Good Weapons (and feats) for Summoners


Advice


As per title, what is a good weapon and feat/feat line for summoners. Of course spell focus conjuration and augmented summoning are the first two feats being taken.

Things to note:
I have 15str, 17dex, 15 Con, 15 Int, 13 Wis, and 19 Cha (rolled for it).
I am a story Summoner (had no idea this existed, literally rolled for the class/archetype.)
I am a half-elf, so I can get either skill focus or a martial/exotic weapon prof for free.
The party consists of a archer-ish shaman, a ninja, a reach magus, and me.

Of my ~10 feats 4 of them are going to be summoning related (spell focus conjuration, augment summoning, superior summoning, summon good monster) leaving the rest open.

I was thinking of ranged weapons* or crafting feats since the party has 3 melee (eidolon included)

Bonus points for unique/thematic ideas!

Edit*- changed word "feats" to "weapons"


Craft Wondrous Item for all of the goodness involved? Also, for summoning you can take the Harrowed feat, then Harrowed Summonning, that will let you add even more bonuses to your summons, plus it also is very thematic for the whole Harrow thing story summoners have going on


Improved Share Spells from advanced players guide can be good. All Hazronds suggestions are good. Brew potion might also be good. Most summoner spells are buffs anyway, might as well let the party keep some on hand, same with craft wand.

As for weapons, with your strength and dex, taking the longbow proficiency would be a good call.


I think there is a trait that gives longbow proficency. Some Religious Erastil one. In any case longbow is a good idea. Also never underestimate the power of EXTRA TRAITS!


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

With those attributes I would suggest a reach weapon, Paired Opportunists for both you and the Eidolon, a Reach attack and Mount evolutions on your Eidolon.

You should also be able to do some archery, but I would put the feats into paired combat.

Grand Lodge

Could also throw daggers. There is even Icicle Dagger to give you a magic cold returning dagger. Just need point blank and precise shot and quick draw. (really you only need quick draw imo, but you will often be at -5 to hit compared to with the pointblank and precise)

Daggers, axes, clubs, shuriken. Take your pick of toss able weapons, the only thing that has to be a dagger is the spell created one.


@ Hazrond

1st off, I thought you were taking craft wondrous items xD? Really though, if you aren't taking it I have feat slots open for it.
2nd off, I agree that those feats are very thematic, so bonus points. However I don't think they are very good. There is a 50% chance that a stat rolled will be either str, con, or int, which either do not stack with augmented summoning or are useless. There is also a 17% chance that it will cut the duration of the summon in half (to be fair though, there is a 17% chance that it will double the duration). The fact that it is a 2 feat chain also goes against it, since harrowed is also random (abet not in a bad way) and is only 1/day.

@ Mark_Twain007

1st, bonus points for combining one of my favorite authors with one of my favorite movie series.
2rd, Potions, maybe not so much (potions are way more expensive than scrolls), but craft wand/rod/scroll are all decent picks. The only issue I have is that you trade in your feats for cash, and that you would need a proper place to make the items.
3nd, I was thinking of a longbow as well, or perhaps a halfling sling staff. (needs 2 feats to full attack with it but it is a melee weapon as well as a adaptive composite longbow with lower range).

@ Helikon

Any tips for good traits?

@ BretI

This would work if the party wasn't already so melee'ish. Between eidion or summons the front line is mighty crowded.

@ Dafydd

I think in this case a ranged weapon like a longbow or a sling staff would be better, since I'd rather not be throwing magic weapons at my enemies, and you dont get irititaves with thrown weapons (unless you have more than one)


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

The problem with archery is it doesn't combine with casting. AoO can combine with casting. Cast your Grease or Pit spell, narrowing the enemy's attack lanes and forcing them through the melee lanes.

Still, if that isn't what you want then I will drop it.

Remember that unless you are going Master Summoner, it is the Eidolon or the Summons -- not both. The standard action to dismiss tends to prevent swapping back and forth between the two.

If you think there are times you will be going for quantity, Superior Summoning is a good upgrade after augmented summoning.

I wouldn't go for Wand crafting unless you have a mnemonic vestment to give you the spell known while crafting.

Dark Archive

I took spell focus and improved spell focus. Found them good for the pit spells. I found little to no use on augment summoning. Unless you plan to burn a spell known and slits per day on the 2nd level summon Eidolon spell, the feat will not see much action. It is usually better to just have tbe Eidolon out already to go. As for useing the feat on the class ability to summon monsters, again, it is usually better to just have the Eidolon out and ready.

Hard to go wrong with extra evolution. You can even take it multiple.times.

I like toughness since knocking you out takes away the Eidolon also. You can even usr them to help keep the Eidolon around if you ate willing to spend your own points. As a squishy class, the extra hp are good for general survival.

Improved initiative helps shape the.battlefield while.it still matters, before the enemy goes. Though I find the.pit spells.nice, both the PF versions.of grease and black tentacles is far weaker then the 3.5 old ways.

If you want to do damage yourself, definitely use the 1/2 elf alt racial trait ancestral arms to get a decent weapon. In that case, you may want to follow.up with the arcane strike feat, not like PF or summoners have many other options for that swift action.

I like the dwavern dorn-dergar, stole a.page.out of Spock's playbook from the star treck reboot to explain why a 1/2 elf went to a dwarven training school. He choose them after the elven magic academy considered his human ancestery a handicap. Saw no better way to insult the elves then to go to dwarven traing instead. Got the cold shoulder there and created an Eidolon to be a
friend.

I also like the no dachi for the d10 damage and mire importantly the 18-20 crit range. The reach is another factor. I find I almost never get attacks of opportunity cause other players move to the enemy instead of staying by my reach waiting for the enemy to engage. Also find almost every GM decides to go attack someone else rather than provoke against my each. Nit so bad as it acts as a pseudo defense for a squishy class.

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