Need some advice on Master Summoner


Advice


Putting together a Master Summoner for a game friend is running. And just wanted to run it by you guys:

Starting at level 1. Human race is required (but I can use any of the alternate racial traits), and Stats were rolled in some way that I am unsure of but I have: 18, 17, 16, 14, 13, 12.

Heres what I got:

Izzacarr As'rael- NG Human Master Summoner 1

Str 13
Con 16
Dex 17
Int 14
Wis 12
Cha 20 (+2 racial)

Traits: Reactionary (+2 Iniative)
not decided on the other maybe Latent Psion (+2 vs Mind effecting abilites).

Feats: Improved Iniative
Spell Focus: Conjuration (undecided)??

Skills: Some advice on skills would be great. I would assume UMD, Spellcraft, K:Arcana, maybe some languages.

My Edilon is Tidbit:

Small Biped (limbs x2, claws) Free. Skilled x3: UMD, Perception, Stealth

We will be trying out some home brewed squad based combat rules so A master summoner won't take to much away the others, I would just be a squad to myself laff. And from what I have been told the other four players sats are equally outrageous so no worries there.

I feel like I could pretty much take anything and be ok, but I would like to know what the board thinks. I picture Izzacarr as a battlefield stratigest, that can mix it up if he has too, but prefers to let his summons and spells handle it. I can picture him seeing a battlefield as a oversized game of Archon (loved that game back in the day.)

Any advice would be greatly appreciated.


Anyone?


Just have your monsters on notecards and ready to go or you'll bog down chat.


Man, I haven't thought of Archon in a long time.

I'd throw some skill points into UMD, you're going to be successful with that fairly soon. Languages are strong, and diplomacy is probably worthwhile too.

If you want to be a strategist, do it. Put a rank into profession soldier too, possibly ride.


So seems like everything looks good then?

I know that Spell Focus: Conjuration isn't needed for Augment Summoning for the Master Summoner, but it still seems like a solid feat, since there are several Conjuration Spells with a rider on them. (and honestly I can't really figure out what else to take.) Any Suggestion there?

Coffee: I don't expect there to be much problem with the Summons, we are looking more at the role play aspect and the combat will be more free form and descriptive than mechanical. But that is a good suggestion and I definatly will do that.

rkraus2: Definetly want UMD, and a spattering of languages. Diplomacy is one I hadn't considered, what about Spellcraft, and Knowledge skills?


This may sound odd (and I haven't played a summoner myself as yet). But the few I have seen did not do much offensive spell casting. The used summons, buffs, and their edilon. So the save DC was largely irrelevant. I think that would be even more the case with a master summoner.

IF that is what you are doing, then I would but the 18 and the racial points in constitution to beef up you hit points a bit more. Then I would also take the improved initiative instead of spell focus conjuration.

However, there are a few very fine offensive spells on the summoner list. If you are planning on using these in an offensive capacity the the stats you have and the spell focus conjuration is excellent. Remember the summoner does not have very many spells each day so be careful not to run out too soon.

Although improved initiative is still a solid choice. Getting that spiked pit in place before they act is always nice.

You definitely want languages to speak with the things you summon. So celestial, infernal, all the elements, etc... I think there is a trait that gives you 2 languages for each point in lingusitics or some extra languages. But I can't remember for sure. If I'm not totally wacked, you may want to consider that trait.

Minor thing: At level 4 I would put a point in dex to make it an even number for the max benefit. I would also switch the str and wis so at level 8 when I make it an even number it gives me a +2 to will saves and a few key skills like perception and sense motive. I would doubt you will be spending enough time physically hitting things to need a +2 to damage.

Sczarni

Kydeem de'Morcaine wrote:

This may sound odd (and I haven't played a summoner myself as yet). But the few I have seen did not do much offensive spell casting. The used summons, buffs, and their edilon. So the save DC was largely irrelevant. I think that would be even more the case with a master summoner.

IF that is what you are doing, then I would but the 18 and the racial points in constitution to beef up you hit points a bit more. Then I would also take the improved initiative instead of spell focus conjuration.

However, there are a few very fine offensive spells on the summoner list. If you are planning on using these in an offensive capacity the the stats you have and the spell focus conjuration is excellent. Remember the summoner does not have very many spells each day so be careful not to run out too soon.

Although improved initiative is still a solid choice. Getting that spiked pit in place before they act is always nice.

You definitely want languages to speak with the things you summon. So celestial, infernal, all the elements, etc... I think there is a trait that gives you 2 languages for each point in lingusitics or some extra languages. But I can't remember for sure. If I'm not totally wacked, you may want to consider that trait.

Minor thing: At level 4 I would put a point in dex to make it an even number for the max benefit. I would also switch the str and wis so at level 8 when I make it an even number it gives me a +2 to will saves and a few key skills like perception and sense motive. I would doubt you will be spending enough time physically hitting things to need a +2 to damage.

Your point about a summoner not having many spells would be reason alone to keep the CHA at a higher bonus so that he has more spells starting out (extra 1) and as he increases his cha over time his 2nd and eventually 3rd level spells will be increased as well; more importantly they can happen roughly around the times he is even using the spells.


True. But as I understand it, most master summoners are relying on their summoned creatures not their spells.

And 4 ability points is alot for just a few low level spells.

It can easily be argued either way. But I would prefer the survivability increase of the higher con.

Sczarni

He has a con of 16...that's pretty high for someone who relies on his pet summons :)

I mean, if you are wanting to suggest that he focus on something other than higher CHA, perhaps a point about making his dex higher so that he can more effectively use a crossbow in combat? At least then he can do something when he isn't casting spells... :)


You might consider taking longbow proficiency and switching str to 16, con to 14 and int to 13. I know people usually take a lot of extra summons feats and being a good archer eats up your early feats but it would give you something to do every round. You have great stats and would put out respectable damage. You already have a high dex and with your trait improved initiative is not absolutely needed.

Feats
1: Point blank shot, Longbow
3: Precise shot
5: Rapid shot
7: Arcane strike (maybe)
9: Multishot


Soporific Lotus wrote:
You might consider taking longbow proficiency

That is something I hadn't thought of. Has anyone of you ever tried something like this?

Sczarni

With summoner? No. With Wizards (who kinda face the same issue at low levels) Yes. Totally worth the thought. If you don't want to take the feats, just use the crossbow since you get that free profiency wise.

Sczarni

OH and the point blank/precise makes your one outright damage spell actually more likely to hit (acid splash). It may be a d3 damage, but it has NO SR...and is acid. If something resists acid, you have a bigger threat on your hands anyway. Golems? Unless your lucky with your bow, you never damage them as a non-pure archer. Acid splash? Slowly eats through most of them...Trolls? Well...'salt in the wounds' so to speak :)


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Ironbar wrote:

Putting together a Master Summoner for a game friend is running. And just wanted to run it by you guys:

Starting at level 1. Human race is required (but I can use any of the alternate racial traits), and Stats were rolled in some way that I am unsure of but I have: 18, 17, 16, 14, 13, 12.

Heres what I got:

Izzacarr As'rael- NG Human Master Summoner 1

Str 13
Con 16
Dex 17
Int 14
Wis 12
Cha 20 (+2 racial)

Traits: Reactionary (+2 Iniative)
not decided on the other maybe Latent Psion (+2 vs Mind effecting abilites).

Feats: Improved Iniative
Spell Focus: Conjuration (undecided)??

Skills: Some advice on skills would be great. I would assume UMD, Spellcraft, K:Arcana, maybe some languages.

My Edilon is Tidbit:

Small Biped (limbs x2, claws) Free. Skilled x3: UMD, Perception, Stealth

Don't take Spell Focus: Conjuration as you won't need it - you get Augment Summoning for free at 2nd level and its the only pre-req for Superior Summoning which you should take at 3rd level no matter what. This is the feat progression I took for my Master Summoner (one of them, anyway).

1st - Extra Summoning
1st - Skill Focus: Whatever
2nd - Augment Summoning
3rd - Superior Summoning
5th - Extra Summoning
7th - Improved Initiative
8th - Skill Focus: Knowledge (Planes)
9th - Eldritch Heritage: Primal Air
11th - Improved Eldritch Heritage: Primal Air
13th - Extra Summoning
15th - Extra Summoning
16th - Skill Focus: Fly
17th - Greater Eldritch Heritage: Primal Air
19th - Quicken Spell

I tweaked it a bit by adding Focused Study so you could get the maximum benefit from the one Skill Focus you need to take to qualify for the Eldritch Heritage feats. The main appeal of the Elemental Bloodline is that at 11th level all of your summoned creatures deal an additional 1d6 electrical damage (if you pick Air) per attack which adds up quickly. At 17th you also get the ability to fly permanently as well but that's just laginappe.

Don't neglect your Extra Summoning feats as they are your primary bread and butter, and I reccomend you build your eidolon purely as a scout - small sized, skilled evolutions in stealth and perception and eventually the ability to fly... remember, it has Darksight and can communicate with you telepathically. Having such a scout has saved out party more times than any number of summoned creatures could.

I'm not sure what you meant when you were discussing races, but if you can choose any race's favored class option, I suggest you take that of the Half-Elf - those additional evolution points go a lot further with Master Summoners than they do anyone else.

Spell-wise go after the pit spells as soon as they become available.

I recommend your second trait be Focused Mind to help out with those Concentration checks.

Now if you want to try something a little more bad@ss, drop me an email ;)


Shfish wrote:
With summoner? No. With Wizards (who kinda face the same issue at low levels) Yes. Totally worth the thought. If you don't want to take the feats, just use the crossbow since you get that free profiency wise.

What are you referring to, using a bow? I have never heard of a wizard using a bow as their BAB is too low, except maybe for a elf wizard for the first few levels instead of a crossbow if they have exceptional stats. A crossbow is sub-par because you need to take rapid reload to get full use out of it so it also costs you a feat and it does not add your str to the damage rolls.

At level 10 with a full attack using a +3 bow, belt of +2 dex, and bracers of falcon's aim with arcane strike the summoner would do about 32 damage per round to a creature with an ac 24 while a dedicated archer fighter starting with a 20 in dex does about 80 damage.


Spellcraft and now ledge arcana are only ok for a summoner. Without the wide selection of utility spells a wizard has, it's not as good.

Summoners don't make excellent crafters either, so that's not great either.

If you've got the skills to spare, great, but I wouldn't make Spellcraft or arcana a priority.

Liberty's Edge

http://www.d20pfsrd.com/feats/general-feats/noble-scion

good choice at level 1. Lets you use cha instead of dex for initiative if you are a scion of war.

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