Making a summoner for the first time


Advice


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So I'm finally getting around to making a summoner. His concept is that he believes he's djinn-touched. He thinks the djinn have given him a young djinn to raise to power and bring himself to power so that eventually the djinn will look favorably upon him and raise him up as a djinn himself. Any suggestions for spells, evolutions, etc? Starting level is 3

Sovereign Court

Matt Stich wrote:
So I'm finally getting around to making a summoner. His concept is that he believes he's djinn-touched. He thinks the djinn have given him a young djinn to raise to power and bring himself to power so that eventually the djinn will look favorably upon him and raise him up as a djinn himself. Any suggestions for spells, evolutions, etc? Starting level is 3

Curiosity question.

Are the Dijin and the summoner romantically involved or are you planning this? Because I never thought about eidolon being more inteligent than lets say: a pokemon, and now you sprung with this interesting concept of having an highly inteligent eidolon.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Grandmikus wrote:
Matt Stich wrote:
So I'm finally getting around to making a summoner. His concept is that he believes he's djinn-touched. He thinks the djinn have given him a young djinn to raise to power and bring himself to power so that eventually the djinn will look favorably upon him and raise him up as a djinn himself. Any suggestions for spells, evolutions, etc? Starting level is 3

Curiosity question.

Are the Dijin and the summoner romantically involved or are you planning this? Because I never thought about eidolon being more inteligent than lets say: a pokemon, and now you sprung with this interesting concept of having an highly inteligent eidolon.

No, the djinn came to him in a dream and told him the ritual of summoning a specific young djinn to his side and told him he was tasked to raise him. Keep in mind, the base Int for a biped eidolon is 7, which isn't smart, but it's equivalent to a young person. at 5, 10, 15 I'm going to add +1 to it's int score for thematic reasons. I'm playing like they're the same age but teaching each other. The summoner in question will be young and rash. But I'm looking for suggestions for evolutions that would fit the theme.


I adore this idea and really want to help you out, so here goes:

The first, and biggest problem you're going to face is that Eidolons function spectacularly as one of two things: physical monsters and skill monkeys. Your problem here is that Djinn, as per their monster entry, don't like physical combat at all. They prefer tactics of magic and/or trickery.

So you can take this and go a couple ways with it:

Combat Monster: This is going against the core fluff of the Djinn as a race, but it's really where the eidolon shines brightest. Focus on the eidolon's ability to use a falchion and maybe pick up one or two of the magic evolutions just to round it out. I recommend against this option because it doesn't really feel like you're actually trying to raise up a young djinn with any regard to its own society and customs.

Spellcasting Trickster: This sticks more closely with the Djinn by the books. Spend most of your points on the evolutions that grant spell-like abilites. Minor Magic gives you the chance to get both Vanish and Silent Image, which are perfect. Dimension Door and Incorporeal later on both make good choices, too. You'll run into a lot of issues with this concept because you simply won't have enough spells to make it really worth the effort. Perhaps invest your eidolon in Use Magic Device and shore up his offense with magic items?

Skill Monkey: This is the fun one, and keeps your core concept fully in tact. You'll want to take the Master Summoner archetype. This means you can keep your Djinn eidolon true to his nature and have him kip off (unsummoned), vanish, or simply skirt the edges of combat while the "lesser beings" handle things for him. You'll be able to have a Summon Monster out with your eidolon so you'll never lack for combat potential. It also means that you can pick up some great knowledges, use magic device, and anything flavorful/marginally useful (spells) on your eidolon without worrying that you'll suffer overall. Your little Djinn is going to be much weaker than the other two concepts but your build overall is significantly stronger and as true as possible to your character concept.

Hope any of that helps.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Sean FitzSimon wrote:

I adore this idea and really want to help you out, so here goes:

The first, and biggest problem you're going to face is that Eidolons function spectacularly as one of two things: physical monsters and skill monkeys. Your problem here is that Djinn, as per their monster entry, don't like physical combat at all. They prefer tactics of magic and/or trickery.

So you can take this and go a couple ways with it:

Combat Monster: This is going against the core fluff of the Djinn as a race, but it's really where the eidolon shines brightest. Focus on the eidolon's ability to use a falchion and maybe pick up one or two of the magic evolutions just to round it out. I recommend against this option because it doesn't really feel like you're actually trying to raise up a young djinn with any regard to its own society and customs.

Spellcasting Trickster: This sticks more closely with the Djinn by the books. Spend most of your points on the evolutions that grant spell-like abilites. Minor Magic gives you the chance to get both Vanish and Silent Image, which are perfect. Dimension Door and Incorporeal later on both make good choices, too. You'll run into a lot of issues with this concept because you simply won't have enough spells to make it really worth the effort. Perhaps invest your eidolon in Use Magic Device and shore up his offense with magic items?

Skill Monkey: This is the fun one, and keeps your core concept fully in tact. You'll want to take the Master Summoner archetype. This means you can keep your Djinn eidolon true to his nature and have him kip off (unsummoned), vanish, or simply skirt the edges of combat while the "lesser beings" handle things for him. You'll be able to have a Summon Monster out with your eidolon so you'll never lack for combat potential. It also means that you can pick up some great knowledges, use magic device, and anything flavorful/marginally useful (spells) on your eidolon without worrying that you'll suffer overall. Your little Djinn is going to be...

Instead of a falchion, I'm going to keep with the theme and give him a scimitar, maybe a large one, not sure yet. I love the idea of a skill monkey, but for my first summoner I'd like to keep it vanilla summoner. I think I'll try out the spellcasting trickster, and get him flight as soon as I can.

Obviously half-elf is the best race mechanically, but I'm not sure thematically. For desert races, dwarf seems like it will work, but I don't like the cha penalty for a cha caster.


Matt Stich wrote:

Instead of a falchion, I'm going to keep with the theme and give him a scimitar, maybe a large one, not sure yet. I love the idea of a skill monkey, but for my first summoner I'd like to keep it vanilla summoner. I think I'll try out the spellcasting trickster, and get him flight as soon as I can.

Obviously half-elf is the best race mechanically, but I'm not sure thematically. For desert races, dwarf seems like it will work, but I don't like the cha penalty for a cha caster.

If you're going for a desert theme I'd probably rule out the dwarves right away. They're very much the "underdwellers" of the surface, and I don't get a desert vibe at all. I see Humans, Half-elves, and Half-Orcs being the most likely to be desert dwellers- humans for being so prolific, half-elves for their adaptability, and half-orcs for their willingness to get away from the other races and sturdy nature.

Don't take flight too early in your eidolon's career. Yes, it's very appropriate but all the flight in the world won't do you any good if you don't have at least a mediocre offense to back it up. Since you'll be taking supernatural flight it'll cost you 4+ points, which is half of your pool at 5th level.

For the summoner itself you really should consider Eldritch Heritage. It's chalk full of flavor and grants you mechanical aspects that back up your character's belief that he is djinn-touched. Qualifying for the feats is a cinch, too. Humans and Half-Elves can get Skill Focus for free so it's almost a gimme. Djinn and the Air Elemental bloodlines are the most appropriate for your concept. The only actual difference between them is that Djinn let's you become a whirlwind (as Djinn do) while Air Elemental gives you a fun blast. Interestingly, the Djinn bloodline gives resistance to electricity and not acid.

Liberty's Edge

There was a PC race in 3.5 that were desert-dwellers. I think I remember them being able to earth-glide through sand. They were from the desert-themed splatbook.

Dark Archive

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Grandmikus wrote:
Because I never thought about eidolon being more intelligent than lets say: a pokemon

Alakazam has an IQ of 5,000.

PokéNerd AWAY!

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