Advice request -- Re: Summoner of the Master variety


Advice


So, I had a really nice set of rolls (13, 16, 16, 18, 18, 18) so I traded them in for a party upgrade. Now the entire party will be 20 point characters, no random rolls. As such, I am making a 20 point character! I have never made one with 20 points before. So here is how she will be made up. (I think). --This is where you come in--

Quirks, Will not dismiss her Eidolon unless it is to save the Eidolon. Therefore, will never have swarms of summons, only 1 group at a time. If the Eidolon should perish, she goes a little overkill, and swarms summons like mad to kill whoever hurt the Eidolon. Note, for opening traps, she summons something appropriate, and has it open the door/chest or walk down the hall way...

On my Eidolon:
"I met my imaginary friend when I was only just five years old and first learning how to swim. She saved me from drowning. Unlike most kids, my imaginary friend never went away, she just became more and more real..."

On my summons v. Eidolon:
"I know I can make more of those, but there is only one of her."

On me:
"I am not a coward; I'm just more careful than most."

Female Halfling Chaotic Good (Desna) Master Summoner Swift as Shadows alternate racial ->

Not supposed to abUSE dump stats.

===================================================

Master Summoner:

8 Str, 14 Dex, 14 Con, 10 Int, 10 Wis, 19 Cha (after racial mods)

Feat: Skill Focus (Stealth)

Languages: Halfling, Common

Traits: Resilient, Highlander

Skill points spent in: Use Magical Device, Stealth, Spellcraft

Level 0 Spells: Detect Magic, Read Magic, Guidance, Message

Level 1 Spells: Mage Armor, Grease

===================================================

Eidolon:

Small Serpentine

8 Str, 18 Dex, 11 Con, 7 Int, 10 Wis, 11 Cha

Free Evolution: Climb, Tail, Tail Slap, Bite, Reach (Bite)

Evolutions Extra Limbs (Arms) [2] Skilled (Perception) [1]

Skills: Diplomacy, Use Magical Device, Swim, Intimidate.

Feat: Skill Focus (Perception)

Skill points spent in: Swim, Diplomacy, Perception, Intimidate

===================================================

Next feat for Summoner will likely be either Improved initiative or toughness.
Next Eidolon evolution will be Skilled (whatever the party needs most, else Stealth or Diplomacy).
Next feat will be Skill Focus (the same as Skilled).

Considering swapping Skilled for Simple Weapon Proficiency so can use crossbow better. No, I cannot afford a wand to swap out for UMD + Magic Missile wand.

Equipment:

Light crossbows for both myself and Eidolon.
20x bolts for both me and Eidolon. (40 total)
Backpacks for both myself and Eidolon.
Bedroll
Small Tent
10x Rations
50' Rope (Silken)
2x blanket
String
Signal Whistle
Silent Whistle
Spell Component Pouch
Chalk

Plan
Hide, summon, shoot until level 2. Only 1 summon out at a time so I can keep my Eidolon.


Easier to read format:

XXXXXXXXX CR 1/2
Female Halfling Summoner (Master Summoner) 1
CG Small Humanoid (Halfling)
Init +2; Senses Perception +2
--------------------
DEFENSE
--------------------
AC 13, touch 13, flat-footed 11. . (+2 Dex, +1 size)
hp 10 (1d8+2)
Fort +4, Ref +3, Will +3
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Unarmed Strike +0 (1d2-1/20/x2)
Ranged Crossbow, Light +3 (1d6/19-20/x2)
Spell-Like Abilities Summoning Mastery I (9/day)
Summoner (Master Summoner) Spells Known (CL 1, +0 melee touch, +3 ranged touch):
1 (2/day) Mage Armor (DC 15), Grease (DC 15)
0 (at will) Message, Read Magic (DC 14), Detect Magic, Guidance
--------------------
STATISTICS
--------------------
Str 8, Dex 14, Con 14, Int 10, Wis 10, Cha 19
Base Atk +0; CMB -2; CMD 10
Feats Skill Focus: Stealth
Traits Highlander (hills or mountains), Resilient
Skills Fly +4, Perception +2, Spellcraft +4, Stealth +14, Use Magic Device +8 Modifiers Highlander (hills or mountains), Swift as Shadows
Languages Common, Halfling
SQ Eidolon Link (Ex), Fearless, Lesser Eidolon, Life Link (Su), Share Spells with Eidolon (Ex)
Combat Gear Bolts, Crossbow (20), Crossbow, Light; Other Gear Backpack (empty), Bedroll, Blanket, Candle, Chalk, 1 piece, Flint and steel, Rations, trail (per day) (10), Rope, silk (50 ft.), Spell component pouch, String (50'), Tent, Small, Whistle, Signal, Whistle, Silent
--------------------
SPECIAL ABILITIES
--------------------
Eidolon Link (Ex) You have a link with your Eidolon, but share magic item slots.
Fearless +2 morale bonus vs Fear saves.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Lesser Eidolon A master summoner's class level is halved (minimum 1) for the purposes of determining his eidolon's abilities, Hit Dice, evolution pool, and so on.

The eidolon otherwise functions as normal. This ability replaces the summoner's normal eidolon
Life Link (Su) Sacrifice HP to prevent that much damage to your Eidolon.
Share Spells with Eidolon (Ex) Personal spells can be cast on your Eidolon instead.
Summoning Mastery I (9/day) (Sp) Starting at 1st level, a master summoner can cast summon monster I as a spell-like ability a number of times per day equal to 5 + his Charisma modifier. The summoner can use this ability when his eidolon is summoned. Only one summon monster
Swift as Shadows Reduce the penalty for Stealth while moving by 5 and reduce the penalty for sniping by 10.

===========================================================

XXXXXXXXX CR 1
Female Serpentine
CG Small Outsider
Init +4; Senses Darkvision; Perception +15
--------------------
DEFENSE
--------------------
AC 17, touch 15, flat-footed 13. . (+4 Dex, +1 size, +2 natural)
hp 10 ()
Fort +0, Ref +6, Will +2
--------------------
OFFENSE
--------------------
Spd 20 ft., Climbing (20 feet)
Melee Bite (Bite) -4 (1d4-1/20/x2) and
. . Tail Slap (Tail Slap) -4 (1d4-1/20/x2) and
. . Unarmed Strike +1 (1d2-1/20/x2)
Ranged Crossbow, Light +2 (1d6/19-20/x2)
--------------------
STATISTICS
--------------------
Str 8, Dex 18, Con 11, Int 7, Wis 10, Cha 11
Base Atk +1; CMB -1; CMD 13 (can't be Tripped)
Feats Skill Focus: Perception
Skills Climb +7, Diplomacy +4, Fly +6, Perception +15, Stealth +12, Swim +3 Modifiers Tail
Languages Common
Combat Gear Bolts, Crossbow (Melee) (20), Crossbow, Light; Other Gear Backpack (empty), Blanket, winter
--------------------
SPECIAL ABILITIES
--------------------
Climbing (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Tail (Ex) Tail grants +2 Acrobatics checks for balance.


Step 1) Play master summoner.
Step 2) Get Summon Nature's Ally somehow.
Step 3) Take some of the Moonlight/Sunlight/Starlight Summons feats and laugh at a lot of DR.
Step 4) ??-- no wait, step 4 is Win.


Cheapy wrote:

Step 1) Play master summoner.

Step 2) Get Summon Nature's Ally somehow.
Step 3) Take some of the Moonlight/Sunlight/Starlight Summons feats and laugh at a lot of DR.
Step 4) ??-- no wait, step 4 is Win.

Out of curiosity, doesn't smite good or evil from the celestial / fiendish templates let you ignore DR on evil / good targets anyway? I assume I'm missing something. =)


Nope, that's a different one than the one paladins have! The monsters don't even have the (good) or (evil) subtypes, so they don't overcome those naturally.

Grand Lodge

Eidolon needs more tentacles.


I made 5th in Kingmaker with my Master Summoner and now I find that I generally don't even have my eidolon out anymore. She's just a speed bump getting in the way of getting my summons out. I'll have her out for evening watch (skilled in perception), but that's about it. As a master summoner, as you start leveling your eidolon just starts falling behind and won't ever catch up. When I get enough evolution points I'm going to make my eidolon my mount and that will be it, really.


blackbloodtroll wrote:
Eidolon needs more tentacles.

Everything needs more tentacles.


How does a vanilla summoner stack up against a master summoner?


Master Summoner is probably the best solo class, in a group you have to take care that your fellow players don't think they are henchmen.

Vanilla summoner is ok, biggest drawback/problem is most eidolon's are built breaking the rules, but it is a class with a ton of errata.


Jus me wrote:
How does a vanilla summoner stack up against a master summoner?

In a word "Badly". Don't get me wrong, regular Summoners are a fine class, however in terms of action economy, Master Summoners win hands down.


And Synthesists are just laughable compared to Masters. I've been looking at them and I'm a little confused about why so many people call CHEESE.

Master Summoner definitely seems the best in terms of sheer summoning and output. You could literally swarm the battlefield in a matter of turns. But for a character concept that relies on a real bond with the eidolon, I'd rather go straight summoner. After all, if the reason you want Master is just to be able to drop tons of summons on whoever hurts the eidolon, normal summoning should be enough-- how many monsters do you think you'll need?


Because the Eidolon is core to my concept, I would simply chose vanilla Summoner if I could keep 1 summon and Eidolon active at the same time, but since my concept also makes my Eidolon non-expendable, I don't like the plain summoner who uses the Eidolon as the main mode of attack. So back to Master Summoner unless someone is aware of a way to make the Summoner gain the ability to keep one Summons and Eidolon active simultaneously like the MS can.

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