Stuck on Summoner / Conjurer


Advice


Hola Chaps,

Well, my poor Bard died during my last session, and I've been wanting to create a Summoning focused character to alleviate the stress of no tank.

I narrowed it down to Synthesist,Conjurer Wizard, or Master Summoner.

I had decided on the Synth, but then noticed that when merged with the Eidolon you can't use the Summon Monster SLA, which is a big deal, and you can just summon the Eidolon to fight normally.

The Straight Summoner seems interesting, but giving up on the summon SLA almost entirely is a bit frustrating, as is being kinda gimped in number of spells.

The Wizard, has a ton of options, but no neat-o Eidolon back story etc, and I'm a little wizarded out, I play them almost exclusively.

Anyone offer any builds they found fun for Synthesist, or a better way to play the others? It would be greatly appreciated!!

Some History:
My character, as a summoner, would be from Mendev, and thought his Eidolon was an Aspect of Iomedae, but after finding an ancient manuscript of untold power, him and his Eidolon begin to change. Basically he starts to succumb to the Dark Tapestry and him melding with his Eidolon would be RPed as him giving more to the Old Ones.

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MooNinja wrote:

Hola Chaps,

Well, my poor Bard died during my last session, and I've been wanting to create a Summoning focused character to alleviate the stress of no tank.

I narrowed it down to Synthesist,Conjurer Wizard, or Master Summoner.

I had decided on the Synth, but then noticed that when merged with the Eidolon you can't use the Summon Monster SLA, which is a big deal, and you can just summon the Eidolon to fight normally.

The Straight Summoner seems interesting, but giving up on the summon SLA almost entirely is a bit frustrating, as is being kinda gimped in number of spells.

The Wizard, has a ton of options, but no neat-o Eidolon back story etc, and I'm a little wizarded out, I play them almost exclusively.

Anyone offer any builds they found fun for Synthesist, or a better way to play the others? It would be greatly appreciated!!

Some History:
My character, as a summoner, would be from Mendev, and thought his Eidolon was an Aspect of Iomedae, but after finding an ancient manuscript of untold power, him and his Eidolon begin to change. Basically he starts to succumb to the Dark Tapestry and him melding with his Eidolon would be RPed as him giving more to the Old Ones.

You might want to consider the Master Summoner... you don't get as powerful of an eidolon, but you can have the eidolon and a summon spell going at the same time... might work for what you're trying to do.


MooNinja wrote:

Anyone offer any builds they found fun for Synthesist, or a better way to play the others? It would be greatly appreciated!!

I have run an absolutely fantastic standard Summoner and a truly remarkable Master Summoner and at the moment am playing with a Master Summoner/Holy Tactician who's proving to be a lot of fun as well, so if you want advice on any of those I'be be glad to help... I've never much cared for a Synthesist, not intially as a character option and certain not since they've become a fotm-type character. I'm all for making a character as effective as prudently possible, but even I can't drop all of my physical stats to 7 and then look other gamers in the eye when I present my character.


When I get home, I'll show you my character then! Thanks!

I was leaning towards straight Summoner, very upset about not getting to become a big beasty with my summoned minions, but had questions about using the antagonize feat with the Eidolon. Would you suggest it?


MooNinja wrote:

When I get home, I'll show you my character then! Thanks!

I was leaning towards straight Summoner, very upset about not getting to become a big beasty with my summoned minions, but had questions about using the antagonize feat with the Eidolon. Would you suggest it?

I've never really had any use for it.

These are the feats my half-elf selected:

Feats
1st - Extra Evolution, Skill Focus: Survival
3rd - Combat Casting
5th - Extra Evolution
7th - Eldritch Heritage (Orcish Bloodline)
9th - Iron Will
11th - Extra Evolution
13th - Quicken Spell
15th - Extra Evolution
17th - Lightning Reflexes
19th - Great Fortitude

She plays as a straight-up buffer, though she does keep a wand of Magic Missiles or Scorching Ray to give her something to do offensively. The Eldritch Heritage feat gives you the power 'Touch of Rage'. At 8th level that grants a bonus of +3 attack and +3 damage for one round to your target... at 20th level that bonus is +9/+9, which is pretty potent considering you're Eidolon will be making 7 or 8 attacks a round.

Keep in mind that there are a LOT of directions you can go with your feat selection, but the Eidolon is everything for a straight Summoner and the bonus points provided by the Half-Elf racial option as well as those from the Extra Evolution feats really stack up. If you like, I can show you how my Eidolon is built - just pick a level.


GREGORI CR 9
Male Half-Elf Summoner 10
CG Medium Humanoid (Elf, Human)
Init -1; Senses Bond Senses (10 rounds/day), Low-Light Vision; Perception +14
--------------------
DEFENSE
--------------------
AC 9, touch 9, flat-footed 9. . (-1 Dex)
hp 63 (10d8+10)
Fort +6, Ref +4, Will +14
Defensive Abilities Shield Ally (+2 AC/Saves); Immune sleep; Resist Elven Immunities, Shield Ally (+2 AC/Saves)
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +6/+1 (1d3-1/20/x2)
Spell-Like Abilities Summon Monster V (11/day)
Summoner Spells Known (CL 10, +6 melee touch, +6 ranged touch):
4 (3/day) Wall of Stone (DC 23), Acid Pit (DC 23)
3 (5/day) Aqueous Orb (DC 22), Dimension Door, Black Tentacles, Evolution Surge (DC 21)
2 (6/day) Haste (DC 20), Invisibility (DC 20), Create Pit (DC 21), Slow (DC 20), Summon Eidolon
1 (7/day) Enlarge Person (DC 19), Grease (DC 20), Infernal Healing, Expeditious Retreat (DC 19), Shield (DC 19)
0 (at will) Acid Splash, Message, Light, Open/Close (DC 18), Detect Magic, Mage Hand
--------------------
STATISTICS
--------------------
Str 8, Dex 8, Con 12, Int 14/18, Wis 14, Cha 22/26
Base Atk +7; CMB +6; CMD 15
Feats Augment Summoning, Combat Casting, Extra Evolution, Extra Evolution, Spell Focus: Conjuration
Traits Focused Mind, Indomitable Faith
Skills Fly +12, Knowledge (Arcana) +8, Knowledge (History) +8, Knowledge (Planes) +17, Knowledge (Religion) +12, Linguistics +12, Perception +14, Spellcraft +17, Use Magic Device +21
Languages Abyssal, Aklo, Auran, Common, Daemonic, Dwarven, Elven, Infernal, Terran, Undercommon, Yithian
SQ Arcane Training, Aspect (Su), Eidolon Link (Ex), Elf Blood, Ioun Torch, Life Link (Su), Maker's Call/Transposition (2/day) (Su), Metamagic Rod, Extend, Lesser, Ring of Sustenance, Share Spells with Eidolon (Ex)
Other Gear Cloak of Resistance, +2, Handy Haversack (empty), Headband of Mental Prowess, INT & CHA +4: Perception, Fly, Ioun Torch, Metamagic Rod, Extend, Lesser, Ring of Sustenance, Shock Amulet of Mighty Fists, Wand of Cure Light Wounds, Wand of Enlarge Person
--------------------
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 (10 rounds/day) (Ex) Share your Eidolon's senses.
Combat Casting +4 to Concentration checks to cast while on the defensive.
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.
Focused Mind +2 to Concentration checks
Ioun Torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).

Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
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 (2/day) (Su) Dimension Door your Eidolon to you or swap places with your Eidolon.
Metamagic Rod, Extend, Lesser 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 3,000 gp.
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.
Share Spells with Eidolon (Ex) Personal spells can be cast on your Eidolon instead.
Shield Ally (+2 AC/Saves) (Ex) +2 AC and save when within Eidolon's reach.
Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC.
Summon Monster V (11/day) (Sp) Use summon monster spells as spell-like abilities, with durations measured in minutes instead of rounds.

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There is my character. Any thoughts?

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