How to build a battle summoner / conjurer


Advice


I'm going to be creating a character for PFS and I'm wanting to do a melee build that summons creatures on the first round of combat and then fights alongside his summons. I'm thinking something like the Necromancer from Diablo 2, except using mostly weapons. I know a Druid would be a good class but I want more of a warrior feel rather than shapeshifting.

Any suggestions on how to go about it? I'd also like to know the possible ways to summon as a standard action, aside from the Summoner's ability.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber

How much melee ability do you want? A Summoner who's not using an Eidolon has medium BAB and d8 hit dice, and light armor capability, can use his SLA summons as a standard action and they will last one minute per summoner level. Most of your other options for standard action summons are in the cleric department AFAIK.

You're going to need to be more specific to go from there.


Summoner is probably your best bet here: standard action, always has a flanking buddy (SM or Eidolon), doesn't need a high casting stat...


I'd like to be able to hit reliably and be able to take some hits. He doesn't have to be able to do tons of damage on his own, I'd just like him to hit more often than not.

I was thinking a Dwarven Crusader or Divine Strategist might be good. Crusader gets some bonus combat feats that are nice.

Scarab Sages

Synthesist.

Cast Monster Summoning from your spell list instead of relying on your SLA.


Alright, I don't think the diminished spell casting of the Crusader is worth it and Divine Strategist isn't very melee-oriented.

I'm thinking a Half-Orc Master Summoner. I can use a great axe and have my eidolon hang in the back and use a wand of shield on me. I'd like to get the Toothy trait to get an extra attack.

Stats would be:

Str: 15+2
Dex: 14
Con: 13
Int: 11
Wis: 10
Cha: 14

I would put 4th level ability bump into Constitution, 8th into Strength, and 12th into Intelligence. Feats would be:

1st: Arcane Strike
Bonus: Augment Summoning
3rd: Weapon Focus (Great Axe)
5th: Superior Summon

I'm not sure where to go from there. I'm on the fence about the ability scores too, there are a couple points that I'm not sure where to put them.

Sczarni

You could dip 1 level fighter to get the weapon and armor proficiencies (plus at first level a feat and higher hit die). Personally since you are going Master summoner and your summons are a spell like ability that would be what I'd do and probably go human for the extra feat since the only benefit for Half Orc would be the bite attack which lets be honest meh.


ossian666 wrote:
You could dip 1 level fighter to get the weapon and armor proficiencies (plus at first level a feat and higher hit die). Personally since you are going Master summoner and your summons are a spell like ability that would be what I'd do and probably go human for the extra feat since the only benefit for Half Orc would be the bite attack which lets be honest meh.

That's a good suggestion. I think I'll go with a level of lore warden for a couple extra skill ranks that I would put into spellcraft and knowledge anyway and I'm not going to be missing the armor or shield proficiencies.


Alright, I've revised my stats. I figured since I don't need a 14 in charisma until character level 11 I'll just put my level 8 boost in charisma.

Str:15+2
Dex:14
Con:13
Int:12
Wis:10
Cha:13

I'm thinking I'll boost Constitution at level 4, charisma at level 8, and strength at level 12.

For feats I'm thinking:

1st: Weapon Focus(Great Axe)
Bonus: Toughness
3rd: Arcane Strike
Bonus: Augment Summoning
5th: Superior Summoning


Master Summoner can have a vast army of summoned creatures. But like your referenced Diablo 2, combat is going to laaaaaaaaag!

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