Seltyiel

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Could some one with the book answer a few questions for me . Dose the unchained summoner eidolon get feats , stat increase's, skills as they level like the regular summoner eidolon dose ? Could some one post what the baked in abilities for a azata sub type are ? Also how hard would it be for me to recreate a eidolon as similar as I could to a vendenopterix from the inner sea gods book feats, skills powers and stats . I know that last question might be a bit much . I just want to be able to recreate my favorite summoner and that was his eidolon . Thanks for any and all info


dose the summoner's eidolons subtype determine its base stats ( str , dex etc ...) if so are all of them set at a Int.7 ? Do the sub types come with predetermined attacks and damage or weapons ? Can you still determine what the eidolon looks like or is its appearance predetermined ? Thanks for any info .


They do.

The naturalist can use summon nature's ally to call animal, magical beasts, or vermin. This is rises in level and replaces summon monster. They also add animal qualities to their eidolons, via the hunter's animal aspect. At high levels they can share those with themselves.

The spirit summoner is a bit of a summoner shaman mix.. gaining a spirit as eidolon and even some hexes. A little complex and interesting, but then.. summoners are not my personal forte.

thanks for the info


Dread Knight wrote:
Surprised no one has asked this; what do Summoners get?

I thought I read on here summoner got 2 archetypes , but I can not find the information anymore . I would love to find out as much information about the summoners archetypes as anyone could post . Specifically if the archetypes replace the eidolon or the summon monster sla ability.


Thanks for the input . I have redone it following both of your suggestions some what . I just can not edit the original post .

So here are the changes im going to make to the original posted class changes .

lvl 1 cantrips , eidolon , life link, Summon monster 1 ( SLA 1 per day )
lvl 2 bond senses , bouns spell ( summon monster 1 )
lvl 3 Summon monster 2 ( SLA 1 per day )
lvl 4 shield ally , bouns spell ( summon monster 2 )
lvl 5 Summon monster 3 ( SLA , 1 per day )
lvl 6 makers call
lvl 7 bouns feat ( improve share spells ) , Summon monster 4 ( SLA 1 per day )
lvl 8 transpostion , bouns spell ( summon monster 3 )
lvl 9 Summon monster 5 ( SLA 1 per day )
lvl 10 aspect , bouns spelll ( summon monster 4 )
lvl 11 Summon monster 6 ( SLA 1 per day )
lvl 12 greater shield ally
lvl 13 Summon monster 7 ( SLA 1 per day )
lvl 14 life bond , bouns spell (summon monster 5 )
lvl 15 Summon monster 8 ( SLA 1 per day )
lvl 16 bouns spell ( summon monster 6 )
lvl 17 Summon monster 9( SLA 1 per day )
lvl 18 greater aspect
lvl 19 gate ( SLA 1 per day )
lvl 20 resummon eidolon ( 2 per day )

resummon eidolon :
This ability allows the allows the summoner to resummon his eidolon after it has been killed that day by performing a 1 miniute ritual . When resummoned this way the eidolon is restored to full health and all negative effects are removed . This ability can be used 2 times per day .

pounce evolution increase cost to 3 points and revert it to the way it works in regular rules .

energy attacks evolution 2 pts adds energy damage to 1 of the eidolon's attack forms , for a extra 1 points adds the extra damage to all attacks the eidolon makes .

I was happy with the spell list for the most part .


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summoner 2.0
BAB stays the same as regular summoner

save progression stays the same as regular summoner
spell progression stays the same as regular summoner except as noted with bonus spells

summoning the eidolon takes 1 minute to summon once summoned the eidolon remains with the summoner until killed, banished or the summoner is killed . The summoners player remains in control of the eidolon while the summoner is unconscious .

summoners receive 4 plus int. modifier in skill points per lvl .

armor and weapon proficiency's remain the same as regular summoner

abilities :
lvl 1 cantrips , eidolon , life link
lvl 2 bond senses , bonus spell ( summon monster 1 )
lvl 3 Summon monster 1 ( SLA 1 + chr modifier times per day )
lvl 4 shield ally
lvl 5 bonus spell ( summon monster 2 )
lvl 6 makers call , bonus feat ( improve share spells )
lvl 7 Summon monster 2 ( SLA 1 + chr modifier times per day )
lvl 8 transposition
lvl 9 bonus spell ( summon monster 3 )
lvl 10 aspect
lvl 11 Summon monster 3 ( SLA , 1 + chr modifier times per day )
lvl 12 greater shield ally
lvl 13 bonus spell ( summon monster 4 )
lvl 14 life bond
lvl 15 Summon monster 4 ( SLA 1 + chr modifier times per day )
lvl 16 bonus spell (summon monster 5 )
lvl 17 Summon monster 5 ( SLA 1 + chr modifier times per day )
lvl 18 greater aspect
lvl 19 bonus spell ( summon monster 6 )
lvl 20 Summon monster 6 ( SLA 1 + chr modifier times per day )

improved share spells :
Benefit: Any non-instantaneous spell (but not any spell-like ability) you cast on yourself can also affect a your eidolon. The creature must be within 5 feet of you at the time of casting to receive the benefit. The spell’s duration is halved between you and your bonded creature (for example, a spell with a duration of 1 hour has a duration of 30 minutes for both you and your bonded creature).
If the spell or effect has a duration other than instantaneous, it stops affecting the creature if it moves farther than 50 feet away from you. It does not affect the creature again if it returns before the duration expires. You may share spells in this fashion even if the spells normally do not affect creatures of that type. This feat only applies to animal companions, eidolons, familiars, or special mounts gained through a class feature.
the summoner dose not have to meet the prerequisites for this feat .

life link:
Starting at 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane.
In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal.

Bond senses :
Starting at 2nd level, a summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. There is no range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a free action.

Shield ally :
At 4th level, whenever a summoner is within his eidolon’s reach, the summoner receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

Makers call :
At 6th level, as a standard action, a summoner can call his eidolon to his side. This functions as dimension door, using the summoner’s caster level. When used, the eidolon appears adjacent to the summoner (or as close as possible if all adjacent spaces are occupied). If the eidolon is out of range, the ability is wasted. The summoner can use this ability once per day at 6th level, plus one additional time per day for every four levels beyond 6th.

Transposition :
At 8th level, a summoner can use his maker’s call ability to swap locations with his eidolon. If it is larger than him, he can appear in any square occupied by the eidolon. The eidolon must occupy the square that was occupied by the summoner if able, or as close as possible if it is not able.

Aspect :
At 10th level, a summoner can divert up to 2 points from his eidolon’s evolution pool to add evolutions to himself. He cannot select any evolution that the eidolon could not possess, and he must be able to meet the requirements as well. He cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the eidolon’s evolution pool (reducing the total number available to the eidolon). The summoner can change the evolutions he receives from these points any time he can change the eidolon’s evolutions.

Greater shield ally :
At 12th level, whenever an ally is within an eidolon’s reach, the ally receives a +2 shield bonus to its Armor Class and a +2 circumstance bonus on its saving throws. If this ally is the summoner, these bonuses increase to +4. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

Life Bond :
At 14th level, a summoner’s life becomes linked to his eidolon’s. As long as the eidolon has 1 or more hit points, the summoner is protected from harm. Damage in excess of that which would reduce the summoner to fewer than 0 hit points is instead transferred to the eidolon. This damage is transferred 1 point at a time, meaning that as soon as the eidolon is reduced to a number of negative hit points equal to its Constitution score, all excess damage remains with the summoner.
Effects that cause death but not damage are unaffected by this ability. This ability does not affect spells like baleful polymorph, flesh to stone, or imprisonment, or other spells that do not cause actual damage.

Greater Aspect :
At 18th level, a summoner can divert more of his eidolon’s evolutions to himself. This ability functions as the aspect ability, but up to 6 evolution points can be taken. Unlike the aspect ability, the eidolon loses 1 point from its evolution pool for every 2 points (or fraction thereof) diverted to the summoner.

Bonus spell :
At the noted lvl the summoner receives a bouns spell . This spell does not count towards the summoners normal spell allotment .

summon monster SLA
At the noted lvl the summoner gains the ability to cast summon monster spell as a spell like ability the casting time is for these spells is 1 standard action and has a duration of 1 min per lvl . The summoner may use this ability 1 + charisma modifier times per day . Using this ability the summoner may not use this ability if his eidolon is summoned. To dismiss the eidolon is a standard action .

eidolon evolution changes .

All evolutions stay the same unless listed other wise .

pounce : 1 pt

An eidolon gains quick reflexes, allowing it to make a full attack action with its PRIMARY natural attacks after a charge. This evolution is only available to eidolons of the quadruped base form. Source: Advanced Player's Guide

Improved Damage: 1 pt

One of the eidolon’s natural attack evolutions is particularly deadly. Select one natural attack evolutions and increase the damage die type by one step. This evolution can be selected more than once. Its effects do not stack with duplicate purchased evolutions ( ie 2 separate evolutions of the claws evolution would require purchase of the improved damage evolution for each one separate ). Each time an eidolon selects this evolution, it applies to a different natural attack evolution.

Energy attacks : 2 pt

An eidolon’s attacks become charged with energy. Pick one energy type: acid, cold, electricity, or fire. One of the eidolon’s natural attack forms deal 1d6 points of energy damage of the chosen type on a successful hit. This evolution must be purchased separately for each attack form ( IE. claws , slam or bite would each need to purchase a separate energy attack evolution . ). The summoner must be at least 5th level before selecting this evolution. Source: Advanced Player's Guide

Summoners spell list
lvl 0
acid splash ,arcane mark
daze , detect magic
guidance , light
mage hand , mending
message , open/ close
read magic , resistance
alarm

lvl 1
ant haul , compel hostility
corrosive touch , burning hands
endure elements , enlarge person
expeditious retreat , feather fall
grease , icicle dagger
identify , infernal healing
jump , jury rig
life conduit , mage armor
magic fang , mount
protection from chaos , protection from evil
protection from good , protection from law
ray of sickening , reduce person
cure light wounds , shield
stone shield , summon minor monster
unfetter , unseen servant
ventriloquism

lvl 2
ablative barrier , acid arrow
alter self , ant haul communal
bark skin , bladed dash
bear's endurance , blur
bulls strength , cats grace
create pit , cure moderate wounds
detect thoughts , eagles splendor
evolution surge lesser , fox's cunning
glide , glitter dust
invisibility , levitate
misdirection , mount communal
owls wisdom , protection from arrows
protection from evil communal , protection from chaos communal
protection from law communal , web shelter
resist energy , restoration lesser
see invisibility , spider climb
summon eidolon , summon swarm
share glory , twisted space
warding weapon

lvl 3
agonize , aqueous orb
haste , charm monster
control summon creature , cure serious wounds
devolution , dimensional anchor
displacement , enlarge person mass
evolution surge , fly
heroism , non detection
mad monkeys , magic circle against chaos
magic circle against law , magic circle against good
magic circle against evil , magic fang greater
marionette possession , minor creation
pellet blast , protection from arrows communal protection from energy , resist energy communal
rage , rain of frogs
seek thoughts , spider climb communal
spiked pit , stone skin
slow , tongues
vomit twin , water breathing

lvl 4
dimension door , wall of fire
wall of ice , phantom steed communal
obsidian flow , invisibility greater
locate creature , fire shield
black tentacles , cure critical wounds
contact other plane , daze mass
dismissal , evolution surge greater
hold monster , insect plague
lend path , nixes lure
planar binding lesser , protection from energy communal
purified calling , sending
summoner conduit , tongues communal
transmogrify , vitriolic mist
infernal healing greater

5th lvl
major creation , magic jar
teleport , stone skin communal
hostile juxtaposition , wall of stone
banishment , hungry pit
ice storm , life conduit greater
planar adaptation , true seeing
wreath of blades , over land flight
wall of fire , wall of ice

6th lvl
heroism , greater planar binding
tar pool , teleport greater
eagles splendor , mass owls wisdom mass
bears endurance mass , cats grace mass
foxes cunning mass , eagle aerie
planar adaptation mass , walk through space
wall of iron , repulsion
mass invisibility , greater dispel magic
conjure black pudding , create lesser demi plane

Thanks for taking time to read through this and for any and all input and opinions .


Macona wrote:
Elandral wrote:

From my experience its probably 50%/50% blame, bad GM's and AP's just being meat grinders . So far I have played in ROTRL , Shattered Star , Carrion Crown . Currently trying to make it through King Maker and Serpents Skull .

I have never made it through a single AP due to insane amounts of deaths and the groups all falling apart at one point or another due to the frustration .

But I have never went back and read how the encounters were " suppose to go " .It could just have been 3 really bad GM's.

I can tell you this , if your not having fun playing a AP its time to drop the AP. Playing these things are suppose to be a enjoyable way to spend your free time with your friends, not endless amounts of frustration .

Can you post the party composition (and PC build concept) for each campaign? I'm curious ;)

Sure Carrion Crown was the most recent one that fell apart . Group was me ( 1st toon cleric , 2nd cleric , 3 summoner , 4 summoner saved 1 time with hero points ). Not sure on every one elses concept but my cleric was a 2 handed sword wielder but spent all my time channeling for and healing for the party , 2nd cleric was the same , summoners were.

A half elven summoner who's eidolon was the guardian spirit of a pristine strawberry field, hence she was the "strawberry witch" when she wasn't summoned she was tending to her field . she had agreed to aid him since he had helped her defend the field against a attack in his past .
Second summoner was half elven summoner who's eidolon was a outsider trapped in the reflection of water of a small pond he bound himself to her so she could escape her trap each day until he found away to permanently release her from her prison .

Rest of the party was a paladin ( saved from death 2 times with hero points ) ranger ( brought back 1 time hero point )a barbarian and a witch . My toons never made it to lvl 7 all deaths were between lvls 3 and 6

ROTRL, fighter ( me killed 4 times between 14 and 17th lvl brought back by the cleric each time . began campaign at 13th lvl due to player quitting the game, concept was just a strong but balanced 2 handed wielding fighter some thing simple ), thief, paladin ( previous toons were a sorc killed 5 times then given up on ) , a cleric killed 2 times and a conjuration wizard killed 3 times .

Shattered Star me ( thief lvl 8 , 4 deaths and gender change quit after that . Concept was Hei from darker than black anime dual wield gladius short sword wore a mask and trench coat was lawful neutral. I admit with this guy i said screw it theme was every thing ) rest of the party was a cleric , fighter , wizard , ranger no other deaths except mine.


From my experience its probably 50%/50% blame, bad GM's and AP's just being meat grinders . So far I have played in ROTRL , Shattered Star , Carrion Crown . Currently trying to make it through King Maker and Serpents Skull .

I have never made it through a single AP due to insane amounts of deaths and the groups all falling apart at one point or another due to the frustration .

But I have never went back and read how the encounters were " suppose to go " .It could just have been 3 really bad GM's.

I can tell you this , if your not having fun playing a AP its time to drop the AP. Playing these things are suppose to be a enjoyable way to spend your free time with your friends, not endless amounts of frustration .


So I wanted to hear peoples thoughts on this arch type I tried making .

What are every ones opinion , over powered ? Just about right or just worthless lol . Thanks in advance .

Divine Summoner Archtype

Healing Hands

at levels 1 , 3 ,5 , 7 , 9 , 11 , 13 , 15 , 17 , the summoner can channel divine engery into him self or his eidolon .

This is a standard action that is a super natural ablitiy ( su ) that does not provoke a attack of oppurtunity .

Healing 1d6 points of damage for each lvl of the ablitiy the summoner has . ( 2d6 at lvl 3 , 3d6 at lvl 5 so on and so forth max of 9d6 at level 17 ) .

This healing is delivered as a touch spell .

The healing charge is a free action to deliver on the round it is channeled . On rounds after it is channeled, it is a standard action to deliver the healing .

The summoner may desinate his eidiolon as the toucher of this healing hand , as long as they are both with in 30 ft of each other at the time the ablitiy is used .

On the round healing hands is channeledd if the summoner desinates his ediolon as the toucher it is a free action for the ediolon to deliver the touch . On subsequinet rounds it is a standard action for the ediolon to deliver the ablity .

If the summoner cast a spell or channels healing hand before delivering a charge he or the ediolon is currently holding the charge being held is lost .

Healing hands delivers positive engery and may be used to damage undead as a armed touch attack .

This ablitiy can be used 3+ the summoner charisma modifier in times per day .

the summoner only needs 1 had free to use this ablitiy .

healing hands replaces the summon monster 1 - 9 ablities of the summoner class .

I had thought about adding in that the summoner's ediolon must take and maintain the celestial appearance evolution . But that might be a little much .


Thanks for all the input guys I appr it .


So the group I game with are going to start carrion crown AP .

So far the group is going to consist of a tank paladin ( he does not want to be a heal bot ) , a monk , a barbarian and a witch .

That leaves me I really want to play a summoner but with out any dedicated healer is this AP going to be a to hard to do ? or should I just break down and play a cleric .

My thought was that i could spend a evolution point for skilled in UMD for my eidolon for a extra wand wielder .

with out any spoilers can yall give me your opinions about our groups chances based just on our class choices .


Charcter: Talladan

Class & lvl :( 15 paladin )

Advenvture : Spires of Xin-Shalast

Catalyst : Killed and Eatten by

Spoiler:
Tyrandal lvl 15 half elf fighter

Story : After the mining out post began to shake the party fled thinking avalanche .

Spoiler:

Leaving behind the paladin and the fighter both who had fallen down due to the shaking of the building.

Tyrandal after managing to regain his balance moved over to help Talladan who had yet again fallen to the floor .

1 failed will save latter , A irresitable urge to kill and eat the paladin came over Tyrandal .

A few mins latter when the rest the party figured out there was no avalanche and their friends were missing went back to find them .

After some explaining the paladin was restored to life and the rest of the nite was spent with many a joke made about the quick snack the fighter had.


I wanted to throw this out there in the game I am playing in I got hit with the trap and this is kinda what I am doing with it .

My GM knows I am really unhappy about the female body ( just not sure if he knows how unhappy I am with it ) . But I decided to try to play through it until we can get back to town and have my gender swapped .

The way I wanted to make more of a story of it so to speak is .

I am saying that the clone was actually a clone sorshen tested out ...she placed her spirit inside it then went back to her normal body leaving behind a partial imprint of her.

I am going to pay a wizard to cast limited wish to let me change into a male but just look like the identical male twin of sorshen .

As a result of the clones uniqueness the fact im toting the shard of greed and a small slip up in the spell mixed with the trap . I end up with a creature that looks just like the clone or sorshen with glowing eyes and the rune of lust on her fore head and mine

( I multi classed into a summoner from rogue and I am having my eidolon look sorshen it is going to wield a glaive and take the magic casting feats for it. )

I am currently rogue 7 summoner 1 ( almost summoner 2 ). I am holding off doing any summoner class abilities until I pay the wizard to cast the spell and get to kinda play through it so to speak.

I thought this ended up being fitting since my character is a worshiper of calistra ( when I choose her I did not know she was the goddess of lust and vengence just that she was the first neutral god I spotted on the list lol ).


ah yep that is where i was getting throwed off and thanks for the help .


See that is what I was thinking ( the way you have said it works ) but .

The printing of pathfinder I have says that normal light functions just like bright light.

therefor your eidolons shadow meld would not work.

unless the wording is wrong and only day light and the daylight spell function as bright light and other forms of light function as normal light.

and thanks for the answers


I have some question regarding the summoner's eidolon.

the shadow meld feat says your eidolon gains 20% concealment in any condition other than bright light .

under the vision and light rules it says that torches and continual flame spells act as bright light from ranges of 0 to 20 ft and 20 to 40 feet as dim light .

But anyone in dim light gains 20% concealment already .

It seems the eidolon feat dose not work in torch light and has you pay 2 evolution points to get the same benefit you already receive by standing in dim light . is this how it really works ?

Also under shadow form it says the eidolon's melee attacks only deal half damage to corporeal beings is this natural attacks or includes all melee weapons you equip your eidolon with and dose it also apply to ranged weapons ?

One last one if you have shadow meld and shadow form dose the ability to turn off shadow meld also apply to shadow form ( can you turn both off as a free action or just shadow meld ) ?

and thanks for any answers


I have some question regarding the summoner's eidolon.

the shadow meld feat says your eidolon gains 20% concealment in any condition other than bright light .

under the vision and light rules it says that torches and continual flame spells act as bright light from ranges of 0 to 20 ft and 20 to 40 feet as dim light .

But anyone in dim light gains 20% concealment already .

It seems the eidolon feat dose not work in torch light and has you pay 2 evolution points to get the same benefit you already receive by standing in dim light . is this how it really works ?

Also under shadow form it says the eidolon's melee attacks only deal half damage to corporeal beings is this natural attacks or includes all melee weapons you equip your eidolon with and dose it also apply to ranged weapons ?

One last one if you have shadow meld and shadow form dose the ability to turn off shadow meld also apply to shadow form ( can you turn both off as a free action or just shadow meld ) ?

and thanks for any answers


I am wanting to take the leader ship feat and due to story line I was thinking of asking the GM if I could make the cohort a spirit / ghost .

My thoughts were this, the ghost template really does not fit with the theme I am trying to get ( a undead that died tragic ) so I was thinking of asking the GM if I could just apply the incorporeal subtype to the cohort and add CR+1 on to it ( to justify the incorporeal sub type ) and call it a spirit to make things a little simpler but get more of the theme I am going for .

should adding incorporeal sub type to a class based cohort cost the same as adding the ghost template ( CR+2 ) to it or would adding ( CR+1 ) be balanced .

Thoughts ?


So if my magus took exotic weapon profecny bastard sword. I would be able to use spell strike for the channeled spell attack while useing 2 hands on the sword for the bouns to damage. The next round use it 1handed for a regular cast spell and basic attack with the sword. Do I have this correct .