Me, Myself and I ... and all my Friends.


Advice


So, this is mostly a thought exercise at this point but I've gotten enough thought put into this to know it is viable. I'm looking for a critique and suggestions on what could be improved with this concept. That concept being gaining as much action economy as possible with a single character build, while remaining viable as far as power level goes.

The build so far:
Alchemist 9
-Promethean Disciple (no bombs or mutagen)
-Chirurgeon

VMC Summoner

Spoiler:
There are some assumptions being made here:
1) Boon Companion works on any companion creature granted by a class feature. Familiar, Animal Companion, Homonculus, Eidolon, Phantom, whatever. Reasoning being that Boon Companion was released before some of the other options were known.

2) The Eidolon does not have a limited duration when summoned. It merely requires the expenditure of the Summon Monster ability to summon it for the day. Reasoning being thus; the animal companion granted by the Druid VMC does not have a similar limitation and eventually advances to full progression. Limiting evolutions by 1/2 and not reaching full progression is a nerf enough and make the Shield Ally and Aspect abilities gained later more useful.

Discoveries:
Tumor Familiar

Feats:
Nature Soul
Animal Ally
Boon Companion x2

The results:
Animal Companion
Familiar
Homonculus
Eidolon

All companions progressing at full power at level 9.

Considering all of this, what would you recommend for fleshing out the companions?


I expect that very few people would agree with either of your assumptions, but I guess if your GM goes for it good luck.

I can't see such a character being enjoyable for anyone else in a group game, and I can't see it being very effective either. Basically you are bringing a bunch of mooks to the fight, but starting at about level 9 without equipment boosting them animal companions etc. begin to fair very poorly against the challenges you will be facing. They won't be able to hit the AC, they will have a difficult time beating the DCs of saves etc. Usually a character can manage to provide enough equipment to keep one companion relevant, but I doubt you can do it with 4.


Dave Justus wrote:
I expect that very few people would agree with either of your assumptions, but I guess if your GM goes for it good luck.

Thank you, however whether or not others agree with them is not relevant to the topic. Those are the list of assumptions that this whole concept is based around. Treat them as actual rules, if that helps.

Quote:
I can't see such a character being enjoyable for anyone else in a group game, and I can't see it being very effective either. Basically you are bringing a bunch of mooks to the fight, but starting at about level 9 without equipment boosting them animal companions etc. begin to fair very poorly against the challenges you will be facing. They won't be able to hit the AC, they will have a difficult time beating the DCs of saves etc. Usually a character can manage to provide enough equipment to keep one companion relevant, but I doubt you can do it with 4.

If any additional information is needed, I am the DM and this is not meant to be a player character. Thought exercise right now. Available wealth can be determined later.

So, from what I can see right now is:
Saves will need to be addressed.
Attack bonus will need to be addressed.

That is good. Each companion (save the familiar) has several feats to work with. Outflank is a feat each can take, that should help.

Also, the character has three more discoveries that could be taken. Tips on those? I'm thinking Preserve Organs and possibly Mummification later on.


Well, with Eidolon, make it a Brood Master so you can have Eidolons. Or a Master Summoner so you can have multi Summons going at once.

Evolved Familiar can help boost it a bit, making it your mook "commander."

Level 9? Take Leadership as a feat. Go crazy with Minions that can Summon as well.

If you want a Minion build, a Bard with Leadership is VERY dangerous. Focus on boosting your Leadership score. Then you can have a Summoner AND An Alchemist as minions to do what you'd like. Build your mooks to fit. Bard is my suggestion because of the "I help everyone else" focus to make your minions more powerful, but any Charisma-based class will help with Leadership.

Since you're the GM, take Leadership twice. Consider it two guilds/groups you are the leader of, not one.

Flavor of the groups would be at your digression, make your Leutennants awesome!

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