How can 3.5 help with the neverending problem about the lack of Summoner Feats? ( My long story)


Advice


[INTRODUCTION, skip to next part if you want]

Hello all.

This is my first thread ever and also English is not my native language so please keep that in mind before you point out glaring typos of mine.

So, after playing a Witch (focusing on batlefield control, out of combat usefulness and my hexes) for 4 months and reaching 8 levels I decided to put her to sleep (intended) for now.

I struggled way too long trying to build a new character, starting also from lvl 8. For two weeks I tenaciously devoured all advices and suggestions I could find and build around 7 character (sheets) only to throw them away the next day. I just couldnt rest.

So I ended up going with Summoner. Vanilla Summoner for that matter.
The eidolon sounds sweet as it fits wonderfully with my story, and I enjoy playing the guy who supports others and being helpfull outside of combat, where most of our campaign takes place. (very RP heavy)

It took me long to build my character and also the eidolon as right as I possibly could, following RAW and suggestions from other great people in the forums and other builds.

[THE ISSUE]
And here is where my problem begun. I read how there is not much support for the summoner feat-wise, but I felt relief because that meant I could choose whatever nice stuff I would like without gimmicking my character.
But after some hours of searching, looking at builds, suggestions, guides and hundreds of forums I realized that I didnt make any progress, at all.

I know improved initiative and bumping saves is never a bad choice, but it is indeed terribly dull. I know the summoner suffers from having an extremely narrow spell list as also spells per day, so given how I like to be helpful at all times in and out of combat, I thought maybe I could find a way to increase my spells (known, or per day). Boy did that go out of the window. Some suggestions I found is Expanded Arcana, the Eldritch Heritage feats (choosing arcane bloodline allows me to take a familiar, and since I dont know where to spend my feats I could also take Improved familiar, although I have no Idea what to do with her).

But... thats all I could find. With the exception of the Augment Summoning chain, which I wanna avoid since I will use my summons only when I want extra spells for something out of combat, or assist someone in need or something like this. But since there isn't a lot of interesting stuff, I might just take it. Same goes with craft wondrous items, even though we never ever rest or have time to craft :S
I would rather also avoid going with some archer or melee feats, as they simply dont fit with what I expect from my char.

That brings me to the point.
How did you guys fix this? What did you do that doesnt include dull feats like iron will etc.
And most importantly, Do you have any suggestion from 3.5 feats that might make my character a bit more... engaging? (I can persuade my DM to allow me those, as he is very open with the rules)

[EXTRAS]
I know that alot of you will ask me, what do I wanna do with my character, and how do I play and so on. Well as I told you before, we have a lot of roleplay. We rarely had more than one combat per day so far (per session actually). Considering how the summoner spell list is more support-y, that fits my bill perfectly.. I usually stand back and assist my friends. Buffing usually the others instead of my eidolon (as I am highly optimized, and they are not really, so I dont wanna steal their thunder). However, I do want to know that I can be strong in combat, even if having an optimized eidolon can do this job for me. In game I play the standard wise guy archetype, and because I am an elf (one of the first ones to be exact, he is millenia old, homebrew campaign btw) it was extra hard for me to give away my witch with her 2+6 int modifier skills per level. Now I got the boring charisma with the even more boring charisma skills which I just dont enjoy as much, nor do they fit with him, as he tends to be very reclusive and rarely speaking. I hoped I would find a away to exchange my charisma with intelligence but I cant find a way to make it, damn you stupid Eldritch Heritage-arcane bloodline (yes I got it even if I am an elf).

Lastly, we are basically naked so far. 4 months and we rarely deal with items, gear or weapons. With my witch, I had a staff of wood. Thats all. And a gray robe. Thats also it. No + something or anything.
Just throwing this out there in case it will affect your advices. Keep in mind we werent really in danger of dying so far, as we put a lot of effort in our characters (my story was 14 pages, lol) and our DM doesnt play to kill us all the time.
One other members is a versatile sorcerer, throwing the occasional fireball and scorching ray and some cc.
The other guy is probably going something like ranger or so.
And if the fourth guy join us, he said something about cleric or paladin, paladin most likely, so this will assist the front lines along with my tanky eidolon. But not sure yet.

That's all, thank you for taking time to read this, and I hope some great advices will follow.


Don't overlook the utility of regular summons. Once you can start bringing in the outsiders/magical beasts/etc you can bring down a bunch of spell like abilities,feats, and skills as needed. The eidolon is a nice beat stick but the vanilla summons can do so much more than just hit stuff.


Do Eidolons get feat access? I thought they did...

If they do, you are missing a HUGE category of feats that would be remarkably effective for a summoner/eidolon, Teamwork Feats.

Since you make both, you have the luxury to select the feat for both. Meaning you know they'll be active. And many of the Teamwork Feats are rather powerful and useful.


Here are some examples;

Escape Route

Spoiler:

Benefit: An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space.

Lookout

Spoiler:

Benefit: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.

Shielded Caster

Spoiler:

Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks.

If your ally is wielding a buckler or a light shield, this bonus increases by +1.

If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2.

Finally, if an enemy threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved.

There are plenty more, and they're really amazing when you have control of two characters like a summoner does. They're also nice for animal companions and the like.


A summoner can make a decent archer. Human is probably best because you will need the extra feat.

1 Martial Weapon Proficiency (Longbow), Point-Blank Shot
3 Precise Shot
5 Rapid Shot
7 Arcane Strike
9 Manyshot

No items makes the game very difficult. I am not sure the best way to allocate stat points because usually I would assume you could get stat boosting items so you could cast spells. For a 15 point buy I would start with

Str 14
Dex 17 (Put +2 racial here)
Con 12
Int 10
Wis 7
Cha 14

and increase dexterity at level 4. Then you need to put points into charisma at levels 8 and 12 so you can cast your highest level spells. If you think you will play all the way up to level 20, then you could put the last two points into dexterity.


Summon Good Monster (Champions of Purity) is pretty... good.

You can take Improved Eldritch Heritage (Arcane) and add some Sorcerer spells to your spell list.


Use Magic Device is a charisma based skill that would greatly expand your spell list ( though not for free).

If you focus on that, it can be very powerful. At your level, the checks should be easy to make.

Of course, if you never find treasure, it won't work.

Dark Archive

There are a number of options here.

First, if you want to keep your eidilon around, Addition evolution should eat up many of your feats.

Second, they get summon spells on-level (as they've been leveled down). So you can still take the standard Conjuration/Augment Summon/Superior Summon line (3 feats) to summon forth armies with your ability. This actually synergizes better with summoner after 4; the best way to bring in your eidilon is via Summon Eidilon 2nd level spell. This brings an augmented version of your eidilon (+4 Str +4 Con; though vulneralbe to dismissal and unable to hedge magic circles).

Flagbearer is also randomly awesome with this line; since it adds to your eidilon, your team, and your allies.

Finally, as stated teamwork feats are nice. Stealth synergy if you do spy missions. If you're mostly roleplaying, skill focus: diplomacy makes you a champion. Your options really are wide open, and you have very few feats to work with anyway.

And say no to combat-Summoners. A few feats will not keep you viable past about level 5. You're doing it right; let the Eidilon do the fighting :).

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