The Conjurer's Brother, Build Advice Needed Plz.


Advice


So i am going to be playing in an interesting gestalt game soon, basic premise is that you are all wizards, pick one class to be the other half of your gestalt. Now, this was wonderful because it lets me play a concept i have been wanting to do for a while. A Spirit binder Wizard who summons powerful monsters for his dead brother to possess and live through via Conjuration School Familiar. So first idea for this was Master Summoner on the other side of the gestalt and use the eidolon as a power limiter (GM is wary of mass summoning). The GM expressed concern that if i "didn't use half my kit" i would be useless and so now i have come here to ask. How can i summon the strongest creatures possible with these 4 feats locked in.

1st School Familiar
3rd Summon Good Monster
5th Greater School Familiar
7th Improved Familiar

for more info, read the spoilers below

Houserules:
  • The wizard half of the gestalt uses the primary stat of the other class instead of Int for most uses (Dex or STR for a fighter, STR or Con for a barbarian, etc.)
  • the wizard half of the gestalt gets 4 extra bonus feats on top of normal bonus feats
  • Will be updated as more houserules are announced...

The Party So Far:
  • Synthesist Summoner (Claims he will never leave his bodysuit)
  • will be updated as others lock in their concepts...

Any advice on building a powerful monster summoner is appreciated, i can possibly swap out Summon Good Monster for Summon Neutral Monster, but other than that those feats are locked in. So any advice on what class would be better than a handicapped (i won't be flooding monsters unless the party is in danger of TPK) Master Summoner or how i should progress from 9th level onwards is greatly appreciated.


bumpity bump.


Does anybody have any ideas?


The Master Summoner's eidolon is extremely fragile. Like, so fragile that it will probably die in the first round of combat most of the time. So "keeping your eidolon summoned" probably won't be an option as Master Summoner. If you don't want to do mass summons, this archetype really isn't doing anything for you and the crippled eidolon is just going to be annoying. You should probably just go with the vanilla Summoner if you don't want massed summons.

Second, I don't know what your GM is talking about with "being useless". You're a wizard, you have access to the best spells in the game. I don't care if the rest of your party is also wizards, you are not going to be useless if you use those wizard spells even half-way competently.

If you're going with the vanilla Summoner, the Resilient Eidolon feat is nice. If your Summoner is incapacitated, your Eidolon keeps fighting. That's generally a good for ensuring that incapacitated doesn't turn into dead. Aside from that, metamagic and crafting feats are nice to have but not necessary.

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