Summoner feat selection?


Advice

Liberty's Edge

I have an elven summoner in society play who just hit level 2. Her only feat thus far is Improved Initiative (she also has +2 from a trait). Having nice initiative is pretty excellent!

At 3rd level, she gets another feat. I'm sort of at a loss at to what would actually be a good feat. At 1st level I usually had 2 1st level spells to last through 3 encounters- this obviously gets better as the levels progress, but I'm sort of doubting that my summoner will actually have something useful and powerful to cast every round- despite their portrayal as a cloth caster, and their name, and the fact that they get access to some really cool spells... they don't really look like a pure caster to me. Like, I put her Charisma at 16, but I doubt I'll be motivated to up it to 18.

Augment Summoning gets like three threads a day, and it would help with summon monster spells (which I don't plan to have a lot of), the summon eidolon spell (which I plan to have, but only for emergencies), and, apparently, the Summon Monster Spell-Like Ability. However, it requires Spell Focus: Conjuration, and there aren't that many save-or spells on the summoner spell list- she seems like she'll be boosting the capabilities of her teammates and, of course, her Eidolon.

There's a "Master Summoner" feat or something, that gives a +2 for 10 minutes after you summon your Eidolon- which, given that it takes a minute and only gives a +2 to Strength (or Dex, or Con), seems like it would slow down play.

The Extra Spells feat (or whatever it is that lets you learn 1 or 2 spells) would greatly up the chance that I have a given spell- but so would purchased scrolls, if I'm not mistaken. Additionally, the big worry is running low on spells in a day- at least, at the moment.

The extra spell slot feat seems like it would be better for someone with more limited casting.

Summoners are 3/4 BAB, so I could focus on ranged attacks- a mediocre contribution, but at least a reliable one. She has a 14 Dex and a longbow, which isn't much, but it's better than the average wizard or sorceror.

I could also focus on skills with feats, purchasing some extra traits to grab new class skills, etc.

Defensive feats, never a very appealing option, could actually be helpful for a character who is possibly a weak link, as a KO results in the Eidolon leaving in a way that takes longer than a typical KO to recover from.

Basically, the typical set of caster feats don't look that appealing to the summoner, and they don't have any real "must grab" feats (in my opinion at least). Has anyone else looked into this and came up with some great ideas?


I asked something similar to this a couple of days ago and while the thread didn't get a ton of hits, the few that did post there seemed to agree that the best thing to do is hide.

And hide.

And when that fails- hide.

Basically- buff your Big E and hide like a scared rabbit.

Not entirely sure I'm happy with that myself- but it was the thread consensus. With that in mind you may want to take ranks in Stealth and get some feats that back it up.

(i think I will still go with a str/throwing based summoner.. but since I don't have to decide until I build one, I haven't yet. hehe)

-S

Liberty's Edge

I also don't want to come across sounding negative- not having a "must go thusly" direction with feats actually really opens the character up for cool stuff.

The summoner is a fractional character- they aren't that strong, with a number of spells per day that doesn't go flying upwards like a 9 level caster. This is, of course, because they put so much of their effort into bringing more of their Eidolon to the material plane at each level- and the Eidolon is itself powerful and awesome. I'm sort of curious what feats she should take too- currently she has Power Attack because it seems safe and a good plan.

I'm just mostly wondering whether I should chase caster feats and ignore my lower casting, chase skills because they provide a bonus that doesn't "stack" with or require a bunch of class features to make work, grab some bow feats to contribute in the rounds post buff and pre heal-the-Eidolon, or just focus on being hard to bring down so that the Eidolon can't be poofed away.

Liberty's Edge

Selgard wrote:
I asked something similar to this a couple of days ago and while the thread didn't get a ton of hits, the few that did post there seemed to agree that the best thing to do is hide.

Like, the hide skill? I'm running around with an AC of 16 at the moment, which is pretty reasonable. Stealth is currently at a penalty in my Chain Shirt, but after next adventure (whenever that is), the penalty should go away. But I don't have ranks in it yet.

Quote:

Basically- buff your Big E and hide like a scared rabbit.

Not entirely sure I'm happy with that myself- but it was the thread consensus. With that in mind you may want to take ranks in Stealth and get some feats that back it up.

Well, eventually I can cast fly and invisibility. It seems like relying on not being perceived as a defense is a little dicey- rogues don't use hide to avoid combat, but instead to achieve goals and open correctly.

Still, I'll consider it. It seems like if that's my plan I would go with defensive feats, such as pluses to save, and Dodge. Is there a trait to make Stealth a class skill or anything?

Shadow Lodge

For combat focus on the bow. You aren't going to be the most deadly archer but you can help. Deadly aim, rapid shot can both be good, particularly against low AC enemies.

Another possibility is to load up on UMD and take skill focus UMD so you can be the wand ninja.


Well running and hiding isn't really my thing- even on my rogue.
(well, he Can hide.. but usually isn't too keen on running away.. chaaaarge!)

I was just saying, thats what most others seemed to think.

My problem with a bow is that you are low-damage. Unless yuo boost your str And buy the comp bows your damage will stay low.

I was thinking with thrown items you could make Str your main stat (instead of Dex) and that would allow you to throw for (still low damage) but also melee (for low damage) just not as low as a bow needing 2 stats.

Just thoughts still though.

-S

Shadow Lodge

Selgard wrote:

I asked something similar to this a couple of days ago and while the thread didn't get a ton of hits, the few that did post there seemed to agree that the best thing to do is hide.

And hide.

And when that fails- hide.

Basically- buff your Big E and hide like a scared rabbit.

Not entirely sure I'm happy with that myself- but it was the thread consensus. With that in mind you may want to take ranks in Stealth and get some feats that back it up.

Well I've seen some horrible advice for building summoners also where someone suggested the player dump all their physical stats other than CON so their summoner was essentially a hit point pool for their eidolon.

I suggest before you adopt turtling as your primary strategy you give a more interactive role a chance.

Shadow Lodge

Selgard wrote:

My problem with a bow is that you are low-damage. Unless yuo boost your str And buy the comp bows your damage will stay low.

I was thinking with thrown items you could make Str your main stat (instead of Dex) and that would allow you to throw for (still low damage) but also melee (for low damage) just not as low as a bow needing 2 stats.

Just thoughts still though.

Well hitting with low damage is better than missing with high :) You can also take feats that boost damage (deadly aim) and gear that boosts damage (flaming bow).


Start taking the Diehard feat chain.

Two of your most useful class abilities require it. This keeps your eidelon from going poof if you hit negative hp, and allows the eidelon to take hp damage that would kill you. Prettymuch must have feat chain now.

Shadow Lodge

mdt wrote:

Start taking the Diehard feat chain.

Two of your most useful class abilities require it. This keeps your eidelon from going poof if you hit negative hp, and allows the eidelon to take hp damage that would kill you. Prettymuch must have feat chain now.

Is this what you suggest for bards and wizards since their most useful class abilities require they be conscious also?

This is just plain horrible advice.


0gre wrote:
mdt wrote:

Start taking the Diehard feat chain.

Two of your most useful class abilities require it. This keeps your eidelon from going poof if you hit negative hp, and allows the eidelon to take hp damage that would kill you. Prettymuch must have feat chain now.

Is this what you suggest for bards and wizards since their most useful class abilities require they be conscious also?

This is just plain horrible advice.

Bards and Wizards don't lose their most powerful class feature for an entire combat for being rendered unconscious for 1 round. Nor do they have higher level class features that simply do not function as advertised because of a random, untested, unnecessary nerf. The only way to make Life Bond actually work as advertised is to be able to remain conscious all the way to your death from negative hit points.

Shadow Lodge

Zurai wrote:
Bards and Wizards don't lose their most powerful class feature for an entire combat for being rendered unconscious for 1 round. Nor do they have higher level class features that simply do not function as advertised because of a random, untested, unnecessary nerf. The only way to make Life Bond actually work as advertised is to be able to remain conscious all the way to your death from negative hit points.

Irrelevant, this isn't debate about class features. We're talking about a recommendation for a feat and this is just bad advice.

You spend the entire game, session after session with 2, 3? mediocre feats just in case you run out of hit points? If you know you are going to spend much of your game sub-zero HP then jump on it. My money is that Point blank, rapid shot, and deadly aim are going to be much more helpful.


0gre wrote:
My money is that Point blank, rapid shot, and deadly aim are going to be much more helpful.

What about precise shot and many shot?

So he can be a mediocre archer. At least he's not paying for proficiency.

But honestly archery with a medium bab class without any augments is sub-par.

-James


Anything you do for damage will be sub-par. That is assumed.

However, "sub par" is better than "zero" which is what you get if you do nothing at all.

-S

Liberty's Edge

0gre wrote:
Zurai wrote:
Bards and Wizards don't lose their most powerful class feature for an entire combat for being rendered unconscious for 1 round. Nor do they have higher level class features that simply do not function as advertised because of a random, untested, unnecessary nerf. The only way to make Life Bond actually work as advertised is to be able to remain conscious all the way to your death from negative hit points.

Irrelevant, this isn't debate about class features. We're talking about a recommendation for a feat and this is just bad advice.

You spend the entire game, session after session with 2, 3? mediocre feats just in case you run out of hit points? If you know you are going to spend much of your game sub-zero HP then jump on it. My money is that Point blank, rapid shot, and deadly aim are going to be much more helpful.

I disagree 100% with you here Ogre, I am sorry, maybe you play in a game where there is never any chance for bad things to happen to a character but I know for a fact I don't, and I am pretty sure most players don't.

What you call "mediocre feats" are game changers for this class, they can literally prevent the PC from dying due to the life-link feature which otherwise does little to nothing. That 2 feat chain has saved a good half dozen characters over the life of my play group so far and in this case it proves even MORE useful than in those cases.

There seems to be a trend hereabouts where people only ever seem to give a damn about how much damage a character can pump out in a single round of combat. That to me is just plain wrong, we are playing a Role Playing Game not a Roll Playing Game. This game isn't designed to be played 100% inside of combat and treating each class like a second class citizen based around the DPR they can do is shameful. So please take my kind advice and stop acting like you know what you are talking about, what you coin as "bad advice" is simply another persons take on it, you are by no means the expert and you really shouldn't act it.


0gre wrote:
rrelevant, this isn't debate about class features.

True enough. I suppose we were just a little off-topic.


Summoner's Call is a dreadfully useless feat. Any DM who doesn't make some modification to it if and when you take it should be taught a lesson by you saying that every 10 min you dismiss and resummon your Eidolon. Out of everything that was changed for the Summoner this one angers me the most and it wasn't even in the Final Playtest.

Otherwise, Diehard is a good choice especially with you being a Elf which elimiates all but one instance of your Eidolon going away when stuff happens to you.

Ranged Combat feats are also a good idea. Precise Shot is a good idea as you can shoot at whatever your Eidolon is fighting without taking a -4 to hit. Rapid Shot gives you an extra attack and so forth.

If you decide to go for Diehard chain, also consider becoming a wand specialist that way you don't have to worry about taking the ranged combat feats at all.

Shadow Lodge

james maissen wrote:
So he can be a mediocre archer. At least he's not paying for proficiency.

I'm not seeing the point, are you recommending something different?

Shadow Lodge

Themetricsystem wrote:
I disagree 100% with you here Ogre, I am sorry, maybe you play in a game where there is never any chance for bad things to happen to a character but I know for a fact I don't, and I am pretty sure most players don't.

Again, I said if you are going to spend a lot of time at sub zero HP then it's worth it. Games and GM styles vary.

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What you call "mediocre feats" are game changers for this class, they can literally prevent the PC from dying due to the life-link feature which otherwise does little to nothing. That 2 feat chain has saved a good half dozen characters over the life of my play group so far and in this case it proves even MORE useful than in those cases.

What those feats prevent is a summoner from having to cast a second level spell after you wake up....

That's it.


Class feature invariably affect feat choices. As does spell selection. For example, the summoner has many buffs that work just as well on the summoner as the summons. The Improved Share Spell feat would help this.

Haste, deadly aim and archery is a sound strategy.

Using feats to be good at archery may be too much of an investment. Get Deadly Aim and use spells and diverted evolutions to augment the combat ability of the summoner.

Feats: Spell Focus (conjuration), Augment Summoning, Deadly Aim, Toughness, Iron Will, Improved Share Spell

I suppose you could afford to skip Toughness and Iron Will for Point Blank Shot and Rapid Shot...

Spells: Haste, Heroism, Cat's Grace


JMD031 wrote:

Summoner's Call is a dreadfully useless feat. Any DM who doesn't make some modification to it if and when you take it should be taught a lesson by you saying that every 10 min you dismiss and resummon your Eidolon. Out of everything that was changed for the Summoner this one angers me the most and it wasn't even in the Final Playtest.

Otherwise, Diehard is a good choice especially with you being a Elf which elimiates all but one instance of your Eidolon going away when stuff happens to you.

Ranged Combat feats are also a good idea. Precise Shot is a good idea as you can shoot at whatever your Eidolon is fighting without taking a -4 to hit. Rapid Shot gives you an extra attack and so forth.

If you decide to go for Diehard chain, also consider becoming a wand specialist that way you don't have to worry about taking the ranged combat feats at all.

Good advice, especially if you go the diehard feat route. Stacking point blank shot and keeping two or three wands on you (one in each hand so you have some choices) can make a very combat effective mage, especially since you can wear armor and still cast spells.

Another feat you might want to consider is medium armor proficiency. Not because you'll ever wear medium armor, but because you can then get mithral medium armor and still cast spells, since it's treated as light (but you still need the proficiency to avoid the double ACP).

On the other hand, if you get mithral breastplate, and stack it with the armor training trait, you can wear a mithral breastplate without having the proficiency for it (it has 0 ACP in that case). And since it's still considered light, you can cast spells in it as a summoner.

Liberty's Edge

The bond ability is 14th level and out of range of society play (at least for now). Obviously in any home game, the ability will be fixed to actually function.

My issue with Diehard is threefold:

1- Endurance is a pretty lame feat- it exists mostly to feed Diehard. Sleeping in medium armor is the big deal, and that doesn't help me out at all.
2- Diehard keeps you up, which is a mixed blessing. If you get criticalled for way more than you thought, you might be at like, 10. The enemy archer with three attacks comes up next, and you have to choose to pass out or stay up- in many cases, the correct call is to pass out so that you don't actually get killed.
3- Nothing in this feat chain really speaks to the character concept.

That being said, it's definitely an extra 13 hit points to function at, and keep the Eidolon working at. I don't really like this feat chain for Verya, but I'll consider it. Note that I wouldn't actually get Diehard itself for 9 adventures, at which point I would be 5th level. Diehard seems to get outscaled by the fact that your "death pool" of hit points never grows past -Con (correct me if I'm wrong), but enemy attacks and number of attacks do increase.

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Summoner's Call is a dreadfully useless feat. Any DM who doesn't make some modification to it if and when you take it should be taught a lesson by you saying that every 10 min you dismiss and resummon your Eidolon.

Well, my solution is just to not take it. I don't need to junk up the table by forcing the DM to figure out which minute we are on, mod 11, whenever anything happens (with the 1/11 chance that we get jumped with NO Eidolon out, of course). Again, this is for society play, and the DMs can't be randomly buffing bad feats.

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Ranged Combat feats are also a good idea. Precise Shot is a good idea as you can shoot at whatever your Eidolon is fighting without taking a -4 to hit. Rapid Shot gives you an extra attack and so forth.

If I go the ranged path, my first feat is Point Blank Shot at 3rd level, which will actually be helpful sometimes. Then at 5th the choice would be between Rapid Shot (for an extra attack that would double my meager output, but the -2 would be very noticeable) and Precise Shot (which would let me engage pretty much any target at the table).

These feats are at least all useful the moment I pick them up, but I could be left with regrets at like 9th level maybe? I suspect that archery will still be helpful even at level 12.

Is Vital Strike just another damage die? It sounds like it could maybe be used to interrupt even a mid level caster with a readied action? One of the mechanically pleasing things about being a split entity is having an action to spare, after all.

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If you decide to go for Diehard chain, also consider becoming a wand specialist that way you don't have to worry about taking the ranged combat feats at all.

This sounds interesting- what do you mean, just have a selection of wands? I'm a little unsure about which wands are available when in society play- I think I need to unlock them with a chronicle sheet. What would be good options here?

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Good advice, especially if you go the diehard feat route. Stacking point blank shot and keeping two or three wands on you (one in each hand so you have some choices) can make a very combat effective mage, especially since you can wear armor and still cast spells.

Well in this case, Point Blank Shot is at odds with Endurance -> Diehard. If anything Quick Draw would be the go-to feat for multiple wands! Does holding a wand count as that hand being free for casting?

The wand idea is damned interesting. For any spells not on my list I'd have to pass a DC 20 Use Magic Device check. That's a class skill and I think I currently have a +7 to it- but that's nowhere near good enough for a reliable combat activity. I still doubt I have access to a good assortment of wands, but I'm definitely intrigued.

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Another feat you might want to consider is medium armor proficiency. Not because you'll ever wear medium armor, but because you can then get mithral medium armor and still cast spells, since it's treated as light (but you still need the proficiency to avoid the double ACP).

I thought about this and rejected it so far. I'm currently planning to get mithril chain shirt, which will leave me with like 12.5 spare pounds of encumbrance and again, give me an AC of 16. If I took medium armor proficiency, I would then have to pony up for mithril breastplate (which is 4200). The net advantage would be an AC of 18, but counterbalancing that would be a -1 penalty to some skills. I have to kind of figure out my budget here.

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On the other hand, if you get mithral breastplate, and stack it with the armor training trait, you can wear a mithral breastplate without having the proficiency for it (it has 0 ACP in that case). And since it's still considered light, you can cast spells in it as a summoner.

Ooooh this trait sounds good. I'll go look for that- it's one feat to get two traits right?


Ah,
Ok, I didn't realize organized play capped at level 12 (wow, that sucks). Anyway, yeah, if that's the case, ignore the diehard feat chain, makes no sense to take it if you can't ever get the benefit of it.

As to casting with a wand in your hand, it depends on your GM. I usually let my casters tie a string to the wand if they want, so they can release it and not drop the thing (it's easy to sunder though, any sunder attempt that hits automatically cuts the string).

The armor training trait is in the APG as a combat trait, and yes, there's a feat in the APG that lets you get two traits. My understanding is though that you start with two traits, unless organized play is different. I have a spell-less ranger right now (from Kobold Quarterly) that only has light armor proficiency but is wearing a mithral breastplate using the trait to avoid the penalties.

Liberty's Edge

Quote:
As to casting with a wand in your hand, it depends on your GM.

Well if there's no rule on it, then I would assume no. Again, I wouldn't want to have my character based on something that depends on the table- I'd be relying on the interpretations of several GMs over the course of the character.

What you said with the string sounds pretty great though.

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My understanding is though that you start with two traits, unless organized play is different.

You do- but I'm level 2 now, so I already have my starting traits.


0gre wrote:
james maissen wrote:
So he can be a mediocre archer. At least he's not paying for proficiency.
I'm not seeing the point, are you recommending something different?

Considering he'd be 5th before having Precise shot (as he'll really need this) then be 7th to take Rapid Shot...

Seems like far too much of an investment for a side of damage.

I would go with a decent UMD score, though as the OP is an elf and has a low CHA (16) it won't be as optimal as it would be in general.

Summoners have some decent terrain spells, buff spells and a few save or lose spells. Figure the first few rounds you will be hasting the party, throwing a buff out or laying down an area control spell. This should likely keep things going through most fights so that either case (UMD or bow) would be only used after a while by the build.

Spending 3-5 feats on such a thing seems somewhat silly. I'd rather spend the feats on extra spells for another 2 spells known of 2nd+ level (taken at level 7+).

As to archery.. consider that by 6th level you're looking at either:

1. Archery (outside 30' cause you don't wanna be that close):
To hit: +8 (+4 BAB, +3 DEX, +1 Bow) or through (soft) cover +4
Damage: 1d8+1 (0 STR, +1 magic) for 5.5 average (YMMV if you have higher str).

Say vs AC 21 (or a mere 17 through allies/enemies which is far more common than you'd think) you're looking at a 40% chance to hit to average 2.2 damage (baring an unlikely crit).

2. UMDing a little 1st level wand of magic missiles.
Chance to activate: 65% DC 20 (+12 w/6 ranks +3 Trained +3 CHA)
Damage: 1d4+1 for 3.5 average.
Yielding expected damage: 2.275

Now sometimes the target will have better/worse AC or have SR. But in general you're looking about the same here when comparing a 2 feat + 2,300gp investment(+1bow) to a 750gp investment (level 1 wand of magic missiles). You could make it more comparable by making it a level 3 wand of magic missiles even though those start getting pricy (2250gp) in which case the bow's going to need to go against around an AC of 13 (without any cover) which doesn't seem likely to occur frequently. Also the magic missile damage is more reliable damage for disrupting casters, etc.

I just think that you can get better use out of your feats here.

But then again I was one of those posters that suggested a halfling summoner that went with skill focus hide & hellcat stealth to be an unseen buffer/caster.

-James


cfalcon wrote:


You do- but I'm level 2 now, so I already have my starting traits.

What's your full build?

-James

Shadow Lodge

james maissen wrote:
Spending 3-5 feats on such a thing seems somewhat silly. I'd rather spend the feats on extra spells for another 2 spells known of 2nd+ level (taken at level 7+).

Not a bad idea, I'm not sure about taking extra spells twice, they don't have a lot of spell slots to toss around.

Quote:

As to archery.. consider that by 6th level you're looking at either:

1. Archery (outside 30' cause you don't wanna be that close):
To hit: +8 (+4 BAB, +3 DEX, +1 Bow) or through (soft) cover +4
Damage: 1d8+1 (0 STR, +1 magic) for 5.5 average (YMMV if you have higher str).

Say vs AC 21 (or a mere 17 through allies/enemies which is far more common than you'd think) you're looking at a 40% chance to hit to average 2.2 damage (baring an unlikely crit).

Paizo stuff (including PFS) tends to include a fair number of low AC enemies. For example I'm poking through a PFS scenario and the in the Tier 6-7 encounters 2 of the 4 encounters have AC 17 targets and one has an AC 19 target. For the other, there is glitterdust.

Use archery against the AC targets you can hit and save your spells for the critical encounters. Or mix things up, use things like glitterdust to soften targets so you can hit them. The thing is you likely aren't going to have enough spells to fill every round of every encounter for quite a while.

cfalcon's idea to use vital strike with readied actions is a great way to get some mileage out of a fairly low damaging attack.

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2. UMDing a little 1st level wand of magic missiles.

Chance to activate: 65% DC 20 (+12 w/6 ranks +3 Trained +3 CHA)
Damage: 1d4+1 for 3.5 average.
Yielding expected damage: 2.275

UMD is a decent way to go but I'm not a big fan of consumable items. A 750gp wand is 15 gold per shot, the 3rd level wand is 45gp/ shot.

The bow is still worth 2,300 gold after 50 shots, or 200 shots.


0gre wrote:


UMD is a decent way to go but I'm not a big fan of consumable items. A 750gp wand is 15 gold per shot, the 3rd level wand is 45gp/ shot.

The bow is still worth 2,300 gold after 50 shots, or 200 shots.

The format for society play is roughly 3 adventures to level a character (an adventure being a 4 hour session). At the end of each adventure/session the PC could have been awarded 1-2 PA (Prestige award points) and can spend 2PA to get an item up to 750gp in worth. Thus a level 1 wand of magic missile is by no means out of line. In fact level 1 wands are the prime choice here imho.

The way I see it it's unlikely that he'll burn through more than 2 wands over the course of 33 mods (taking him from 1st to 12th).

Also I see feats as being far more expensive than these consumables.

-James

Shadow Lodge

james maissen wrote:
0gre wrote:


UMD is a decent way to go but I'm not a big fan of consumable items. A 750gp wand is 15 gold per shot, the 3rd level wand is 45gp/ shot.

The bow is still worth 2,300 gold after 50 shots, or 200 shots.

The format for society play is roughly 3 adventures to level a character (an adventure being a 4 hour session). At the end of each adventure/session the PC could have been awarded 1-2 PA (Prestige award points) and can spend 2PA to get an item up to 750gp in worth. Thus a level 1 wand of magic missile is by no means out of line. In fact level 1 wands are the prime choice here imho.

The way I see it it's unlikely that he'll burn through more than 2 wands over the course of 33 mods (taking him from 1st to 12th).

Also I see feats as being far more expensive than these consumables.

Spending gold, spending PA, amounts to the same thing.

I do agree that if you are only using two wands over 12 levels then the wands are likely the better choice. Even if you do only buy 2 wands your damage is capped which is a bit limiting. Vital strike and Deadly aim both help boost archers damage over time.

As for spending feats, that's a fair enough point. Ultimately it boils down to what kind of role you want to play in the party.


0gre wrote:


Spending gold, spending PA, amounts to the same thing.

Not really when you consider the restrictions on it.

As to the rest, I don't think spending feats on archery is going to get him to a happy ending.

But it does boil down to what he wants out of the character. If it's simply 'contribute' in combat then I think he's better off not spending most of his feats to be mediocre with a bow. Using a bow is fine, but I wouldn't spend the feats on it.. cause it won't have enough return for him.

-James

Liberty's Edge

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Class feature invariably affect feat choices. As does spell selection. For example, the summoner has many buffs that work just as well on the summoner as the summons. The Improved Share Spell feat would help this.

Sorry I missed this response before. Improved Share Spell I didn't even know about, but looking it up, it looks like my first chance to take it would be level 11 (thus making it an endgame feat). It has a restriction that it falls apart should the Eidolon stray more than 5 feet away, which really means, at that level, that it works as long as I get to *ride* the Eidolon. Many of the higher level buffs are group buffs in any event. That being said, it could well be the best 11th level feat. A shared shield spell will never be obsolete, and will be a good use for a lategame action that only uses a 1st level slot (or wand charge).

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What's your full build?

Verya, Andoran Female Elf

Character Sheet:

Chaotic Good Summoner 2
Goddess: Desna
Languages: Common, Elven, Draconic, Auran, Aquaan

Str 11 (+0)
Dex 14 (+2)
Con 12 (+1)
Int 12 (+1)
Wis 12 (+1)
Cha 16 (+3)

AC: 16 (flatfooted 14, touch 12)
BAB: +1
Attack, Masterwork Composite Longbow: +4 (1d8, 20x3), Range Increment 100
Attack, Longsword: +1 (1d8, 19-20x2)

Skill points (3 per level base, plus 2 from favored class) spent as:
Diplomacy (2)
Knowledge (Arcana) (1)
Lingustics (2: Aquan, Auran)
Perception (1)
Spellcraft (1)
Use Magic Device (1)

FRW: 1/2/4
CMB: +1
CMD: 13

Spells known:
0: Message
0: Detect Magic
0: Light
0: Resistance
0: Mage Hand (could change, haven't adventured at level 2 yet)
1: Lesser Rejuvenate Eidolon
1: Enlarge
1: Shield (could change, haven't adventured at level 2 yet)

Uses:
0: 14400 / day :P
1: 3 / day

Feats:
Improved Initiative (+4 to Init)

Traits:
Warrior of Old (racial trait, +2 to initiative)
Starchild (can discern true north, +4 to survival checks to avoid being lost)

Gear:
Chain Shirt (25 pounds)
Longsword (4 pounds)
Masterwork Composite Longbow (3 pounds)
Explorer's Outfit (worn)
Flint and steel
Spell Components (2 pounds)
19x Arrows (~3 pounds)
Potion of CLWx4
Masterwork backpack (2 pounds, treat Str as 12 for capacity)
Total gold worth 903 gold divided as:
Platinum: 85
Gold: 53
138 coins = ~3 pounds

Total carried: 42 / 43

Quote:
Figure the first few rounds you will be hasting the party, throwing a buff out or laying down an area control spell.

Yes, this seems about right. But will I be spending 1, 2, or even 3 rounds casting? My assessment is probably 1 and at most 2, even though mid levels, based on the desire to preserve spells and heal the Eidolon, should it take damage.

Quote:
I'd rather spend the feats on extra spells for another 2 spells known of 2nd+ level (taken at level 7+).

At level 7 I will have 5 first level spells, 4 second level spells, and 2 third level spells. Eleven is not a great deal of castings, but it may occupy my rounds pretty well, depending. Keep in mind this has to last through like three encounters, unless the late adventures let you rest.

Quote:
I just think that you can get better use out of your feats here.

That's the real question- can I? Extra casting feats and metamagic feats don't really seem all that helpful, because I don't think I can keep doing that. However, the wand analysis seems pretty good. Do note that with archery I do have the option to shoot at soft targets, or otherwise weak ones, and the magic missile wand isn't really an auto-hit as I can fail the activation roll.


cfalcon wrote:

If I go the ranged path, my first feat is Point Blank Shot at 3rd level, which will actually be helpful sometimes. Then at 5th the choice would be between Rapid Shot (for an extra attack that would double my meager output, but the -2 would be very noticeable) and Precise Shot (which would let me engage pretty much any target at the table).

These feats are at least all useful the moment I pick them up, but I could be left with regrets at like 9th level maybe? I suspect that archery will still be helpful even at level 12.

Is Vital Strike just another damage die? It sounds like it could maybe be used to interrupt even a mid level caster with a readied action? One of the mechanically pleasing things about being a split entity is having an action to spare, after all.

Precise Shot is the better choice because while taking another shot will be nice being able to shoot into melee without penalty will be better. Vital Strike is giving up all of your extra attacks for an extra damage die. If you don't have too many attacks its probably a good choice.

cfalcon wrote:
This sounds interesting- what do you mean, just have a selection of wands? I'm a little unsure about which wands are available when in society play- I think I need to unlock them with a chronicle sheet. What would be good options here?

Yes, just have a selection of wands. Wands can cover just about anything you'll need to do combat wise. However, I'm not sure what the rules are in society play.

Liberty's Edge

Hrm, looking through the Pathfinder lists of items, I see that Elven Chain remains usable as light armor, despite being chainmail (+6 armor bonus). It costs 5150 GP, which is 1000 GP more than mithral chainmail (which would require medium armor proficiency)- here's my question- can Elven Chain be enchanted? Like would 6150 GP buy Elven Chain +1?


cfalcon wrote:
Hrm, looking through the Pathfinder lists of items, I see that Elven Chain remains usable as light armor, despite being chainmail (+6 armor bonus). It costs 5150 GP, which is 1000 GP more than mithral chainmail (which would require medium armor proficiency)- here's my question- can Elven Chain be enchanted? Like would 6150 GP buy Elven Chain +1?

It's masterwork (Mithral) armor with no existing enchantments, so yes, it can be enchanted. So 6150 would buy you +1 elven chain.

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