Wildblooded Crossblooded Sorc / Master Summoner concept


Advice


Note: I know lv20 is usually never reached in the vast majority of campaigns, but I like drawing concepts on the idea that a character MAY reach lv 20, and try to compress/make available what I can in case the campaign doesn't go very far.

Below is an idea of mine seeking to make an extremely potent summoner. Yes, Master Summoner is banned in PFS and is pretty broken, but I feel the vast majority of issues with the class are lack of player restraint in use of the SLA or inability to run their summons in a timely fashion...something I hope never to be accused of.

Maltithi Leashlasher
Neutral Half-Elf Wildblood/Crossblooded Sorcerer 1/Master Summoner 19
Stats: Assumes decent CON & DEX, enough WIS to not have an atrocious Will save, and maxed out CHA.
Crossblood – Sylvan (wildblood) & Arcane (normal)
Feats – 1st lv – Skill focus: Knowledge Nature (free from Adaptability, required for EH Groveborn line), Boon Companion (Druid animal companion provided by Sylvan bloodline)
3rd – Superior Summoning
5th – Summon Neutral Monster
7th – Eldritch Heritage (Groveborn - Tangelvine)
9th – Skill Focus: Knowledge Planes (required for EH Primal line)
11th – Improved Eldritch Heritage (Groveborn – Lush Summons)
13th – Eldritch Heritage (Primal – Acid – Elemental Ray)
15th – Improved Eldritch Heritage (Primal – Acid – Elementalist Summoning)
17th – ?
19th – ?

The goal of this build is to have an all-around powerhouse Master Summoner whose summoned minions have a lot of bells and whistles. This character will stick to the Summon Neutral Monster list when possible, since those monsters will gain the counterpoised template (darkvision, cold, electricity, and fire resistance and eventually DR/A as well, along with a smite usable against chaotic good/evil or lawful good/evil targets).

Monsters from the Summon Neutral Monster list already arrive with resistances to 3 of the 4 classical elements, so I think Primal – Acid for the resist acid 10 might be better than an extra 5 resistance to one of the other 3; I also think acid is the least resisted energy type (but am not 100% sure of that).

The beginning bloodlines (Sylvan and Arcane) allow 2 companions (one druidic and one familiar), while Boon Companion boosts the druidic pet to your level. I don’t know if Boon companion is needed to make the familiar better as well, or how all of this would interact if Improved Familiar is taken. I figure most likely Boon Companion (Familiar) and Improved Familiar will probably be the last 2 feats taken. All of this assumes a campaign where flaws are not allowed.

I can't think of any other really must have feats for a summons focused Master Summoner, other than Improved Initiative (and where to put it?), nor can I figure out any other way to shortcut more of the feats without a DM ok'ing a flaws system (for my groups main DM, there usually isn’t a huge problem ok'ing flaws, and I'm betting he will rule the Wildblood variants of bloodlines legal picks for EH). Any suggestions on how to improve this overall starting idea, or of MUST HAVE feats for the most broken of summoner archetypes of all?


So, the immediate issues you have come from the Sorcerer:

1. By RAW, you can't mix Cross- and Wild- blooded. The same FAQ that states this says it'd be a reasonable houserule to change this, but as is them's the breaks.

2. You cannot get both a Familiar and an Animal Companion from this build. Crossblooded has you receive both Arcanas but only one power at each level. Since both take your first-level power, you can't get both unless you go at least three levels into Sorcerer and trade the 3rd level power for another 1st level power.

3. You'll need to take Boon Companion more than once. It adds 4 to your effective Druid level; capped at your hit dice. The first time you take it, you have an effective Druid level of 1 (Sorcerer level) - 3 (Sylvan Bloodline) + 4 (Boon Heritage) = cap of two. To actually use this animal companion at full levels would require taking Boon Companion another five times.

4. Eldritch Heritage cannot, by RAW, be taken for a wildblooded bloodline. That locks out both Primal and Groveborn.

5. Eldritch Heritage cannot be taken more than once.

6. You definately want Evolved Summon Monster. Eventually you want Quicken Spell; Quickened Haste (et al.) is a very useful late-game ability to support your hordes. You can argue for grabbing enough metamagic feats to open up Spell Perfection and taking it for your Summon Monster VII; that'd let you Quicken it out if you need to spam the board.


kestral287 wrote:

So, the immediate issues you have come from the Sorcerer:

1. By RAW, you can't mix Cross- and Wild- blooded. The same FAQ that states this says it'd be a reasonable houserule to change this, but as is them's the breaks.

2. You cannot get both a Familiar and an Animal Companion from this build. Crossblooded has you receive both Arcanas but only one power at each level. Since both take your first-level power, you can't get both unless you go at least three levels into Sorcerer and trade the 3rd level power for another 1st level power.

3. You'll need to take Boon Companion more than once. It adds 4 to your effective Druid level; capped at your hit dice. The first time you take it, you have an effective Druid level of 1 (Sorcerer level) - 3 (Sylvan Bloodline) + 4 (Boon Heritage) = cap of two. To actually use this animal companion at full levels would require taking Boon Companion another five times.

4. Eldritch Heritage cannot, by RAW, be taken for a wildblooded bloodline. That locks out both Primal and Groveborn.

5. Eldritch Heritage cannot be taken more than once.

6. You definately want Evolved Summon Monster. Eventually you want Quicken Spell; Quickened Haste (et al.) is a very useful late-game ability to support your hordes. You can argue for grabbing enough metamagic feats to open up Spell Perfection and taking it for your Summon Monster VII; that'd let you Quicken it out if you need to spam the board.

Thanks for posting Kestral287. Houserules for mixing Cross and Wild blood probably won't be an issue with my normal group, nor do I think that our groups regular DM would have any issue with ok'ing EH selecting wildblood blooodlines (he would most likely be in the camp that a bloodline is a bloodline...I know a debate that has not been settled!)

As for the rest...that kinda smites the whole idea eh? I thought EH was something you could take multiple times, just for different lines. Ah well. It was a nice idea in my head! lol

That being said, what in your opinion would be THE best EH line to take, assuming I do go for Summon Neutral Monster: Groveborn for the +2 natural armor and +4 to various conditions saving throws, Primal for extra elemental damage and resistance (and is acid the best choice considering that counterpoised summons will come with fire/cold/electric resists), or something else?

I appreciate the feedback! Cheers!

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