Could someone help me finalize this Construct caller summoner build?


Advice

Silver Crusade

I wanna go for a sort of arcane mechanic/engineer sort of angle and i really like the direction its going, i just want to finalize things.

Construct Caller
Synthetic Androids
Extra Evolution Points

1.Combat Reflexes
2.Power Attack
3.Bodyguard
4.In Harms Way
5.Toughness

Evolutions:16 Points by level 13
Breath Weapon(Activate Via Evolution Surge)
4.Weapon Training(Proficiency with all Martial Weapons)
4.Spell Resistance or Large(I havent decided yet)
2.Flight(Mechanical Wings)
1.Magic Attacks
1.Reach(Slam)
1.Improved Damage(Slam)
1.Slam

Use Magic Device
1.Extra Evolution
3.
5.Extra Evolution
7.Sense Link
9.
11.Extra Evolution
13.


Why spend 4 EP on punching and 4 EP to use martial weapons? It seems like a waste of one or the other. You could get improved ability a couple of times if you drop one of those.

For other feats - if you're planning to use battlefield control spells then the fleeting spell metamagic is handy. Or you might get eldritch heritage (nanite) or (impossible) or something. Or perhaps best, you might go for summoning feats. I think the construct caller still gets summon monster II+ (presumably reduced one level in effect) and SF (conjuration) and augment summoning could be very useful.

Silver Crusade

avr wrote:

Why spend 4 EP on punching and 4 EP to use martial weapons? It seems like a waste of one or the other. You could get improved ability a couple of times if you drop one of those.

For other feats - if you're planning to use battlefield control spells then the fleeting spell metamagic is handy. Or you might get eldritch heritage (nanite) or (impossible) or something. Or perhaps best, you might go for summoning feats. I think the construct caller still gets summon monster II+ (presumably reduced one level in effect) and SF (conjuration) and augment summoning could be very useful.

May need to get a second opinion on that as im not sure myself if they can still summon. As for the punching it has 2 functions the first is essentially acting as a double barrier for battlefield control and second to incorporate those natural attacks into a full attack routine. So like shoulder slams mixed with sword swings. As the only way to get more damage with pure natural attack is to get multiple arms which just wouldn't do for me. And nanite is great for melee characters.....this isn't a melee character.


If an archetype replaces fighter weapon training I then you still get weapon training II-IV, but it's reduced one level to weapon training I-III. I believe an archetype which replaces summon monster I but not summon monster II-IX would behave the same way. Construct caller specifically replaces only summon monster I.

If you want to add more natural attacks without more arms then wing buffet (you're getting physical wings) is an option. Improved ability (strength) would also help with damage. Or if you spared a single feat from your eidolon's progression then you could get EWP (fauchard or something) at a lower cost than 4 EP; replacing power attack with EWP, then getting 2*improved ability (Str) in place of all MWP is going to be better DPR I'm fairly sure.

Silver Crusade

avr wrote:

If an archetype replaces fighter weapon training I then you still get weapon training II-IV, but it's reduced one level to weapon training I-III. I believe an archetype which replaces summon monster I but not summon monster II-IX would behave the same way. Construct caller specifically replaces only summon monster I.

If you want to add more natural attacks without more arms then wing buffet (you're getting physical wings) is an option. Improved ability (strength) would also help with damage. Or if you spared a single feat from your eidolon's progression then you could get EWP (fauchard or something) at a lower cost than 4 EP; replacing power attack with EWP, then getting 2*improved ability (Str) in place of all MWP is going to be better DPR I'm fairly sure.

Ok what about feats then? any ideas on that front?


Like I said - if your spells are being used for battlefield control (e.g. create pit) then fleeting spell makes them more manageable. And there's summoning feats - the prereq spell focus (conjuration) is not a waste for a summoner, and augment summoning makes summons a spell level behind still useful.

If those don't appeal then aiding your eidolon's AC the same way it's aiding yours (with bodyguard) adds a bit of symmetry. Or encouraging spell from L10, your eidolon is not actually a construct and would like encouraging heroism, to say nothing of yourself or other party members. Then there's item creation feats. They'd fit an arcane mechanic/engineer perfectly IMO.

Silver Crusade

Call it a pointless limitation but i'd rather keep it within pfs rules just so things don't get too ridiculous....i WAS considering going eldritch heritage Arcane. Get skill focus knowledge engineering since it fits, and use it to get a clockwork familiar, maybe outfit it with a blunderbuss or something. (yes i checked i can do that)

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