Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Pathfinder Roleplaying Game
Pathfinder Society

Pathfinder Beginner Box

Pathfinder Adventure Card Game

Pathfinder Comics

Pathfinder Legends

PaizoCon 2014!

3-person summoner group viable?


Advice


Pathfinder Adventure Path, Modules Subscriber

Me and a friend were recently discussing it - what would you think about a three-person summoner group taking on one of these AP's, specifically two Master Summoners and a standard Summoner.

The standard Summoner would be mounted on his eidolon, carry a lance, use both Arcane Strike and Arcane Armor Mastery (eventually) and would take the orc bloodline Eldritch Heritage feats.

The two Master Summoners would customize their eidolons as skill monkeys, one likely a scout type (perception, flight, stealth) and the other a tinker of some sort (disable device, use magic device, some knowledges).

The only thing I see missing really is healing though theoretically they shouldn't be taking much damage... thoughts?


It is possible to be all summoners. So possible in fact I tried this once before.

As for healing? Summoners can cast the Infernal Healing line of spells. Have fun!


Don't Arcane Strike and Arcane Armor Mastery both require a swift action to use?


Pathfinder Adventure Path, Modules Subscriber
Darigaaz the Igniter wrote:
Don't Arcane Strike and Arcane Armor Mastery both require a swift action to use?

Yes, but if you're attacking with a weapon (Arcane Strike) then you probably aren't casting a spell (Arcane Armor Mastery)...


Pathfinder Adventure Path, Modules Subscriber
TarkXT wrote:

It is possible to be all summoners. So possible in fact I tried this once before.

As for healing? Summoners can cast the Infernal Healing line of spells. Have fun!

We might try Rise of the Runelords... just those three, though with 25 point buys to offset the lack of a 4th. Could be an interesting challenge - one worthy of a journal perhaps.

Lantern Lodge

Pathfinder Adventure Path, Roleplaying Game Subscriber

Assuming that you'd never need healing is usually one of those plans that does not long survive contact with the enemy.


LazarX wrote:
Assuming that you'd never need healing is usually one of those plans that does not long survive contact with the enemy.

Except summoners can heal as I already demonstrated. It's not cleric/oracle style healing but its there. Plus giving one of your eidolons an exceeding amount of UMD is pretty easy.


Pathfinder Adventure Path, Modules Subscriber
TarkXT wrote:
LazarX wrote:
Assuming that you'd never need healing is usually one of those plans that does not long survive contact with the enemy.
Except summoners can heal as I already demonstrated. It's not cleric/oracle style healing but its there. Plus giving one of your eidolons an exceeding amount of UMD is pretty easy.

Yeah, we're planning the Master Summoner eidolons now.

One will follow the concept of a small flying, swimming serpent with high Perception who can scout anywhere and mentally report back. Some minor magical ability will eventually be included.

Evolutions for scout by 17th level:

Eidolon #1 (Serpent - Scout), 17th
Evolutions (19): Scent (1), Skilled – Fly (1), Skilled – Perception (1), Skilled – Stealth (1), Skilled – Survival (1), Winged Flight (2), Increased Flight Speed x2 (2), Gills (1), Swim (1), Basic Magic – Stabilize (1), Minor Magic – Obscuring Mist (2), Major Magic – Cure Moderate Wounds x3 (5)

The other will follow the concept of a small gremlin-esque tinker with some knowledge and technical skills as well as some minor magical ability.

Evolutions for tinker by 17th level:

Eidolon #2 (Biped - Tinker), 17th
Evolutions (19): Climb (1), Skilled – Disable Device (1), Skilled – Knowledge: Arcana (1), Skilled – Knowledge: Dungeoneering (1), Skilled – Knowledge: Engineering (1), Skilled – Spellcraft (1), Skilled – Perception (1), Skilled – Stealth (1), Skilled – Use Magic Device (1), Basic Magic – Detect Magic x3 (3), Minor Magic – Vanish (2), Major Magic – Minor Image x3 (5)

Since we're playing half-elves and taking the favored class option for eidolons as well as taking four feats worth of Extra Evoluton as part of the build, we'll obviously have a lot to work with. Neither of these eidolons will ever be used in direct combat, though its possible that the tinker might develop a little wand collection he could use in a pinch - among those wands will always be a Wand of Cure Wounds, which should help with the healing aspect.

We've had a player drop out of a planned Rise of the Runelords campaign and right now we're seriously considering doing this, especially after seeing how effective well-played Summoners can be.


Pathfinder Roleplaying Game Subscriber

A one man master summoner party is so close to viable that of course a 3 summoner party will be. It'll be a cakewalk.

Lantern Lodge

Pathfinder Adventure Path, Roleplaying Game Subscriber

Smartly played it will be a cakewalk. With three of the most broken class in the game, it can't help but be one.


Pathfinder Adventure Path, Modules Subscriber
Cheapy wrote:
A one man master summoner party is so close to viable that of course a 3 summoner party will be. It'll be a cakewalk.

Heh - so you don't suggest boosting the attribute buy to 25 then to compensate for the missing player? Its my understanding that RotRL is a very deadly AP...


Pathfinder Adventure Path, Modules Subscriber
LazarX wrote:
Smartly played it will be a cakewalk. With three of the most broken class in the game, it can't help but be one.

I don't consider Summoners and Master Summoners broken. I consider them as having some unique bullets in their gun that experienced players can get good use out of... but I've seen Barbarian builds, Wizard builds, Sorcerer builds, etc. every bit as potent if in different ways.

Now Synthesists I consider broken because of the style of play they lend themselves to and Broodmasters I consider broken because they are almost unplayable... but we wouldn't be using either in our game anyway.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Companion Subscriber

I agree with Cheapy and LazarX. With three summoners and eidolons in the party, I think they will more or less romp through it.


Pathfinder Adventure Path, Modules Subscriber
Gerald wrote:
I agree with Cheapy and LazarX. With three summoners and eidolons in the party, I think they will more or less romp through it.

Only one of the eidolons will be a combatant, but as I said, in our Skull and Shackles campaign, the party's Master Summoner did some pretty amazing things, so we're optimistic.

If things get too easy, I'm sure adjustments will be made.


Don't forget that a great many summoned monsters can heal too.


Pathfinder Adventure Path, Modules Subscriber
Ravingdork wrote:
Don't forget that a great many summoned monsters can heal too.

Talking to the GM, we might limit ourselves to a specific type of summoned monsters... the one in our SnS campaign only ever summoned elementals for instance. We might do something similar for flavor purposes.

Lantern Lodge

Pathfinder Adventure Path, Roleplaying Game Subscriber
Wiggz wrote:
LazarX wrote:
Smartly played it will be a cakewalk. With three of the most broken class in the game, it can't help but be one.

I don't consider Summoners and Master Summoners broken. I consider them as having some unique bullets in their gun that experienced players can get good use out of... but I've seen Barbarian builds, Wizard builds, Sorcerer builds, etc. every bit as potent if in different ways.

Now Synthesists I consider broken because of the style of play they lend themselves to and Broodmasters I consider broken because they are almost unplayable... but we wouldn't be using either in our game anyway.

I've been on PFS scenarios with my Summoner. With another Summoner in the party, I break modules without even intending to. And I'm not even a Synthesist, just a mere Evolutionist.


It would be a breeze with 2 Summoners at 25 point buy.


Just a note: RotRL is not a PFS scenario. There are points in the second and third books especially that will make you regret existence.

Paizo / Messageboards / Paizo Publishing / Pathfinder® / Pathfinder RPG / Advice / 3-person summoner group viable? All Messageboards

Want to post a reply? Sign in.

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.