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For fun faux-mmoner


Advice


Pathfinder Card Game, Modules Subscriber

So for my next PFS character, I am thinking about building some sort of arcane caster. The concept I ended up deciding on is a caster that specialized in Conjuration spells. My biggest dilemma is whether I make him a Wizard or a Sorcerer. I am vehemently against making a Summoner (vanilla or master summoner alike)

Wizard build:
Elf, with Arcane Focus alternate racial trait
Specialized School: Teleportation (Conjuration)
Opposition Schools: Necromancy, Illusion
Arcane Bond: Familiar (toad)
Traits: Master of Pentacles (Cheliax) 1/day add +2 to caster level when determining duration of conjuration spell
Feat: Spell Focus (enchantment) - after summoning, I want him to focus on debuffing. But enchantment school bonuses were kinda lame, as is Spell Focus (conjuration).

Pros: lots of skill points (good for PFS)
Prepared caster, so I can swap other spells in a pinch
Teleportation lvl 1 power is really nice to avoid casting in combat.
at level 1 summons last 3 rounds (specialization and trait)

Cons: lower spells per day (3 total at level 1)

Sorcerer build:
Halfling, with Fleet of Foot alternate racial trait
Archetype - Wildblooded
Bloodline: Bedrock (summoned monsters have DR x/Adamantine)
Bloodline power: Tremor (trip attack using CHA and Sorc level)
Traits: Master of Pentacles (Cheliax) 1/day add +2 to caster level when determining duration of conjuration spell
Feat: Spell Focus (enchantment) - after summoning, I want him to focus on debuffing. And Spell Focus (conjuration) is kinda lame.

Pros: More casts per day (4 at lvl 1)
trip attack BL power meshes well with "debuffer"/battlefield control idea
Tremorsense after lvl 9

Cons: very few skills
less HP
at lvl 1 summons last 2 rounds (trait)

-------------

Both builds will eventually go for some Persistent Metamagic Rods to buff up their ability to land those Will saves and Greater Spell Focus.


You should get spell: Focus Conjuration than at 3rd level get Augment Summoning. Also there are good debuff spells in the conjuration school that debuffs. Grease, Pits spells, Wall of stone, etc.. They all requiring a saving throw so SF: Conjuration is not lame at all.


Pathfinder Card Game, Modules Subscriber

I am indeed probably grabbing some pit spells, so was thinking of grabbing SF: conjuraton at 3rd.

Did miss Augment Summoning, so might reconsider indeed. This is why I post here first :)


Just a note on the teleportation power. While it is nice, it does not helpt that much in avoiding casting in combat, because your turn ends when you use it. Most tend to forget this rule.

I think the wizard is the most optimal choice, though. Specializing in summoning already gives you good flexibility, which means you gain less from being a spontaneous caster. You also get your summon spells 1 level early.


Why do you choose the teleportation sub-school and a trait to augment the duration of your conjuration spells ??

The conjuration school gives you Summoner's charm at level 1 (add 1/2 your wizard levels to your summoning spells duration, minimum 1). All your summons last 2 rounds at level 1. The higher level you are, the better it is and at 20th level one of your summon is permanent, it's like a free Leadership feat.

Moreover the 1st level power of teleportation school is quite redundant with Dimensional Steps.

SPell Focus (conjuration) is never a waste => you have lots of control spells requiring ST, and you get Augment summoning at level 3.


If you do decide on sorcerer you should play a human, their alternative racial is just unbelievable. One extra spell known per level is just too good to not consider.


I'd go human for the wizard too so you can start with augment summon an augmented celestial or fiendish eagle for 2 rounds at level 1 is a nice way to ruin anyone's day.


Pathfinder Card Game, Modules Subscriber
Noir le Lotus wrote:
The conjuration school gives you Summoner's charm at level 1 (add 1/2 your wizard levels to your summoning spells duration, minimum 1). All your summons last 2 rounds at level 1. The higher level you are, the better it is and at 20th level one of your summon is permanent, it's like a free Leadership feat

Summoner's charm is still present when you select Teleportation sub-school. It only replaces the (in my opinion, mediocre) acid dart ability.

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