How do you play a summoner?


Advice


So, I've been playing in a local open game. Forgotten Realms, mainly based around the Undermountain dungeon and the city of Waterdeep. I've been playing a while it's been a running joke around the table since APG came out that nobody actually knows what the Summoner class is supposed to do or be good at.

This is a challenge, for me: I want to build a summoner. The problem is I haven't the foggiest idea how the class is meant to be played. It's a low-level/slow-experiance campaign, starting at lv3 with a 25pt pointbuy and 3000G with which to buy equipment. (Because of the slow experiance and high... attrition rates, I should probably count on end-game being lv6-8) So I leave to you, people who know more about this than me: How do I construct and play a Summoner? How do I effectively use my Eidolon? How do I keep it from dying? How do I contribute to the party in combat?

EDIT: Probably should mention that we are only allowed to use material from the PFCR and APG.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

I take the original Yu Gi Oh! as my model.

Dark Archive

1 person marked this as a favorite.

Here's what you should do. Construct your Summoner first, before you decide on the kind of eidolon you want. You want high DEX, high CHA, definitely. The rest of the stats depend on your personal playstyle.

Be an elf. Use thinblandes, get the feats endurance and diehard, and then get weapon finesse. Get a crossbow.

For your eidolon, make him a quadraped, with claws, imp claws as an evolution, and improve claws as a feat. Imp. bite is also nice, but you get more attacks and damage from claws. Imp. initiative is a good feat for both summoner and eidolon. You get multiattack automatically, so don't get it as a feat. Improving natural armor through the feat and the evolution is also a good idea.

Basically, you are a buffer/damage dealer with a damage dealing pet, that can go invisible, buff everyone and still do damage via eidolon. Always use your eidolon, the summon monster ability that summoners get is like a second dick, you don't need it and it gets in the way. At level 4, make sure you have summon eidolon as a spell at all times.

At level 14, you become invincible and no one will ever kill you, thanks to stone skin, share spells, and the awesome summoner ability you get at that level.


This links will give you some insight as how to build a summoner:

About Bards
About Wizards

As far as I am concerned the summoner may focus on riding they Eidolon to battle, and focusing on physical stats, focused in spellcasting or archery. Very similar to the bard in that aspect.

But about spellcasting the summoner is very similar to the wizard so I put that aids in spell selection. Just remember that if you choose to specialize in mounted or ranged combat your spells' DCs won't be to high so you migth try to avoid them.

Humbly,
Yawar


So, does the Summoner get extra spells off of Charisma then and NOT intelligence?


Jared Ouimette wrote:

Here's what you should do. Construct your Summoner first, before you decide on the kind of eidolon you want. You want high DEX, high CHA, definitely. The rest of the stats depend on your personal playstyle.

So, High INT not too important? My highest points need to be in CHA and DEX?

Forgive me, first time making a Pathfinder character.

Dark Archive

Hyprow wrote:
Jared Ouimette wrote:

Here's what you should do. Construct your Summoner first, before you decide on the kind of eidolon you want. You want high DEX, high CHA, definitely. The rest of the stats depend on your personal playstyle.

So, High INT not too important? My highest points need to be in CHA and DEX?

Forgive me, first time making a Pathfinder character.

A summoner is like a sorceror, his spells have saving throws based off of his CHA. However, he really only uses his spells to buff, giving it a lower priority to DEX (which via weapon finesse, allows him to hit things more often and adds to his AC, which he really needs).

After that, if you want skills, put points into INT, then CON, the WIS, then STR.

If you want more damage STR, CON, WIS, INT

If you want more survivability CON, WIS, INT, STR

Dark Archive

High Charisma, Good Dex/Constitution. Strength is a decent dump stat (to the point you can spare it based on your combat style, see below). I'd recommend focusing your character on either being purely support or as a combatant who works in tandem with the Eidolon. Some ideas:

1) Support: With creative use of traits to get class skills like Diplomacy, Bluff, and/or Sense Motive the Summoner can actually function well as a skill hound and support caster (as he has social interaction skills, knowledge skills, linguistics, and Use Magic Device). Best with a Human for the extra skill point and a decent Intelligence score. Strength definitely becomes a dump stat here and you want your Charisma as high as possible. General tactics are to hang back, buff, and run interference with Conjure Pit. Eidolon should be set up to be a beefy melee fighter that will double as a bodyguard for the Summoner.

Benefits: Serves a very useful role outside of combat, great flexibility with UMD, and a good buff machine.
Drawbacks: Not that good at combat itself and reliant upon Eidolon/Summons to do the fighting for the summoner. I'd recommend only doing this build as a means of rounding out an already balanced party.

2) Ranged Combatant: The usefulness of a good DEX for the Summoner, along with light armor, and an Eidolon who is likely to be in the thick of things makes the idea of being able to give fire support via ranged attacks attractive. Especially when the Summoner can buff himself with an assortment of spells. High Dexterity without as high of a Charisma (unless you're not going with a Composite Bow, then dump Strength). Precise Shot and Point Blank Shot along with things like Weapon Focus to try and help your to-hit catch up. This build plays to the Attributes the Summoner may focus on anyways.

3) Melee Tag team: Already mentioned, but a light skirmisher type who focuses on working in unison with his Eidolon/Summon. Casting takes a secondary role to having attributes to back this up (Decent Strength, Good Dexterity at the cost of Charisma). Teamwork feats on both Summoner and Eidolon are recommended, especially Precise Strike. Maybe dip a level into Rogue for Sneak Attack. Play the flank game.


Any thoughts on the best Character sheet for the summoner?


If you can't do good damage you don't belong in melee ... a summoner doesn't belong in melee. You will do the same or more damage with a bow, while running less risk.

Dark Archive

Pinky's Brain wrote:
If you can't do good damage you don't belong in melee ... a summoner doesn't belong in melee. You will do the same or more damage with a bow, while running less risk.

Its really a moot point anyways, if the combat lasts long enough that the summoner is done buffing his eidolon, then he should be laying in with his battlefield control spells.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Hyprow wrote:
So, does the Summoner get extra spells off of Charisma then and NOT intelligence?

That is correct. The summoner is essentially a very specialised Sorcerer.

Dark Archive

1 person marked this as a favorite.

I play a half-elf, took ancestral weaponry, and when not buffing drop nets on opponents to lower their CMD/AC/attacks. Works well. Also I keep cha high, and use traits to add diplomacy to class skills. That + UMD + useful for the rare save-based spell (like grease).


I'm guessing that after Spell Focus (Conjuration) and Augment Summoning, that Extend Spell would be a good feat for a Summoner looking to buff their Eidolon?

That and maybe having a few Summon Monster spells on the roster aside from the level-based ability so you can bring in a few friends for your pet monster when he's fighting for a flank bonus, etc.

And perhaps Invisibility or Greater Invisibility when they become available? (Or perhaps a wand with one of those spells if you don't want to have them taking up a spell slot.) Sit back, go invisible, send your ediolon forward and then start dropping various extra summonings on the enemy without violating your invisibility.


Tank + Wand of True Strike = Win.


I've actually been looking at a very tanky build for the Eidolon, basicly giving the quadruped form Combat Reflexes and Toughness for feats(Summoner is human and takes Toughness, Spell Focus(Conjuration) and Augment Summoning), Improved Natural Armor(1pt), Improved Damage(Bite)(1pt), Reach(bite)(1pt), Trip(2pt). Buff it with Mage Armor/Shield via Share Spells and it has something like a 26AC with 37HP and Evasion at third level. (DM uses Full HD at first level, with a 1/2HD+1 increase each level for HP.)

Gets really fun at 5th level when I put the Ability Increase into CON, it's STR/DEX go to a 16, and I can get my second Imp. Natural Armor evolution. Armor Bonus goes up to a +4, meaning my AC goes from a 26, to a 31, and HP goes up to a 62HP, which is not shabby at all.


I plan on giving both my Summoner and Eidolon Endurance and Diehard so that if/when the Eidolon or Summoner go into the negatives they don't go unconscious since the link will only stop death, not unconsciousness.

As for design, I've got two for my Eidolon. Either a 8 limbed beastie with 6 claw attacks so it can rend 3 times a round for 10 attacks (11 if you have trip+AoO) and pounce, or one with 6 tentacles and Multi-grab and improved Multigrab from 3.5.

I know at first level I'm making sure it has the improved natural attack evolution and feat so when I Enlarge Person it's claws will do 2d6.

Later on I'll be using the Summon Eidolon spell with the 3.5 feats Imbued Summoning and Rapid Spell to bring it out affected by Augment summoning and any 3rd lvl or lower buff spell the same round I cast it.

No matter what the level or spells I pick, I'm totally going to be riding it and casting more buff spells every round.

If I'm feeling particularly nasty I might bust out the Venom Fire spell, but that would probably be going overboard, haha.


If I have a neutral arcane caster with summon monster(any number), I will summon something like a hound archeron and let it go after the most evil creature in front of it. The Hell Hound, I will put right behind my enemy. Riding your Eidolon sounds like a plan.


@OP:

It's actually disappointingly easy to make a high damage eidolon. It might not last forever; but it can be recovered later - and while it is active it has a frightening DPR potential.

In my opinion the real challenge, for a summoner, is making an obscure/fun eidolon that does not maintain the biggest legal number of claws.

PS: note with the built you specified: I don't think the eidolon is allowed to have that many attacks for the level-range you indicated. By level 8 only 4 natural attacks are allowed.


I have my eilodon at 6 th level , and i went with the bi-ped with 20 str and 1 huge slam attack.

while at first this seems to be way less inferior to the claws of death eildolon , there are a few advantages .
the attack turns out to be 3d6 +15 with power attack ( INA , and volution INA), this goes to 4d6 with enlarge.

claws can go to 4 x (1d8+ 10) ( 2d6 with enlarge), and rends

so you see the claws , at face value look like a way better deal.

but here are some things that help the slam attack.
1) i have the reach evolution and enlarge , and combat reflexes, that is a 15 FT reach with 3 posible AoO's at 4d6+16.
2) haste , gives me one more huge attack not a smaller one.
3)I can move and still get my big attack.
4)vital strike becomes nasty
5) multi attack becomes real good and not useless. ( since we get it for free).

over all , it is pobaly less dmg , but i do like the vesitilty of this biuld.

Dark Archive

Rend also only triggers once a round; multiple sets just make it more likely to trigger.


Kefler wrote:

I have my eilodon at 6 th level , and i went with the bi-ped with 20 str and 1 huge slam attack.

while at first this seems to be way less inferior to the claws of death eildolon , there are a few advantages .
the attack turns out to be 3d6 +15 with power attack ( INA , and volution INA), this goes to 4d6 with enlarge.

claws can go to 4 x (1d8+ 10) ( 2d6 with enlarge), and rends

so you see the claws , at face value look like a way better deal.

but here are some things that help the slam attack.
1) i have the reach evolution and enlarge , and combat reflexes, that is a 15 FT reach with 3 posible AoO's at 4d6+16.
2) haste , gives me one more huge attack not a smaller one.
3)I can move and still get my big attack.
4)vital strike becomes nasty
5) multi attack becomes real good and not useless. ( since we get it for free).

over all , it is pobaly less dmg , but i do like the vesitilty of this biuld.

It also finishes out nice.

At level 15, if you have room, with huge evolution, enlarge person, crank that one slam attack, improved vital strike, and only a +6 belt of str, you are doing 18d8+32 (very consistently with true strike) for 123 average damage per round. Sure, against the big bads, you might only get one shot in, but 123 is a decent shot.

Of course, by that level, you can also have great cleave, and a reach of 25'(30' at level 17 with the lunge feat if you want) with 6d8+32 and only a +28 to hit without any magical bonuses (other than a +6 belt) Of course it could be better with an amulet of mighty fists/permanent magic fang.

And it really isn't a bad deal if your Eidolon goes down, because after he does, then you can lay the smack down with multiple summons.(providing your companions give you an inch of breathing room)

Dark Archive

INA and the evolution have also been ruled not to stack; so sadly(?) the 3d6 (or 2d6 claws) don't happen. Which is a good thing :).

I'd never take the huge evolution unless I'm in an outdoor setting; tough to get eidilon around In a dungeon. At high levels you should have wands of righteous might around for when you want to do that transformation.


Thalin wrote:

INA and the evolution have also been ruled not to stack; so sadly(?) the 3d6 (or 2d6 claws) don't happen. Which is a good thing :).

I'd never take the huge evolution unless I'm in an outdoor setting; tough to get eidilon around In a dungeon. At high levels you should have wands of righteous might around for when you want to do that transformation.

i would never pey the evolution to make the eidolon huge , or large for that reason , and the fact that str and and con evolutions cost double when you do that... but there are the evulution surege spells for that :).

i know the INA feat does not stack with it self , but this is the feat and a evolution witch i believe do stack.
also the druid spell " strong jaw" is awesome for the eidolon , it increases natural attacks but 2 sizes.


.
..
...
....
.....

The problem my Summoner has is that everyone and their mother wants to jump him from the shadows..

..that and the last BBEG had a Scroll of Dominate Monster - forcing my summoner to dismiss his Eidolon!

Ok, so nothing tears-worthy: All part n'parcel of the class but stiiiill...

Gief Improved Evasion on ma Summoner!

On the plus side, *seemingly*, for 4 Evo points my summoner can become proficient in all Martial weapons.

..he doesn't want to but hey, tis a nice option.

For the record, his Eidolon is large lovercraftian-esque tree with many legs (it's bloody fast!) that skips around the battlefield (literaly, think carniverous alien tree + The Luggage from Discworld) trying to scoop people into it's jaws (swallow whole)..

Nom nom nom nom nom nom nom nom...
*shake-shake-shake the fist*

Dark Archive

Kefler wrote:
Thalin wrote:

INA and the evolution have also been ruled not to stack; so sadly(?) the 3d6 (or 2d6 claws) don't happen. Which is a good thing :).

I'd never take the huge evolution unless I'm in an outdoor setting; tough to get eidilon around In a dungeon. At high levels you should have wands of righteous might around for when you want to do that transformation.

i would never pey the evolution to make the eidolon huge , or large for that reason , and the fact that str and and con evolutions cost double when you do that... but there are the evulution surege spells for that :).

i know the INA feat does not stack with it self , but this is the feat and a evolution witch i believe do stack.
also the druid spell " strong jaw" is awesome for the eidolon , it increases natural attacks but 2 sizes.

Not so... It was clarified they do not, in fact, stack. Which everyone would know better if they didn't refuse to print clarifications/erratas pre-release. But trust me, your eidilon will be fine :).

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / How do you play a summoner? All Messageboards

Want to post a reply? Sign in.