Please help me understand initiative in relation to the summoner class


Advice


I have several questions concerning the actions I am able to take as a Summoner.

1. When initiative is rolled, do I make a separate roll for my Eidolon?
2. If my Eidolon goes first, is he able to attack? Or do I need to give him a command first?
3. When I summon a creature, do I have to add it to the initiative by making a new role?
4. When does a summoned creature take it's first turn?

Thank you


Pathfinder Maps, Starfinder Maps Subscriber

Summoners are a fairly complicated class, but if done right will not grind things to a hald.

1) Eidolons, being fairly smart creatures, should get to act on their own and thus should roll on their own. A few GMs will ask that the eidolon go on the summoners turn just to save initiative cards.

2) As said in point 1, eidolons are usually smart enough to know they are being attacked.

3) If it's from a spell like Summon Monster, it goes on your turn because it comes into initiative on your turn.

4) It begins acting immediately. If you're a Wizard or Sorcerer using the Summon Monster spell which has a 1 Round casting time, the summon comes into action at the start of the turn after you started casting. Whichever class you are, the summon then gets its whole turn.


Renlar wrote:

I have several questions concerning the actions I am able to take as a Summoner.

1. When initiative is rolled, do I make a separate roll for my Eidolon?
2. If my Eidolon goes first, is he able to attack? Or do I need to give him a command first?
3. When I summon a creature, do I have to add it to the initiative by making a new role?
4. When does a summoned creature take it's first turn?

Thank you

1. Technically yes, and especially important if the modifiers are significantly different. Most GMs prefer to have a player move only once in initiative order to help other players at the table from feeling overshadowed.

2. Eidolon is an intelligent outsider, so yes.
3. Summoned creatures act when they are first summoned, hence on the summoners ini.
4. Either on the round the summon SLA is used, or the following round if the spell is cast.

Edit: ninja'd


David Montgomery wrote:
...3) If it's from a spell like Summon Monster, it goes on your turn because it comes into initiative on your turn.

Does this mean that we can take our actions interchangeably? Summoner move->summoned creature move->summoner spell->summoned creature attack?

Or do I take the summoner's turn, then the summoned creature's turn?

David Montgomery wrote:
...4) It begins acting immediately. If you're a Wizard or Sorcerer using the Summon Monster spell which has a 1 Round casting time, the summon comes into action at the start of the turn after you started casting. Whichever class you are, the summon then gets its whole turn.

If I am using the Summon Monster SLA (standard action), does the creature get to take an action? Or does it have to wait a full round?

EDIT: Curaigh answered this one.


Ready is a standard action, so you can move and ready (to cast a spell after the critter has moved). Note you could not cast a spell and then move as you would not have a standard left. The critter 'attacks your opponents', so having it ready a standard action is not likely. If you can communicate with the creature* you can get it to do other things per the summon monster spell.

*Usually not an option until SM III-though I would have to go through the complete list of monsters to see which ones speak what language.


Since this is the PFS forums the I'll post the solution used locally here.

Roll initiative for summoner and eidolon. Unless you have a very compelling reason to do otherwise delay to the lowest initiative count you rolled and report that to your GM. Keep in mind both incase the one delaying is attacked before your turn, in which case that combatant would not be flatfooted.


David_Bross wrote:

Since this is the PFS forums the I'll post the solution used locally here.

Roll initiative for summoner and eidolon. Unless you have a very compelling reason to do otherwise delay to the lowest initiative count you rolled and report that to your GM. Keep in mind both incase the one delaying is attacked before your turn, in which case that combatant would not be flatfooted.

This is pretty much how I have been playing, with the exception that I was penalizing myself for it being flat footed.

Thanks for the responses guys!

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