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 )
resummon eidolon :
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 .
summoner 2.0
save progression stays the same as regular summoner
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 :
improved share spells :
life link:
Bond senses :
Shield ally :
Makers call :
Transposition :
Aspect :
Greater shield ally :
Life Bond :
Greater Aspect :
Bonus spell :
summon monster SLA
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 1
lvl 2
lvl 3
lvl 4
5th lvl
6th lvl
Thanks for taking time to read through this and for any and all input and opinions .
Macona wrote:
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 .
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 ).
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 ? |