Summoner questions

Ah, I was hoping to find feats to do stuff like let the summoner give his eidolon more evolution points or something. Or alternatively, let the summoner use his one class feature to get more evolution points (or get the same number as usual without taking them away from his eidolon!)
To the best of my knowledge, there is only one way to get more than your class-allowed number of evolution points, and that is taking the half-elf racial option for favored class. That option, however, requires you to give up 4 hp or skill points per additional evolution point, and restricts you to a maximum of two additional evolution points total by level 10.

How does

Prerequisite: Summoner level 4th.
Benefit: Gain +1 evolution point for your eidolon's evolution pool.
Special: This feat can be taken more than once, but no more than one time for every four levels you have in the summoner class.

sound? Because if it looks too weak, then don't expect to ever get something you'd be willing to take from Paizo.
 

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There's a spell that grants additional evolutions. There's also a spell that can take away evolutions, for summoner vs summoner combat.
 

I'd be willing to pay the price, but I don't want to play a half-elf for flavor reasons.

I am leery about relying on spells for benefits too much since I know they are limited in number.
 



Unless something new is coming out for Ultimate Magic, there aren't any archetypes for the summoner class.
James Jacobs (Paizo creative guy) has said that UM will include archetypes for all classes introduced in the APG, as well as archetypes for any new classes introduced in UM. No real hints as to what yet, though. I'd point you to his post but the Paizo messageboard software suuuuuucks it's on Paizo's Facebook page and blah.
 
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Does anyone have any advice for spell selection for a Summoner?

As a note, the summoner for the game I am making is a Saurian, Neutral Evil, level 10.

The DM is allowing anything Pathfinder, as well as 3.5 via "Check with DM first"... so I am thinking I may take a reserve feat for an 'improved cantrip' so my Summoner needn't blow through all of his spell slots to be effective... but that's mostly an idea because I'm a paranoid conservationist on such things.

Feat advice would be nice too. I'm not looking for munchkin-ing so much as avoiding 'traps' and doing things that would actively HURT my effectiveness... that and I've never played a straight vancian caster and am not too familiar with all of the spells available.
 

Battlecontrol is great. You have good summoning spells and access to the new pit spells from the APG and staples like black tentacles.

For feats, don't forget Spell focus (conjuration) and augment summoning. Combat casting and Improved Initiative are nice, too.

BTW, what about playing members from the same evil tribe?
 

Battlecontrol is great. You have good summoning spells and access to the new pit spells from the APG and staples like black tentacles.

For feats, don't forget Spell focus (conjuration) and augment summoning. Combat casting and Improved Initiative are nice, too.

BTW, what about playing members from the same evil tribe?

I don't have a major objection there, but as a note my character will likely have left the tribe because he wasn't being allowed to climb the 'ladder' there. His sole goal is to form a glorious empire and rule. lol, His Eidolon is an incarnation of his will and his power to do it.
 

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