My PFS Lavode De'Morcaine
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When I first looked at it, I thought that's kool. But alot of the evolutions I would pick are on the not allowed list. However, even more of the others might be able to make up for that.
I haven't run a summoner at all yet, so I don't think I can judge this one accurately. Anyone tried it? Boss or Flop?
NeoSeraphi
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A wild caller has the ability to gain quite a few extra evolution points. You see, in addition to the bonus evolution points the wild caller gets from his archetype, he can also take the Favored Class bonus available to half-elf summoners (+1/4 evolution points). At 20th level, that's a total of 10 extra evolution points over a normal summoner (14 if you take the Extra Evolution feat 4 times, for a total of 40 evolution points).
As for what you would lose, well, the SLA evolutions aren't that great (mostly because the eidolon's Charisma score is so awful).
If you want some kind of magical beast eidolon like a chimera or a dragon, don't be a wild-caller. Just be a normal half-elf summoner (you still get +1/4 evolution points with the favored class bonus).
If you don't mind giving up all the evolutions (it sounds like you do), build a primal eidolon and have fun with it. Here, I'll give you an example build of what I would do with my half-elf wild caller:
Ability Scores:
It honestly doesn't matter, so here's my 20 point buy:
Str 7 (14 after feats and level ups)
Dex 8 (10 after level ups)
Con 18 (20 after level ups)
Int 7
Wis 7
Cha 20
Feats:
1 Extra Evolution
H/E: Skill Focus (Survival)
3: Eldritch Heritage (Orc)
5: Extra Evolution
7: Toughness
9: Doesn't Matter
11: Doesn't Matter
13: Improved Eldritch Heritage (Orc)
15: Extra Evolution
17: Greater Eldritch Heritage (Orc)
19: Doesn't Matter
Now we get to the good stuff, the eidolon
Form: Quadruped
Evolutions:
Bite (Free)
Limbs (Legs) (Free)
Limbs Legs (Free)
Bite (+1 1/2 Str) (1)
Limbs (Legs) (+10' movement) (2)
Limbs (Legs) (+10' movement) (2)
Climb (60') (1)
Improved Natural Armor (5 times, +10 NA) (5)
Tail (+2 Acrobatics) (1)
Sting (1)
Claws (1)
Pounce (1)
Grab (Bite) (+4 to CMB grapple) (2)
Poison (Bite) (Con damage) (4)
Rake (2)
Rend (2)
Web (3)
Large (Huge) (10)
Tremorsense (2)
Feats:
Power Attack
Dodge
Improved Natural Attack (Bite)
Improved Natural Attack (Claws)
Improved Natural Attack (Sting)
Ability Focus (Poison)
Ability Focus (Web)
Toughness
Stats:
60' move speed, 60' climb speed
AC: 45 (10+ 7 Dex + 33 Natural armor +1 Dodge -2 Size)
Str 47 (14 +16 Huge + 8 Eidolon + 3 Level up +6 Belt of Physical Perfection)
Dex 24 (14 - 4 Huge + 8 Eidolon +6 Belt of Physical Perfection)
Con 27 (13 +8 Huge + 6 Belt of Physical Perfection)
Int 7
Wis 10
Cha 11
Attacks:
Full Attack Bite +38 (3d6 + 32 plus poison and grab), 2 claws +38 (2d6 +23), 2 Rakes +38 (1d8+ 23), Rend (2d6+32), Sting +38 (2d6+23)
Special attacks: Poison (DC 27), Web (DC 27)
Senses: Darkvision 60', Tremorsense
Gear:
Amulet of Natural Attacks +5
Belt of Physical Perfection +6
| TarkXT |
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Well carpola! Yes, I was thinking about it primarily for my next PC with GM credits. I didn't notice that the wild caller was banned from PFS.
However if it is really all that good, I still might consider it for my next home campaign PC.
PFS generally has a very cautious attitude towards the summoner as a class.
Especially given the format and how good they are at acting independently.
| Wiggz |
The primary benefit of running a Wild Caller is the ability to gain the Large and Huge evolutions that much more quickly and still have points over to do other stuff - and make no mistake, that is (both literally and figuratively) big.
The draw back from what I've seen is the inability to get energy damage added to attacks, to gain DR or SR and to maximize your odd-numbered attacks by taking a second head when warranted. Some Summoners like to equip their Eidolons with spells and that's out too.
The summoning lists are a relative wash imo since I generally prefer to summon elementals when I do.
I'm a big fan of Summoners (not counting Broodmasters and Synthesists) but I generally prefer Master Summoners or standard Summoners to Wild Callers - not by a lot, I just like the extra flexibility. Something I'd seriously consider if you go Wild-Caller though is to take a 1-level dip in the Fighter archetype Dragoon and make him a mount. I'd also take the Eldritch Heritage feats for the Orcish bloodline so that down the road you can get bigger when he does. Remember all those great benefits like Aspect and Shield Ally that can potentially make the two of you a potent fighting unit.
| Wiggz |
Summoner, the only class when you say "I'm playing that", the other players at the table groan.
My group loves having one at the table. It dramatically expands both the group's options and flexibility as well as increases their chance for success - in my experience the only situations where Summoners are unpopular are 1) when the player running the summoner doesn't actually know what he's doing or 2) in groups where players are always trying to compete with one another rather than seeking group success.
Not that I consider it a fair comparison, but Han Solo, Leia, Chewbacca, R2-D2 and C-3PO... none of them could hold a candle to Luke when it came to power level, but all had key roles to play and I imagine, had there been players behind them, all would have enjoyed the Star Wars Saga AP immensely. They were working together for a common goal, and one character's success was the group's success.
| David knott 242 |
I converted my summoner to a wild caller at level 9 and have not regretted it. The eidolon does a bit less damage than before because of the loss of access to the energy attack evolutions, but those extra evolution points are very nice. The only problem I see is that you are a bit nerfed until you reach a level where you actually get those extra evolution points.
My PFS Lavode De'Morcaine
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Ok, if I do this for a home game, it looks like the only UM archtype I could combine with the wild caller is the evolutionist. The others all modify the eidolon ability or the summon Z ability as does the wild caller. So they can't combine.
To me, that really isn't bad. Since I've never played a summoner before, it is easy to imagine that I may royaly screw the eidolon build. The evolutionist would allow me (after level 6) to redo the build more easily and more often.
Thanks guys. I will seriously consider this if the next campaign isn't all about undead again.
| Leisner |
I converted my summoner to a wild caller at level 9 and have not regretted it. The eidolon does a bit less damage than before because of the loss of access to the energy attack evolutions, but those extra evolution points are very nice. The only problem I see is that you are a bit nerfed until you reach a level where you actually get those extra evolution points.
Less damage?
Oh no, not at all.See the Wild-Caller is perfect for a Kali build, and while this is often disregarded on higher levels as being impractical because of the amount of creatures with DR, it really isn't, as the amount of damage it does, nullifies any DR a creature might have. An example, I did a level 13 Wild-Caller/level 1 Cleric Kali-Eidolon build that did on average 359 (444 before DR) damage to a level appropriate Adult Red Dragon. The only magic that were used, was a wand of Mighty Strength (Bull's Strength bigger brother).
However, having a huge pouncing Eidolon, with 17 attacks, might result in flying book related injuries.