Summoner feat level 3


Advice


Hey guys, I can't actually believe it but I already ran out of ideas for useful feats for my level 3 gnome summoner.
The party just hit the level today. Quite surprisingly actually as we play normal progression and we made it from just fresh on level 2 directly to level 3 in a single encounter. Maybe its because the XP difference between 2 and 3 is only marginally higher than the difference between 1 and 2.

Anyway now im stuck with selecting a feat for my summoner and nothing seems particularly useful for me.

I have a quadruped eidolon currently evolved with claws, Strength increase, pounce and damage increase for the claws (which will be replaced soon with a gore, as soon as i have another evolution point available).
What I'm going for with the eidolon in the end is supposed to have 7 primary natural attacks with as much damage as i can pack on it. Probably 2 sets of claws, a tail sting, a gore and a bite, which is why the damage increase on the claws will probably find its way back again on later levels (thats +4 damage on average), energy attacks and all sorts of nifty extras such as flight for example.

Im just posting that in case it might be important for the choice of feats I am going with for the summoner, who mostly tries to stay back and provide the eidolon with buffs.

The first level feat i took was combat casting because you can't always stay out of enemies' notice.

Does anyone have any good ideas what might be a good addition to my build?

Also feats for later levels would be nice to know, because i'm sure this is not the last time I'm going to be lost with this.


When in doubt, improved initiative is always nice.

Craft Wondrous Item is always good for saving money.

Feats to make you an effective Archer could be a good use of your time in combat while your Eidolon tanks.


Adventure Path Charter Subscriber

Spell Focus (conjuration) and Augment Summoning, for when your eidolon is dead or less useful than some summoned creature.

Scarab Sages

For the eidolon, Precise Strike for a feat. Since the summoner is standing back, you would need to convince the rogue or a front line melee to also take Precise Strike to be the other flanker. If you can get flank often, before fifth level, it is more efficient than Power Attack. In the sixth through ninth levels, it is about break even. (-2 to hit vs 0.5 less average damage)
For an evolution, Skilled (Acrobatics) so it can move through threatened squares with ease. If the eidolon chose Acrobatics as a class skill, with the Skilled evolution and maxing skill points, it could have a +16 Acrobatics check against CMD to avoid attacks of opportunity at third level. It doesn't make the check an automatic one, but one that is very easy against most opponents.
For the summoner, ditto on the advice from others so far.


I'd go for Summoner's Call, Eidolon gets +2 to the stat of your choice for 10 mins when summoned (or something like that, can't remember offhand)
Toughness is always a consideration too, always nice to have mroe HP to funnel into the beast


Interzone wrote:

I'd go for Summoner's Call, Eidolon gets +2 to the stat of your choice for 10 mins when summoned (or something like that, can't remember offhand)

Toughness is always a consideration too, always nice to have mroe HP to funnel into the beast

Summoner's call is nice when i know ahead of time when there is going to be an encounter, otherwise it is pretty useless because with the 1 minute summoning time, he will appear with his stats buffed when the fight is already over.

On that path i'd rather go with augment summoning and get the summon eidolon spell that let me summon him for a more limited time but as a standard action with +4 to several stats.
A feat for ranged attacks seems reasonable too.

I think i will leave my choices for the eidolon as they are at the moment, I don't want to convince party members to tune their builds to mine, because i have a very fleety personality and sometimes am more than content to see my character die so i can make a new, totally different one.
For example our DM houseruled that you dont have to confirm crits. Which is tempting me very hard right now to make a dual-falcata fighter or ranger build with improved critical.

Scarab Sages

Maybe some of the mounted combat feats for riding said eidolon, or maybe if you stand in combat with him (suicide most times) I can agree with the precise strike teamwork feats, or if you are strong enough to stand in combat, any of the other combat feats.

I am also a big fan of shooty summoners, so I would bump myself in that regard were you following that feat tree.

I like the extend spell metamagic feat.

I like the defensive ones, dodge or combat expertise feats. If you don't find yourself in melee combat, and just casting buffs on the pet, then by all means if you have the INT take the combat expertise. -1 for +1 ac? Win. Continues well past initial with increasing -/+. Epic WIN!


Toughness isn't a terrible choice if you are into defensiveness.

Improving your saves isn't a bad idea either.


coyote6 wrote:
Spell Focus (conjuration) and Augment Summoning, for when your eidolon is dead or less useful than some summoned creature.

I think this is good advice. Then there is Improved Summoning to follow.


Skill Focus and Eldritch Heritage are always options for charisma based classes.


extra evolution maybe? also if your going normal summoner and not unchained summoner its more resource friendly to get 6 claws and a bite as you will only need weapon focus claw and improved critical claw and what not


Weapon focus - claws maybe? +1 to hit on 4 attacks a round is pretty nice. If it seems your beastie already hits plenty then power attack is always a great option. Rending claws later on.

Resilient eidolon can be useful if bad things happen, but I must admit I hate taking feats that are dependent upon me being KOed.

Extra Evolution is always useful.

Metamagic - Extended Spell. Might not always have a rod available.

Later on I always like Improved Spell Share.

Improved Initiative will give you a chance to get an important group buff off before the action starts on unexpected encounters.

Any of the +save feat (iron will, lightning reflexes) are good at this point if you cannot find any feat that you really want more. Shoring up a bad save is always useful.


You guys realise this is a 6 year old thread, right?


WagnerSika wrote:
You guys realise this is a 6 year old thread, right?

not till you just pointed it out

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