Caedus13's page

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1) Eldritch Scoundrel
2) Vivisectionist
3) Zen Archer
4) Scaled Fist
5) Invulnerable Rager


Yeah I had a longbow on my previous Summoner, but this one dumped Str so it doesn't really get me anything here. I just like to carry SOME sort of weapon so I'm not completely helpless and didn't know if there might be any tricks to make a gunslinging Summoner work


Yes, the firearm will be for the Summoner - my eidolon will be using wands or, if caught in melee, nat attacks.

I guess I figured if I'd have a bow as a weapon just in case, and I have some extra wealth at higher levels, why not take a gun instead?


Hello all! Long time lurker, first time poster looking for advice for a Half-elf Master Summoner I'll be playing. Later this year I'm gonna be playing a solo campaign that promises to be very challenging and will expose my character to a wide range of situations. I need to be able to survive all of them, and given its power and versatility, I decided on Master Summoner.

I've played a vanilla Summoner up to high levels before and absolutely loved the class, so I'm confident in my Summoner character, and while the diminished eidolon is new to me, I've read some tactics and will be making it a stealthy scout/wand-user with natural attacks and Power Attack if it needs to fight some mooks.

My most pressing question is: how practical/useful would it be to grab a firearm for my Summoner? I will have access (Emerging Guns) and could probably squeeze in Gunsmithing on either my Summoner or Eidolon, with EWP coming from Ancestral Arms if needed. The idea of a gun-toting Summoner sounds awesome, but is it feasible for a campaign that's going to be pretty unforgiving? Having the option to whip out a gun and shoot someone who gets a little too close does sound nice, but do I have the money/feats for it?

If anyone would like to see more details of my build I'm happy to provide them. Thanks in advance for the help!


I'm actually just building one of these, even called it my Arcane Sniper as well. right now I have

Human, stats with 25 pt-buy 14 Str, 17 Dex, 12 Con, 15 Int (17 adj), 12 Wis, 7 Cha

Slayer (Sniper) 1-2
Exploiter Wizard 1
Slayer 3-6
Arcane Archer 1-3
Arcane Trickster 1-10

Spells at level:
3: 0th, 1st
10: 2nd
12: 3rd
14: 4th
16: 5th
18: 6th
20: 7th

Traits: Magical Knack, Reactionary

Feat at 1: Point-Blank Shot
Human Bonus Feat at 1: Precise Shot
Combat Style Feat at 2: Focused Shot
Feat at 3: Rapid Shot
Feat at 5: Experienced Sneak Attacker
Weapon Training at 5: Longbow
Feat at 7: Spell Focus (Evocation)
Combat Style Feat at 7: Improved Precise Shot? Clustered Shots?
Combat Trick at 7: Bullseye Shot
Feat at 9: Greater Spell Focus (Evocation)
Feat at 11: Selective Spell
Feat at 13: Maximize Spell
Feat at 15: Quicken Spell
Feat at 17: Spell Perfection (Fire Snake, Maximize)
Feat at 19: Clustered Shots?

Spells:
1: Vanish, True Strike, Gravity Bow, Burning Hands
2: Glitterdust, Sonic Scream, Selective Burning Hands, Invisibility
3: Lightning Bolt, Selective Sonic Scream
4: Greater Invisibility, Detonate, Selective Lightning Bolt
5: Quickened True Strike, Quickened Burning Hands, Fire Snake, Selective Detonate
6: Selective Fire Snake, Antimagic Field, Cold Ice Strike, Maximized Lightning Bolt, Selective Maximized Sonic Scream, Quickened Glitterdust
7: Delayed Blast Fireball, Selective Cold Ice Strike, Maximized Detonate, Selective Maximized Lightning Bolt

BAB suffers (caps at 14), as does hit die (avg 7.8), but has 8d6 sneak attack (plus Slayer level of 6 when sniping) and can cast up to 7th-level spells of the Wizard spell list.

It can use invisibility and glitterdust to get sneak attack damage, and with quickened spells/cold ice strike launch 2 imbued arrows per turn.

Havent played it yet but really want to