Please help me optimize a feral Orc Summoner build / idea


Advice


I have an character idea half though experiment half waiting in the wings in case of death for a local non-PFS game, but the build will be losing many class features, and I would like ideas on how to make up for the lack, using only paizo material.

Starting stats I'm thinking
Str 22 Dex 16 Con 16 Int 5 Wis 5 Cha 5, but I'm willing to lower dex to raise wisdom.

Feral alternate racial trait so he won't know any languages. He will miss out on spells and the summon spell like abilities, but be pretty good in combat. Basically I want the summoner so be more like a companion and the eidolon to be more like a character (eidolon will be able to talk, I'll give it linguistics if I need to)

Depending on the which game has character death first he'll be level five or seven. How do I optimize him and what feats/items/evolutions should I look into?


I'm not super familiar with what being "feral" means, but a technical issue I see is that your eidolon knows the languages you know. Thus if you don't know any languages, your eidolon wont. Thus your eidolon can't be the "character".


Wycen wrote:
I'm not super familiar with what being "feral" means, but a technical issue I see is that your eidolon knows the languages you know. Thus if you don't know any languages, your eidolon wont. Thus your eidolon can't be the "character".

Are you sure?

"An eidolon has the same alignment as the summoner that calls it and can speak all of his languages."

is what I think you are referring to. To me it does not seem to say that an eidolon could not learn more languages by putting a skill point in linguistics. Is there more that I am missing?

Dark Archive

hmm, level 7 your eidolin will have 10 evolution points and for the base form, choose biped for the humanoid look.

evolutions:
Slam(replaces claws) 1
Reach(slam) 1
Improved damage(Slam)1
Push (slam) 1
Ability increase(str)2
Ability increase(str)2
Energy attack(Acid) 2

feats:
Power attack
Combat Reflexes
Shield Proficiency

With your slam, power attacking at level 7
+11
3d6(2d6+1d6 acid)+15 ( slam is your only attack, so you add 1 1/2x your str modifier with the natural attack and then another 1 1/2x with power attack)

Your job as the summoner, is to buff up your best friend in the whole wide world
`bull strength
`mage aromor
`shield
`evolution surge

basically everything to pump up your eidolon with spells.

with feats, you want

martial weapon proficiency (any 2 handed weapon)
Power attack
Pushing assult
cournigon smash (from Pathfinder Chronicles - Cheliax: Empire of Devils)

so when you power attack, you can forgo your power attack damage, to push the enemy 5 feet away, intimidate to shaken them, and 5ft step away, if your ally tries to move towards you again, your eidolin can attack and push him away from you. keeping you free from harm, dealing damage, and be extremly annoying.

and yes, eidolins can learn more languages than its master, its just linguistics MUST be a chosen class skill when you chose the 4 skills


You as the Orc have to be able to Summon the Eidolon. You are making your character out as to be dumb as a stone and wanting him to be the follower no the leader. The Summoner has the control of who does what in this relationship and that doesn't seem like what you are looking for. At the very least you should have an INT of 10. You don't have to worry about that Charisma for spells and you really should have a non-negative Wisdom.

Get the mechanics out of the way and you can roleplay the character however you want.


Well.... with that bonus to strength, you could put almost nothing into it and still come out 'decent'. That should be enough to counter the int and wis penalties. As ngc said, you do not need very much CHA since you mostly use buffs, and as such have no save DCs to worry about. You simply need enough to match your current spell levels, and I think you will likely get a +2 headband before it becomes too much of a problem.

Here are some example 20 pt stats:
STR: 17 DEX: 14 CON: 13 INT: 10 WIS: 10 CHA: 12
Note: the strength is only that high because I ended up with an extra point and the fact that one point did that much shows how much strength you are dealing with here.

The fact that feral trades away weapon familiarity with falchions and greataxes is a bit...meh....but I don't think you will suffer too much just grabbing a spear. You might want to grab arcane strike, since it increases damage for only a swift action, and summoners don't seem to use that too much.

Another random thing I like to throw around with classes like this: Did you know that the penalty for using armor you are not proficient in is to take the armor check penalty to attack rolls? So if the ACP is 0...the penalty is 0. Now, a mithral breastplate (which counts as light armor for various things like spellcasting, meaning that it could go well on a summoner) has an ACP of -1. But with just a simple trait (armor expert), you can reduce that penalty to 0. So it is practically like (mithraled) medium armor proficiency.

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