Summoners and Eldritch Heritage (Elemental)


Rules Questions


I was looking up how to effectively build a Master Summoner (Archetype). I want to know how Improved an Greater Eldritch Heritage affect my summoner's summon creature spells. I'm lost on this because I want to know if my summoned creatures gain (energy type) resistance:10 and add 1d6 (energy type) to damage, from Improved, and movement bonuses from Greater.


They don't affect your Summon Monster Spells or abilities (not really sure where you got that from?), they only affect you.

You'll gain the bloodline powers (Elemental Ray with Eldritch heritage, Elemental Resistances or Elemental Blast with Improved, and Elemental Movement with Greater) as you gain the feats. No change on the summoned critters.


I got it from Mercurial's Master Summoner build. I thought that part was sketchy but I had to ask to make sure I was right about that.


Ah, I see, they're talking about the Wildblooded version of the Elemental bloodline, Primal.

Ultimate Magic, Sorcerer wrote:

Primal

...
Associated Bloodline: Elemental.
...
Elementalist Summoning (Su): At 9th level, whenever you summon a creature, it gains energy resistance 10 against the energy type that matches your elemental bloodline (if it already has such resistance, its resistance increases by +5), and its natural attacks deal an additional 1d6 points of damage of the same energy type. This bloodline power replaces elemental blast.

Whether or not you can actually take this through Eldritch Heritage is debatable. Wildblooded is an archetype for sorcerers, that specifically modifies the bloodline powers and bloodline arcana - since it requires the archetype to make the modifications, it's not so clear cut as simply taking Eldritch Heritage on them.

You could ask your GM whether they would allow you to take the Wildblooded version instead though.


If you can take it, it will work, though.


Indeed, the wording on it is quite generous.


Eldritch Heritage just pulls the power, not arcana. I'll talk it over with my GM. My main problem is addressing a situation that my party neglects to realize. We lack a ranged party member, so I'm hoping this build might pick up the slack. I lost my Archer Paladin last session while we were dealing with a flying infernal critter. Real pain in the ass it was. The party split up in an open area, which is a TPK senario my GM will abuse to teach us to stick together and cooperate.


Just curious, would elemental creatures summoned via this spell have to be the same element as the primal bloodline, or could I have an, say, air elemental that gets a bonus 1d6 fire/acid/cold damage?


Based on the wording, it's completely independent. Whether you summon a fire elemental, water elemental, or a bird, they'll all get the resistance and bonus damage.


Well there are Earth Elementals with a fire immunity, aka Lava Elementals.

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