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View Full Version : [Pathfinder] Half-Elf Summoner w/ Mounted Conundrum



Nullmancer
2013-05-21, 12:00 AM
Heya, my last character died, and after trying out the Pathfinder system for the first time, I have in mind a character concept I want to try out. With your help, I would like to refine it. Here is what I've got. (The stat rolls are based off of a set I rolled in front of the DM if you're asking). For now, this thread will deal with levels one to eight.

Half-Elf (with Ancestral Arms and Arcane Training Alternate Racial Traits (http://www.d20pfsrd.com/races/core-races/half-elf))
Wild Caller (http://www.d20pfsrd.com/races/core-races/half-elf/wild-caller-summoner-half-elf) (Half-Elf Summoner (http://www.d20pfsrd.com/classes/base-classes/summoner) Archtype)

*All Favored Class Levels are going into +1/4th evolution point per level*

Str: 10
Dex: 20
Con: 14 (+1 at 8th level)
Int: 13
Wis: 10
Cha: 15 (+1 at 4th level)

Skills:
Ride: 8
Linguistics: 8 (for summoning purposes)
Spellcraft: 8

Feats:
1 - Point-Blank Shot
- Martial Weapon Proficiency (Longbow)
3 - Precise Shot
5 - Mounted Combat
7 - Mounted Archery

Eidolon: Quadruped

Str: 14 (+3 from bonus)
Dex: 14 (+3 from bonus)
Con: 13
Int: 7
Wis: 10
Cha: 11

Skills:
Acrobatics: 8
Fly: 8
Perception: 8
Stealth: 8

Evolutions (http://www.d20pfsrd.com/classes/base-classes/summoner/eidolons): (Level 8 - 15 points)
F - Bite
F - Limbs (Legs) (2)
4 - Large
4 - Magical Flight
2 - Limbs
1 - Mount
1 - Claws
1 - Pounce
1 - Tail
1 - Sting

Feats:
Martial Weapon Proficiency (Kukri)
Two-Weapon Fighting
Improved Two-Weapon Fighting

Full Attack:
Primary = +9
Two Weapon Fighting = +7/+2

2 Kukri (1d6 +3)
1 Additional Kukri (1d6 +3)
2 Claws (1d6 + 3)
1 Sting (1d6 + 3)
1 Bite (1d8 + 3)

4 Primary Strikes
3 Weapon Strikes

-------------------------------------------------------

What do you guys think?

Nullmancer
2013-05-22, 09:23 PM
(presses force upon buttons set in an apparatus in order to convey a message to a community interconnected through the Internet)

or

Bump

Eldaran
2013-05-23, 03:39 AM
Well, generally a mounted archer's advantage is that they can easily keep out of melee while making full attacks. But a pouncing Eidolon wants to charge into melee every chance it can get. So I think there's a clash in your function.

I'd suggest just grabbing a lance and using that to hit things when your Eidolon charges.

grarrrg
2013-05-23, 08:08 AM
Full Attack:
Primary = +9
Two Weapon Fighting = +7/+2

2 Kukri (1d6 +3)
1 Additional Kukri (1d6 +3)
2 Claws (1d6 + 3)
1 Sting (1d6 + 3)
1 Bite (1d8 + 3)

4 Primary Strikes
3 Weapon Strikes

If using a manufactured weapon, then ALL Natural Attacks are considered Secondary. So your Natural attacks would be at +4.
The good news is that at Summoner/Eidolon 9 the Eidolon gets Multiattack feat for free, which drops Secondary to-hit penalties to only -2, which would bring your naturals back up to +7, but they'd still be Secondary attacks.

Since all of your Naturals will be considered Secondary, you may as well swap out the Sting for a Tail Slap, it's damage is one size bigger.
Sadly, Pincers cannot be placed on Legs, so you'll have to be content with Claws on your feet.

grarrrg
2013-05-24, 07:54 AM
Alright, more indepth review time...

levels one to eight.

Half-Elf (with Ancestral Arms and Arcane Training Alternate Racial Traits (http://www.d20pfsrd.com/races/core-races/half-elf))
Wild Caller (http://www.d20pfsrd.com/races/core-races/half-elf/wild-caller-summoner-half-elf) (Half-Elf Summoner (http://www.d20pfsrd.com/classes/base-classes/summoner) Archtype)
Nothing out of place here, obviously going for Max Evo points.


Str: 10
Dex: 20
Con: 14 (+1 at 8th level)
Int: 13
Wis: 10
Cha: 15 (+1 at 4th level)

Skills:
Ride: 8
Linguistics: 8 (for summoning purposes)
Spellcraft: 8

Feats:


Well....it'd be nice if you had 2 high Rolls, but Summoner doesn't _demand_ a high casting stat, so it's workable.
Obviously going for an Mounted Archer-ish build, so not much to say there.


Str: 14 (+3 from bonus)
Dex: 14 (+3 from bonus)
Con: 13
Int: 7
Wis: 10
Cha: 11
Eidolon gets an Ability Increase at 5th. Most likely throw it at CON.


Skills:
Acrobatics: 8
Fly: 8
Perception: 8
Stealth: 8

Eidolons only get 3/4 the HD you do, so at 8 they only have 6HD (and are thus limited to 6 per skill) and 24 Skill points.


Evolutions (http://www.d20pfsrd.com/classes/base-classes/summoner/eidolons): (Level 8 - 15 points)
F - Bite
F - Limbs (Legs) (2)
4 - Large
4 - Magical Flight
2 - Limbs
1 - Mount
1 - Claws
1 - Pounce
1 - Tail
1 - Sting
As I pointed out before, at the very least drop the Sting for a Slap, it'll be the same accuracy, but slightly better damage.
Now that I think about it though, I'm inclined to say just drop the Tail+Attack entirely and spend those 2 points elsewhere. Such as more Limbs(Arms), which leads me to the next section...


Feats:
Martial Weapon Proficiency (Kukri)
Two-Weapon Fighting
Improved Two-Weapon Fighting

On a creature with 3+ Arms, Two-weapon Fighting becomes Multiweapon Fighting (www.d20pfsrd.com/feats/combat-feats/multiweapon-fighting-combat). Same basics as Two-Weapon (all attacks get -2 if using Light, etc...). And obviously skip Improved (with Multiweapon it's even debatable if you would qualify at all anyway).

This saves you a feat, and with the extra Limbs from above you now have 4 Kukris to go with your 3 Naturals.

Your attack routine at 8th would be
Kukris: +7/+7/+7/+7/+2 (Hooray! Iterative!)
Natural: +4/+4/+4 (Bite/Claw/Claw)

At 9th Eidolon gets Multiattack for free, reducing the Secondary Attack penalties to -2 from -5 (WOO!!), and at 10th you get another natural increase to STR/DEX and another Ability Score increase. And you're always gaining Evo-Points.
The Ability Score increase can go pretty much anywhere at this point, although I'd skip WIS and CHA. INT is debatable.
Evo-Points can go towards Natural Attacks, Arms>Kukri attacks, or utility stuff.