Master Summoner / Eidolon Help


Advice


So I will be playing in a pirate game in the near future. After some careful thought & consideration from all the suggestions I've received to play, I'm thinking the Master Summoner might be the avenue I'd like to go down. It seems like this class has served the party the best in this type of campaign.

Especially, where right now as I understand it there are going to be 2-3 gunslingers in our party. And I would rather not be the meatstick. I've been there & done that. I'd rather do something else.

So I figured that the Master Summoner might be interesting from what everyone has been mentioning. I know I am going to go Half Elf to qualify for the Eldritch Heritage feat.

I need help on building an eidolon that is a small scout-type with high perception, stealth, the ability to swim and breathe underwater as well as the ability to fly.

And any help with building the Master Summoner I would appreciate as well. Thanks!


*bump

Grand Lodge

Master Summoners are amazing and I'd be glad that your GM would allow it.
Sounds like you'll want the small aquatic subtype from Ultimate Magic which gives it the ability to swim and breathe under water indefinitely right off the bat and you can use your evolution points to make it flying at 5th level.


Pathfinder Adventure Path Subscriber
Cruven Carter wrote:

Master Summoners are amazing and I'd be glad that your GM would allow it.

Sounds like you'll want the small aquatic subtype from Ultimate Magic which gives it the ability to swim and breathe under water indefinitely right off the bat and you can use your evolution points to make it flying at 5th level.

I am still new to the game so I could be wrong. Does not the Master Summoner take a hit regarding their Eidolon?

So most Eidolon abilities are available later?

Grand Lodge

Rerednaw wrote:
Cruven Carter wrote:

Master Summoners are amazing and I'd be glad that your GM would allow it.

Sounds like you'll want the small aquatic subtype from Ultimate Magic which gives it the ability to swim and breathe under water indefinitely right off the bat and you can use your evolution points to make it flying at 5th level.

I am still new to the game so I could be wrong. Does not the Master Summoner take a hit regarding their Eidolon?

So most Eidolon abilities are available later?

Yes, they're treated as 1/2 level (min 1) for abilities, hit dice, evolution pool, etc. So he'll have to choose wisely in his selections. Luckily he chose to be a half-elf summoner which gets to add an evolution point every four levels.


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Xander_21 wrote:

So I will be playing in a pirate game in the near future. After some careful thought & consideration from all the suggestions I've received to play, I'm thinking the Master Summoner might be the avenue I'd like to go down. It seems like this class has served the party the best in this type of campaign.

Especially, where right now as I understand it there are going to be 2-3 gunslingers in our party. And I would rather not be the meatstick. I've been there & done that. I'd rather do something else.

So I figured that the Master Summoner might be interesting from what everyone has been mentioning. I know I am going to go Half Elf to qualify for the Eldritch Heritage feat.

I need help on building an eidolon that is a small scout-type with high perception, stealth, the ability to swim and breathe underwater as well as the ability to fly.

And any help with building the Master Summoner I would appreciate as well. Thanks!

This was the build used in our Skull n Shackles campaign to great effect:

Half-Elven 20th level Master Summoner
Favored class option for Summoners, Arcane Training

Attributes: (20 point build)
STR - 8
DEX - 14
CON - 12
INT - 12
WIS - 10
CHA - 17 (+2 racial bonus, +1 at 4th, 8th, 12th, 16th & 20th level)

Traits:
Reactionary
Focused Mind

Feats:
1st - Extra Summons
1st - Skill Focus: Knowledge - Planes
2nd - Augment Summoning
3rd - Superior Summoning
5th - Extra Summons
7th - Improved Initiative
9th - Eldritch Heritage (Primal Air – Elemental Ray)
11th - Improved Eldritch Heritage (Primal Air – Elementalist Summoning)
13th - Extra Summons
15th - Extra Summons
17th - Eldritch Heritage (Primal Air – Elemental Movement: Flight)
19th - Quicken Spell

Skills: (3 ranks/level)
As desired, Swim and Profession: Sailor highly reccomended.

Elemental Air was chosen as the Eldritch Heritage feats of choice because the Primal version gives summoned creatures an additional +1d6 electrical damage per attack - that adds up fast - and the ability to Fly at will at 17th was nice.

I suggest that you pick some 'favorites' when it comes to summoned creatures and keep detailed cards on hand with their stats - our player summoned only elementals and that was more than enough for seemingly every situation.

Eidolon Evolutions by level:
The eidolon used by our Summoner was a biped, kind of of like an alien-looking sea elf with gossamer wings - the form is your choice, but remember that a creature without hands won't likely be able to make full use of UMD. Either way, make sure you select a small-sized eidolon to get the Stealth bonus. The Ability Score Increase at 5th was put into Charisma, the increases at 10th and 15th went into Dexterity. Skills were selected in line with the Skilled Evolutions taken (Stealth, Perception, UMD, Fly, etc.). Please note that the Scent evolution comes and goes based on available evolution points.

1st - 4th
Evolutions: (3)
Limbs - Arms (F), Limbs - Legs (F), Claws (F), Gills (1), Swim (1), Skilled - Stealth (1)

4th
Evolutions: (3)
Limbs - Arms (F), Limbs - Legs (F), Claws (F), Scent (1), Gills (1), Swim (1), Skilled - Stealth (1)

5th
Evolutions: (5)
Limbs - Arms (F), Limbs - Legs (F), Claws (F), Gills (1), Swim (1), Skilled - Stealth (1), Flight (2)

6th-7th
Evolutions: (6)
Limbs - Arms (F), Limbs - Legs (F), Claws (F), Gills (1), Swim (1), Skilled - Perception (1), Skilled - Stealth (1), Flight (2)

8th - 9th
Evolutions: (9)
Limbs - Arms (F), Limbs - Legs (F), Claws (F), Gills (1), Scent (1), Swim (1), Skilled - Perception (1), Skilled - Stealth (1), Skilled - UMD (1), Flight (2), Basic Magic - Detect Magic (1)

10th - 11th
Evolutions: (10)
Limbs - Arms (F), Limbs - Legs (F), Claws (F), Gills (1), Swim (1), Skilled - Perception (1), Skilled - Stealth (1), Skilled - UMD (1), Flight (2), Basic Magic - Detect Magic (1), [Aspect - Improved Natural Armor x2]

12th - 13th
Evolutions: (12)
Limbs - Arms (F), Limbs - Legs (F), Claws (F), Gills (1), Swim (1), Skilled - Perception (1), Skilled - Stealth (1), Skilled - UMD (1), Flight (2), Basic Magic - Detect Magic (1), Minor Magic - Obscuring Mist, Silent Image or Vanish (2), [Aspect - Improved Natural Armor x2]

14th - 15th
Evolutions: (13)
Limbs - Arms (F), Limbs - Legs (F), Claws (F), Gills (1), Scent (1), Swim (1), Skilled - Perception (1), Skilled - Stealth (1), Skilled - UMD (1), Flight (2), Basic Magic - Detect Magic (1), Minor Magic - Obscuring Mist, Silent Image or Vanish (2), [Aspect - Improved Natural Armor x2]

16th - 17th
Evolutions: (15)
Limbs - Arms (F), Limbs - Legs (F), Claws (F), Gills (1), Scent (1), Swim (1), Swim Speed (1), Skilled - Perception (1), Skilled - Stealth (1), Skilled - UMD (1), Flight (2), Flight Speed (1), Basic Magic - Detect Magic (1), Minor Magic - Obscuring Mist, Silent Image or Vanish (2), [Aspect - Improved Natural Armor x2]

18th - 19th
Evolutions: (17)
Limbs - Arms (F), Limbs - Legs (F), Claws (F), Gills (1), Scent (1), Swim (1), Swim Speed (1), Skilled - Perception (1), Skilled - Stealth (1), Skilled - UMD (1), Flight (2), Flight Speed (1), Basic Magic - Detect Magic (1), Minor Magic - Obscuring Mist, Silent Image or Vanish (2), [Aspect - Improved Natural Armor x2, Fast Healing or Spell Resistance]

20th
Evolutions: (17)
Limbs - Arms (F), Limbs - Legs (F), Claws (F), Gills (1), Scent (1), Swim (1), Swim Speed (1), Skilled - Perception (1), Skilled - Stealth (1), Skilled - UMD (1), Flight (2), Flight Speed (1), Basic Magic - Detect Magic (1), Minor Magic - Obscuring Mist, Silent Image or Vanish 3/day (4), [Aspect - Improved Natural Armor x2, Fast Healing or Spell Resistance]

If you have any questions about spell selection, in-game play, whatever, feel free to drop me a line.

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