Results 331 to 360 of 892
-
2011-10-31, 11:13 AM (ISO 8601)
- Join Date
- Apr 2011
Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
Which is why Summon Eidolon, with it's duration of "longer than the combat will last" is a very, very good choice for one of any given Summoner's known spells. (after combat it's "hey guys, I need a ten minute breather here to resummon properly"). Ambush at night? Same thing. Etc.
EDIT: Also, they're half-casters, so they're far from "Druid broken".
-
2011-10-31, 11:25 AM (ISO 8601)
- Join Date
- Mar 2011
- Location
- Brazil
- Gender
Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
@Eduhero
That's the trade of the Synthesist, however it's the only type of Summoner that can truly multiclass and not suck and couple levels in Synthesist gets you physical ability scores much better than you can get otherwise with a normal character. Also, since the Eidolon uses your saves, in case you went quad (bad Will) now it's much harder to mess you up since Will is a good save for you (and by dumping physicals you can get to have a decent-high Wis).
It's all a trade, it'll be worthy for some but useless to others, depends on how you look at it and what you plan to do.
Also don't shun at their spell selection and the SpA Summon Monster, both of which are far from useless.
If you look at everything 100% by mechanical standards, there is no reason to play anything but a Druid, Cleric and maybe a Wizard.
EDIT: Well, I never said they weren't broken, though yeah, I forgot about Gate, that one is just the good type of wrong.Last edited by Larpus; 2011-10-31 at 11:27 AM.
-
2011-10-31, 11:33 AM (ISO 8601)
- Join Date
- Apr 2011
Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
This is... rather Schroedinger's post, because it shows up when I go to post but not when I read the thread. So... sorry for the possible double post.
Originally Posted by Larpus
But as crazy awesome as that may seem, they're not grossly overpowered because a single use of any abilities that banishes outsiders can seriously mess them up, bad.
EDIT: Also, they're half-casters, so they're far from "Druid broken".
And adding...
and i realy think that summoner its a powerless class....
-
2011-11-02, 05:56 AM (ISO 8601)
- Join Date
- Oct 2009
Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
I am reading the PFSRD and I see:
Summon Monster I (Sp)
Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.
Is that a recent change from the book then?
-
2011-11-05, 12:56 AM (ISO 8601)
- Join Date
- Jul 2011
Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
The rend damage on the "Killer Centaur" Eidolon build appears to be off.
The build entry says "rend 2d6+21 if two or more claws hit", when it should read "rend 2d6+16 if two or more claws hit".
The spoiler is the math and some examples to justify my position. If I'm wrong, let me know using a well-reasoned post with examples. I'd love to do extra damage with my Eidolon... glass cannons are FUN!
SpoilerAssuming +10 strength, and Greater Magic Fang (the +1 enhancement bonus to hit and damage for all natural attacks version, instead of the scaling bonus to a single attack), you would do 2d6+1+(10 x 1.5)= 2d6+16, not 2d6+21.
The relevant rules text from d20pfsrd.com, on the Eidolon page:
Originally Posted by D20PFSRD.com
Code:Dire Ape STR bonus: +4 & Rend: +6 Glabrezu STR bonus: +10 & Rend: +15 (Killer Centaur should have this without GMF) Girallon STR bonus: +4 & Rend: +6 Troll STR bonus: +5 & Rend: +7 Yeti STR bonus: +4 & Rend: +6
-
2011-11-13, 01:08 AM (ISO 8601)
- Join Date
- May 2009
- Location
- Earth
- Gender
Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
Say, do you have any advice for an Evolutionist? Specifically for my eidolon, though any other bits of random advice (other than Don't do it, as it really fits the character idea I have in mind) would be accepted. I am at something of a loss about what feats to take.
(Sorry for the semi-necro, but I think it's more allowed with these handbooks?)
-
2011-11-13, 03:04 AM (ISO 8601)
- Join Date
- Sep 2008
Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
Something I didn't see when reading the handbook was the idea of using all your eidolon's evolutions for yourself and just relying on your summon monster abilities/Buffs/Debuffs.
If you use the evolution that allows you to spend 2 evolution points to increase an attribute by 2 you can buff your caster's strength and con fairly decently to provide a moderately useful gish with major buffing/debuffing capabilities.
Thoughts?SpoilerAvy by spectralphoenix
Sammael, Aasimar Blackguard
Avys by Neoseph07
Astaroth, Human Lich Dragon Disciple
Jophiel, Gray Elf Mystic Theurge
<--Naamah Vampire Illusionist
-
2011-11-13, 03:50 AM (ISO 8601)
- Join Date
- Dec 2010
Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
This can really only be done by using aspect and greater aspect. They allow for 2 evolution points and 6 evolution points. I'd rather pump up charisma with those though to give a little boost to dcs and bonus spells.
The other option is synthesist which allows you to make full use of all evolution points but denies the use of your summoning ability most of the time and also reduces the action economy power of the class. Good tanking ability for a gish though if that's what you want.
Edit-@Fayd: Evolutionist isn't really that much different from the main class. You lose out on mobility and some defensive power and gain a little free flexibility. I'd say it's not really worth it but if you're set on it just remember that mounting your eidolon is a little different. Being mounted helps you regain a little of that lost mobility but also leaves you even more vulnerable than a normal mounted summoner if only by a little bit.Last edited by MightyPirate; 2011-11-13 at 03:56 AM.
-
2011-11-13, 02:36 PM (ISO 8601)
- Join Date
- May 2009
- Location
- Earth
- Gender
Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
Thanks... yeah, I know that I loose a little (ok, lot) of mobility, but it fits what I want to do rather well. Do you have suggestions for Feats for the Eidolon in this case where it will be supremely flexible? I don't think, after all, that I'll be able to swap feats around (or the permanent ability score increases, for that matter...)
-
2011-11-13, 07:29 PM (ISO 8601)
- Join Date
- Feb 2010
- Location
- Ponyville
- Gender
Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
You cannot do that. It is specifically NOT allowed.
Any/all other evolution powers are fair game for Aspect, but not Ability increase.
And you CANNOT use Synthesist to get Mental Stat gains either.
The ability adds to the Eidolon's scores, the Eidolon's Physical scores replace your own, but NOT its Mental Scores. So while you 'can' boost your Eidolon's Charisma, it will do you absolutely no good.
-
2011-11-13, 08:29 PM (ISO 8601)
- Join Date
- Nov 2007
- Location
- Wisconsin
- Gender
Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
Hmm, new Summoner Archetype: First Worlder
For them Druid-type Summoners, apparently. I don't recall how SNA compares to SM these days but the extra fey summons may make this useful. The Eidolon is definitely more geared towards Skillodon now, especially now with Poor BAB and UMD on the list. Thoughts?
-
2011-11-13, 08:34 PM (ISO 8601)
- Join Date
- Dec 2010
Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
Prestige Bard, updated for Pathfinder.
Revamped Spell Resistance system, for use with Spell Points/Psionics.
-
2011-11-13, 11:45 PM (ISO 8601)
- Join Date
- Dec 2010
Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
Sure, that's easy you just want flexible feats for a flexible character. Just looking at the handbook we see some good options. Power Attack, Improved Initiative, Lunge, and Combat Reflexes will be valuable in just about any form.
Avoid Improved Natural attack, Ability Focus, Weapon Proficiencies, Weapon focus, and Improved Critical. The reason you avoid these is because you may be changing weapons and they all only apply to one.
Also consider the basic magic evolution to snag Arcane Strike on your eidolon. It only goes up to +4 but if you're not doing anything else with those swift actions it could be a good pick.
Edit: Also your ability increases are probably best used on constitution and intelligence. Any form will benefit from these. If you get inherent bonuses to your eidolon's abilities you can use that last point to even out whatever stat it is you're boosting.
-
First Worlder is really kinda sad. The unicorn is a nice addition and the pixie could be interesting if it has irresistible dance or some other powerful magic as suggested in it's description. It's usually on Summon Nature's Ally IX. Bit confused on why you get a Satyr added to SNA V when it's already on SNA IV. Overall I'm liking Summon Monster over SNA. They get most of the best stuff off of SNA and then more interesting options as well. The best abilities of the creatures that get added are kinda nerfed by being summons as well (no summoning spells or teleportation effects allowed). I still like the nymph anyway though for the . . . special abilities.
I love the concept of skill-dolon as well. Made a synthesist pouncer/skill-dolon for my current game in fact. Only thing is First Worlder doesn't give you enough in return for what you lose. Remember you can normally pick 4 class skills for your eidolon at first level in addition to what they normally get. The First World Eidolon has a nice list but they still lose out if you want something that's not there (Intimidate?) where a regular Eidolon can just snag it anyway. I'd say it would be more interesting if they had better base mental stats, more skill per level, and maybe even some minor casting ability above and beyond the normal eidolon scope.Last edited by MightyPirate; 2011-11-13 at 11:52 PM.
-
2011-11-13, 11:50 PM (ISO 8601)
- Join Date
- May 2009
- Location
- Fl
Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
-
2011-11-14, 12:21 AM (ISO 8601)
- Join Date
- Feb 2010
- Location
- Ponyville
- Gender
Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
-
2011-11-14, 12:30 AM (ISO 8601)
- Join Date
- May 2009
- Location
- Fl
Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
Hence "if the DM lets you".
-
2011-11-14, 06:54 AM (ISO 8601)
- Join Date
- Oct 2011
Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
At Synthesist description you get the evolution points that your Eidolon's have, so if you use some evolution points to increase an Mental Stat, at my point of view this increase the Mental Stat of Summoner
Well i have been thinking of doing a (Synthesist lvl1/Monk lvl10)...
but i dont know what i lose to have two class, and i need to read about monk classe, some suggestion? and bard?Last edited by Eduhero; 2011-11-14 at 06:55 AM.
-
2011-11-14, 09:27 AM (ISO 8601)
- Join Date
- Dec 2010
Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
Prestige Bard, updated for Pathfinder.
Revamped Spell Resistance system, for use with Spell Points/Psionics.
-
2011-11-14, 12:17 PM (ISO 8601)
- Join Date
- Feb 2010
- Location
- Ponyville
- Gender
Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
I believe they covered this in the FAQ.
A Summoner, can NOT under ANY circumstances use an Ability score increase to benefit himself.
-
2011-11-14, 04:37 PM (ISO 8601)
- Join Date
- May 2009
- Location
- Earth
- Gender
Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
MightyPirate, thank you very much. That's very helpful advice!
-
2011-11-18, 10:47 PM (ISO 8601)
- Join Date
- Jan 2011
- Location
- Location, Location
- Gender
Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
Saph: is it possible to make a "3.5 recommended feats" section?
Welcome to the Internet where opinions are facts and sources don't matter!
I GOT A 4
-
2011-11-21, 07:04 PM (ISO 8601)
- Join Date
- Nov 2006
Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
Question: I read over the Summoner class in APG, but I can't for the life of me find anywhere that says the Eidolon is proficient with Shields. Also, I can't find anywhere in the APG talking about item slots with Eidolons, or how the Eidolon and the Summoner both use the Summoner's item slots.
Where are these actually stated?
-
2011-11-21, 07:38 PM (ISO 8601)
- Join Date
- Nov 2007
- Location
- Wisconsin
- Gender
Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
-
2011-11-21, 07:49 PM (ISO 8601)
- Join Date
- Nov 2006
-
2011-11-21, 08:16 PM (ISO 8601)
- Join Date
- Nov 2007
- Location
- Wisconsin
- Gender
Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
-
2011-12-03, 10:38 PM (ISO 8601)
- Join Date
- May 2009
- Location
- Earth
- Gender
Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
Question: Any ideas for feats if we have access to 3.5 material as well?
-
2011-12-15, 05:18 AM (ISO 8601)
- Join Date
- Aug 2010
- Location
- Texas
- Gender
Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
Does anyone mind taking a look at an evolution guide I sketched out for my Synthesist? The character concept was that he was so frail and clumsy as a child that his evil Lord of a father spent a bunch of money experimenting on him to make him stronger and faster. Eventually he had a bunch of wires and diodes and electrical doohickies installed into his body, and then summoned a powerful lightning elemental and made a pact with it to have it power the implants, so that the Synthesist is now a sparking, ridiculously strong frankenstein monster when the spirit is summoned into him. I was planning on giving him either that dwarven metal-ball-onna-chain weapon or a Piston Hammer for his weapon... Anyway, I'd be happy to listen to any tweaks or suggestions you think I should make.
SpoilerLevel 1
Unnatural Aura
Resistance (electricity)
Improved Natural Armor
Level 2
Unnatural Aura
Resistance (electricity)
Improved Natural Armor
Resistance (fire)
Level 3
Unnatural Aura
Resistance (electricity)
Improved Natural Armor
Ability Increase (str)
Level 4
Unnatural Aura
Resistance (electricity)
Improved Natural Armor
Ability Increase (str)
Ability Increase (Con)
Level 5
Unnatural Aura
Resistance (electricity)
Improved Natural Armor(2)
Ability Increase (str)
Ability Increase (Con)
Level 6
Unnatural Aura
Resistance (electricity)
Improved Natural Armor(2)
Ability Increase (str)
Ability Increase (Con)
Resistance (Fire)
Level 7
Unnatural Aura
Immunity (electricity)
Improved Natural Armor(2)
Ability Increase (str)
Ability Increase (Con)
Resistance (Fire)
Level 8
Unnatural Aura
Immunity (electricity)
Improved Natural Armor(2)
Large
Minor Magic (Vanish)
Level 9
Unnatural Aura
Immunity (electricity)
Improved Natural Armor(2)
Large
Damage Reduction
Skilled (Stealth)
Level 10
Unnatural Aura
Immunity (electricity)
Improved Natural Armor(3)
Large
Damage Reduction
Skilled (Stealth)
Level 11
Unnatural Aura
Immunity (electricity)
Improved Natural Armor(3)
Large
Damage Reduction
Minor Magic (Vanish)
Level 12
Unnatural Aura
Immunity (electricity)
Improved Natural Armor(3)
Large
Damage Reduction(Improved)
Skilled (Stealth)
Level 13
Unnatural Aura
Immunity (electricity)
Improved Natural Armor(3)
Large
Damage Reduction(Improved)
Minor Magic (Vanish)
Level 14
Unnatural Aura
Immunity (electricity)
Improved Natural Armor(3)
Large
Damage Reduction(Improved)
Minor Magic (Vanish)
Level 15
Unnatural Aura
Immunity (electricity)
Improved Natural Armor(3)
Large
Damage Reduction(Improved)
Minor Magic (Vanish)(Improved)
Level 16
Unnatural Aura
Immunity (electricity)
Improved Natural Armor(4)
Large
Damage Reduction(Improved)
Major Magic (Invisibility)(Improved)
Level 17
Unnatural Aura
Immunity (electricity)
Improved Natural Armor(4)
Large
Damage Reduction(Improved)
Major Magic (Invisibility)(Improved)
Skilled (stealth)
Level 18
Unnatural Aura
Immunity (electricity)
Improved Natural Armor(4)
Large
Damage Reduction(Improved)
Major Magic (Invisibility)(Improved)
Minor Magic(Vanish)
Level 19
Unnatural Aura
Immunity (electricity)
Improved Natural Armor(4)
Large
Damage Reduction(Improved)
Major Magic (Invisibility)(Improved)
Ultimate Magic (Lightning Bolt)
Level 20
Unnatural Aura
Immunity (electricity)
Improved Natural Armor(5)
Large
Damage Reduction(Improved)
Major Magic (Invisibility)(Improved)
Ultimate Magic (Lightning Bolt)
-
2011-12-15, 08:12 PM (ISO 8601)
- Join Date
- Nov 2007
- Location
- Wisconsin
- Gender
Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
The major problem I see is that you have Minor Magic tree without the prerequisite Basic Magic or, later, Minor Magic. You have to satisfy those prerequisites before going up the tree, i.e. have Basic before Minor, Minor before Major and Major before Ultimate.
As for the build itself, it seems very...thematic as opposed to necessarily effective. I mean, Electricity Resistance at level 1 doesn't help over much when there's hardly anything throwing around throwing it around. I'd build on the Frankenstein theme by picking up Slam and Energy Attack so you have a secondary natural attack to go with your weapon attacks.
-
2011-12-15, 08:44 PM (ISO 8601)
- Join Date
- Aug 2010
- Location
- Texas
- Gender
Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner
Oh, whoops. Alright, gotta fix that.
Yeah, after seeing the recommended offensive evolutions for a Slugger build, It mostly boiled down to 'pump your str score, get reach, get large'. I'm a little wary of increasing my size above Large, for fear of meeting my nemesis in 5-foot corridors, and I can pop Enlarge Person when there's room to become huge if I want. I'm not really sure if my DM would accept that 'Weapon' is an acceptable choice for the Reach evolution, so I didn't take that... all that was left was thematic and defensive evolutions.
Anyway. I'm not sure I can use Slam, since my hands will already be full with a 2-handed weapon...
-
2011-12-15, 09:40 PM (ISO 8601)
- Join Date
- Nov 2007
- Location
- Wisconsin
- Gender
Re: [3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner