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james maissen wrote:

I would vote towards this. Since you have to share item slots I don't think that you as a medium BAB caster really belongs in melee.

Between wands, buffing, area control & haste coming so quickly you will have your actions lined up for the first rounds of each combat without need to try to build for the later half of combats as opposed to doing your main job well.

I would suggest that since you would go with a high CHA that you grab traits that would give you some CHA skills as class skills. In PFS your party makeup can change and you might be the party 'face' by sheer virtue of your CHA score.. you might as well make the most of it.

-James

I'm leaning towards the following @1:

Human Summoner, 11hp, AC 16 (with chain vest)
Str 7
Dex 14
Con 14
Int 12
Wis 12
Cha 18 (16 with +2 human)
Favored class bonus to HP

Traits: Reactionary, Fashionable (diplomacy)
Feats: Spell focus conjuration, Augment Summon
Skills: Knowledge Arcana, Spellcraft, UMD, Diplomacy

Spells:
0) Detect Magic, Acid Splash, Guidance, Daze
1) Grease, Mage Armour (or Shield)

Eidolon "Boo"

Med Quadruped
Free Evolutions: Bite, Limbs (legs x2)
1pt: Claw
1pt: Natural Armour (+2)
1pt: Pounce

The caster would continue to advance castery stuff, probably imp initiative @ 3.

Not sure what to add after this, obviously would need more attacks when it can use them, and maybe magical attacks at 2, reach at 3, and at 4 rebuild for an extra set of claws?

Probably take the suggestion from above and rebuild at 4 to get limbs (arms) and claws (for those limbs when your level allows more natural attacks. Then go with improved damage: claws (when it will bump to 2d6 or better), large (when you hit 8th level), more improved natural armor (when allowed), and magic attack (especially by 10th level when you can fit it in).

Feats:
1--Power Attack
3--Imp Natural attack???
6--????
9-- Eldritch claws

What the heck to do about feats though? Should I use the level 6 feat on multiattack even though you get it for free at 9th? Or use it for imp natural attack and do something else?

What do you think?


Selgard wrote:

Didn't they officially say that imp nat armor can't be taken until level 5? Or am I mis-remembering?

-S

SRD rules say it can be taken 1 time for every 5 levels the summoner possesses. I took this to mean I could take it whenever in the first 5 levels and then again?


So,

After looking through stuff it seems like there are really 4 kinds of builds to consider (assuming you don't want to be small and ride the thing, which I'm leaning against).

@level 1 with starting evolutions

1. Quadruped, claws (1pt), pounce (1pt), Imp nat armor (1pt)
Caster's job is to stand in the back and buff/debuff, the pet charges off and does damage to the bad guys

2. Quadruped, with the same general build.
Caster is built to flank with the pet and smack away at the bad guys

3. Biped--Weapons training (2 pt evo--give it a mace for each hand?), nat armor (1pt)
This would give it 3 attacks, 1 natural and 2 weapon attack. You could then send it in to hit things or leave it in front of the caster to hit guys trying to hit you.

4. Biped--Bite (1pt, to be swapped out for extra limbs when it get more than 3 attacks), Nat armor (1pt), and reach (bite?)
You could use this one the same as the other bipedal one above.

Am I thinking about these in the right way? Is there any obvious stupid options here?


Hello all!

I'm new to pathfinder and am going to be starting in a PF Society game pretty soon and think I want to play a summoner.

I have some ideas for how to build the caster (Go human and prioritize charisma, take augment summoning etc), but I'm a bit at a loss for the eidolon. I was thinking quad looked good, but someone else pointed out that bipedal would be able to get reach and I'm frankly at a loss....

Can anyone give me suggestions for a 1-10 (or even a 1-5) build for the thing that would work with the society limits (e.g., max 12th level).

Frankly, any suggestions for either would be welcome.

:)