Mighty Summons for the Archmage


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Arcane summoners (conjurer wizards, summoners) exist, are popular, and would benefit topically from the Mighty Summons ability. It doesn't seem to make sense to restrict this ability to Hierophants and divine casters only. Please cross-post this ability to the Archmage path as well.

Question: Does mighty summoning stack with superior summons (i.e. 1d3 beasts of level -1 list, +1 superior summoning, +1 might summons)?


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Then again, it may not be completely absurd for an arcane summoner to take the Hierophant mythic path. It is all a matter of what his priorities are.

Also, there is something that I recall seeing a posting about that is not in the current playtest packet. Wasn't there supposed to be a way for a mythic character to take a path power from outside of his path? Outside of the universal powers, I do not recall seeing any way to do that.


Still not sure it makes thematic sense for divine Hierophants to have a market corner on monster summoning enhancements.

Shadow Lodge

David knott 242 wrote:

Then again, it may not be completely absurd for an arcane summoner to take the Hierophant mythic path. It is all a matter of what his priorities are.

Also, there is something that I recall seeing a posting about that is not in the current playtest packet. Wasn't there supposed to be a way for a mythic character to take a path power from outside of his path? Outside of the universal powers, I do not recall seeing any way to do that.

There is, it's a mythic feat:

Dual Path (Mythic)
You excel in many areas, allowing you to select path abilities from two mythic paths.
Prerequisite: 1st mythic tier.
Benefit: Select a mythic path, other than the path you selected at your moment of ascension (see page 3). You gain the 1st level ability of that path (archmage arcana, champion strike, divine surge, guardian’s call, marshal’s order, or trickster attack). Whenever you gain a path ability, you can select from list of abilities presented for both paths, as well as from the list of universal path abilities.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Ah, thanks for pointing that out!

So Dual Path (Archmage) should be a popular choice for non-divine characters with pets.

Shadow Lodge

David knott 242 wrote:
Then again, it may not be completely absurd for an arcane summoner to take the Hierophant mythic path. It is all a matter of what his priorities are.
One real restriction for an arcane summoner taking the Hierophant mystic path is that much of that path is geared toward divine magic:

  • The mythic spells a Hierophant receives on even levels must be divine spells. Thus an arcane caster gains no benefit from this ability.

  • Two out of the three Divine Surge abilities (Inspired Spell and Recalled Blessing) require the Hierophant to be able to cast divine spells. The third requires that the arcan caster have a familiar. If he's taken a bonded object, he gains no effective Divine Surge.

  • Of the 16 available path abilities, 2 relate to domains (which an arcane caster doesn't get), 2 require the Hierophant to be able to cast divine spells (which an arcane summoner cannot), 1 requires the Hierophant to be able to cast cure/inflict spells (which an arcane summoner cannot), and 2 require the arcane summoner to have a familiar (which he may or may not have). This can potentially reduce almost by half the useful Hierophant path abilities available to the arcane summoner.

It seems a far better thing to simply take Dual Path (Hierophant) and pick Mighty Summons as a path ability.

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