| GM OfAnything |
I am GMing for a group of new players and helping to build their characters. This Ancient Elf phantom Summoner plans to wade into melee with their eidolon and play the tank. How does it look? I've been debating whether to swap out Tandom Move at 4th level for Lay on Hands or Cry of Destruction, but sticking together is important for the concept. Any advice?
Ancient Elf Pilgrim Phantom Summoner 8
STR 18
DEX 12
CON 12
INT 16
WIS 10
CHA 18
Perception: +12
hp: 94 AC: 27 (+1 full plate)
Fort: +13 Ref: +11 Will: +12
1st: Champion Dedication
1st: Elven Verve
2nd: Reinforce Eidolon
3rd: Prescient Planner
4th: Tandom Move**
5th: Defiance Unto Death
6th: Champion's Rection [Glimpse of Redemption]
7th: Prescient Consumable
8th: Ranged Evolution
Plan on using a +1 striking greater mentalist staff as a weapon, or telekinetic projectile at range.
| Deriven Firelion |
If you don't plan to have spells that need saves, you could dump charisma. The summoner really doesn't need Charisma with his inferior casting advancement and focus mostly on keeping up the eidolon. The designers for some reason can't see that if you aren't advancing at the rate of a Legendary caster, casting against even equal level saves is not a very good option.
The warpriest cleric with the MC sorcerer rarely lands his spells on a creature of equal to greater level with a 2 point lag in casting ability. Better to dump charisma and use spells that don't require a save or attack roll. Heals or buff spells basically.
| GM OfAnything |
If you don't plan to have spells that need saves, you could dump charisma. The summoner really doesn't need Charisma with his inferior casting advancement and focus mostly on keeping up the eidolon. The designers for some reason can't see that if you aren't advancing at the rate of a Legendary caster, casting against even equal level saves is not a very good option.
The warpriest cleric with the MC sorcerer rarely lands his spells on a creature of equal to greater level with a 2 point lag in casting ability. Better to dump charisma and use spells that don't require a save or attack roll. Heals or buff spells basically.
In play, a majority of foes are going to be lower level than the party. So that is not a huge issue. But, I'll be sure that any combat spells have decent effects on a successful save.
Falgaia
|
As someone who ran a Phantom Eidolon as a ranged backliner at the same level, you'll probably want Tandem Move as the action drain involved with keeping the Summoner and Eidolon adjacent can quickly become very high.
Slow is a pretty good combat spell for this level, Haste is an equally good combat buff if you'd rather go the buffing route. Vampiric Touch might be a good DPS option since it sounds like you'll be in melee anyways, and the temp HP applies to both the Summoner and the Eidolon. 4th level options that look like they'd be decent include Phantasmal Killer (Frightened on Success, doesn't build MAP), Resilient Sphere, probably a handful of others, but since you auto-heighten known spells anyways it might be worth taking something like Soothe as well. Wands of False Life are worth investing in for the free HP since you can cast it on yourself and the HP boosts both you and your Eidolon for 8 hours, so its very easy to set up out of combat. Depending on weapon use, they might want to invest in a Wand of Manifold Missiles in their off-hand, as its a good continuous dps boost that you can start up with a 1-act on Act Together.
Con might be worth finding a way to invest a 14/16 into, HP is very useful for Summoners.