down to 16 Con if the party had a reliable healer, but our Cleric player ended up playing a Sorcerer. For spells, I chose Barkskin so I wouldn't have to rely on other party members for buffing, the same with Enlarge Person. I find it's better to not have to rely on items for your vital buffs, instead getting ones that supplement your abilities but aren't necessary. What would you recommend I replace Summon Minor Monster with? Most of the level 1 summoner spells are pretty lackluster, it's only around level 3 that they get interesting. The Strength increase is because I want the Eidolon to have the maximum strength possible, rather than constitution. Because I can sacrifice my own hit points to fuel the Eidolon, I don't see much point investing heavily into Con. In addition, the Eidolon has less hit dice than my Summoner, so constitution increases are more potent for her. Besides, with the Large evolution at 8th level, the +4 con bonus from that will tide me over for quite a while. [/QUOTE]
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