[RPG] How to match up an evolving eidolon with the desired look and feel

pathfinder-1esummoner

When you create an eidolon in Pathfinder, it gets evolutions including limbs and such over time. But if you have a specific form in mind for your eidolon and would prefer it to not change so much visually over time, how can you make that happen?

For example, I am creating a serpentine eidolon that I would like to resemble a Lamia Matriarch ultimately. As such, I would like it to have arms and fight with a martial weapon (scimitar probably).

I'm pretty sure this is impossible straight from level 1: Limbs 2pts, Martial Weapons 4pts, and I have only 3 to spend. I was thinking I could use the one Feat to give Martial proficiency in Scimitars, but then it would be stuck with using that specific weapon type only or until I do pay for the weapon evolution… but then I've wasted a feat.

So I'm thinking I can wait until level 2 where I could spend my 4 points on Limbs and Simple Weapon Proficiency and have it use some staff or mace until it learns to use something better.

My problem is what to do for now: buy the Limbs and keep 1 point? What could it do with the limbs since it has no Slam and cannot use any weapon properly? Maybe I can still have it use weapons with the non-proficiency penalty…? Seems inefficient.
What if I don't buy the limbs yet? Could I skin it as it having vestigial arms too weak to hold anything? I somehow don't think "no arms" will work for me; I want it to look like the lamia throughout its development.

Best Answer

This is a good question - I was just messing with speccing some summoners and eidolons myself this week and it's hard - the more you care about the visuals of your eidolon the harder the evolution mechanic is on you.

For example, I made an Ekujae elf with a panther type eidolon (quadruped) - but eventually by mid levels I was finding myself considering taking gore or tentacles or other weird additions to get more attacks, even though I really just wanted it to look like a panther. Then I was making another for a Shoanti aasimar type and I wanted a couatl look to the pet (serpentine), but you can't get wings till later and the attacks problem manifests itself even worse there.

Luckily, you can skin things however you want, basically, as long as the result is "rules compliant." I decided I'd describe the panther's gore as a second bite and the couatl's wings as "too small to make it fly" for some levels. Unless your GM is a punk they should be down with that.

In your case, you have a couple options.

  1. The eidolon can use weapons at level 1 - it's just not proficient in them! So it takes the nonproficiency penalty. Sucks in combat but it'll get better at level 2 where you can afford arms and simple weapon.
  2. Use your feat for a weapon proficiency. There's little reason for an eidolon to use a diversity of weapons, you may as well pick one and have her use one or two or more. (A lamia type could evolve into a marilith type easily). Using the feat is usually considered a way better deal than burning 4 EPs. In fact, you can pull exotic weapon prof for the same price if you do that. I'd recommend using light weapons so she can do them in all hands, maybe the wakizashi or quadrens.
  3. Don't use serpentine, use biped. Way way higher strength. Get a tail and tail slap at level 1 and then - just don't use the legs! Describe her as slithering with a tail. (Hell, you don't actually need to buy the tail for that, you can skin the legs as a tail and hooves or whatnot as a tail slap).

Biped large four armed, tailed eidolon at level 12 (power attack activated):

Serpentor the Eidolon
Biped (Slam)
N Large Outsider
Init +3; Senses darkvision 60 ft.; Perception +12


Defense

AC 26, touch 12, flat-footed 23 (+3 Dex, -1 size, +14 natural)
hp 99 (+45)
Fort +11, Ref +6, Will +6 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion

Offense

Speed 30 ft.
Melee +2 Wakizashi +16/+11 (1d8+19/15-20/x2) and
   +2 Wakizashi +16 (1d8+10/15-20/x2) and
   +2 Wakizashi +16 (1d8+10/15-20/x2) and
   Slam (1 extra at -5) (Slam) +11 (1 extra at -5) (3d6+8/x2) and
   Tail slap (Tail Slap) +11 (2d6+8/x2)
Space 10 ft.; Reach 10 ft.

Statistics

Str 32, Dex 17, Con 20, Int 7, Wis 10, Cha 11
Base Atk +9; CMB +18; CMD 34
Feats Combat Reflexes (4 AoO/round), Exotic Weapon Proficiency (Wakizashi), Improved Critical (Wakizashi), Multiweapon Fighting, Power Attack -3/+6
Skills Acrobatics +3 (+5 to balance), Climb +20, Fly +1, Perception +12, Stealth +11, Swim +20; Racial Modifiers tail
Languages Common
SQ devotion +4, magic/aligned attacks, multiattack / extra attack
Other Gear +2 Wakizashi, +2 Wakizashi, +2 Wakizashi, Belt of physical might (Dex & Con +2), You have no money!

Special Abilities

Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Magic/Aligned Attacks (Ex) Your natural attacks are magic and share your alignment.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Tail (Ex) Tail grants +2 Acrobatics checks for balance.