Help with making a viable 1-30 Build


Advice


I was wondering if anyone could assist me in making a viable build that is good from level one and only got better from there on out. The concept of the build is a summoner ( or sorcerer ) who summons minions to carry out his will. However if he does come out as a sorcerer I would prefer him to be a battlefield control/blaster kind of sorcerer. Oh, and please use 25 point buy. Thanks in advance!


You need to give more info really...

what books are allowed?

- All pathfinder books? Non-pathfinder books?
- Spell compendium?
- Others?

What bloodlines do you favor?
What race do you favor?
What campaign/AP you playing in if any we know?
What does your party consist of?
What level are you starting at?
Are you allowed traits? How many?
Will your DM allow you to use the Human bonus spell trait on other races?

I personally am making a sorcerer, but while my build is heavy in BC it is very light in blast, you can't really do both well with the limited spell selection of sorcerer.

My build (Arcane Human Sorcerer) gets good at 8th level and higher were it can throw a high DC acid arrow+metamagic daze with a 4th level spell (10+5(CHA)+1(Metamagic)+2(Spell Level)+2(Focuses)) 20 DC without items, has a high inititive (+4 Familiar, +4 Imp. Init, +2 Trait, +2 Dex) of 12 to hit them with the BC spells before the battle starts.

Here is the build to 17...

UNNAMED HERO CR 16
Male Human (Varisian) Sorcerer 17
CG Medium Humanoid (Human)
Hero Points 1
Init +14; Senses Perception +20
--------------------
DEFENSE
--------------------
AC 19, touch 15, flat-footed 15. . (+4 Dex, +4 natural)
hp 155 (17d6+85)
Fort +15, Ref +14, Will +16
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +8/+3 (1d3/20/x2)
Sorcerer Spells Known (CL 17, +8 melee touch, +12 ranged touch):
8 (5/day) Polymorph Any Object (DC 29), Power Word, Stun, Temporal Stasis (DC 29), Maze
7 (8/day) Teleport, Greater, Spell Turning, Delayed Blast Fireball (DC 28), Reverse Gravity (DC 28), Firebrand, Project Image (DC 28)
6 (8/day) True Seeing, Repulsion (DC 27), Programmed Image (DC 27), Chain Lightning (DC 27), Flesh to Stone (DC 27), Disintegrate (DC 27), Heroism, Greater
5 (8/day) Overland Flight, Teleport, Telekinesis (DC 26), Baleful Polymorph (DC 26), Hungry Pit (DC 30), Magic Jar, Wall of Stone (DC 30)
4 (8/day) Black Tentacles, Stoneskin, Charm Monster (DC 25), Enlarge Person, Mass (DC 25), Dimension Door, Shout (DC 25), Enervation, Stone Shape
3 (9/day) Haste (DC 24), Tongues, Slow (DC 24), Fireball (DC 24), Summon Monster III, Magic Circle against Evil, Dispel Magic
2 (9/day) Hideous Laughter (DC 23), Darkvision, Scorching Ray, Acid Arrow, Glitterdust (DC 27), Mirror Image (DC 23), Detect Thoughts (DC 23), Invisibility
1 (9/day) Identify, Silent Image (DC 22), Magic Missile, Mage Armor, Comprehend Languages, Charm Person (DC 22), Color Spray (DC 22), Grease (DC 26)
0 (at will) Mage Hand, Mending, Read Magic, Message, Light, Prestidigitation (DC 21), Ghost Sound (DC 21), Detect Magic, Resistance
--------------------
STATISTICS
--------------------
Str 8/10, Dex 12/18, Con 14/20, Int 14, Wis 10/12, Cha 26/32
Base Atk +8; CMB +8; CMD 23
Feats Dazing Spell, Elemental Spell: Acid, Elemental Spell: Electricity, Eschew Materials, Extend Spell, Greater Spell Focus: Conjuration, Heighten Spell, Improved Initiative, Leadership (Base Score 28), Persistent Spell, Quicken Spell, Spell Focus: Conjuration, Spell Perfection: Flesh to Stone
Traits Magical Lineage: Acid Arrow, Reactionary
Skills Bluff +22, Diplomacy +21, Fly +15, Intimidate +22, Knowledge: The Planes +13, Linguistics +3, Perception +20, Sense Motive +3, Spellcraft +20, Use Magic Device +29
Languages Celestial, Common, Shoanti, Undercommon, Varisian
SQ +4 to Initiative checks, Arcane, Deliver Touch Spells Through Familiar (Su), Empathic Link with Familiar (Su), Hero Points (1), Metamagic Adept (4/day) (Ex), Metamagic Rod, Empower, Lesser, Metamagic Rod, Maximize, Lesser, Scry on Familiar (1/day) (Sp), Share Spells with Familiar, Speak with Animals (Ex), Speak With Familiar (Ex)
Other Gear Amulet of Natural Armor +4, Bag of Holding II (empty), Belt of Physical Might, DEX & CON +6, Cloak of Resistance, +5, Glove of Storing, Headband of Alluring Charisma, +6, Ioun Stone, Deep Red Sphere, Ioun Stone, Dusty Rose Prism, Ioun Stone, Incandescent Blue Sphere, Ioun Stone, Orange Prism, Ioun Stone, Pale Blue Rhomboid, Ioun Stone, Pink and Green Sphere, Metamagic Rod, Empower, Lesser, Metamagic Rod, Maximize, Lesser, Tome of Leadership and Influence, +4
--------------------
TRACKED RESOURCES
--------------------
Action Points - 0/13
Metamagic Adept (4/day) (Ex) - 0/4
Metamagic Rod, Empower, Lesser - 0/3
Metamagic Rod, Maximize, Lesser - 0/3
Scry on Familiar (1/day) (Sp) - 0/1
--------------------
SPECIAL ABILITIES
--------------------
+4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Arcane When a spell level is increased by a metamagic feat, it gains +1 DC.
Dazing Spell You can cast a spell that dazes those injured by it (duration = spell's level in rounds, Fort negates).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elemental Spell: Acid You can cast a spell with half or all its damage type replaced with this feat's damage type.
Elemental Spell: Electricity You can cast a spell with half or all its damage type replaced with this feat's damage type.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials Cast without materials, if material cost is <= 1gp.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Greater Spell Focus: Conjuration +1 to the Save DC of spells from one school.
Heighten Spell Increases spell level to effective level desired.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Leadership (Base Score 28) You attract loyal companions and devoted followers.
Magical Lineage: Acid Arrow A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Metamagic Adept (4/day) (Ex) Apply a metamagic feat 4/day without increasing the casting time.
Metamagic Rod, Empower, Lesser The wielder can cast up to three spells per day that are empowered as though using the Empower Spell feat.

Strong (no school); CL 17th; Craft Rod, Empower Spell; Price 9,000 gp.
Metamagic Rod, Maximize, Lesser The wielder can cast up to three spells per day that are maximized as though using the Maximize Spell feat.

Strong (no school); CL 17th; Craft Rod, Maximize Spell feat; Price 14,000 gp.
Persistent Spell You can cast a spell that requires targets to succeed at 2 saves or suffer the effects of the spell.
Quicken Spell Cast another spell in the same round you cast this one. +4 Levels.
Scry on Familiar (1/day) (Sp) You can scry on your familiar once per day.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Speak with Animals (Ex) Your familiar can communicate with similar animals to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC.
Spell Perfection: Flesh to Stone The selected spell can have 1 metamagic feat applied for free, as long as the modified level stays at or below 9. Double the effects of feats like spell focus, weapon focus [ray], etc. on this spell.

Some of the DC's are off of what they can be with metamagic add-on's. Hope this helps, and this isn't the best character but it's what I have been working on.

RPG Superstar 2011 Top 4

There are not even rules to go to 30...


Scipion del Ferro wrote:
There are not even rules to go to 30...

Shh, they don't know that! No, but really, we'll be using the content from the Epic Level Handbook ( With a possible touch of Immortal Handbook, all the Immortal Handbook is unlikely ).

Ice_Deep wrote:

You need to give more info really...

what books are allowed?

- All pathfinder books? Non-pathfinder books?
- Spell compendium?
- Others?

What bloodlines do you favor?
What race do you favor?
What campaign/AP you playing in if any we know?
What does your party consist of?
What level are you starting at?
Are you allowed traits? How many?
Will your DM allow you to use the Human bonus spell trait on other races?

I personally am making a sorcerer, but while my build is heavy in BC it is very light in blast, you can't really do both well with the limited spell selection of sorcerer.

My build (Arcane Human Sorcerer) gets good at 8th level and higher were it can throw a high DC acid arrow+metamagic daze with a 4th level spell (10+5(CHA)+1(Metamagic)+2(Spell Level)+2(Focuses)) 20 DC without items, has a high inititive (+4 Familiar, +4 Imp. Init, +2 Trait, +2 Dex) of 12 to hit them with the BC spells before the battle starts.

Book that are allowed are the pathfinder stuff exclusively, I don't have much of a preference when it comes to the Bloodlines... they're all too cool! I like Human the best, when it comes to sorcerers, and we're ( going ) to be playing in the Drow War campaign. Party stuff hasn't been worked out yet, but it'll probably end up with a rogue, barbarian, and something else. Starting at one, DM would let us do anything ( He previously got rid of Level Adjustment and told us to go crazy. He doesn't care much 'bout over-poweredness, although I don't know if we can be any race right now. ) Oh, and I haven't asked about traits.


You didn't mention if you start at level 1, I am going to show you what I plan to do level 1-15 with my current sorcerer build, and give you the level 15 build. At level 15 this guy can take down a CR 19 dragon by himself, from then on he rocks after level 20 I don't know what you should do since I don't have epic experience.

I don't know about Epic play, never played/gmed above level 15/17 or so. I wouldn't respond but there isn't many people (though a few I am impressed with) so I thought I would try to help as I have been building sorcerers over and over again for weeks.

Now here is the build I will be working towards for my Second Darkness campaign, it's centered around being able to do the following...

Level 1-4:
Color Spray, here is your friend. Better than any other thing you can do at these levels, a unconsious creature is "helpless" meaning auto crit on attack, and they make fort save of die.
Level 4-6: Glitterdust, not as good as color spray was 1-4, but blindness against most guys gives your team a bunch of good things, also scorching ray is nice if you actually want to do damage.
Level 6-8: Haste your team, Slow the enemy = Win
Level 8-12: Haste your team, Slow the enemy, anyone makes there save gets hit with Dazing Acid Arrow
Level 12-15: Haste your team, Quickened Stinking Fog, Dazing Acid Arrow to the biggest, meanest looking guy, anyone walks out of the stinking cloud slow them or hit them with some disabling spell.
Level 15+: DC 35 Quickened, Persistant, Selective Stinking Cloud (using level 7 slot, with free quicken from Spell Perfection feat) followed by DC 30 Dazing, Persistant, Elemental:Acid OR Electric Acid Arrow (using level 6 spell slot). By doing this anything in the cloud must make 2 DC 35 Fort saves or be sickened (losing all non-move actions, dropping weapons, lots of good stuff) and they stay sickened for a bit after they leave, and the big guy you hit with Acid Arrow has to make 2 saves every round a number of rounds, or be dazed for 2 rounds.. all creatures of normal CR will fail the saves 50%+ of the time, with 2 saves it's almost automatic. He can do this trick 4-6 times a day for the most part with little drop off. With the other spells and party buffs you got most things covered, though you can switch spells to match your preference.(EDIT: Forgot to mention both spells bypass spell resistance, your hitting both Fort+Will saves, and that you can select up to 5 people at level 15 (cha mod +5) to not be effected by the stinking cloud meaning they can wade in and have at it!)

Past level 15 just keep taking sorcerer, and fill your needs until 20, after that I don't know.

Sorcerer Level 15:

UNNAMED HERO CR 14
Male Human (Varisian) Sorcerer 15
CG Medium Humanoid (Human)
Hero Points 1
Init +14; Senses Perception +18
--------------------
DEFENSE
--------------------
AC 22, touch 14, flat-footed 18. . (+4 armor, +4 Dex, +4 natural)
hp 122 (15d6+60)
Fort +14, Ref +14, Will +13
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +6/+1 (1d3-1/20/x2)
Sorcerer Spells Known (CL 15, +6 melee touch, +11 ranged touch):
7 (5/day) Teleport, Greater, Reverse Gravity (DC 26), Summon Monster VII
6 (7/day) True Seeing, Planar Binding (DC 29), Programmed Image (DC 25), Circle of Death (DC 25), Chain Lightning (DC 25), Flesh to Stone (DC 25), Disintegrate (DC 25)
5 (8/day) Dominate Person (DC 24), Overland Flight, Teleport, Baleful Polymorph (DC 24), Hungry Pit (DC 28), Magic Jar, Wall of Stone (DC 28)
4 (8/day) Black Tentacles, Stoneskin, Ice Storm, Dimension Door, Enervation, Hallucinatory Terrain (DC 23), Dimensional Anchor, Stone Shape
3 (8/day) Haste (DC 22), Slow (DC 22), Stinking Cloud (DC 26), Fireball (DC 22), Magic Circle against Evil, Dispel Magic, Magic Circle against Chaos
2 (8/day) Hideous Laughter (DC 21), Darkvision, False Life, Scorching Ray, Glitterdust (DC 25), Mirror Image (DC 21), Detect Thoughts (DC 21), Invisibility
1 (9/day) Identify, Silent Image (DC 20), Mage Armor, Comprehend Languages, Enlarge Person (DC 20), Charm Person (DC 20), Color Spray (DC 20), Grease (DC 24)
0 (at will) Mage Hand, Detect Poison, Read Magic, Message, Light, Prestidigitation (DC 19), Ghost Sound (DC 19), Detect Magic, Resistance
--------------------
STATISTICS
--------------------
Str 7/9, Dex 14/18, Con 14/18, Int 14, Wis 7/9, Cha 22/28
Base Atk +7; CMB +6; CMD 20
Feats Dazing Spell, Elemental Spell: Cold, Elemental Spell: Electricity, Eschew Materials, Greater Spell Focus: Conjuration, Improved Initiative, Maximize Spell, Persistent Spell, Quicken Spell, Selective Spell, Spell Focus: Conjuration, Spell Perfection: Stinking Cloud
Traits Magical Lineage: Acid Arrow, Reactionary
Skills Bluff +22, Diplomacy +11, Intimidate +13, Knowledge: Arcana +15, Knowledge: The Planes +15, Perception +18, Sense Motive +1, Spellcraft +20, Use Magic Device +27
Languages Common, Shoanti, Undercommon, Varisian
SQ +4 to Initiative checks, Arcane, Deliver Touch Spells Through Familiar (Su), Empathic Link with Familiar (Su), Hero Points (1), Metamagic Adept (4/day) (Ex), Metamagic Rod, Empower, Lesser, Metamagic Rod, Extend, Ring of Sustenance, Scry on Familiar (1/day) (Sp), Share Spells with Familiar, Speak with Animals (Ex), Speak With Familiar (Ex)
Other Gear Amulet of Natural Armor +4, Bag of Holding I (empty), Belt of Physical Might, DEX & CON +4, Cloak of Resistance, +5, Glove of Storing, Headband of Alluring Charisma, +6, Ioun Stone, Deep Red Sphere, Ioun Stone, Incandescent Blue Sphere, Ioun Stone, Orange Prism, Ioun Stone, Pale Blue Rhomboid, Ioun Stone, Pink and Green Sphere, Ioun Stone, Pink Rhomboid, Metamagic Rod, Empower, Lesser, Metamagic Rod, Extend, Ring of Sustenance
--------------------
TRACKED RESOURCES
--------------------
Action Points - 0/12
Metamagic Adept (4/day) (Ex) - 0/4
Metamagic Rod, Empower, Lesser - 0/3
Metamagic Rod, Extend - 0/3
Scry on Familiar (1/day) (Sp) - 0/1
--------------------
SPECIAL ABILITIES
--------------------
+4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Arcane When a spell level is increased by a metamagic feat, it gains +1 DC.
Dazing Spell You can cast a spell that dazes those injured by it (duration = spell's level in rounds, Fort negates).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elemental Spell: Cold You can cast a spell with half or all its damage type replaced with this feat's damage type.
Elemental Spell: Electricity You can cast a spell with half or all its damage type replaced with this feat's damage type.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials Cast without materials, if material cost is <= 1gp.
Greater Spell Focus: Conjuration +1 to the Save DC of spells from one school.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Magical Lineage: Acid Arrow A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Metamagic Adept (4/day) (Ex) Apply a metamagic feat 4/day without increasing the casting time.
Metamagic Rod, Empower, Lesser The wielder can cast up to three spells per day that are empowered as though using the Empower Spell feat.

Strong (no school); CL 17th; Craft Rod, Empower Spell; Price 9,000 gp.
Metamagic Rod, Extend The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat.

Strong (no school); CL 17th; Craft Rod, Extend Spell; Price 11,000 gp.
Persistent Spell You can cast a spell that requires targets to succeed at 2 saves or suffer the effects of the spell.
Quicken Spell Cast another spell in the same round you cast this one. +4 Levels.
Ring of Sustenance This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.

Faint conjuration; CL 5th; Forge Ring, create food and water; Price 2,500 gp.
Scry on Familiar (1/day) (Sp) You can scry on your familiar once per day.
Selective Spell You can cast a spell that does not affect some targets within its area.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Speak with Animals (Ex) Your familiar can communicate with similar animals to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC.
Spell Perfection: Stinking Cloud The selected spell can have 1 metamagic feat applied for free, as long as the modified level stays at or below 9. Double the effects of feats like spell focus, weapon focus [ray], etc. on this spell.


Here is a summoner build for you to look at

Summoner:

UNNAMED HERO CR 14
Male Half-Elf Summoner 15
CN Medium Humanoid (Elf, Human)
Init +6; Senses Bond Senses (15 rounds/day), Low-Light Vision; Perception +16
--------------------
DEFENSE
--------------------
AC 19, touch 11, flat-footed 18. . (+8 armor, +1 Dex)
hp 108 (15d8+30)
Fort +12, Ref +12, Will +13
Defensive Abilities Greater Shield Ally (+4 AC/Saves, +2 for allies), Life Bond; Immune sleep; Resist Elven Immunities, Greater Shield Ally (+4 AC/Saves, +2 for allies)
--------------------
OFFENSE
--------------------
Spd 0 ft.
Melee Unarmed Strike +9/+4/-1 (1d3-2/20/x2)
Spell-Like Abilities Summon Monster VIII (8/day)
Summoner Spells Known (CL 15, +9 melee touch, +13 ranged touch):
5 (4/day) Plane Shift (DC 21), Spell Turning, Planar Adaptation (DC 20), Rejuvenate Eidolon, Greater
4 (5/day) Teleport, Magic Jar, Evolution Surge, Greater, Overland Flight
3 (6/day) Protection from Energy, Heroism, Stoneskin, Magic Circle against Evil, Magic Fang, Greater
2 (6/day) Barkskin, Slow (DC 17), Haste (DC 17), Glitterdust (DC 18), See Invisibility, Protection from Arrows
1 (7/day) Protection from Chaos, Mage Armor, Protection from Law, Enlarge Person (DC 16), Grease (DC 17), Unfetter
0 (at will) Daze (DC 15), Mage Hand, Read Magic, Message, Detect Magic, Resistance
--------------------
STATISTICS
--------------------
Str 7, Dex 14, Con 14, Int 14, Wis 9, Cha 21
Base Atk +11; CMB +9; CMD 21
Feats Augment Summoning, Extend Spell, Greater Spell Penetration, Improved Counterspell, Improved Initiative, Reach Spell, Spell Focus: Conjuration, Spell Penetration
Skills Acrobatics -4, Bluff +6, Climb -8, Diplomacy +6, Escape Artist -4, Fly +12, Handle Animal +15, Perception +16, Ride +7, Spellcraft +15, Stealth -4, Swim -8, Use Magic Device +15 Modifiers Sociable
Languages Common, Elven, Sylvan, Undercommon
SQ Arcane Training, Aspect (Su), Eidolon Link (Ex), Elf Blood, Life Link (Su), Maker's Call/Transposition (3/day) (Su), Share Spells with Eidolon (Ex)
Combat Gear Hide Shirt; Other Gear Bracers of Armor, +8, Cloak of Resistance, +5
--------------------
TRACKED RESOURCES
--------------------
Bond Senses (15 rounds/day) (Ex) - 0/15
Maker's Call/Transposition (3/day) (Su) - 0/3
Summon Monster VIII (8/day) (Sp) - 0/8
--------------------
SPECIAL ABILITIES
--------------------
Arcane Training +1 CL for spell trigger and spell completion items for your favored class.
Aspect (Su) You may take some of your Eidolon's evolution points to add evolutions to yourself.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Bond Senses (15 rounds/day) (Ex) Share your Eidolon's senses.
Eidolon Link (Ex) You have a link with your Eidolon, but share magic item slots.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Greater Shield Ally (+4 AC/Saves, +2 for allies) (Ex) +4 AC and save when within Eidolon's reach. Allies gain +2.
Greater Spell Penetration +2 to caster level checks to overcome spell resistance.
Improved Counterspell Use a spell of the same school 1+ levels higher to Counterspell.
Life Bond (Su) Damage that would kill you is transferred to the Eidolon.
Life Link (Su) Sacrifice HP to prevent that much damage to your Eidolon.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Maker's Call/Transposition (3/day) (Su) Dimension Door your Eidolon to you or swap places with your Eidolon.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Share Spells with Eidolon (Ex) Personal spells can be cast on your Eidolon instead.
Sociable If you fail a Diplomacy check to change an attitude, you can try again without waiting 24h.
Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC.
Spell Penetration +2 to caster levels checks to overcome spell resistance.
Summon Monster VIII (8/day) (Sp) Use summon monster spells as spell-like abilities, with durations measured in minutes instead of rounds.

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Ed:

UNNAMED HERO CR 14
Male Half-Elf Summoner 15
CN Medium Humanoid (Elf, Human)
Init +6; Senses Bond Senses (15 rounds/day), Low-Light Vision; Perception +16
--------------------
DEFENSE
--------------------
AC 19, touch 11, flat-footed 18. . (+8 armor, +1 Dex)
hp 108 (15d8+30)
Fort +12, Ref +12, Will +13
Defensive Abilities Greater Shield Ally (+4 AC/Saves, +2 for allies), Life Bond; Immune sleep; Resist Elven Immunities, Greater Shield Ally (+4 AC/Saves, +2 for allies)
--------------------
OFFENSE
--------------------
Spd 0 ft.
Melee Unarmed Strike +9/+4/-1 (1d3-2/20/x2)
Spell-Like Abilities Summon Monster VIII (8/day)
Summoner Spells Known (CL 15, +9 melee touch, +13 ranged touch):
5 (4/day) Plane Shift (DC 21), Spell Turning, Planar Adaptation (DC 20), Rejuvenate Eidolon, Greater
4 (5/day) Teleport, Magic Jar, Evolution Surge, Greater, Overland Flight
3 (6/day) Protection from Energy, Heroism, Stoneskin, Magic Circle against Evil, Magic Fang, Greater
2 (6/day) Barkskin, Slow (DC 17), Haste (DC 17), Glitterdust (DC 18), See Invisibility, Protection from Arrows
1 (7/day) Protection from Chaos, Mage Armor, Protection from Law, Enlarge Person (DC 16), Grease (DC 17), Unfetter
0 (at will) Daze (DC 15), Mage Hand, Read Magic, Message, Detect Magic, Resistance
--------------------
STATISTICS
--------------------
Str 7, Dex 14, Con 14, Int 14, Wis 9, Cha 21
Base Atk +11; CMB +9; CMD 21
Feats Augment Summoning, Extend Spell, Greater Spell Penetration, Improved Counterspell, Improved Initiative, Reach Spell, Spell Focus: Conjuration, Spell Penetration
Skills Acrobatics -4, Bluff +6, Climb -8, Diplomacy +6, Escape Artist -4, Fly +12, Handle Animal +15, Perception +16, Ride +7, Spellcraft +15, Stealth -4, Swim -8, Use Magic Device +15 Modifiers Sociable
Languages Common, Elven, Sylvan, Undercommon
SQ Arcane Training, Aspect (Su), Eidolon Link (Ex), Elf Blood, Life Link (Su), Maker's Call/Transposition (3/day) (Su), Share Spells with Eidolon (Ex)
Combat Gear Hide Shirt; Other Gear Bracers of Armor, +8, Cloak of Resistance, +5
--------------------
TRACKED RESOURCES
--------------------
Bond Senses (15 rounds/day) (Ex) - 0/15
Maker's Call/Transposition (3/day) (Su) - 0/3
Summon Monster VIII (8/day) (Sp) - 0/8
--------------------
SPECIAL ABILITIES
--------------------
Arcane Training +1 CL for spell trigger and spell completion items for your favored class.
Aspect (Su) You may take some of your Eidolon's evolution points to add evolutions to yourself.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Bond Senses (15 rounds/day) (Ex) Share your Eidolon's senses.
Eidolon Link (Ex) You have a link with your Eidolon, but share magic item slots.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Greater Shield Ally (+4 AC/Saves, +2 for allies) (Ex) +4 AC and save when within Eidolon's reach. Allies gain +2.
Greater Spell Penetration +2 to caster level checks to overcome spell resistance.
Improved Counterspell Use a spell of the same school 1+ levels higher to Counterspell.
Life Bond (Su) Damage that would kill you is transferred to the Eidolon.
Life Link (Su) Sacrifice HP to prevent that much damage to your Eidolon.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Maker's Call/Transposition (3/day) (Su) Dimension Door your Eidolon to you or swap places with your Eidolon.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Share Spells with Eidolon (Ex) Personal spells can be cast on your Eidolon instead.
Sociable If you fail a Diplomacy check to change an attitude, you can try again without waiting 24h.
Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC.
Spell Penetration +2 to caster levels checks to overcome spell resistance.
Summon Monster VIII (8/day) (Sp) Use summon monster spells as spell-like abilities, with durations measured in minutes instead of rounds.

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Note the Summoner had 150K cash unspent because I think herolab adds the items to Ed so he would buy the few he had on for Ed. Ed can do 600+ damage with a full attack buffed. Ed is mainly worked out to show how much damage he can do, but the Summoner would use some work, and you might want to check the numbers but it should give you some ideas with both a level 15 Summoner and level 15 Sorcerer to look at.

You

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Scipion del Ferro wrote:
There are not even rules to go to 30...

Okay, copy/paste time :)

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Actually, that's not true. Check out pp406-407 of the Core Rulebook.
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And what's there will probably work perfectly for up through level 30-35 or so. Much beyond that, the class disparity for saves will really start to wreak havoc.

At level 35, a class with a "good" Will save will have a base +19, while a class with a "poor" Will save will have a base +11. Doesn't sound like much, but when you've got Wisdom-based classes (which usually have the good Will saves) in there, the disparity is actually higher, eventually leading to situations where half the party needs a 20 to save, and the other half needs a 1 to fail.

Situations such as everyone needing a 1 to fail (or a 20 to save) happen with reasonable frequency in my games, and I'm using the ELH version rather than the Pathfinder version, which flattens the curve after level 20.

Of course I never tell the players that, since there's a handful of abilities in the game that let people take an auto 20 once in a while, and if they burn that on a "don't roll a 1" save, well, that's quite a shame :)

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True, I was meaning a full rule-set like the ELH.

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