New Pathfinder Society Character


Advice

Shadow Lodge

I have made a new character for Pathfinder Society and i would appreciate any and all suggestions. I have not posted this on the advice thread because i find i get more general pathfinder advice not necessarily advice for pathfinder society. Thanks again for your help and comments.

--- Character Sheet ---

Name: Lixeon
PFS Number: 2075-4

Race: Human
Class: Master Summoner
Faction: Shadow Lodge
Alignment: Undecided
Age: 17 yrs
Eyes: Silver
Hair: Blond
Features:
Height: 5ft 5inches
Weight: 195 lbs
Size: Medium
Gender: Male
Level: 1
Exp: 0

Mod
Str: 7 -2
Dex: 14 +2
Con: 14 +2
Int: 10 +0
Wis: 7 -2
Cha: 20 +5

HP: 11/11 (8/class + 2/con + 1/favored class per level after 1st)
Speed: 30 ft
with armor: 30 ft

___________________________________________________________________________ ________________

SAVES
Fortitude: 2 = +0 (base) +2 (con)
Reflex: 2 = +0 (base) +2 (dex)
Will: 0 = +2 (base) -2 (wis)

ATTACKS
-----------------------------------------------------
Base Attack = +0

Melee: -2 = 0(base) -2(str) +0(size)
Ranged: +2 = 0(base) +2(dex) +0(size)

CMB: -2 = 0(base) -2(str) +0(size)
CMD: +10 = 0(base) -2(str) +0(size) +2(dex) + 10
_____________________________________________________

Total AC = Base Shield Dex Armour Size Misc
---------------------------------------------------------------
standard: 16 = 10 +x +2 +4 +0 +0
vs Touch: 12 = 10 -- +2 -- +0 +0
Flatfooted: 14 = 10 +x -- +4 +0 +0
_______________________________________________________________

WEAPONS TAB DMG Crit Range Size Type
--------------------------------------------------------------------------- ---------
Shortbow +2 1d6 x3 60ft M Piercing
___________________________________________________________________________ _________

ARMOUR AC Max Dex Check Penalty Spell Failure Speed
------------------------------------------------------------------------
Chain Shirt +4 +4 -2 20% 30 ft

________________________________________________________________________

SKILLS Abil Mod Abil Ranks Misc (details)
---------------------------------------------------------------------------
Skill points/level: 3 = 2(class)+0(int)+1(human)
Total Spent: xx/xx +0(favored class)

--Class--------------------------------------------------------------------
Climb str* 0 = +0 0 +0(class) -0(AC penalty)
Craft int 4 = +0 1 +3(class)
Intimidate cha 0 = + 0 +0(class)
Perception wis 0 = + 0 +0(class) +0(racial)
Profession wis
Ride dex* 0 = + 0 +0(class) -0(AC penalty)
Spellcraft int 4 = +0 1 +3(class)
Swim str* 0 = + 0 +0(class) -0(AC penalty)
--Cross Class---------------- ---------------------------------------------
Acrobatics dex* 0 = + 0 +0 -0(AC penalty)
Appraise int 0 = + 0 +0
Bluff cha 0 = + 0 +0
Diplomacy cha 0 = + 0 +0
Disable Device dex* -0(AC penalty)
Disguise cha 0 = + 0 +0
Escape Artist dex* 0 = + 0 +0 -0(AC penalty)
Fly dex* 0 = + 0 +0 -0(AC penalty)
Handle Animal cha
Heal wis 0 = + 0 +0(healer's kit)
Knowledge (arcana) int
Knowledge (dungeoneering) int
Knowledge (engineering) int
Knowledge (geography) int
Knowledge (history) int
Knowledge (local) int
Knowledge (nature) int
Knowledge (nobility) int
Knowledge (planes) int
Knowledge (religion) int
Linguistics int 4 = +0 1 +3 (class)
Perform cha 0 = + 0 +0
Sense Motive wis 0 = + 0 +0
Sleight of Hand dex* 0 = + 0 +0 -0(AC penalty)
Stealth dex* 0 = + 0 +0 -0(AC penalty)
Survival wis 0 = + 0 +0
Use Magic Device cha
___________________________________________________________________________
*armour check penalty applies

FEATS
--------------------------------------------------------------------------- -------
(Class) Feat Description
(Human) Marcial Weapon Proficiency (shortbow)
Description: You make attack rolls with the selected weapon normally.
(1st) Extra Summons
Description: You gain 1 additional use of your summon monster spell like
ability per day.
___________________________________________________________________________ _______

TRAITS
--------------------------------------------------------------------------- -------
Trait: Fortified
Description: Some members of the Shadow Lodge aren’t completely convinced of the Decemvirate’s sincerity and fear potential reprisals. Through alchemical techniques and endurance training, you gain the ability to negate a critical hit or sneak attack scored against you once per day. This ability functions as the fortification armor special ability, with a 20% chance of success.
Trait: Watchdog
Description: As a member of the Shadow Lodge, you are trained to detect lies and doublespeak. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive becomes a class skill for you.

Silver Crusade

You've got two faction traits. I don't think that is rules legal.

Also, what sort of advice are you looking for? (I'll go ahead and throw it out there, str 7 sucks.

Silver Crusade

Why would you take shortbow proficiency as a feat on a character with a strength penalty? Your strength penalty will hurt your arrow damage. If you want a ranged weapon, go with a crossbow instead, since that doesn't use strength on the damage, or get your strength up to 10, so you don't have a penalty.

Don't know much about summoners, so I don't have much else to say. Just skimming your character, that one jumped out at me.

Scarab Sages

Pathfinder Lost Omens Subscriber

A_D is correct, you can't have two faction traits; the max is 1. I also agree with A_D on the 7 Str. Even though many GMs will not bug folks about encumbrance much, having a 7 Str means that JUST YOUR CLOTHES (8 lbs) take you a third of the way to medium encumbrance (24+ lbs). Add the light crossbow Fromper mentioned (6 lbs with 20 bolts), a dagger (1 lb), a spell component pouch (2 lbs), and a backpack (2 lbs) you'd already be at 19 lbs, which means you could hardly pick up anything, severely limiting your PC.

Grand Lodge

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Master Summoner sucks for PFS play. You will eat up everyone's combat time, your minions will hog the map, people will roll their eyes when you approach. Eventually people will lie about the tier to ensure you and your celestial/infernal menagerie don't go anywhere near them. Go straight Summoner, your fellow pathfinders will thank you for it.

Dark Archive

KestlerGunner wrote:
Master Summoner sucks for PFS play. You will eat up everyone's combat time, your minions will hog the map, people will roll their eyes when you approach. Eventually people will lie about the tier to ensure you and your celestial/infernal menagerie don't go anywhere near them. Go straight Summoner, your fellow pathfinders will thank you for it.

This, so much this.

Even a regular summoner's turns can take twice as long, so don't amplify the situation.

As for your stats, I think they're a tad too stacked for that unnecessarily high charisma. You're not a full caster, and there's no need for that ridiculous number at level 1. Raise your strength and wisdom a tad, and drop your charisma down to an 18 including racials.

If you keep things the same, your speed right now is actually 20 feet, because you're quite overencumbered wearing only that chain shirt. I would suggest going Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 18. Even then, you're likely to be overencumbered at first, but it won't be insurmountable.

I don't understand your feat selection at all. First of all, there's no need for shortbow proficiency when you won't be picking up Point-Blank Shot and Precise Shot anytime soon. You will be inaccurate and doing piddly damage anyway with that shortbow; put it down and make use of a crossbow and daze instead. As for Extra Summons, if you do decide to go master summoner, you'll already have a dearth of them. If you decide to go core summoner, you won't need them.

Spell selection seems to be missing, but daze, grease, and enlarge person are all excellent picks.

Remember that PFS isn't nearly so much about maxing out. Aim for a bit more variety in what your character can handle, and you'll have a much more rewarding time.

EDIT: I haven't touched on skills, but yours aren't going to be helpful at first level. Linguistics might come up for the odd faction mission, and Craft will help with day jobs, but summoners get all knowledge skills for a reason. Pick up a few and have something you can provide in combat.

Another thing I should mention is that if you keep your 7 Str and your medium encumbrance, your physical skills are going to suffer in an incredible sense. You're currently at Climb and Swim -5, and can't even take 10 to walk on grease at half speed.

Dark Archive

See all of the above. It is entirely accurate. Also, can we get a statblock of your Eidolon in terms of base form/starting feat? Or do you plan to never have it out, given it takes a back seat in Master Summoner?

I would highly recommend you actually swap out Weapon Proficiency (Shortbow) for something more useful. Improved Initiative is a solid feat for a class oriented around battlefield control through spells and applied use of summons. It will also be a boon in later levels to get that Haste spell off on the party ASAP.

Extra Summoning really isn't that useful. I play a standard Summoner and I barely even scratch my Summons-Per-Day. While I imagine your goal here is to overwhelm your foes with numbers, consider the following:

1) PFS Adventures often take place in closed spaces (dungeons, tombs, museums run by a family who can't control their own goddamn displays). It's hard to fit a party of 4-6 PCs in to get in on the combat, much less a swarm of critters. You may be able to conjure them in to position strategically, but you are going to take away maneuvering room from your allies as well as your foes. Your party spell casters are going to not hesitate to nuke your pets in this case, your rogues are going to despise you for stealing flanks, and your clerics will be crowded out from the front line fighters who need healing.

2) Summoner spell list does (roughly) three things: a) Buffs, b) Battlefield Control, & c) Summons/Eidolon Manipulation. There is some utility stuff in there, but that's the bulk of it. Every time you utilize Summon Monster, you are foregoing another standard action that includes using your spells. This includes casting such useful, lifesaving, and encounter neutering spells as: Haste, Flight, Invisibility, Glitterdust, Create Pit, Etc. Yes, you can throw down another Hound Archon. But why throw down that second or third Hound Archon when you can instead give every other weapon-based combatant an extra attack with a bonus to hit and a movement buff? Or get the greatsword wielding barbarian into the air to fight the flying dragon?

Summoner can be a really fun class, but you have to make them a team player first and gratuitous-abuse-of-outsider-cannon-fodder second. I see this stat block and I see a PC who is going to disregard every other PC at the table in favor of flooding the encounter with critters.

Grand Lodge

Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Let me help you with your feat selection:

Spell Focus (Conjuration)
Augment Summoning

There. Much better.

Grand Lodge

KestlerGunner wrote:
Master Summoner sucks for PFS play. You will eat up everyone's combat time, your minions will hog the map, people will roll their eyes when you approach. Eventually people will lie about the tier to ensure you and your celestial/infernal menagerie don't go anywhere near them. Go straight Summoner, your fellow pathfinders will thank you for it.

This.

Dark Archive

zean wrote:

Let me help you with your feat selection:

Spell Focus (Conjuration)
Augment Summoning

There. Much better.

If he does still plan to go master summoner, there's no point in taking either of those, as he gets Augment Summoning for free at level 2.


Alexander_Damocles wrote:

You've got two faction traits. I don't think that is rules legal.

Also, what sort of advice are you looking for? (I'll go ahead and throw it out there, str 7 sucks.

That's right, and just being a nit pick but how with that same 7 str and no ranks did you end up at 0 total modifier on climb and swim? aside from the ability dump(my groups use 40 pt buy no need to dump) a very comprehensive build. Been wanting to role a master summoner for a while now might have to cannabalize this thread for ideas.


Fromper wrote:

Why would you take shortbow proficiency as a feat on a character with a strength penalty? Your strength penalty will hurt your arrow damage. If you want a ranged weapon, go with a crossbow instead, since that doesn't use strength on the damage, or get your strength up to 10, so you don't have a penalty.

Don't know much about summoners, so I don't have much else to say. Just skimming your character, that one jumped out at me.

does strength penalty OR bonus apply to a standard shortbow? thought that was only on composite versions?

Dark Archive

Conundrum wrote:
Alexander_Damocles wrote:

You've got two faction traits. I don't think that is rules legal.

Also, what sort of advice are you looking for? (I'll go ahead and throw it out there, str 7 sucks.

That's right, and just being a nit pick but how with that same 7 str and no ranks did you end up at 0 total modifier on climb and swim? aside from the ability dump(my groups use 40 pt buy no need to dump) a very comprehensive build. Been wanting to role a master summoner for a while now might have to cannabalize this thread for ideas.

In my opinion, to play a master summoner, you have to build knowing how powerful the class is, and then make yourself less powerful than that. There should be less optimization for yourself, and much more optimization for the sake of your party members.

The eidolon is excellent starting off and staying small-sized, devoted to Acrobatics, Disable Device, or flanking/aiding (or some combination thereof). The summoner can either throw daze around or also aid using a longspear. Out of combat, knowledge checks are important and the summoner gets all of them as class skills.

What you don't want to do is summon 1d4+2 celestial eagles and then take up ten minutes each round rolling all your dice. Don't do it. No one will like it.

Remember, the more powerful the class is, the less you have to work to make it broken. It's not really fun for everybody if you break all the encounters.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Conundrum wrote:
Fromper wrote:

Why would you take shortbow proficiency as a feat on a character with a strength penalty? Your strength penalty will hurt your arrow damage. If you want a ranged weapon, go with a crossbow instead, since that doesn't use strength on the damage, or get your strength up to 10, so you don't have a penalty.

Don't know much about summoners, so I don't have much else to say. Just skimming your character, that one jumped out at me.

does strength penalty OR bonus apply to a standard shortbow? thought that was only on composite versions?

It's right there in the equipment chapter of the Core Rulebook. Bows always apply your STR penalty to damage rolls. In addition to that, a composite bow gives you a -2 penalty to attack rolls if your STR is below the bow's STR rating.

Scarab Sages

With a 7 strength the armor alone puts you into medium encumbrance.

Make sure you add in the -3 penalty and reduce your movement speed to 20ft.

With the standard penalty from chain armor, that is a total mod of -5 to all dex and str based checks. You'll want to adjust your skills so you don't forget.

Dark Archive

Artanthos wrote:

With a 7 strength the armor alone puts you into medium encumbrance.

Make sure you add in the -3 penalty and reduce your movement speed to 20ft.

With the standard penalty from chain armor, that is a total mod of -5 to all dex and str based checks. You'll want to adjust your skills so you don't forget.

The encumbrance penalty and the AC penalty don't stack, you just take the worse of the two. With the strength penalty though, it is a -5 to Climb and Swim.

Scarab Sages

Mergy wrote:


The encumbrance penalty and the AC penalty don't stack, you just take the worse of the two. With the strength penalty though, it is a -5 to Climb and Swim.

You're right.

Medium encumbrance is just from the armor though. I'll bet once the weight of the characters other gear is added up he'll be heavily encumbered. A -6 penalty with Dex capped at +1.

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