Some thoughts of my build for savage tides *Summoner*

Round 2: Summoner and Witch

Well my gaming group is almost done with age of worms and we are going to be starting Savage tides here in the next month, month and a half and i had decided to try out the summoner class. Just wanted your thoughts on this build to see what you all thought. Just going to give you some of the basics. Dont want to go over board.

Race Halfling
Class Summoner
Skills Linguistics, Ride, Profession Sailing

Weapon : Harpoon

1st Exotic Weapon Proficiency Harpoon
3nd Spell Focus (conjuration)
5rd Augment Summoning
7th Augment Elemental

Starting Statistics: Size Medium; Speed 30 ft.; AC +2
natural armor; Saves Fort (good), Ref (bad), Will (good);
Attack 2 claws (1d4); Ability Scores Str 16, Dex 12, Con 13,
Int 7, Wis 10, Cha 11; Free Evolutions claws, limbs (arms),
limbs (legs).

Bonus Swim Gills Improved Damage (Claw)

Let me know of any feed back.

Never heard of augment elemental.

Otherwise, character looks pretty neat. Haven't played Savage Tides yet, but I remember being impressed with what I saw when I was getting the Dungeon issues.

Hey, Thanks. Our DM is really excited about Savage Tides. Says that where they messed up in age of worms they fix and made better in savage tides.
The Augment Elemental feat is listed below. It gives all elemental Creatures that you summon and +2 to hit and damage and then the frost burn gives your summoned creatures a +1d6 cold damage.

Frost Burn- Page 47 - BECKON THE FROZEN Prerequisite: Spell Focus conjuration Augment Summoning

Magic of Eberron - Page 46 - Augment Elemental Prerequisite: Knowledge (the planes) 2 ranks.

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