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<blockquote data-quote="Satin Knights" data-source="post: 5841193" data-attributes="member: 6666968"><p>I like the high CON, and I am suggesting you keep it. But, there is a slight misconception that I need to clean up. When unfused, you would use the half-elf's CON score to calculate her hitpoints. When fused, you use the eidolon's CON score to compute the hitpoints for the half-elf and the temporary hitpoints for the eidolon. So, at fifth level, when you lose the eidolon suit for some reason, the half-elf is getting an instant boost in HP. I am suggesting you keep it as it is, because once you start going large at eighth level, you will not be suffering a large disparity in CON scores, and therefore not fall dead or unconscious from a condition similar to barbarian's "rage death". With half-elf CON of 19 and eidolon CON of 15:</p><p>Half elf = 51 = 8+4+5+4+5+(5*4)+5Toughness</p><p>Fused half-elf = 41 real = 8+4+5+4+5+(5*2)+5Toughness, eidolon = 30 temp = 5+6+5+6+(4*2)</p><p></p><p>When the large CON bonus kicks in of +4 CON, it means the fused and unfused HPs of the half-elf are the same, so you are safe. And SOTS is right, the fourth HD eidolon stat bump should go into CON. That is because the eidolon's CON drives both hit point pools while you are fused. Making that switch gains you another 5 real and 5 temp HP. The CON of the eidolon also drives the Fort save while fused.</p><p></p><p>As to other ideas: Buy two or three scrolls of Summon Eidolon. Sleep with one "under your pillow." It turns night surprise attacks into a one standard action issue.</p><p></p><p>I would put the Summon Minor Monsters as a spell you get a couple of scrolls of. Replace that with Shield. It gives you +4 AC, and if you are being repeatedly peppered with magic missile, you then have a defense. Or a second choice would be Expeditious Retreat. Changing your speed from 30' to 60' on land gives you far more battlefield control. The Expeditious Retreat will not affect your fly speed.</p><p></p><p>AC: 29 = 10 + 2 NA base + 4 NA lvl + 4 NA evo + 3 DEX +2 Shielded Meld(shield) + 4 Mage Armor</p><p>or if you add Barkskin and Shield, you are up to 33. More than enough to annoy the GM because you are untouchable. The Shield spell overlaps, but at an additional +2 and negating magic missiles (and force missiles), it is still worth it.</p><p></p><p>If you think you going too far overkill with the high AC,<span style="color: Gray">(hint you are)</span> swap Barkskin for Invisibility. Pay the extra 2 evolution points to get the wingless flight. Now, you can fly invisibly and quietly to make your surprise attack. Wingless flight also means your flight capability is not revealed while the opponent is still at long archery range. If you are wandering the forest with wings, you are <strong>the</strong> automatic primary target for everything that has a ranged weapon. It is worth it to sacrifice a stat increase evolution for the wingless flight.</p><p></p><p>The majority of your spells are self buffs. Never go past 16 with your CHA. I would even say take 5 build points out of CHA and put them in WIS so you are 14 and 14. By 13th level, I think you will be able to buy a +2 headband. Will saves are very important. If someone dominates you, the tank, the party faces a TPK possibility.</p><p></p><p>Weapon: I prefer the Lucerne Hammer and Cestus. 1) Reach, 2) with enlarge, 3d6 base damage + extended reach. Fighting enlarged with the lucerne hammer, you strike anything at 15-20'. You wear a cestus to hit anything in the 5-10' range. Going this route, you swap out one of your feats and take Combat Reflexes for more AoOs. Later in your career, when you combine it with Vital Strike, it is just fun to roll 6d6 as the weapon damage before bonuses.</p></blockquote><p></p>
[QUOTE="Satin Knights, post: 5841193, member: 6666968"] I like the high CON, and I am suggesting you keep it. But, there is a slight misconception that I need to clean up. When unfused, you would use the half-elf's CON score to calculate her hitpoints. When fused, you use the eidolon's CON score to compute the hitpoints for the half-elf and the temporary hitpoints for the eidolon. So, at fifth level, when you lose the eidolon suit for some reason, the half-elf is getting an instant boost in HP. I am suggesting you keep it as it is, because once you start going large at eighth level, you will not be suffering a large disparity in CON scores, and therefore not fall dead or unconscious from a condition similar to barbarian's "rage death". With half-elf CON of 19 and eidolon CON of 15: Half elf = 51 = 8+4+5+4+5+(5*4)+5Toughness Fused half-elf = 41 real = 8+4+5+4+5+(5*2)+5Toughness, eidolon = 30 temp = 5+6+5+6+(4*2) When the large CON bonus kicks in of +4 CON, it means the fused and unfused HPs of the half-elf are the same, so you are safe. And SOTS is right, the fourth HD eidolon stat bump should go into CON. That is because the eidolon's CON drives both hit point pools while you are fused. Making that switch gains you another 5 real and 5 temp HP. The CON of the eidolon also drives the Fort save while fused. As to other ideas: Buy two or three scrolls of Summon Eidolon. Sleep with one "under your pillow." It turns night surprise attacks into a one standard action issue. I would put the Summon Minor Monsters as a spell you get a couple of scrolls of. Replace that with Shield. It gives you +4 AC, and if you are being repeatedly peppered with magic missile, you then have a defense. Or a second choice would be Expeditious Retreat. Changing your speed from 30' to 60' on land gives you far more battlefield control. The Expeditious Retreat will not affect your fly speed. AC: 29 = 10 + 2 NA base + 4 NA lvl + 4 NA evo + 3 DEX +2 Shielded Meld(shield) + 4 Mage Armor or if you add Barkskin and Shield, you are up to 33. More than enough to annoy the GM because you are untouchable. The Shield spell overlaps, but at an additional +2 and negating magic missiles (and force missiles), it is still worth it. If you think you going too far overkill with the high AC,[COLOR=Gray](hint you are)[/COLOR] swap Barkskin for Invisibility. Pay the extra 2 evolution points to get the wingless flight. Now, you can fly invisibly and quietly to make your surprise attack. Wingless flight also means your flight capability is not revealed while the opponent is still at long archery range. If you are wandering the forest with wings, you are [B]the[/B] automatic primary target for everything that has a ranged weapon. It is worth it to sacrifice a stat increase evolution for the wingless flight. The majority of your spells are self buffs. Never go past 16 with your CHA. I would even say take 5 build points out of CHA and put them in WIS so you are 14 and 14. By 13th level, I think you will be able to buy a +2 headband. Will saves are very important. If someone dominates you, the tank, the party faces a TPK possibility. Weapon: I prefer the Lucerne Hammer and Cestus. 1) Reach, 2) with enlarge, 3d6 base damage + extended reach. Fighting enlarged with the lucerne hammer, you strike anything at 15-20'. You wear a cestus to hit anything in the 5-10' range. Going this route, you swap out one of your feats and take Combat Reflexes for more AoOs. Later in your career, when you combine it with Vital Strike, it is just fun to roll 6d6 as the weapon damage before bonuses. [/QUOTE]
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