Summoner advice


Advice

Shadow Lodge

Been curious about the summoner, and thinking about playing one as my next character. Would be in a home game, not sure if its a 20 or 25 point buy. The thing is, can't seem to seem to wrap my head around building one. Was wondering 1) if there were any treantmonk-like guides for summoners out there, as I like to make mechanically sound characters. And 2) what kind of concepts seem to work best.

The concept was thinking about was a gnome summoner who used his mount to get around the battlefield. Not necessarily for melee, but to be in good position for battlefield control. Plus being a gnome, I could use a medium mount and still maneuver around dungeons. Still waiting to see what the others in the group are thinking about playing, but depending on their choices, I would prefer to make a tankish type eidolon. Id make it a damage dealer if we are lacking melee, though. My question is does this concept work? Am I getting myself in trouble if I have a melee focused eidolon and I ride him into battle? I've considered maybe picking up some archery-type styles to use, but that seems moot if I send him into battle while riding him. Maybe use him as a mount outside of combat then.

If this concept is sound, Im open to any suggestions as to feats and build styles. If you have any links of interest I'd love to see those as well. Thanks in advanced for any help and advice that comes my way.


Many people think of "gnome on steed", personally I think its a waste as a summoner. Heres why...

First your spells arnt offensive, but of those that do, riding and casting requires demands the core class cant really afford at lower levels.
Second when the gnome hits combat while riding at lower levels. Hes pretty easy to target and one or two hits and BLIP, there goes you AND the Eilodon.
Third, your probably thinking of doing ride by attacks and doing the classic times a billion on charge. Charging gets boring in a team as your a bit of a lone performer but splitting these two up offers many more optional statergies and the damage comes out much higher.

It is safer to let your Eilodon charge in for the kill, then if it drops you give it hit points from the summoner to run away with the summoner, or just make the summoner run away and call his Eilodon back later. This doesnt seem like a lot, but tatically its a near unkillable character at lower levels. If your mounted when this happens, youll find out quickly your probably a goner too.

Plus your Eilodon gets so many tatical evolutions, they seem a waste to use on such a repetitive attack mode.

I ended up seeing that with so many buffs and hardly any offesive spells, taking the summoner for a simple spell caster may leave you with a peice of meat that sits there with nothing to do, as the Eilodon does his thing. So I made my summoner more like a Beastmaster in concept and as his ac isnt wonderful, found him better with reach.

Plus the summoner is not the hottest combatant, but youd be suprized what a team they make when constructed.
eg
Human Summoner 3rd level with long spear
St=20 Int=10Wis=10 Dex=18 Con=12 Char= 10
Feats= Combat Relfexes, Summon Elidon, Deft Opportunist (complete book)orPower Attack (next cleave)

Eilodon
Quad Body
Evol= Free= Limbs (2), Bite. Evol Pool= Reach, Pounce,Claws, Abil point increase.
Cast an Enlarge person, Magic Fang and mage armor and your laughing.

Eventually youll get a pouncing pet with a 10ft reach, 3 attacks at Att Bonus 11 and up to 32 points of damage.

And the summoner
Att Bon +10 Dam 2d6 plus 12.

Seems lame,but is as good as the Eliodon now. Hes got a 15ft reach, he sits in offensive/defense position protecting the wizards. He gets 4 Atts of Opportunity at 15ft reach with an Attack bouns 14 and damage 2d6 plus 12. Your cutting through those headed for the magic users as A.O.ops and you havent even had your turn yet. Which would be, 5 ft step back and youll find your ememies lined up for cleave. Then add the fact that your charging Eilodon has destroyed what hes charged at and now charging back to offer you a 10ft reaching flank from behind your ememies. Thats threatening a massive strip of board containing your emimies and all in a flanked possition with A.o.Ops from both sides so they become very limited in actions.

This angle gets uber crazy at higher levels due to the buff spells (Bulls, Cats Grace gives +2ac, +2 reflex saves and 2 more A.o.Ops) and the summoner can get evolutions at 10th (so does that make it a 20ft reach???)etc.....so i think Ill be pulling back in future and maybe making him ride at latter levels instead to do so!


Kabump wrote:

1) if there were any treantmonk-like guides for summoners out there, as I like to make mechanically sound characters. And 2) what kind of concepts seem to work best.

I would look at treatmonks guide for archer bards.

You have youre eidolon being in front or can alternatively put a level adequate summon as a standard action in front of you. And you can swap positions with youre eidolon and have better battlefield control spells than bard. And youre summon spells start to be good at grade 3, where you get summon monster 4 as lev 3 spell.

Best race would then be halfling.

I think the summoner lacks the defense to wade into close combat. For this he has enough critters, therefore archer is way to go.

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