Advice sought on Halfling Summoner


Advice

Liberty's Edge

Hello,
I am working on a summer build. This is a PFS Halfling build. While I know the best build might be a summoner who can fight with my eidolon, I am not going for that. I want to bluff and diplomacy with this PC. When not buffing, I plan on using a wand of magic missle. My eidolon would be a quadped…some kind of cat that has a decent AC. I would ride it untill I can fly. I do not plan on making the eidolon large at any point.
STR: 5
DEX: 16
CON: 12
INT: 14
WIS: 12
CHA: 18

Other than the basic Halfling traits I would take Swif as Shadows. My traits would be to make Diplomacy and Bluff as class skills. My first feats would be Spell focus: conj, Augment Summoning, Skill focus: UMD, Skill focus: stealth, Hellcat stealth.

0-Level Summoner Spells: detect magic, read magic, mage hand, acid splash, guidance, light (to lighten my load as I can only carry 13 lbs)

1st-Level Summoner Spells: Grease, shield, unfetter, expeditious retreat, reduce person (to use on me and make me even smaller)

wands (I plan on using auto wrist holders to help manage wands): mage armor, lesser rejuvenate eidolon, cure light wounds, protection from evil, magic missle (CL 1 then CL 3)

I think my Eidolon would look like this:
Starting Statistics: Size Medium; Speed 40 ft.;
AC: 16 = 10 + 4(NA) +2 (Dex);
Saves Fort:+3, Ref:+4, Will: 0 ;
BAB: +1,
Attack: bite +3 (1d6+2), 2 x Claws +3 (1d6+2);
Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11;
Evolutions: Limbs (Legs)(Free), Limbs(Legs)(Free), Bite(Free), Claws(1), Imp Nat Arm(1), Imp Dam.(Claws)(1)

Your thoughts and input is welcomed.

Thanks,
Balsa


have look through here.

also consider that your eidolon can evolve - you can't (mostly). There are some bonuses given for halfling's rider etc.

So you should choose you feats carefully and keep your options open til complete magic comes out - there are new summoner archetypes coming soon.

Grand Lodge

Balsa wrote:
Imp Nat Arm(1)

I'm not a huge fan of a Str 5, but that's your choice I guess :)

The wording for Improved Natural Armor needs to be changed for clarity, as I read it you cannot take this evolution at 1st level.

Quote:
Improved Natural Armor (Ex): An eidolon's hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor. This evolution can be taken once for every five levels the summoner possesses.

The Exchange

Mark Garringer wrote:
Balsa wrote:
Imp Nat Arm(1)

I'm not a huge fan of a Str 5, but that's your choice I guess :)

The wording for Improved Natural Armor needs to be changed for clarity, as I read it you cannot take this evolution at 1st level.

Quote:
Improved Natural Armor (Ex): An eidolon's hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor. This evolution can be taken once for every five levels the summoner possesses.

You can actually take it at 1st level. You just can't take it a second time until you're 5th level, a 3rd time until you're 10th, etc.

EDIT: I'm saying this because the evolutions that aren't available at first all specifically say so, and give the level they're available at, such as Flight:
The summoner must be at least 5th
level before selecting this evolution.

Another edit: My questions on this build would be why the 14 int and 12 wisdom if you're going straight summoner. Neither of these stats really helps with any of the things you've said are important to you--bluff and diplomacy are both charisma based (as are all the summoner abilities). I would honestly put those points into another stat like dex or charisma (or strength, because really, with a 5 strength, you aren't even going to be able to wear your clothes without being encumbered, much less a chain shirt. I know, my halfling summoner has an 8 strength and that's hard enough)

Shadow Lodge

teribithia9 wrote:
Mark Garringer wrote:


I'm not a huge fan of a Str 5, but that's your choice I guess :)

The wording for Improved Natural Armor needs to be changed for clarity, as I read it you cannot take this evolution at 1st level.

Quote:
Improved Natural Armor (Ex): An eidolon's hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor. This evolution can be taken once for every five levels the summoner possesses.

You can actually take it at 1st level. You just can't take it a second time until you're 5th level, a 3rd time until you're 10th, etc.

EDIT: I'm saying this because the evolutions that aren't available at first all specifically say so, and give the level they're available at, such as Flight:
The summoner must be at least 5th
level before selecting this evolution.

According to a post by Joshua Frost during the beta:

Quote:

"As for the Improved Natural Armor evolution, that last sentence is unfortunately not very clear. Here's the intent and how you should handle it until the class is finalized:

The intent was that you could take it at level 1, level 10, level 15, and level 20. So it should read something like, "This evolution may be taken once for every five levels the summoner possesses, minimum level 1." So you could take it at level 1, but then you'd need ten summoner levels to take it again (level 10), 15 summoner levels to take it a third time, and 20 summoner levels to take it a fourth time.

Hope this helps!"

The Exchange

Eric Clingenpeel wrote:
teribithia9 wrote:
Mark Garringer wrote:


I'm not a huge fan of a Str 5, but that's your choice I guess :)

The wording for Improved Natural Armor needs to be changed for clarity, as I read it you cannot take this evolution at 1st level.

Quote:
Improved Natural Armor (Ex): An eidolon's hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor. This evolution can be taken once for every five levels the summoner possesses.

You can actually take it at 1st level. You just can't take it a second time until you're 5th level, a 3rd time until you're 10th, etc.

EDIT: I'm saying this because the evolutions that aren't available at first all specifically say so, and give the level they're available at, such as Flight:
The summoner must be at least 5th
level before selecting this evolution.

According to a post by Joshua Frost during the beta:

Quote:

"As for the Improved Natural Armor evolution, that last sentence is unfortunately not very clear. Here's the intent and how you should handle it until the class is finalized:

The intent was that you could take it at level 1, level 10, level 15, and level 20. So it should read something like, "This evolution may be taken once for every five levels the summoner possesses, minimum level 1." So you could take it at level 1, but then you'd need ten summoner levels to take it again (level 10), 15 summoner levels to take it a third time, and 20 summoner levels to take it a fourth time.

Hope this helps!"

Yeah, Josh also said that Boon Companion worked with Eidolons during the playtest, and we all know how that turned out...

Liberty's Edge

I went with the INT and WIS so I could have a few skills (I plan on maxing UMD and Stealth, and evey other level Dip/bluff, and then one other, ie a KN) and use the CLW wand with only one UMD roll. Maybe the use of CLW is not that critical, but that was my starting point.


Balsa wrote:
I went with the INT and WIS so I could have a few skills (I plan on maxing UMD and Stealth, and evey other level Dip/bluff, and then one other, ie a KN) and use the CLW wand with only one UMD roll. Maybe the use of CLW is not that critical, but that was my starting point.

Wands do NOT need a WIS stat to activate.

Now for a scroll you would need the appropriate stat, but seeing as you could emulate an Oracle (CHA based) you'd only need be concerned about ranger/druid scrolls for your WIS score.

Personally I tank WIS as well, raise CON to 14 and CHA to 19.

-James

The Exchange

james maissen wrote:
Balsa wrote:
I went with the INT and WIS so I could have a few skills (I plan on maxing UMD and Stealth, and evey other level Dip/bluff, and then one other, ie a KN) and use the CLW wand with only one UMD roll. Maybe the use of CLW is not that critical, but that was my starting point.

Wands do NOT need a WIS stat to activate.

Now for a scroll you would need the appropriate stat, but seeing as you could emulate an Oracle (CHA based) you'd only need be concerned about ranger/druid scrolls for your WIS score.

Personally I tank WIS as well, raise CON to 14 and CHA to 19.

-James

Yes...while I could see wanting the skills, UMD is also charisma based, so putting the points in int and wis instead of charisma is actually detrimental to your UMD skill rather than helping it. That was why I was asking. It IS your character, though, and I understand wanting to have more skill points. Remember, though, that you can get an extra skill point for favored class every level, so even with an int of 10, you could have a skill point to put in UMD, bluff, and diplomacy each level.

Liberty's Edge

Originally, I had WIS tanked, but was told that I would not be able to use a CLW wand without making 2 rolls (one to act like I had a Wis of 11 and then one for the wand). If that is wrong then I would total go back and tank WIS. I would...
STR: 5
DEX: 16
CON: 14
INT: 14
WIS: 7
CHA: 19

Thanks,
Balsa

Lantern Lodge

Balsa wrote:

My eidolon would be a quadped … some kind of cat that has a decent AC. I would ride it.

I think my Eidolon would look like this:
Evolutions: Limbs (Legs)(Free), Limbs(Legs)(Free), Bite(Free), Claws(1), Imp Nat Arm(1), Imp Dam.(Claws)(1)

I recall during the APG playtest period, Eidolons were described as being semi-substantial, and requiring the Mounted evolution enabled your Eidolon to become solid enough to saddle or ride, otherwise you'd fall right through it. However, on reading the class description in the final published version, I couldn't find a reference to this.

Are Eidolons now solid? Do you require the Mounted evolotion simply to ride one, or only when riding one into combat?

Cheers,
DarkWhite

The Exchange

DarkWhite wrote:
Balsa wrote:

My eidolon would be a quadped … some kind of cat that has a decent AC. I would ride it.

I think my Eidolon would look like this:
Evolutions: Limbs (Legs)(Free), Limbs(Legs)(Free), Bite(Free), Claws(1), Imp Nat Arm(1), Imp Dam.(Claws)(1)

I recall during the APG playtest period, Eidolons were described as being semi-substantial, and requiring the Mounted evolution enabled your Eidolon to become solid enough to saddle or ride, otherwise you'd fall right through it. However, on reading the class description in the final published version, I couldn't find a reference to this.

Are Eidolons now solid? Do you require the Mounted evolotion simply to ride one, or only when riding one into combat?

Cheers,
DarkWhite

It was actually clarified during the playtest that a summoner could ride the Eidolon around without the mount evolution, but couldn't do anything combat related while mounted. So if you were just going down the road, the eidolon could carry you. However, if you were ambushed, it would take you an action to dismount (until you fast dismount) before you were able to cast spells, or send the eidolon off to fight,etc. Your eidolon was unable to take opp attacks, for example, if you were being carried, because it can't take combat actions while you're on its back.

So if you're planning on riding your eidolon at all, putting one point into the mount evolution is really worth it. Not having it is a pain.

And yes, they're still swirly and morphic.


"Swirly and Morphic?" umm no. Unless that's what you want.

The eidolon’s physical appearance is up to the summoner, but it always appears as some sort of fantastical creature.

The Natural Armour evolution is creating issues but basically as per Josh's previous ruling (although not taken into account in Ver 3.0 of PFS unfortunately). The intent was for; 1st, 10th, 15th, 20th. Still waiting on a ruling to accommodate this and the whole 5.5 HP at first level issue too.

The Mount Evolution allows it to be ridden i.e. be a mount, I am not sure you can ride it otherwise - it's just not designed to be ridden otherwise (my serpentine eidolon has bony ridges to accommodate the saddle it wears).

nbThe fast dismount option is only a move action if you fail DC20 Ride Check otherwise its a free action.

also don't forget - you can evolve or change your eidolon as you go up levels - so it can lose tentacles etc.. and grow wings.

The Exchange

lastblacknight wrote:

"Swirly and Morphic?" umm no. Unless that's what you want.

The eidolon’s physical appearance is up to the summoner, but it always appears as some sort of fantastical creature.

The Natural Armour evolution is creating issues but basically as per Josh's previous ruling (although not taken into account in Ver 3.0 of PFS unfortunately). The intent was for; 1st, 10th, 15th, 20th. Still waiting on a ruling to accommodate this and the whole 5.5 HP at first level issue too.

The Mount Evolution allows it to be ridden i.e. be a mount, I am not sure you can ride it otherwise - it's just not designed to be ridden otherwise (my serpentine eidolon has bony ridges to accommodate the saddle it wears).

nbThe fast dismount option is only a move action if you fail DC20 Ride Check otherwise its a free action.

also don't forget - you can evolve or change your eidolon as you go up levels - so it can lose tentacles etc.. and grow wings.

The Eidolon being kind of an amorphous something shaped creature held together only by will was actually the reason given by paizo staff for requiring a mount evolution to ride the eidolon in combat. Morphic and swirly is just shorter to say than an amorphous something shaped creature held together only by will. Otherwise, the Eidolon just wasn't held together "solidly" enough, according to the staff. Being able to carry the summoner outside of combat was something that was specifically stated was possible by Josh back when he was the head of the PFS campaign, so for the purposes of PFS, this was the case. You should be able to find the thread where it was discussed by searching in the messageboards (I don't have the url on hand, sorry.)

And if you spend your move action dismounting, you can't use a move action to pull a wand out of your pocket and cast Shield on your Eidolon before combat...or draw a weapon and attack, etc. Basically, what you want to do is already ready (like casting a spell not from a wand.) you're out of luck if you don't make the ride check. I highly recommend the mount revelation if you plan to ride the Eidolon at all. It's just too much of a darn pain not to have it.

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