| prismaticsoul |
I recently came across the Magic in the Blood bloodline list created by cartmanbeck (http://www.pathfindercommunity.net/tyler-s-pathfinder-guides/magic-in-the- blood-a-guide-to-eldritch-heritage-and-sorcerer-bloodlines) looking for Eldritch Heritage idea's for an oracle I'm building, when I saw the Wildblooded entries for Groveborn and Deep Earth, and I almost immediately wanted to go build a Wild/Crossblooded Sorc 1/Master Summoner 19 who then spends feats on Eldritch Heritaging other awesome sorc bloodline powers along with the usual summoning goodies.
My question is, is it a good idea to have both free natural armor AND DR/Adamantine, or is that overkill for defenses for summoned monsters? (not that Master Summoner isn't overkill on its own, but IF I roll this character ever, I wouldn't summon every round, especially since eventually the build I envision would produce several monsters off one summoning anyway).
I am also toying with the idea, assuming our DM rules that Wildblooded lines can count for EH, of grabbing things like Sylvan (Druid companion), Arcane (familiar), Abyssal (crappy, but Added Summons does stack with Superior Summons + if going evil, could be used with Summon Evil Monster for even more...evil), and Primal (extra elemental damage and other goodies).
Anyways, as far as I can see, a -2 to Will, less sorc slots, and only 19 out of 20 Summoner levels seems an awesome trade for the possibility of extra elemental damage, DR, natural armor, or a druid companion. Thoughts, suggestions, etc?
| RumpinRufus |
Not sure what exactly you're proposing, but I feel like any effort spent on making summons more defensive is a waste. Summons almost never take enough HP damage to die in my experience, and when they do, it's usually no big loss.
Besides, you want the enemy to attack the summons. If they see that the summons are hard to hit, or aren't taking full damage from the attacks, they'll move on to other targets, which is exactly what you don't want to have happen.
| prismaticsoul |
Lush Summons is the 3rd level bloodline power of the Groveborn bloodline, and gives +2 natural armor bonus, along with +4 to saves against a varity of plant immunities (stunning, sleep, poison, paralysis, etc) to summoned monsters, as long as you declare they are "green and leafy"; Bedrocks bloodline arcana grants Dr/Adamantine = to half your sorc levels rounded down (min 1). It sadly doesn't stack with any DR the summoned creatures might have. Since I would only be a lv 1 sorc, it wouldn't provide huge amounts of damage reduction, nor am I 100% sure that most enemies in the game would ignore the sheer numbers of summoned monsters a master summoner could produce.
I may decide to drop Bedrock out of the list of ideas and just grab Summon Neutral Monster feat, since monsters summoned with 5+ HD come with DR/A built in, along with the powerful counterpoised template.