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Help with my Sarkoris God-caller....


Advice


I have been working on an idea for a Kellid "God-caller" ever since I read the Sarkoris enrty in Lost Kingdoms.

Here is my delema.

First worlder get's me almost everything of importance for the flavor...
Fey eidolone, Summon nature ally to replace summon monster (but I still retain SM on my spell list, so can do both)....but my eidolon is a bruiser 0_O

This picture was the insperation for the eidolon by the way "Fluffy"

I know the First worlder is not horribly popular, due to how badly it gimps the eidolon.....and I have looked at the Wild Caller....

But Wild Caller takes to many things central to the idea away (no SM on spell list, restricted evolutions like Large and DR) and It's a human, although the GM would probably OK the Archytype if that was the only issue.

Only solution I can come up with is to....
A) Find a way to get Summon Natures Ally on my spell list, and not worry about taking an archytype.

B) Find as many feats that the eidolon qualifies for to mitigate the nerfing to HP and BA that the First worlder does.

If I go the "B" route.....should I worry about feats like Toughness ?
Or should I just try to bump AC enough that I'm not taking damage as often...

Aside from Weapon Focus....are there other feats that I should look at to help me gain back some of the hit to my BA ?


I just found the feat that was ratteling around in the back of my head, as a means of getting Summon natures ally (Extra Arcana)....
It only allows for extra spells from your existing spell list (why I keep thinking it let's you gain spells from other spell lists is a mystery)...

So plan "B" it is....


Not a single suggestion ???

is the idea that boring ?

Cheliax

Pathfinder Roleplaying Game Subscriber

Just swap the Summon Monster ability of a normal summoner out for Summon Nature's Ally. There's a half-elf (or elf?) archetype in the ARG that does just that, so it's been deemed a balanced choice by the devs.


xn0o0cl3 wrote:
Just swap the Summon Monster ability of a normal summoner out for Summon Nature's Ally. There's a half-elf (or elf?) archetype in the ARG that does just that, so it's been deemed a balanced choice by the devs.

That's the Wild Caller mentioned above.....

It also removes Summon Monster from your spell list, and prohibits certain evolutions (Large, & DR to name a few).

All in all I would rather take the wild caller....but I really see this eidolon as large, and having DR.....the summoner is also not a half elf;)

Cheliax

Pathfinder Roleplaying Game Subscriber

Ooo, well, I wouldn't see any problem with just swapping out the Summon Monster for SNA. Even leaving Summon Monster on the spell list wouldn't be very over-powered. You get more versatility, sure, but you have to give up precious spells known to learn them, you're a 6-level caster so you're SM spells are almost always behind the power curve, and you can't have them out at the same time as your SNA. (That last one needs to be fact-checked, but I'm pretty sure it's true). A little better than usual, yea, but not unbalancing.

Although the Wild Caller doesn't actually ban the large evolution, so if there's nothing else that's too integral to your character concept that you'd be missing out on, I'd say just go with that.


xn0o0cl3 wrote:
Although the Wild Caller doesn't actually ban the large evolution, so if there's nothing else that's too integral to your character concept that you'd be missing out on, I'd say just go with that.

Huh....I was certain I had seen large on the list....but i just re-checked and your right.

DR is the only banned evolution that I really would prefer to take.

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