Summoner quiestions


Advice

Grand Lodge

Just some quick questions

Im trying to build a Summoner for a two man party for Council of Thieves, but have some questions and tried to find theses on guides but cant find the answers

Whats the diference from Summoner to the Master Summoner? From the the descriptions in the PFSRD seems that the Summoner can cast Summon Monster as a standar action and the Master Summoner as a full round action, is that correct or im missing something.

Summon Monster I (Sp)

Spoiler:

Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell

Summoning Mastery (Sp)

Spoiler:

Starting at 1st level, a master summoner can cast summon monster I as a spell-like ability a number of times per day equal to 5 + his Charisma modifier. The summoner can use this ability when his eidolon is summoned. Only one summon monster spell may be in effect while the eidolon is summoned. If the summoner’s eidolon is not summoned, the number of creatures that can be summoned with this ability is only limited by its uses per day. This ability otherwise functions as the summoner’s normal summon monster I ability. Other than these restrictions, there is no limit to how many summon monster or gate spells the summoner can have active at one time. This ability replaces the summoner’s normal summon monster I ability and shield ally.

How can i communicate with the all the summons, i believe that with the eidolon can work with common language, but with all the summons?

Also, why u need to have a great skill in Knowledge (Planes)???

Thx


The master Summoner's SLA is a standard action, just like it is with a regular Summoner.

The difference is that the Regular summoner can only have one summon working at once, while the Master summoner can have any number of summons working at once, or one summons when the Eidolon is there. The Master also has more uses per day.

Grand Lodge

Brf wrote:

The master Summoner's SLA is a standard action, just like it is with a regular Summoner.

The difference is that the Regular summoner can only have one summon working at once, while the Master summoner can have any number of summons working at once, or one summons when the Eidolon is there. The Master also has more uses per day.

thx for that i think that thats covered in the part that says This ability otherwise functions as the summoner’s normal summon monster I ability

Do you know why spend the point in a specific knowledge?


I am not sure what your question is. Neither the PRD or PFSRD say anything about knowledges.

Also, your summoned monsters would not have any special way to communicate with you. They would just attack your enemies.

Grand Lodge

Sorry Brf, the question is if theres a way to communicate with summoned monster or is not necesary?


Languages are gained from the linguistic skill. 1 skill point=1 extra language (the actual bonus doesn't matter; that is just for checks to forge things...like checks....).

Unfortunately, a lot of the I&II list creatures are just animals that lack a language. Handle animal? But I wouldn't waste the skill point on that, since most of the animals only show up on the low level lists. Only the lemur and the elemental speak on list II (And each type of elemental has its own language, for the main ones at least)

Anyway, for languages, just garbing draconic, celestial, infernal, and abyssal would cover most of your needs. Individual monster entries carry the specifics of what speaks what. Just worry about it when you start to get to lists III&IV, since those are the ones with the decent outsiders with some SLAs.


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

You forgot the elemental languages. Those pop up at Summon Monster II. Allows you to directed a water elemental to quench a fire, earth elemental to earth glide and report back, fire elemental to burn a specific item, or air elemental to whirlwind away a cloud.


Speaking with the summoned critters allows the summoner more options. without it they simply attack your enemies.

Quote:
...It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions....

The knowledge (planes) is just because you are in regular contact with outsiders, but has no advantage specific to summoners.

EDIT: as BretI alluded to, speaking with an air elemental is a great way to finish off swarms. :)


BretI wrote:
You forgot the elemental languages. Those pop up at Summon Monster II. Allows you to directed a water elemental to quench a fire, earth elemental to earth glide and report back, fire elemental to burn a specific item, or air elemental to whirlwind away a cloud.

Hmmm..I suppose those are quite advantageous. I was mostly turned off from the elemental languages since each only covered one type. Plus I did not think much of their combat potential.

Mostly seems like earth and air appear useful though (for scouting mostly). So add Terran and Auran to the list of good langauges. I kinda think you could replicate some of the effects of fire and water using level 0 spells though........

EDIT: oh, and one of the advantages of lantern archons on list III is that they have truespeech, which lets them talk to anything with a language. So that is something to consider when you are the archetype that can spam summon spells......


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

As for communicating with your Eidolon, there is a loopy question there.

As stated under Summoner, an Eidolon can speak in any language the Summoner knows. That sounds simple enough so far.

The iffy thing is, what if the Eidolon has the linguistics skill? Does this mean the Eidolon knows languages that the Summoner does not, in addition to all the languages the Summoner knows? If you make a Tengu Summoner with a translating Eidolon, what level will you be before the GM has to make up gibberish languages?


That's awesome:)
Yes your eidolon might speak languages you don't. If you look at the classic summoner, the genie could speak 'genie' (ignan? Arabic?) The bound devil spoke 'hell' (abyssal? classical Latin?) & the forest spirit spoke languages forgotten by man (ancient Thassolian? Atlantean?).

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