What use are the First Worlder's gremlins?


Advice


The First Worlder can summon four different gremlins with his class spell-like-ability.

How is this helpful?

Unless you need something that speaks gnoll, I cannot imagine a situation where small elementals are not at least as helpful.


I see SLAs and skills.

The Exchange

Pugwampis are great for making your enemies cry. It's keeping them at least 25' away from you at all times that's the trick.

Liberty's Edge

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Lincoln Hills wrote:
Pugwampis are great for making your enemies cry. It's keeping them at least 25' away from you at all times that's the trick.

THIS THIS THIS THIS THIS- PUGWAMPIS!!!!!. I am playing a first worlder in PFS. Just learned that prayer is a luck bonus so makes party immune to them and will make your enemies SCREAM!!! also great with disable device.


for the Nuglub, I see high AC and nice DR, as well as decent HP.


Wow, I just looked up those guys. Very handy set of gremlins actually. I kind of passed over this one, but it has all kinds of potential.


Malignor wrote:
I see SLAs and skills.

Hm. I suppose the Pugwampi's at will Speak with Animals could be nice to help order around a combat animal summoned with a normal Summon Monster spell. And Snare might have some uses, from the Vexgit or Nuglub.

Cheapy wrote:
for the Nuglub, I see high AC and nice DR, as well as decent HP.

The classic list of Best Summons By Level suggests an Aurochs for SNA3, which seems much a better combatant than the Nuglub.

I must be still missing something. In what situations would these gremlins be useful?

I just can't imagine when I'd want Pugwampis for a minute per level as my only SLA active at a time. In a dungeon crawl I'd already have something else following the party which I'd be loathe to dismiss. Maybe if we were fleeing from archers? Seems overly situational.


The Pugwampis unluck aura is a nasty nasty no save debuff in the right situation. But still, I wonder why anyone would ever play a First Worlder except for fluff purposes.

SM>SNA in terms of versatility and power. Giving the First Worlder a few extra versatile summons levels the field a bit- but SM is still better because of the templates. And so you trade away superior summoning options and get a completely neutered eidolon in return. Seriously, 1/2 BAB and -2hp per HD? That's terrible.


Merkatz wrote:
But still, I wonder why anyone would ever play a First Worlder except for fluff purposes.

I sadly agree.

I am thinking of asking my GM for one of two house-rule fixes.

Quick Dismissal
The fey eidolon is a tricksy beast. If its master gives a verbal command or gesture (a free action) it can dismiss itself as its own standard action. This will more often prevent a First Worlder who uses the eidolon for scouting ahead from wasting the first turn of combat.

Bonus Feats
I'm not sure how many or at what levels, but getting one or more of Moonlight/Sunlight/Starlight Summons would be appropriate for this archetype.

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