help me build a first world summoner


Advice


I'm playing a home game of Rappan Athuk and got to create a custom race I have a Fey/Elf with -2 str +2 dex +2 cha 40 feet base speed medium
Displacement sp 1/day, point blank shot, +1 DCs enchantment spells/sla
Perception and Stealth are always class skills, elven weapon familiarity,
elven immunities. We get an extra feat for a back story. Stats are going to be rolled but what priority should i give to them?

She is a Fey from the first world reborn on Golarion that worships a Fey Demigod Magdh. The middle child of a set of triplets, she is a defender
and supporter. Representive of the mother aspect of the triple goddess.
I'd like her to be a party face and the Eidolon either a centaur (deer body and elven upper body) or biped. So far we've been underground in dungeons.

I would like her to be a controller and support character, unicorns later on fill my heart with awesome ^_^ and its going to be fun with the wee little gremlins causing typical fey mischief.


First world summoners get eidolons which are very bad at melee. The eidolons do get Use Magic Device as a class skill & can boost it further with the Skilled evolution; they can be useful wandslingers if you've got the gold.

Also they can be summoned at the same time as your summon nature's ally SLA is active, unlike a normal summoner's eidolom/Summon Monster SLA. Pugwampi gremlins might make the sad save DCs of wands viable as well as boosting the effectiveness of your summoner's battlefield control spells.

For stat priorities Cha > Con = Int (you'll need some skill points as a face) > Dex > Wis > Str. IMO.

If you've been underground so far the game's been going for a bit, are you creating the character at above 1st level?


Pugwampis are going to be your staple summon, if you can pull it off. They can be best described as "AoE, no save Misfortune Hex...with a pug face".

With their 20' aura of unluck, they can make enemies roll on all the important d20s- saves, attacks, skills, etc.

And their weakness is an odd advantage- they are an extremely obvious target, so enemies will waste time chasing them down.

Of course...their use is limited by how many luck bonuses you can get onto your party. Luck bonuses are the loop hole to avoid friendly fire.


avr wrote:

First world summoners get eidolons which are very bad at melee. The eidolons do get Use Magic Device as a class skill & can boost it further with the Skilled evolution; they can be useful wandslingers if you've got the gold.

Also they can be summoned at the same time as your summon nature's ally SLA is active, unlike a normal summoner's eidolom/Summon Monster SLA. Pugwampi gremlins might make the sad save DCs of wands viable as well as boosting the effectiveness of your summoner's battlefield control spells.

For stat priorities Cha > Con = Int (you'll need some skill points as a face) > Dex > Wis > Str. IMO.

If you've been underground so far the game's been going for a bit, are you creating the character at above 1st level?

Oh i forget to mention that we are starting out at level 2. In the group we have a nature oracle, halfling wizard, ranged drow paladin, human sorcerer, half orc barbarian and human inquisitor.

How difficult is it to get a luck bonus?


Laurela Oakensong wrote:

Oh i forget to mention that we are starting out at level 2. In the group we have a nature oracle, halfling wizard, ranged drow paladin, human sorcerer, half orc barbarian and human inquisitor.

How difficult is it to get a luck bonus?

It usually takes rather specific options.

The half orc is probably safe, if they took the tattooed alt trait. The oracle and inquisitor can each get by with the divine favor spell (which is a rather nice spell to have around anyway).

So the problem comes down to your paladin (who has divine favor too...but probably not enough spell slots to spare), wizard, and sorcerer. Considering the fact that they are all part of the back line, they might be able to avoid friendly fire fairly well.

Also, depending on the spell choices, the wizard and sorcerer might only notice the problem with their own defense- when you sling Save of Suck spells around, the unluck only helps you. Buffs also work fairly well. Summoning sucks for everyone but you though- only animals are just naturally immune to the unluck (out of the common options). Note- all these facts also apply to you- you can just go around buffing and SoSing.

Also, anyone can grab a luck stone, or a jingasa of the fortunate soldier. Those both do the job...although they are obviously far to pricy for your wallets right now.


lemeres wrote:
Laurela Oakensong wrote:

Oh i forget to mention that we are starting out at level 2. In the group we have a nature oracle, halfling wizard, ranged drow paladin, human sorcerer, half orc barbarian and human inquisitor.

How difficult is it to get a luck bonus?

It usually takes rather specific options.

The half orc is probably safe, if they took the tattooed alt trait. The oracle and inquisitor can each get by with the divine favor spell (which is a rather nice spell to have around anyway).

So the problem comes down to your paladin (who has divine favor too...but probably not enough spell slots to spare), wizard, and sorcerer. Considering the fact that they are all part of the back line, they might be able to avoid friendly fire fairly well.

Also, anyone can grab a luck stone, or a jingasa of the fortunate soldier. Those both do the job...although they are obviously far to pricy for your wallets right now.

So i'll be starting off being able to cast is 30 ft away which doesn't sound so bad.

I'm going to make sure to pick up undercommon and sylvan so i can communicate with all of my summons.

I'm not sure what you mean by:

lemeres wrote:
Also, depending on the spell choices, the wizard and sorcerer might only notice the problem with their own defense- when you sling Save of Suck spells around, the unluck only helps you. Buffs also work fairly well. Summoning sucks for everyone but you though- only animals are just naturally immune to the unluck (out of the common options). Note- all these facts also apply to you- you can just go around buffing and SoSing.


Laurela Oakensong wrote:

I'm not sure what you mean by:

lemeres wrote:
Also, depending on the spell choices, the wizard and sorcerer might only notice the problem with their own defense- when you sling Save of Suck spells around, the unluck only helps you. Buffs also work fairly well. Summoning sucks for everyone but you though- only animals are just naturally immune to the unluck (out of the common options). Note- all these facts also apply to you- you can just go around buffing and SoSing.

Well, the unluck aura only messed up d20 rolls. A caster that uses Save or Suck spells, or spells without saves are not going to find any problems at all unless they have to maek a save themselves. Buff spells also have no problems.

Summoning is a problem because the summoned creatures may have to deal with the unluck aura. Even the lantern archon's touch attacks might be a bit messed up, if they are caught in the crossfire. The only exception to this principle comes from the second loophole in unluck: the unluck aura does not work on gremlins, gnolls (they like gnolls), and animals (never explained- maybe too stupid to have an opinion on luck, and not magical enough that the aura forces through anyway?).

So you could just summon animals when you need the extra muscle. It is an advantage of the trade between summon monster and summon nature's allies SLA.


Just remember that sometimes Pugwampis won't be the way to go. Stirges are quite mean too.

"Oh, hi Mr. Red Dragon. Have some buddies." *stirges attach easily and start draining Mr. Red Dragon's Constituion*


Hello Laurela. I have just started a thread here called "First World Summoner- Overlooked?".

It is about how the First World Summoner may be more powerful than has been realised. You sound like you want a character with a particular flavour, so we are not exactly trying for the same thing. However, the thread could well contain something you can use, especially if you are not indifferent to the effectiveness of your character.


Do summons benefit from the summoner having teamwork feats? I was thinking that Coordinated Charge would be intriguing with multiple Unicorns on the field, if so.


I am pretty sure the answer is no. You need a way to give such feats to summoned creatures.


Fourshadow wrote:
Do summons benefit from the summoner having teamwork feats? I was thinking that Coordinated Charge would be intriguing with multiple Unicorns on the field, if so.

Since the feral hunter archetype for hunter has to specifically give outflank to its summons...my guess is 'no'.

No way to do this kind of thing as a pure first worlder. I am not entirely sure about the prospects of doing this kind of thing with dip into things like inquisitor...but still, there is a price.


Joynt Jezebel wrote:
Hello Laurela. I have just started a thread here called "First World Summoner- Overlooked?".

#FirstWorldSummonerProblems


Joynt Jezebel wrote:

Hello Laurela. I have just started a thread here called "First World Summoner- Overlooked?".

It is about how the First World Summoner may be more powerful than has been realised. You sound like you want a character with a particular flavour, so we are not exactly trying for the same thing. However, the thread could well contain something you can use, especially if you are not indifferent to the effectiveness of your character.

Hi there =) I'm happy to look at the thread and see whats being discussed.

I'm still pretty new to pathfinder but love celtic mythology and this created race are first worlders which seem the closest to what I'm familiar with to roleplay.

I do just want her to be the best she can be, and I have only met one person at PFS that plays a summoner but its very vanilla.

There is a nice religion trait:
[PFS Legal] Shaper of Reality
Source Inner Sea Gods pg. 222
Requirement(s) worship any of the Eldest
You can mimic the Eldest’s ability to reshape the world. Once per day, you can cast either a conjuration spell or a transmutation spell at +1 caster level.


So what two feats do you think i should start with at level 2? I have point blank as a freebie. So far its just been suggested what
creature to summon but since my summons are full round and lasting 1 round/level I don't know how to make that work.
I've been summoning with my LG cleric without any helpful feats and its fun so far at level 5 but this just leaves me ... clueless.


Well, there is a feat tree-
1 spell focus conjuration
2 augmented summoning
3 superior summoning
That have to be taken in that order, so if you take the first 2 and the 3rd next level. They really improve summoning.
In that direction, next you can take Harrow, as a pre-req for harrow summons.
There are also moonlight and starlight summons, not sure they are worth it myself. And there are generally useful feats like improved initiative.


Sorry forgot something important. Another summoning feat you can take- Summon Good , Neutral or evil Monster depending on your alignment. I believe there are lawful and chaotic versions too. You only want one, and it should likely be the fourth summoning feat you get.

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