Increase a Summoner's Will Save Throw


Advice


Ok I am playing a half elf synthesist unchained summoner and my wisdom score is 11 which makes my ability modifies for it a zero. Right now I am at 3rd lvl. the will save is a good saving throw for the summoner class, but I was looking for ways to increase without multicalassing, I want to stay a pure summoner. Being a half-elf summoner I get bonuses against enchantment spells so I am not worried about them. What I am worried about are fear/death and dismissal/banishment spells.

What I am looking for are items that can increase my will save or protect against the spells mentioned above.


Cloak of Resistance is pretty much standard gear for all of my characters.


The Irrepressible trait could be your friend here. Lets you use your Cha mod in place of Wis for choice will saves. Specifically, the "kill yer friends" saves from compulsion.

Also, half-elf gets the option for Dual-Minded as a racial trait, if you're allowed alternate trait. A flat +2 to will saves sounds good.


Steadfast personality feat will swap your wis for cha mod.


Java Man wrote:
Steadfast personality feat will swap your wis for cha mod.

Keep in mind that only applies to mind-affecting effects. There's a relevant FAQ that I'm sure someone can link.


You could use your Ability Score improvement at 4th level to bump your Wisdom up to 12.


My new favorite trick is to take fate's favored and a four leaf clover and lucky horseshoe.

Four leaf clover is a cheap 3'600gp, slotless(ding,ding,ding) item.

It's normal affect is that 3 times a day you can give yourself a +2 luck bonus to saves, checks or skills. With Fate's favored that's +3

Later or even instead you can pick up the slotless lucky horseshoe for just under 6'000 I think, a static +1 luck bonus simply being on your person that's bumped to a constant +2 with Fate's favored and once a day it lets you have a +4 save bonus (5 with FF).


Pathfinder Companion Subscriber

Also don't forget that as a synthesist, you gain the eidolon's Devotion ability, granting you +4 to your Will saves against enchantment (which will include all the Will saves you really want to make.)


Thanks for all the tips guys, if there are any more keep them coming.


Bloodrealm wrote:
You could use your Ability Score improvement at 4th level to bump your Wisdom up to 12.

Not what I would do. Ability increases go to Cha, which is your primary stat as a summoner.


Joynt Jezebel wrote:
Bloodrealm wrote:
You could use your Ability Score improvement at 4th level to bump your Wisdom up to 12.
Not what I would do. Ability increases go to Cha, which is your primary stat as a summoner.

That's the way to go for a Save or Die caster. The summoner won't excel at that with 6-th level casting hindering their spell DC's. Most of the summoner list is a combination of buffs, and summoning anyway. Once you hit 16 Cha, yer golden. If you want, you can start with a 12 Charisma.


You have a point.

I would still try to keep my cha as high as reasonably possible. The number of your Summon Monster SLAs depends on your cha modifier. That is a much improved version of a spell of the highest level a full caster could use. Just how important it is depends on your archetype and what your summoner is built to do. But another use will beat +1 to will defence any day of the week.

It is much better to find another way to improve the will save, of which therre are many.


My mental stats right now are: INT 15, WIS 11, and CHA 20. At lvl 4 I think I will take the ability increase in INT so I can learn an additional language for my summons and have more skill ranks for other stuff. My summon monster ability wont do me any good if I can't communicate with the creatures I summon. I also have the scion of war feat because my DEX is an 8 with a -1 ability modifier.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
swordfalcon wrote:
My mental stats right now are: INT 15, WIS 11, and CHA 20. At lvl 4 I think I will take the ability increase in INT so I can learn an additional language for my summons and have more skill ranks for other stuff.

Umm... You do know that you learn a language of your choice for each rank of the Linguistics skill? One skill rank is a lot less costly than one of the ability score advancements.

Summoners are a bit skill starved, though.


Pathfinder Companion Subscriber

That one increase to INT could actually get him up to five languages; one from INT and four from the skill points that extra INT gives (assuming all in Linguistics).

That's a very quick way to grab a lot of useful languages. The four elemental tongues and whichever between Celestial, Infernal, and Abyssal that aligns with your alignment should do the trick.


Saethori wrote:

That one increase to INT could actually get him up to five languages; one from INT and four from the skill points that extra INT gives (assuming all in Linguistics).

That's a very quick way to grab a lot of useful languages. The four elemental tongues and whichever between Celestial, Infernal, and Abyssal that aligns with your alignment should do the trick.

I am chaotic neutral and I already have Infernal on my list. Am I restricted on what summons I can use? I know a class like cleric can only summon good-aligned monsters, but I am an arcane caster. Also does summoning alot of certain aligned creatures change my own alignment. Like if I were summon alot of evil aligned creatures would that shift my own alignment to evil or something like that.

The Exchange

swordfalcon wrote:
Saethori wrote:

That one increase to INT could actually get him up to five languages; one from INT and four from the skill points that extra INT gives (assuming all in Linguistics).

That's a very quick way to grab a lot of useful languages. The four elemental tongues and whichever between Celestial, Infernal, and Abyssal that aligns with your alignment should do the trick.

I am chaotic neutral and I already have Infernal on my list. Am I restricted on what summons I can use? I know a class like cleric can only summon good-aligned monsters, but I am an arcane caster. Also does summoning alot of certain aligned creatures change my own alignment. Like if I were summon alot of evil aligned creatures would that shift my own alignment to evil or something like that.

You are not restricted unless your class says you are (which summoner doesn't). Saethori was referring to the fact that you can't give detailed orders to a summoned creature unless you share a language.

As for the alignment shift, that's going to be up to your GM. A lot of people are passionate about it one way or the other here on the boards, but it's going to be the GM's call.

Personal opinion:
I wouldn't worry about it. Horror Adventures talks about how spells do shift your alignment but talks in generalities about "degrees" of alignment change. Summon monster shouldn't be an immediate change, so I would take this rational approach: if the summoner brings in 2 lawful evil creatures during fights today, he could easily just summon 2 chaotic good ones while making camp at night and then say "go home, guys" to balance it out. So I'm not going to worry about tracking it.

Now, if he uses those lawful evil summons to do something totally evil, that's a different story.


Iron Will

I know you probably want all your feats for other things, but +2 naked is pretty good. I'm surprised no one has said it yet.

Get Improved Iron Will to reroll once per day, which means your average roll increases by about +3 for one roll. When that roll is really crucial, like on a nat 1, it's going to seem like +a-whole-lot-more.

Still, that's a two-feat dip, so it's likely too expensive in terms of character customization, but it saves you crazy amounts of dosh.

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