Joyd |
They're pretty beastly. That's the level range where you pick up haste and start to get some utility summons. Your eidolon can get huge and/or aerial, and you have sufficient spells/day at that point to reliably buff and/or excercise your formidable magical battlefield control abilities pretty much every combat. The only thing that really happens during that level range is that the summoner class becomes merely "pretty good" at skill use, instead of "more or less the best", but that's not really the most common route to travel with the summoner.
Wiggz |
Definitely consider - especially in this level range - the skill Use Magic Device. When combat starts, toss out Haste in the first round while your Eidolon goes to do what he does best... firing magic missles from a wand over the top of his head (or maybe even fireballs if you've made him immune) is a great way to spend the rest of combat.
That's one several potent things about Summoners - economy of action. There aren't too many other classes that eventually let you make 7+ melee attacks/round (without having to get into melee range) and still have a full turn left over.
LazarX |
Wasum wrote:If you ever take a look into the advice-board you cannot oversee that summoners are a pretty powerful class...And also the most error prone class to every be introduced.
That's kind of ievitable since it's also the class with the most amount of building processes.... repeated every level!
Matrixryu |
Yea, summoners are very good at mid levels. Just don't use a standard summoner if you intend to go to level 20 (and custom items aren't allowed)... not being able to give both the summoner and an eidolon a cloak of resistance just hurts too much.
Interzone |
Definitely consider - especially in this level range - the skill Use Magic Device. When combat starts, toss out Haste in the first round while your Eidolon goes to do what he does best... firing magic missles from a wand over the top of his head (or maybe even fireballs if you've made him immune) is a great way to spend the rest of combat.
That's one several potent things about Summoners - economy of action. There aren't too many other classes that eventually let you make 7+ melee attacks/round (without having to get into melee range) and still have a full turn left over.
Oh, it can be a heck of a lot more than 7, trust me!
Combining Natural and Manufactured weapons can mean 17 attacks at level 12 :DInterzone |
I wouldn't allow certain players to play the class. Like people that are looking to outshine their teammates or people that are bad at comprehending rules and doing math.
Yeah I totally agree on that one.
And I wouldn't actually play my example with the silly number of attacks (unless the rest of the group was doing similar shenanigans) I was just demonstrating that the power is there.
And you for sure need to know what you are doing with the class in order to not make mistakes.