Class Acts: Summoners (PFRPG) PDF

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The Class Acts PDFs introduce new class options for the base classes and core classes featured in the Pathfinder Roleplaying Game. Every PDF contains two full pages of high quality content (no fluff or filler)!

Class Acts: Summoners includes sixteen new evolutions (including 1-, 2-, 3-, and 4-point evolutions), and two new feats designed specifically for summoners.

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5.00/5 (based on 1 rating)

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4.5 stars - one of the best Class Acts

5/5

This pdf is 4 pages long, 1 page front cover, 1 page SRD, leaving us with 2 pages for 16 new evolutions for the eidolon as well as two new feats, so let’s check these out!

The pdf kicks off with 4 new 1-point eidolon evolutions, granting the eidolon the power to squeeze through tight spaces (cool to infiltrate/open doors), carrying a disease on its natural attacks (can be enhanced to be more lethal with 2 evolution points), a sickening stench and a frog-like sticky tongue that deals minimal damage, but is quite apt at combat maneuvers.

We also get 3 2-point evolutions, one that allows an eidolon to freeze in place to disguise as an object, the option to grow damaging spines and mimicry other voices.

The 5 3-point evolutions are not as cool, allowing eidolons to gain rock catching or throwing, +1 to all saves or grow painful quills that may break off in foes hit by its attacks. Very cool for campaigns set in Freeport, the Skull & Shackles AP or Razor Coast, there is also a capsize evolution, which is my favorite among the bunch.

The 4-point evolutions are powerful, as they should be – One to add the option for painful quills to latch in enemies that hit the eidolon, one that makes it amorphous and immune to precision damage and critical as well as a power that lets it emit a roar that stuns foes for a round. The final evolution allow eidolons to strangle foes with tentacles, impeding verbal spellcasting and speaking – sans save.

The two new feats ROCK: The first makes demoralizing you very hard (-8!!!) as long as your eidolon is around and the other lets you use transposition and blurs you and your eidolon (20% miss chance) for one round. VERY cool and iconic!

Conclusion:
Editing and formatting are top-notch, I didn’t notice any significant glitches. Layout adheres to Abandoned Art’s 2-column, no-frills standard and the pdf comes without bookmarks, but needs none at this length. The summoner is a bit of an oddball in that no other class released by Paizo has seen so few support-pdfs by 3pps and I’m actually glad to see some more options for the class – especially when they are mostly tightly-written, concise and contain some cool options that actually can be considered iconic. The two feats are also very neat indeed. While e.g. spines and quills are not that interesting, nor is rock catching/throwing, that is not enough to truly weigh this pdf down. Thus, I’ll settle for a final verdict of 4.5 stars, rounded up to 5 for the purpose of this platform.

Endzeitgeist out.


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RPG Superstar Season 9 Top 32

Thanks, Liz!

Daron Woodson
Abandoned Arts


And reviewed here, on DTRPG and sent to GMS magazine - yes, at least for now I've completed the class acts-series! Do I get an achievement? ;)

RPG Superstar Season 9 Top 32

The "Classy" achievement, maybe?

At least until I get around to revisiting the product line with the antipaladin, samurai, and ninja. : P

Daron Woodson
Abandoned Arts


Some feedback!

I have a summoner who has an eidolon with the Spines ability from here. The '# of spines = Max Natural Attacks number' (so 4 at level 6, and 5 at 9th), coupled with it being a natural attack (so Full BAB), and it being a standard action has proven to be too much. It's limited to 24 spines a day, but that's enough to go through most combats, and take down the people I want *fast*.

Although, due to the ambiguity of the text, we had to make a few assumptions about the intent. Since they're natural, and the follow the limit of natural attacks per round, they were natural weapons. Since they were natural weapons, and since the force that you fling them at would matter, they add Strength, like a throwing axe would.

Since my eidolon has 18 Strength, that's 1d6+4 damage at least. With Arcane Strike added, that's 1d6+6, and then throw in Energy Attacks (acid) for a total of 2d6+6, and we're hitting 52 damage on average, since chances are I'm going to hit.

If you could clarify the ability a bit, that might help.

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