THE Master Summoner


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Date of Lies wrote:
Mercurial wrote:

@Applied People

It's just you. That's why the eidolon remains the same at levels 1-3, then at levels 4-5, etc. if only progresses every two levels because it's half as effective.

This is a very old thread and I've tweaked the build a bit since then.

Somewhat necro bump: could you post your tweaked build?

yeah, I second what he said


I don't know if there is going to be a reply on such an antiquated thread.

I am looking at playing a master summoner.

I have ripped off a few of Mercurial's ideas, notably taking the arcane heritage type feats.

One thing that puzzles me in Mercurial's build is the absence of feats that further enhance summoned creatures. I am thinking of Harrowed Summons, Evolved Summons and Summon Good, Evil and Neutral Monster.

It could be some of these feats post-date the thread. The first two have a pre-requisite, so are costly in terms of feats. The last seems well worth the feat.

Also, will a Robe of Arcane Heritage help with earlier access to Sorcerer abilities? I would have though this is at best up to the GM.

And is there any way to mix the Sorcerer Abilities from differing bloodlines? The best option I can find is retraining.


Joynt Jezebel wrote:
And is there any way to mix the Sorcerer Abilities from differing bloodlines? The best option I can find is retraining.

By being a crossblooded sorcerer, yes. By being a summoner? No. That said, several things about Mercurial's builds are legally shady, at best-- for example you can't use Primal or Wildblooded bloodlines, since they are technically archetypes and not bloodlines. That said, since you'll be doing this in a home game (MS is disallowed in PFS), your DM may approve of this, anyway (He DID allow you to pick MS, after all...)


LeesusFreak- Perhaps the bloodlines you mention are technically archetypes. But they are called bloodlines and function as bloodlines. As A GM I would be inclined to allow it unless the player was getting a disproportionate benefit.

Perhaps herein lies the solution to my mixing problem. If a Mutated Bloodline is technically a archetype but a bloodline, it follows the cross-blooded archetype, which is technically an archetype [most archetypes are], is also a bloodline. Its even close in name, bloodline/ blooded. So I can mix after all.


To be fair to Mercurial, the FAQ saying that Eldritch Heritage couldn't be used for wild-blooded bloodlines didn't exist when this thread was actually created.


Joynt Jezebel wrote:
And is there any way to mix the Sorcerer Abilities from differing bloodlines? The best option I can find is retraining.
Joynt Jezebel wrote:
Perhaps herein lies the solution to my mixing problem. If a Mutated Bloodline is technically a archetype but a bloodline, it follows the cross-blooded archetype, which is technically an archetype [most archetypes are], is also a bloodline. Its even close in name, bloodline/ blooded. So I can mix after all.

Are you suggesting that you can crossblood Eldritch Heritage? Because there's the FAQ that disallows the mutated bloodlines in EH, and the FAQ disallowing Cross and Wild mixing (which I personally ignore when I GM home games). That said, you really shouldn't be able to cross within Eldritch Heritage-- the archetype has drawbacks that you're basically ignoring, while keeping all the benefits (-2 to Will, 1 less spell known at each level).

Again, I can't discern your intent, but this reads as an attempt at really powercheesing what is widely regarded as the single most powerful class and archetype in the gams.


My intent is a joke. Have a closer look at the "reasoning" in the section you quote.

On the power level of the MS, we have a power gamer's power gamer in our group, who's characters usually out class the rest of us. So if someone else is OP for a change it will at least be welcome variety.

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