Two man party


Advice

Grand Lodge

Hi there folks

We are trying to start a party of two players for the Council of Thieves AP so we will focus with more urban classes for this.

What do you guys think will be a good combo of classes for a two man party

Thx for any advice


Personally I would vote for a paladin for the martial healer role with good saves and an alchemist for area dps and buff role. Failing that then two gestalt builds.


When I was in a brief 2-man party, I played a Magus and my friend played an Ancestral Oracle. Worked pretty well until I used Shocking Grasp on a golem. I was still new enough not to know that was a bad idea even out of character... I learned pretty quick though.

Besides those two, and the aforementioned Paladin and Alchemist, I think Druids would fit a 2-man party well also, they're pretty well-rounded.


Pathfinder Adventure Path Subscriber

Well a great deal will depend on your GM.

A Wildblooded (Sylvan) Sorcerer would be good in covering more than one role as she would be a full caster with a combat pet (albeit level -3). Take the Boon Companion feat and your pet is full level.

On the divine side you would get something similar with an Oracle with the Lunar Mystery.

With both your 2 person party would have full divine and arcane spell-casting plus two combat pets.

If on the other hand, your GM is going to scale the encounters...this AP just screams for a rogue ;) or similar. Perhaps a bard or an alchemist?

Summoner is also a good choice.

Grand Lodge

Alec Keeler wrote:

When I was in a brief 2-man party, I played a Magus and my friend played an Ancestral Oracle. Worked pretty well until I used Shocking Grasp on a golem. I was still new enough not to know that was a bad idea even out of character... I learned pretty quick though.

Besides those two, and the aforementioned Paladin and Alchemist, I think Druids would fit a 2-man party well also, they're pretty well-rounded.

I consider myself a big noob, but what happened before the shocking grasp???

Grand Lodge

Rerednaw wrote:

Well a great deal will depend on your GM.

A Wildblooded (Sylvan) Sorcerer would be good in covering more than one role as she would be a full caster with a combat pet (albeit level -3). Take the Boon Companion feat and your pet is full level.

On the divine side you would get something similar with an Oracle with the Lunar Mystery.

With both your 2 person party would have full divine and arcane spell-casting plus two combat pets.

If on the other hand, your GM is going to scale the encounters...this AP just screams for a rogue ;) or similar. Perhaps a bard or an alchemist?

Summoner is also a good choice. Good spell selection, powerful pet, decent skill selection. The Eidolon, along with helping with combat action economy is fully sentient so you can play him as almost another character.

That seems interesting, how can i make a Bard a decent frontliner for this setup? Prefer the bard than the rogue for the versatility with spells and stuff

Have some concerns with the sorcerer even with the animal companion i think that ill need more defense for only 2 players, going to play with hero lab to have a look at him. Maybe another more fronline arcane will be a Magus or Skald? I just dont know a lot of their perks


Running a fun little evil campaign where the 2 characters are serving the goddess of death and darkness. They are an anti-paladin and inquisitor. The AP is pretending to be a noble and the inquisitor is pretending to be his bodyguard and man servent. The exasperated looks of the inquisitor over the foppish antics of the ap is proving quite fun and they are proving to be a quite effective duo. :)


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I think an inquistor and a cleric would probably do pretty well. Especially if you both take the animal domain.


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A slayer and a investigator.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber
David Neilson wrote:
I think an inquistor and a cleric would probably do pretty well.

Beat me to the punch. An oracle could sub in for cleric as well, to be the heavy armored healer. The inquisitor is the skills guy while also being able to handle combat.


Are you allowed to use Inner Sea Prestige Classes?

If so, I would probably use an Arcanist with the Pathfinder Savant to add some divine spells to the arcanist list, giving you the ability to fulfill a broader role and using cure light wounds wand between fight for some healing support if needed.

As for the 2nd class, I would recommend combining this with an Inquisitor as it is a strong well-balanced class that allows to be a face, a solid frontliner with decent damage and versatility.

Grand Lodge

Cap. Darling wrote:
A slayer and a investigator.

That look very interesting and fun, but the lack of spells kinda frek me out


Prometeus wrote:
Cap. Darling wrote:
A slayer and a investigator.
That look very interesting and fun, but the lack of spells kinda frek me out

The investigator have pseudo spells with alchemy.


A cleric with the Conversion or Reformation Inquisitions can be a social powerhouse along with already being at least decent at multiple other things. Such a Cleric with Guided Hand or a heavy Dual Talent ability split can be quite good at a lot of things...


Pathfinder Adventure Path Subscriber
Prometeus wrote:
Rerednaw wrote:
Well a great deal will depend on your GM...

That seems interesting, how can i make a Bard a decent frontliner for this setup? Prefer the bard than the rogue for the versatility with spells and stuff

Have some concerns with the sorcerer even with the animal companion i think that ill need more defense for only 2 players, going to play with hero lab to have a look at him. Maybe another more fronline arcane will be a Magus or Skald? I just dont know a lot of their perks

Again not sure if this works for your game. My suggestion was trying to alleviate the action economy issue.

The core assumption party is fighter, rogue, wizard, cleric.
Oracle, Sorcerer, plus 2 combat pets gets you closer to this.

Non-pet classes can do well, but the action economy will cause a severe handicap unless your GM takes this into account and tailors the game around the two of you.

A melee combat bard is somewhat less squishy than a sorcerer but not having a pet hurts a bit.

If I were building a melee bard I'd probably go the Dawnflower Dervish route. Do note that this combat-heavy archetype does impact the bard's other strengths such as his knowledge background. Pick up Arcane Strike feat for some additional damage every round as a swift action. With double bonuses from the bardsong plus Arcane Strike plus dex to damage with Dawnflower Dervish, you will save on stat points by being able to have a modest strength and focusing more on Dex. Focusing on Dex also increases your defenses (Reflex and AC).

Magus is also an option. Being a hybrid like the bard he can manage several roles.

Downside on playing both a bard and a magus means very little divine or healing support plus it means giving up a good portion of your casting progression. It's a trade off. And again, the hit on action economy cannot be underestimated.

If you decide on magus you need to decide on vanilla magus, dex magus, str magus, kensai, hexcrafter and so forth. Each has their strengths and weaknesses. Personally I prefer the hexcrafter because of access to the mighty witch hexes. Kensai works if you like having the extra focus on melee combat.


This is a case where I'd ask if I could use 3.5 material and bring in a Factoum. They were from Dungeonscape and they were a class that were great for soloing. As with many of the late-era 3.5, they can match a Pathfinder class. Essentially, they start out like a bard, second best at everything. But they know enough tricks to match an expert in their field for a short time. They get a couple arcane spells with full caster level, healing a few times a day, martial weapons and the ability to boost damage a few times, trapfinding, etc.

Factotum
Factotum Handbook

Grand Lodge

Rerednaw wrote:
Prometeus wrote:
Rerednaw wrote:
Well a great deal will depend on your GM...

That seems interesting, how can i make a Bard a decent frontliner for this setup? Prefer the bard than the rogue for the versatility with spells and stuff

Have some concerns with the sorcerer even with the animal companion i think that ill need more defense for only 2 players, going to play with hero lab to have a look at him. Maybe another more fronline arcane will be a Magus or Skald? I just dont know a lot of their perks

Again not sure if this works for your game. My suggestion was trying to alleviate the action economy issue.

The core assumption party is fighter, rogue, wizard, cleric.
Oracle, Sorcerer, plus 2 combat pets gets you closer to this.

Non-pet classes can do well, but the action economy will cause a severe handicap unless your GM takes this into account and tailors the game around the two of you.

A melee combat bard is somewhat less squishy than a sorcerer but not having a pet hurts a bit.

If I were building a melee bard I'd probably go the Dawnflower Dervish route. Do note that this combat-heavy archetype does impact the bard's other strengths such as his knowledge background. Pick up Arcane Strike feat for some additional damage every round as a swift action. With double bonuses from the bardsong plus Arcane Strike plus dex to damage with Dawnflower Dervish, you will save on stat points by being able to have a modest strength and focusing more on Dex. Focusing on Dex also increases your defenses (Reflex and AC).

Magus is also an option. Being a hybrid like the bard he can manage several roles.

Downside on playing both a bard and a magus means very little divine or healing support plus it means giving up a good portion of your casting progression. It's a trade off. And again, the hit on action economy cannot be underestimated.

If you decide on magus you need to decide on vanilla magus, dex magus, str magus, kensai, hexcrafter and so forth. Each has...

Playing with hero lab i managed to build a pretty decent Inquisitor with the Sanctified Slayer and Heretic archetype, and with Fur Domain this will be a very well rounded character for all purposes.

For the other character was consider your sugestions and with a class with pet in mind the Sorcerer, Druid and Ranger come to my mind, maybe a Hunter too.

The problem i see with the sorcerer is in the skills department and durability and maybe with the synergy with the inquisitor


If you are looking at sorcerer? I suggest giving the Arcanist a look. In middel to late game a flexible arcane full caster is not all bad.

Silver Crusade

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Second what people said about increasing action economy. If you both have a pet that really helps: now there are 4 of you, which is what adventures are written for.

An animal companion (AC) can provide a huge defensive benefit for any character, if you use it that way. This means more than just using it as a meatshield. For example, an AC can have reach, and your character can ride it. That's terrific defense, because anything wanting to get close to you takes an AoO (which may be a trip!) from your AC, plus your mobility is excellent. Here's one option that gives a Sylvan Sorcerer, Lunar Oracle, or any other pet class (Inquisitor, Cleric, Paladin, Druid, etc) pretty good melee combat ability on the side without interfering with casting ability. That approach hugely benefits action economy, which is the primary weakness of a 2-man party.

The primary roles your team needs to cover are:

Battlefield Control aka Anvil: locks down foes. E.g. Web, glitterdust, pits, summoned monsters, reach weapon, etc.

Support & Healing aka Arm: Buff & heal the party. Can often fill a strong secondary role as either of the other two roles.

Inflict HP Damage aka Hammer: Whack things with a big stick, archer, blaster-style spellcaster, etc.

Your ideal composition is 2 Hammers, 1 Anvil, and 1 Arm. It will be tricky to cover all three roles with only 2 PCs and some animal companions. It can be done. If you have two animal companion, and both are built as Hammers with reach (for extra battlefield control) then, together, they can nicely fill the Hammer role. That leaves one PC as a dedicated Anvil, and the other as a dedicated Arm. So long as one or both of you can also inflict HP damage you should be OK.

The best Arm classes are full divine casters (Cleric or Oracle) & Bards. Bardsong, aka Inspire Courage, is totally worthwhile if all 4 of you have combat ability. The Evangelist Cleric is the lovechild of a bard and a cleric, and is a natural for the Arm role. Feather domain is flat-out better than Fur.

Arcane spellcasters make the best anvil, although other classes can certainly do it well. E.g. A Cleric of Horus with Variant Channeling (Rulership) can Daze & Damage all foes in 30 feet, which is terrific battlefield control. Normally that character approach is overpowered, because it makes for both a great anvil & a strong Arm, but that might be the perfect power-up for such a small team.

Every class can be a hammer, although some are better at it than others.

Your group is going to be quite weak, with only 2 full PCs. Pathfinder characters are strongest when they remain single-class, and the Tier I casters (Wizard, Druid, Cleric) are the strongest classes. With only two PCs you want to pick strong classes.

Example of a very powerful PC able to two-team effectively:

Start with an Evangelist Cleric of Horus. Choose the Feather Domain, for the AC and for flight. Choose to channel negative energy, and choose Variant Channeling (Rulership). You will want the feats Your Choice (Human) suggest Flagbearer, Paired Opportunists (1st), Selective Channeling (3rd), Boon Companion (5th), Quick Chanel (7th).

If you chose the Flagbearer feat at 1st level then around 7th level you want to buy the magic item Banner of the Ancient Kings. This will give your entire team a +5 +5 combat bonus.

At low levels you will rely on your spells and your martial competence (from STR14 & longspear & inspire courage & flagbearer & buff spells). At 3rd level your Daze-and-damage effect comes online, for a huge offensive power boost. At 5th level your Pet comes fully online. You will always prepare some Cure x Wounds spells, and also leave a spell slot open at every level.

Your first combat round might look like this: start Inspire Courage, move to tactical location, hope to get an AoO.

By 7th level this will be: you Channel to Daze and Damage; You start Inspire Courage as a Move action; Pet attacks, moves, and fishes for AoOs; you both take AoOs. In one round you can simultaneously & effectively fill the roles of Arm, Anvil, and Hammer.


Rerednaw wrote:


If I were building a melee bard I'd probably go the Dawnflower Dervish route. Do note that this combat-heavy archetype does impact the bard's other strengths such as his knowledge background. Pick up Arcane Strike feat for some additional damage every round as a swift action. With double bonuses from the bardsong plus Arcane Strike plus dex to damage with Dawnflower Dervish, you will save on stat points by being able to have a modest strength and focusing more on Dex. Focusing on Dex also increases your defenses (Reflex and AC).

Adding a level of Urban Barbarian to dawnflower dervish helps out a lot. Besides the Fort and hit point, you get crowd control, useful when you are outnumbered. Their controlled rage also stacks well with your performance. You can add all 4 to dex it get a bonus to attack, damage, and AC.

I suggest only taking one dip level and then boosting rage rounds with the occasional feat.

---

Also, am I the only one with Oingo Boingo in my head?

It's a two man party
Who could ask for more?
Everybody's dyin'; leave your body at the door
Leave your body and soul at the door...

Silver Crusade

2 Half Elves, both with Arcane Training. One could take the wizard list, one could take the Bard list.

One is a samurai, one is a ninja.

Have your GM go easy on the traps. Optimized? Probably not. Fun? I'm guessing it would be.


Lone Ranger and Tonto.


Cleric of Erastil/Gozreh/anything with the animal and plant domains and a Summoner. Get a pet and make a reach or archer cleric and then have the summoner summon up something really nasty for melee and then buff. I think that would cover everything nicely, many other people have good suggestions as well.


A master summoner and a Ninja. Flanking partners everywhere!

An Urban Ranger and a Bard.

A Hunmaster Cavalier with several dogs and a Cleric who channel heals,

Grand Lodge

Awesome Magda Luckbender advice

Spoiler:
Magda Luckbender wrote:

Second what people said about increasing action economy. If you both have a pet that really helps: now there are 4 of you, which is what adventures are written for.

An animal companion (AC) can provide a huge defensive benefit for any character, if you use it that way. This means more than just using it as a meatshield. For example, an AC can have reach, and your character can ride it. That's terrific defense, because anything wanting to get close to you takes an AoO (which may be a trip!) from your AC, plus your mobility is excellent. Here's one option that gives a Sylvan Sorcerer, Lunar Oracle, or any other pet class (Inquisitor, Cleric, Paladin, Druid, etc) pretty good melee combat ability on the side without interfering with casting ability. That approach hugely benefits action economy, which is the primary weakness of a 2-man party.

The primary roles your team needs to cover are:

Battlefield Control aka Anvil: locks down foes. E.g. Web, glitterdust, pits, summoned monsters, reach weapon, etc.

Support & Healing aka Arm: Buff & heal the party. Can often fill a strong secondary role as either of the other two roles.

Inflict HP Damage aka Hammer: Whack things with a big stick, archer, blaster-style spellcaster, etc.

Your ideal composition is 2 Hammers, 1 Anvil, and 1 Arm. It will be tricky to cover all three roles with only 2 PCs and some animal companions. It can be done. If you have two animal companion, and both are built as Hammers with reach (for extra battlefield control) then, together, they can nicely fill the Hammer role. That leaves one PC as a dedicated Anvil, and the other as a dedicated Arm. So long as one or both of you can also inflict HP damage you should be OK.

The best Arm classes are full divine casters...

Thank you very much for all the advice and for all the tips, yesterday was spoking with the other player and he decide to choose the inquisitor and gladly he choose Sanctified Slayer and Heretic archetypes, and with Feather Domain. With the right traits and spells he can be a well rounded with decent divine buffer, skill monkey, trap finding and with a lot of front power.

On the other hand with all the optiones and clases i really dont know which one is a very good partner to the inquisitor and specially for this campaign that has a more Urban vibe and think that will need more social skills.

When u mention the druid im trying to make it work but i really just dont know how to do it, i already watch Peterrco's and Treantmonk guides but i really dont understand the class very well and havent seen one in the table.

The cleric is a very good choice i just want to se more options to decide

To be honest with your post discovered a lot of new things, that the channel energy is 30 ft radius and not diameter, been used diameter for the last 10 sessions with another party for RotRl. That are pets with reach and not just the traditional ones.

The Exchange

Magda, first lv feat should be combat reflexes, not paired opportunists. I cannot think on occassions that your pet would get an aoo but you would not, if you are riding on your axebeak with a longspear. I also cannot imagine the mad of that build for 14 str and positive dex mod. Any possible stat lineups? Maybe you can deal with 16 cha...

Actually suggest hexcrafter magus for arcane half. They have a bag of slumber hexes to throw at will. Alternatively try a sylvan sorcerer, comes with fluffy animal companion attached. Hexcrafters are int based and can skill monkey, but cannot do party face.

Not sure if the city is gonna boot you out for all your exotic pets... though.

Grand Lodge

My friend is playing with and Inquisitor (Sacred Huntsmaster/Sin eater) and I went with a Master Summoner

We are currently at level 3 and at the end of book 1 and so far so good, in some fights the dice are on our favor but so far so good.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Seeker Oracle could handle melee, traps, and divine spellcasting, while a Wizard could handle arcane spellcasting and skills. That should pretty much cover all your bases with full 9-level spellcasting on both.

Silver Crusade

Just a Mort wrote:
Magda, first lv feat should be combat reflexes, not paired opportunists.

Nope. Combat Reflexes requires decent DEX, which is too MAD. This version doesn't try for multiple AoOs: that's for the pet. Note that Paired Opportunists gives this PC some of the benefits of Combat Reflexes for free, such as taking AoOs while flatfooted. The +4 to hit from Paired Opportunists on every AoO, for both of you, is far more valuable than an occasional extra +0 AoO from the weaker melee partner.

A cleric's pet comes online at 5th level, when you get Boon Companion. While it hurts a bit to carry a useless teamwork feat for several levels, it's worth it to have it available as soon as you get the pet. This author pretends that Retraining does not exist.

Just a Mort wrote:
I also cannot imagine the mad of that build for 14 str and positive dex mod. Any possible stat lineups? Maybe you can deal with 16 cha...

This is not the martial-oriented version. Notice the version I presented didn't have Combat Reflexes, which also implies no DEX bonus. This PC also takes Flagbearer over Power Attack. Here's a viable stat array:

STR14 DEX10 CON14 INT10 WIS14 CHA14+2

CHA16 at 1st level leaves your channel DC less than it might be, but it still works fine. Especially once you pump it with Eagle's Splendor. Notice also there are no feats to pump channel DC. That's intentional, to give the GM's creations some chance ... Vary to preference.

One can also do a martial-oriented version with no offensive channel, high dex, more STR, combat reflexes, and Power Attack.

Just a Mort wrote:
Not sure if the city is gonna boot you out for all your exotic pets... though.

Exotic pets are best stabled in a city. City adventures and weird pets don't mix well. This means that PCs built this way will have far less combat power for routine city life, but can choose to amp up combat ability by getting the pets, if they think they'll need it.


It sounds like you've made your selections long ago and things are going well. I'll add that your half power eidolon could still make a decent wand jockey with an evolution for +8 on the UMD skill. An improved familiar could be nice too if you can afford 3 feats to get it. Depending on whether or not you get downtime Craft Wands could be very nice for a Summoner with low level access to spells like Haste.

The Exchange

Magda, I think you are misinterpreting the feat.

Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4circumstance bonus on attacks of opportunityagainst creatures that you both threaten. Enemies that provoke attacks of opportunityfrom your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than oneattack of opportunity against a creature for a given action.

combat reflexes:

Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.

Since you only have 1 aoo per turn, even if 3 people provoked from you and your axe beak (who has combat reflexes), is that a situation that paired opportunist can let you overcome, and you can take all 3 aoos?

My interpretation of the feat is no.1 aoo for you means 1 aoo for you, if you wanted more you should have taken combat reflexes. Paired opportunists is generally used by 2 high crit characters using sieze the moment to feed off each others crits.

Silver Crusade

Agreed, Paired Opportunists does NOT let you take multiple AoOs if you don't have Combat Reflexes. However, it does let you take AoOs flat footed, when your partner with Combat Reflexes gets an AoO while you are still flatfooted. That's what I meant by 'some of the benefits of Combat Reflexes for free'.

There are several different ways to make effective use of Paired Opportunists. One way is to use a reach weapon, ride a mount with the same reach, and to both take Paired Opportunists. You gave another way. Broken Wing Gambit fits such plans well, too.


I would go Summoner and Hunter. Both medium BAB, both medium casters, both have pets...the two best pets the game provides, in fact, and they're arcane and divine respectively.

Silver Crusade

I believe they settled on Master Summoner and Pet Inquisitor. Sounds like an excellent combination quite suitable to complete an AP designed for four 15 point PCs.


Prometeus wrote:

Hi there folks

We are trying to start a party of two players for the Council of Thieves AP so we will focus with more urban classes for this.

What do you guys think will be a good combo of classes for a two man party

Thx for any advice

You said starting a party with two players for the council of thieves, so what's else would they play if not assassin and spy? =P

Well, I haven't play that AP myself. But summoner and paladin usually are good together, paladin's auras helps summoner's summoned creatures and eidolon. Both can cast spells and if build right, both can survive when spell doesn't help.


The one two punch... Witch focused heavily on Slumber Hex paired with a heavy hitter that can crit for high damage.

Or, alternatively, two divine casters with access to the Repose Domain. One staggers the enemy, the other puts them to sleep.


Brad McDowell wrote:

2 Half Elves, both with Arcane Training. One could take the wizard list, one could take the Bard list.

One is a samurai, one is a ninja.

Have your GM go easy on the traps. Optimized? Probably not. Fun? I'm guessing it would be.

this.. gave me a bizzarely strong deja vu...

Also Alchemist + Hunter paladin or magus. is my vote.


paladin and oracle of flame


A master summoner with a skilldolon and a Evangelist/hangover cleric/sorceror Mystic Theurge running cleric 3/sorc 1.

Do all the things and enjoy complex characters who have immense tactical choice.

For silly kills, two chargers, a paladin and a barbarian.

Grand Lodge

With the Inquisitor and his pet we covered the front line, also he has amazing skill points, healing with CLW wand, stealth and trap disarm.

i'm the master summoner with high carisma for UMD, diplomacy, Spellcraft, knwoledges, etc. and my eidolon focused on skills like Stealth, Perception and Use Magic Device. On combat i use my summons to provide a lot of control on the battlefield, flanking and cover from charges. Beside summons i tend to use spells like grease for battlefield control or snowball for damage.

The only trouble we had was some undead that has DR/5 to natural attacks and with the boss from the Bastards of Erebus, in that fight we rolled pretty bad, but was a pretty epic momento to be near death and kill the bad guys.


Pathfinder Adventure Path Subscriber
Prometeus wrote:

With the Inquisitor and his pet we covered the front line, also he has amazing skill points, healing with CLW wand, stealth and trap disarm.

i'm the master summoner with high carisma for UMD, diplomacy, Spellcraft, knwoledges, etc. and my eidolon focused on skills like Stealth, Perception and Use Magic Device. On combat i use my summons to provide a lot of control on the battlefield, flanking and cover from charges. Beside summons i tend to use spells like grease for battlefield control or snowball for damage.

The only trouble we had was some undead that has DR/5 to natural attacks and with the boss from the Bastards of Erebus, in that fight we rolled pretty bad, but was a pretty epic momento to be near death and kill the bad guys.

Good combo and glad you are having fun! Master Summoner is a versatile archetype for an already powerful base class. Coupled with the Inquisitor for the divine you are pretty much covered.

Though DR 5/natural doesn't sound normal. Maybe it was DR 5/magic or DR 5/silver?

Anyway good luck to you!

Grand Lodge

Rerednaw wrote:
Prometeus wrote:

With the Inquisitor and his pet we covered the front line, also he has amazing skill points, healing with CLW wand, stealth and trap disarm.

i'm the master summoner with high carisma for UMD, diplomacy, Spellcraft, knwoledges, etc. and my eidolon focused on skills like Stealth, Perception and Use Magic Device. On combat i use my summons to provide a lot of control on the battlefield, flanking and cover from charges. Beside summons i tend to use spells like grease for battlefield control or snowball for damage.

The only trouble we had was some undead that has DR/5 to natural attacks and with the boss from the Bastards of Erebus, in that fight we rolled pretty bad, but was a pretty epic momento to be near death and kill the bad guys.

Good combo and glad you are having fun! Master Summoner is a versatile archetype for an already powerful base class. Coupled with the Inquisitor for the divine you are pretty much covered.

Though DR 5/natural doesn't sound normal. Maybe it was DR 5/magic or DR 5/silver?

Anyway good luck to you!

Just verified these and was DR 5/bludgeoning from a Wolf skeleton, we lost a lot of rounds to know how to kill those


Rerednaw wrote:


Master Summoner is a versatile archetype for an already powerful base class.

Yeah, all balance discussions aside, wow is my first play with an MS fun.

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