Eidelon and Summoner trump any fighter it seems


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Abraham spalding wrote:
Devilkiller wrote:

DM Blake - The Summoner has a bard's spell progression, so he'll never spam high level monsters with his spells like a Sorcerer could. That’s probably for the best since spamming the board with summons makes a lot of groups sad (maybe even sadder than the eidolon outperforming the Fighter)

Well he gets summon monster 9 as a spell like ability usable Cha Mod + 3 times per day at level 18... so I think he will be spamming them.

In a way, they are the equivalent of many spells, and since they can make use of most of their spells, their spells are essentially his spells. Never underestimate the awesomeness that is summon monster 9.

Shadow Lodge

Jared Ouimette wrote:
Abraham spalding wrote:
Devilkiller wrote:

DM Blake - The Summoner has a bard's spell progression, so he'll never spam high level monsters with his spells like a Sorcerer could. That’s probably for the best since spamming the board with summons makes a lot of groups sad (maybe even sadder than the eidolon outperforming the Fighter)

Well he gets summon monster 9 as a spell like ability usable Cha Mod + 3 times per day at level 18... so I think he will be spamming them.
In a way, they are the equivalent of many spells, and since they can make use of most of their spells, their spells are essentially his spells. Never underestimate the awesomeness that is summon monster 9.

Trust me, he doesn't.

Just.. trust me on this.

Dark Archive

Dragonborn3 wrote:
Jared Ouimette wrote:
Abraham spalding wrote:
Devilkiller wrote:

DM Blake - The Summoner has a bard's spell progression, so he'll never spam high level monsters with his spells like a Sorcerer could. That’s probably for the best since spamming the board with summons makes a lot of groups sad (maybe even sadder than the eidolon outperforming the Fighter)

Well he gets summon monster 9 as a spell like ability usable Cha Mod + 3 times per day at level 18... so I think he will be spamming them.
In a way, they are the equivalent of many spells, and since they can make use of most of their spells, their spells are essentially his spells. Never underestimate the awesomeness that is summon monster 9.

Trust me, he doesn't.

Just.. trust me on this.

Why should I trust you?

Shadow Lodge

Jared Ouimette wrote:
Dragonborn3 wrote:
Jared Ouimette wrote:
Abraham spalding wrote:
Devilkiller wrote:

DM Blake - The Summoner has a bard's spell progression, so he'll never spam high level monsters with his spells like a Sorcerer could. That’s probably for the best since spamming the board with summons makes a lot of groups sad (maybe even sadder than the eidolon outperforming the Fighter)

Well he gets summon monster 9 as a spell like ability usable Cha Mod + 3 times per day at level 18... so I think he will be spamming them.
In a way, they are the equivalent of many spells, and since they can make use of most of their spells, their spells are essentially his spells. Never underestimate the awesomeness that is summon monster 9.

Trust me, he doesn't.

Just.. trust me on this.

Why should I trust you?

Because I've seen him use Summon spells, and I've seen his suggestions on which monsters to summon, most of them for combat prowess and seplls/spell-like abilites. Probably should have said that in the first post... sorry for any confusion.

Dark Archive

Dragonborn3 wrote:
Jared Ouimette wrote:
Dragonborn3 wrote:
Jared Ouimette wrote:
Abraham spalding wrote:
Devilkiller wrote:

DM Blake - The Summoner has a bard's spell progression, so he'll never spam high level monsters with his spells like a Sorcerer could. That’s probably for the best since spamming the board with summons makes a lot of groups sad (maybe even sadder than the eidolon outperforming the Fighter)

Well he gets summon monster 9 as a spell like ability usable Cha Mod + 3 times per day at level 18... so I think he will be spamming them.
In a way, they are the equivalent of many spells, and since they can make use of most of their spells, their spells are essentially his spells. Never underestimate the awesomeness that is summon monster 9.

Trust me, he doesn't.

Just.. trust me on this.

Why should I trust you?
Because I've seen him use Summon spells, and I've seen his suggestions on which monsters to summon, most of them for combat prowess and seplls/spell-like abilites. Probably should have said that in the first post... sorry for any confusion.

So you're admitting to working for him? Do you feel any shame?

Scarab Sages

Well he gets summon monster 9 as a spell like ability usable Cha Mod + 3 times per day at level 18... so I think he will be spamming them.

Yep the player in my group just keeps the summons coming. For example our group of three (lev 9) split into two parties a pair chasing after three stone giants while the summoner and Eidelon chased a two giants and three dire bears. the bears got nuked and quickly by the Eidelon while the Summoner hid nearby casting away. He summoned a stone elemental and a few other little annoyances to "spam the board" while the annoyances did little damage (lantern archeons) they were effective. Meanwhile my fighter and cleric fought dearly for their lives and the fighter died (partially for being stupid). Now while the Fighter died a gruesome pulping death the Summoner did not. He hid (+used invis) while his pets did the work; and (this is important) if they all were to get destroyed he could just keep hiding, slip away and re summon them all tomorrow. In one encounter the PC's came back to a cave about 4 times summoned creatures let them run riot and then returned again and again. I found it boring, effective but boring.


fatouzocat wrote:


Well he gets summon monster 9 as a spell like ability usable Cha Mod + 3 times per day at level 18... so I think he will be spamming them.

Yep the player in my group just keeps the summons coming. For example our group of three (lev 9) split into two parties a pair chasing after three stone giants while the summoner and Eidelon chased a two giants and three dire bears. the bears got nuked and quickly by the Eidelon while the Summoner hid nearby casting away. He summoned a stone elemental and a few other little annoyances to "spam the board" while the annoyances did little damage (lantern archeons) they were effective. Meanwhile my fighter and cleric fought dearly for their lives and the fighter died (partially for being stupid). Now while the Fighter died a gruesome pulping death the Summoner did not. He hid (+used invis) while his pets did the work; and (this is important) if they all were to get destroyed he could just keep hiding, slip away and re summon them all tomorrow. In one encounter the PC's came back to a cave about 4 times summoned creatures let them run riot and then returned again and again. I found it boring, effective but boring.

You know, a Wizard could do the exact same damn thing, except he would be using Planar Binding instead of an Eidolon, and he would also have better buffs for his summons, and battlefield controls, and debuffs if necessary.

I should know, I've done it before.


Abraham Spalding wrote:
Well he gets summon monster 9 as a spell like ability usable Cha Mod + 3 times per day at level 18... so I think he will be spamming them.

I was just saying that the Summoner won't spam high level monsters (especially with his spells). He only gets up to Summon Monster VI with spells while the sorcerer gets up to Summon Monster IX (and way more spells per day). He could certainly spam low level monsters with spells if he wants to just be a nuisance. The spell-like ability isn't really a threat for spamming since per the final playtest version you can only have one instance of it active at a time.

Maybe we're just defining "spamming" differently though. I took DM Blake to mean that the player floods the map with monsters. If by "spamming" you mean that the Summoner will keep summoning new monsters after the old ones die or expire I'd have to agree, but this is probably why he's called the Summoner. It is possible that his uses per day of the spell-like ability should be cut down, but honestly I've only come close to using them all once so far (granted we're only 5th level)


I'd like to point out that a fighter at 4th level with a caster who casts enlarge person, wielding a glaive, can hit anything and everything within 15' if it so much as twitches.
1st: Power Attack.
2nd: Combat Reflexes.
3rd: Catch off Guard (which means if someone gets inside your reach you can slam him in the face with the haft of your weapon for 1d6+str damage, and he's flat footed.)
4th: Cleave.

With the glaive he's got reach. And to that the natural reach of 10 from enlarge person. Suddenly, anything coming anywhere near the fighter is a target, and on his turn, he's still striking at least two targets. By 9th level, this fighter will be outclassing the eidolon quite easily with the help of a single potion or caster using enlarge person on him - and even without that, once he takes lunge and great cleave.

It really does depend on who is buffing whom and the builds you are dealing with, along with the monsters you are fighting.


Devilkiller wrote:
Maybe we're just defining "spamming" differently though. I took DM Blake to mean that the player floods the map with monsters. If by "spamming" you mean that the Summoner will keep summoning new monsters after the old ones die or expire I'd have to agree, but this is probably why he's called the Summoner. It is possible that his uses per day of the spell-like ability should be cut down, but honestly I've only come close to using them all once so far (granted we're only 5th level)

Yeah that's what I meant and was getting at: Honestly it's a real boon for any party with a cleric -- after level 18 he'll never really have to prep a heal or cure spell again -- just have the summoner summon one of his many trumpet archons or such.


Mnemaxa wrote:

I'd like to point out that a fighter at 4th level with a caster who casts enlarge person, wielding a glaive, can hit anything and everything within 15' if it so much as twitches.

1st: Power Attack.
2nd: Combat Reflexes.
3rd: Catch off Guard (which means if someone gets inside your reach you can slam him in the face with the haft of your weapon for 1d6+str damage, and he's flat footed.)
4th: Cleave.

With the glaive he's got reach. And to that the natural reach of 10 from enlarge person. Suddenly, anything coming anywhere near the fighter is a target, and on his turn, he's still striking at least two targets. By 9th level, this fighter will be outclassing the eidolon quite easily with the help of a single potion or caster using enlarge person on him - and even without that, once he takes lunge and great cleave.

It really does depend on who is buffing whom and the builds you are dealing with, along with the monsters you are fighting.

A few problems with your example.

First, catch off guard does not work in the way you suggest. While it does remove the penalties for using an improvised weapon, you still wouldn't threaten the area inside the glaive's reach, so you could not make attacks of opportunity there. (Otherwise, there would be no reason anyone with a polearm couldn't do exactly the same trick, just with a -4 to the attack roll.)

Second, Cleave has far more specific conditions for positioning in Pathfinder than in it did in 3.5 (the tradeoff for it being usable without dropping a foe first, I suppose). To attack two targets with cleave they must both be within your reach and they must both be adjacent to one another. That second one gets harder and harder to fulfill as the area you're covering increases.

Third, (and this is a major sticking point for me) you're comparing the effects of the Fighter using his full round of actions plus an additional action (either from a friendly caster buffing the fighter with enlarge person or from the fighter himself drinking a potion in a previous round) against the Eidolon alone (whose actions represent only half of what the summoner can do each round).

Scarab Sages

Brodiggan Gale wrote:


A few problems with your example.

First, catch off guard does not work in the way you suggest. While it does remove the penalties for using an improvised weapon, you still wouldn't threaten the area inside the glaive's reach, so you could not make attacks of opportunity there. (Otherwise, there would be no reason anyone with a polearm couldn't do exactly the same trick, just with a -4 to the attack roll.)

Second, Cleave has far more specific conditions for positioning in Pathfinder than in it did in 3.5 (the tradeoff for it being usable without dropping a foe first, I suppose). To attack two targets with cleave they must both be within your reach and they must both be adjacent to one another. That second one gets harder and harder to fulfill as the area you're covering increases.

Third, (and this is a major sticking point for me) you're comparing the effects of the Fighter using his full round of actions plus an additional action (either from a friendly caster buffing the fighter with enlarge person or from the...

DING DING DING... we have a winner. I agree, I soooo totally agree you want to try it playtest a summoner and his eidelon vs a fighter and start the two 100 ft away. Sumoner goes invis hides and just keeps on pumping out summons that hit for touch and grapple or hold the fighter into submission.. gluck

Shadow Lodge

Jared Ouimette wrote:
So you're admitting to working for him? Do you feel any shame?

If I ever get the chance to be an evil N/PC in any of his campaign's, I'd jump at the chance.


fatouzocat wrote:


DING DING DING... we have a winner. I agree, I soooo totally agree you want to try it playtest a summoner and his eidelon vs a fighter and start the two 100 ft away. Sumoner goes invis hides and just keeps on pumping out summons that hit for touch and grapple or hold the fighter into submission.. gluck

Or perhaps fighter wins initiative and one round kills the summoner with arrows before the summoner gets an action.

Or useing boots of haste and a charge attack closes and attacks the summoner (or trips). There are MANY options and it depends on the builds of both the summoner and the fighter.


Mnemaxa wrote:

I'd like to point out that a fighter at 4th level with a caster who casts enlarge person, wielding a glaive, can hit anything and everything within 15' if it so much as twitches.

1st: Power Attack.
2nd: Combat Reflexes.
3rd: Catch off Guard (which means if someone gets inside your reach you can slam him in the face with the haft of your weapon for 1d6+str damage, and he's flat footed.)
4th: Cleave.

With the glaive he's got reach. And to that the natural reach of 10 from enlarge person. Suddenly, anything coming anywhere near the fighter is a target, and on his turn, he's still striking at least two targets. By 9th level, this fighter will be outclassing the eidolon quite easily with the help of a single potion or caster using enlarge person on him - and even without that, once he takes lunge and great cleave.

It really does depend on who is buffing whom and the builds you are dealing with, along with the monsters you are fighting.

Eidolon off the top of my head can claw, claw, bite at 15' feet at first level. Not to mention 10 or 5 feet also. Which the fighter (glaive alone) unless he takes feats for it could not. And it only takes the summoners turn to do it.

Quadraped (bite free) claws 1 point, reach for claws and bite 1 point each. And the summoner casting enlarge person.

Liberty's Edge

. Sumoner goes invis hides and just keeps on pumping out summons that hit for touch and grapple or hold the fighter into submission.. gluck

would not the attacking of the spell cancel invisability?

Liberty's Edge

There's no point in even arguing about this. People are going to whine and moan until Paizo nerfs the Summoner down to something no one wants to play.


jjaamm wrote:
. Sumoner goes invis hides and just keeps on pumping out summons that hit for touch and grapple or hold the fighter into submission.. gluck
would not the attacking of the spell cancel invisability?

No. The casting of the spell is done when the creature arrives. It is then the creature that attacks not the summoner.

Liberty's Edge

ken loupe wrote:
jjaamm wrote:
. Sumoner goes invis hides and just keeps on pumping out summons that hit for touch and grapple or hold the fighter into submission.. gluck
would not the attacking of the spell cancel invisability?
No. The casting of the spell is done when the creature arrives. It is then the creature that attacks not the summoner.

\

yes i see this but allso see it as the summoners spell effect doing damage. i just wonder if this is the way everyone rules this so i can do it too in my games


ken loupe wrote:


Eidolon off the top of my head can claw, claw, bite at 15' feet at first level. Not to mention 10 or 5 feet also. Which the fighter (glaive alone) unless he takes feats for it could not. And it only takes the summoners turn to do it.

Quadraped (bite free) claws 1 point, reach for claws and bite 1 point each. And the summoner casting enlarge person.

Never sure what the point of 'my PC can beat up your PC' is on the internets. It seems fairly silly to me.

The summoner spends a 1 round casting time casting a spell to enlarge the eidolon. The fighter in that round 1 kills the 1st level Eidolon. The summoner now enlarges himself and can try to kill the fighter...

Not sure what's solved here.

The summoner & eidolon is a weaker combination than the druid & companion by in large. The eidolon is, imho, too customizable, but that's what they wanted to draw people to the class. Personally I think that having the eidolon be a simple creature on the summoner's summon list that's given the familiar template would work more than well for this class ability. But c'est la vie.

-James

Dark Archive

Hey dudes! Official word is that summoner will no longer be able to have the eidolon and other summons in play at the same time. After the APG releases, the extra summons will be a back-up for when the eidolon gets knocked back to its home plane. Hope that helps ease people's concerns about the class, without really bumming out too many fans of the summoner! (I know I'm a fan of the change, anyway!)


Benn Roe wrote:
Hey dudes! Official word is that summoner will no longer be able to have the eidolon and other summons in play at the same time. After the APG releases, the extra summons will be a back-up for when the eidolon gets knocked back to its home plane. Hope that helps ease people's concerns about the class, without really bumming out too many fans of the summoner! (I know I'm a fan of the change, anyway!)

Hm. So wouldn't that make the summoner kind of lame compared to the druid (who is free to have an animal companion + summoned creatures + full spellcasting, etc.)?

I guess I'll reserve my judgement until I hear more about it.


jjaamm wrote:


yes i see this but allso see it as the summoners spell effect doing damage. i just wonder if this is the way everyone rules this so i can do it too in my games

Under the invisibility spell it says summoning monsters to attack does not cancel the spell.


Benn Roe wrote:
Hey dudes! Official word is that summoner will no longer be able to have the eidolon and other summons in play at the same time. After the APG releases, the extra summons will be a back-up for when the eidolon gets knocked back to its home plane. Hope that helps ease people's concerns about the class, without really bumming out too many fans of the summoner! (I know I'm a fan of the change, anyway!)

You got a link?

Either way I think that is too much of a nerf. The issue was not with the summons+Eidolon. The issue was that a low level Eidolon had to many attacks, and was too easy to customize. It should have been more like the astral construct from 3.5. You get a list you can choose from and as you level you get access to a better list.


jjaamm wrote:
ken loupe wrote:
jjaamm wrote:
. Sumoner goes invis hides and just keeps on pumping out summons that hit for touch and grapple or hold the fighter into submission.. gluck
would not the attacking of the spell cancel invisability?
No. The casting of the spell is done when the creature arrives. It is then the creature that attacks not the summoner.

\

yes i see this but allso see it as the summoners spell effect doing damage. i just wonder if this is the way everyone rules this so i can do it too in my games

The spell effect is only the animal getting there. Has nothing to do with what the creature does afterward.


Benn Roe wrote:
Hey dudes! Official word is that summoner will no longer be able to have the eidolon and other summons in play at the same time. After the APG releases, the extra summons will be a back-up for when the eidolon gets knocked back to its home plane. Hope that helps ease people's concerns about the class, without really bumming out too many fans of the summoner! (I know I'm a fan of the change, anyway!)

That is horrible. Who would want to play a summoner now?


james maissen wrote:
ken loupe wrote:


Eidolon off the top of my head can claw, claw, bite at 15' feet at first level. Not to mention 10 or 5 feet also. Which the fighter (glaive alone) unless he takes feats for it could not. And it only takes the summoners turn to do it.

Quadraped (bite free) claws 1 point, reach for claws and bite 1 point each. And the summoner casting enlarge person.

Never sure what the point of 'my PC can beat up your PC' is on the internets. It seems fairly silly to me.

The summoner spends a 1 round casting time casting a spell to enlarge the eidolon. The fighter in that round 1 kills the 1st level Eidolon. The summoner now enlarges himself and can try to kill the fighter...

Not sure what's solved here.

The summoner & eidolon is a weaker combination than the druid & companion by in large. The eidolon is, imho, too customizable, but that's what they wanted to draw people to the class. Personally I think that having the eidolon be a simple creature on the summoner's summon list that's given the familiar template would work more than well for this class ability. But c'est la vie.

-James

Not playing that game. Just giving an example of what an eidolon can do versus the fighter in question does.

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fatouzocat wrote:
He summoned a stone elemental and a few other little annoyances to "spam the board" while the annoyances did little damage (lantern archeons)

A Summoner can only have one of the summons from his SLA active at a time. He can, in theory, also learn a few Summon Monster spells, but given his tiny 'spells known' list, that's a fairly suboptimal choice.

Any Cleric, Druid, Sorcerer or Wizard could have done what you described, 'spamming the board' with multiple Summons (with the Druid, Abyssal Sorcerer and Conjuration Wizard being the best at it), but a Summoner, ironically, would be far less likely to be able to do it.

The Summoner may or may not have some real issues, but not using the rules (1 SLA at a time) sounds like the problem here, not the class itself.

Like most 'OMG, OP!' discussions, I'm seeing a lot of whining from people who haven't played one, and gotten to experience the joy of having an Eidolon with half the hit points of a Druid's Companion (and, quite possibly, half the hit points *of the Summoner himself*) out there getting it's face ripped off in almost every combat at 1st level, because it started the game with 6 (half of d10, +1 for Con 13) hit points, and is going to spend a significant portion of it's 1st level life at three hit points, since it comes back at half-health when you resummon it (which you'll need to do about every other encounter, it seriously dies that fast), and the Summoner, unlike other special animal friend classes, like the Druid, Paladin and Ranger, not only has no healing spells (or class abilities) to get his buddy back into the action, but doesn't even have the Heal skill as a class skill, since he's apparently *intended by class design* to let his otherworldly friend die in every combat.

A 1st level Druid Companion has twice the HD, and therefore twice the hit points (and either of them can take Toughness, so that's a wash, although the Druid Companion is less likely to *need* it).

Depending on the critter you take, it can have three attacks (ape, badger, bear, eagle, big cat, lil' cat, velociraptor, horse) and it might have abilities that an Eidolon can't even *buy* until 5th level (eagle - flight) or 7th level (viper - poison) or can *never* have (badger - rage, boar - ferocity, cheetah/crocodile - sprint, any - Light Armor Prof for up to a +4 armor bonus to AC).

If you take Improved Natural Armor as one of your Evolutions, the Summoner's Eidolon will have AC 16, +1 or +2 AC over some of the starting Druid Companions, but not all of them (badger, dog, viper). and still have 1 *less* AC than a small cat, crocigator or shark or two less AC than a boar (you can be a big pig, too, Oi!).

A decent starting Eidolon (quadruped) might have claws, improved natural armor and improved damage (claws), assuming that he's good for nothing else. A velociraptor has twice the hit points, does 1 less point of damage with his bite and a competitive AC. (And, can be trained to wear armor, and leather barding is cheap, allowing a +2 armor bonus for small coin.) It's also faster and has scent, something your combat-optimized Eidolon couldn't afford. If he skimps on the armor prof and trusts to his double hit points over the Eidolon (further enhanced by his higher Con than the Eidolon, with that Con bonus being doubled because he's got 2 HD at 1st level), he could take Weapon Finesse and use his +3 Dex mod for his attacks, making +2 more accurate with his three attacks per round than the Eidolon would be.

The Eidolon pretty much falls over with it's legs in the air when people start swinging pointy objects around. It's a decent damage add when it's *not under attack,* but once it takes a hit, it's nappy time, and the Summoner has no way of bringing him back, other than to let him die, and then spend a minute after combat (1/day only) resummoning him at half hit points.

If the Summoner does something flamboyantly stupid and rushes forward and makes that DC 15 Heal check (possibly untrained, possibly cross-class) and stabilizes his extraplanar boo, he then gets to wait days, possibly a week or more (at 1st level it doesn't 'die' until -13 hit points, so he could stabilize it at -10 ish and then have to wait *ten days* for it to naturally heal to 1 hit point, or, if he bought the Heal skill cross-class, perhaps he can cut that to a mere *five days!*), for the critter to heal on it's own, since, yanno, he can't heal it, making it more efficient and practical to slit it's throat if it accidentally self-stabilizes, so that he can summon it back at half hit points.

Or he can deplete the party's healing resources, or, later, UMD a wand of cure light wounds or something, because he's got a class feature that he can't repair / recharge without outside help...


Set wrote:
it comes back at half-health when you resummon it (which you'll need to do about every other encounter, it seriously dies that fast),

Am I out of the loop? I thought you could only summon the Eidolon once per day (and not for the rest of the day after it dies, which seems redundant to me)... which with your experience makes it sound like the Eidolon's only good for one encounter each day.

Set wrote:
and the Summoner, unlike other special animal friend classes, like the Druid, Paladin and Ranger, not only has no healing spells (or class abilities) to get his buddy back into the action, but doesn't even have the Heal skill as a class skill, since he's apparently *intended by class design* to let his otherworldly friend die in every combat.

But the Summoner can sacrifice hit points to keep the Eidolon alive, correct?


Dire Squirrel wrote:


But the Summoner can sacrifice hit points to keep the Eidolon alive, correct?

Yes, keep it alive. It is still at one point above negative con though. The summoner has no way to get it back on it's feet.


ken loupe wrote:
negative con

Ah gotcha, that's what I was missing, thanks.


Set wrote:
Like most 'OMG, OP!' discussions, I'm seeing a lot of whining from people who haven't played one, and gotten to experience the joy of having an Eidolon with half the hit points of a Druid's Companion (and, quite possibly, half the hit points *of the Summoner himself*) out there getting it's face ripped off in almost every combat at 1st level, because it started the game with 6 (half of d10, +1 for Con 13) hit points[...]

It's certainly possible that the eidolon is too flimsy at level 1 and too strong at level 9 (say).

Dark Archive

Dire Squirrel wrote:
I thought you could only summon the Eidolon once per day (and not for the rest of the day after it dies, which seems redundant to me)...

I just looked that up, and you are indeed correct. No more saving up my summons to call it back right after it dies!

So, uh, worse than what I said above. Woot. Go Team OP.

Dark Archive

hogarth wrote:
It's certainly possible that the eidolon is too flimsy at level 1 and too strong at level 9 (say).

That is possible, and certainly was back in early playtest, when you could take the Tentacles Evolution like 10 times, and have a dozen or more attacks, as well as stacking Imp Natural Armor and Armor Proficiency, for really sweet Armor Class values. That was pretty insane, particularly once you used Energy Attacks on the dozen or so tentacle hits, for an extra +1d6 acid damage or whatever.

But the OPs 9th level Summoner had an *80* hit point Eidolon with a Con 17. At 9th level, it should be 7 HD, with 5.5 hit points / HD (+21 hp from it's Con bonus), which comes out to 59, not 80. Even if it has Toughness (which, frankly, it should), that's 66 hp, still not 80. My thought that the problem was less that the Eidolon is so amazingly broken as that the math wasn't adding up, quite possibly in more areas than just in the hit point scores.

Plus there was the matter of buffage, with mage armor, haste and (sometimes) shield mentioned. It's hardly shocking that a buffed-to-the-hilt throwaway character is going to put on an impressive showing against the front-line tank PC that *should* have been receiving his party's buffs.


ken loupe wrote:


Not playing that game. Just giving an example of what an eidolon can do versus the fighter in question does.

Ah sorry, my mistake. When I read a comparison that details out all of the eidolon's customizations and has it get a high casting time buff but says 'the fighter can't match that without feats' it just seemed so skewed as to be going down that route. My apologies.

In general at first level a decently built damage dealing fighter is a better target for enlarge person than the 1st level summoner's eidolon.

If considered as a pair, again the druid & his companion outclass the eidolon severely as others have gone into detail to show.

Again I think that the lure of a 'customizable' eidolon is seen as such a marketing draw as to be kept, when it is far too clunky. I'd suggest that if you have issue with the eidolon in your home games that you ditch it completely and let the summoner bring in a critter from his summon list and apply the familiar table of abilities to it (link, share spells, speak with master, INT increases, etc). Those critters won't be as out of line as eidolons potentially could be, while still giving a point to the class.

-James


hogarth wrote:
Benn Roe wrote:
Hey dudes! Official word is that summoner will no longer be able to have the eidolon and other summons in play at the same time. After the APG releases, the extra summons will be a back-up for when the eidolon gets knocked back to its home plane. Hope that helps ease people's concerns about the class, without really bumming out too many fans of the summoner! (I know I'm a fan of the change, anyway!)

Hm. So wouldn't that make the summoner kind of lame compared to the druid (who is free to have an animal companion + summoned creatures + full spellcasting, etc.)?

I guess I'll reserve my judgement until I hear more about it.

The druid's do not last a min a level, I am thinking it will only apply to the spell like ability not his normal casting.


seekerofshadowlight wrote:
hogarth wrote:
Benn Roe wrote:
Hey dudes! Official word is that summoner will no longer be able to have the eidolon and other summons in play at the same time. After the APG releases, the extra summons will be a back-up for when the eidolon gets knocked back to its home plane. Hope that helps ease people's concerns about the class, without really bumming out too many fans of the summoner! (I know I'm a fan of the change, anyway!)

Hm. So wouldn't that make the summoner kind of lame compared to the druid (who is free to have an animal companion + summoned creatures + full spellcasting, etc.)?

I guess I'll reserve my judgement until I hear more about it.

The druid's do not last a min a level, I am thinking it will only apply to the spell like ability not his normal casting.

The druid's animal companion certainly lasts more than a minute per level.

From what Benn is saying it sounds like the summoner can have one long term minion (either an eidolon or a summoned creature) and some short term minions (if he's willing to waste a spell known on Summon Monster). Whereas a druid can have one long term minion (an animal companion) and as some better short term minions (via Summon Nature's Ally). Not to mention wild shape. Or level 9 spells, eventually.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
seekerofshadowlight wrote:
The druid's do not last a min a level, I am thinking it will only apply to the spell like ability not his normal casting.

Even if that is the case, it still sucks as he will be casting Summon Monster VI when others will be casting Summon Monster VIII.

Totally not worth it.

Grand Lodge

They did mention at PaizoCon that although the summoner cannot summon monsters while the eidolon is present, the limitation on # of times per day the eidolon can be summoned has been removed, so you can dismiss it and resummon it as often as you want.

Liberty's Edge

Damien_DM wrote:
They did mention at PaizoCon that although the summoner cannot summon monsters while the eidolon is present, the limitation on # of times per day the eidolon can be summoned has been removed, so you can dismiss it and resummon it as often as you want.

Ah ok! So they're actually being reasonable. I'd say (even as someone who like the Summoner as-is) that this is a decent change. It would now allow a Summoner to essentially specialize in his Eidolon or his Summons, and not both at the same time.

If we can take this change and stop b*%#@ing about the class being overpowered, I'll be happy.

Dark Archive

Damien_DM wrote:
They did mention at PaizoCon that although the summoner cannot summon monsters while the eidolon is present, the limitation on # of times per day the eidolon can be summoned has been removed, so you can dismiss it and resummon it as often as you want.

That's interesting. Thanks for sharing this info!


Damien_DM wrote:
They did mention at PaizoCon that although the summoner cannot summon monsters while the eidolon is present, the limitation on # of times per day the eidolon can be summoned has been removed, so you can dismiss it and resummon it as often as you want.

Why are they calling it the Summoner then? I felt the main premise of the class was to summon stuff with the Eidolon as the 'flagship' which made up for not having full spell progression. This is such a massive hit with the nerf-bat. It drops the Summoner class down several Tiers with this one change alone. I know I won't be playing one now.


It can still summon, but that is what the eidolon is as well. They are saying it can only have the Eidolon summoned or one of the supped up SLA summons active at one time. Seems they also cut out the "you can only summon the Eidolon 1/day" thing as well.

Dark Archive

c873788 wrote:
Why are they calling it the Summoner then? I felt the main premise of the class was to summon stuff with the Eidolon as the 'flagship' which made up for not having full spell progression.

The Summoner, as it was, was still weaker than the Druid, which has the ability to have a half-dozen summons out simultaneously *and* it's animal companion active *and* full spellcasting progression *and* better class abilities (mainly Wild Shape) *and* can heal both self and Companion *and* can turn any of it's spells into summons spontaneously.

But the Summoner was definitely a better 'summoner' option than a Conjurer (and certainly a more survivable one).

Now, the Summoner is even 'more weaker' compared to the Druid, but since it's perhaps supposed to be balanced against it's fellow arcane caster, the Specialist Conjurer, maybe it needed to be beaten repeatedly to help obscure how big the jump is between Druid and Conjurer.

I'm kinda curious if they fixed the Life Link nonsense to make it usable, or gave the Summoner some way of healing their Eidolon.


Sounds like, if that was the only change, a very bad one. I've seen a summoner in play at level 11 with full use of his summoning, and haven't been impressed. I've also seen one the last few weeks in a dungeon in which he can't use his summon monster SLAs, where he's been all but useless. Literally his only contribution in the last combats has been buffs provided by him, which a sorcerer could have done better.

Of course, we don't know what other changes they have planned to keep the class viable, so I'll hold of any final judgement of the class until we see the final version.

The Eidolon is, in my experience, too fragile to be an effective combatant, and has too low of an attack bonus on average relative to the fighter. This is of course, as stated, based on my experiences, which have been known to vary with the majorities. For instance, I've never had an issue some have with the fighter being worthless or underpowered. Quite the contrary really.


I dont like the change. The issues, IMHO, were the ability to customize it to get a really high AC and too many attacks.


Peter Stewart wrote:

Sounds like, if that was the only change, a very bad one. I've seen a summoner in play at level 11 with full use of his summoning, and haven't been impressed. I've also seen one the last few weeks in a dungeon in which he can't use his summon monster SLAs, where he's been all but useless. Literally his only contribution in the last combats has been buffs provided by him, which a sorcerer could have done better.

Of course, we don't know what other changes they have planned to keep the class viable, so I'll hold of any final judgement of the class until we see the final version.

The Eidolon is, in my experience, too fragile to be an effective combatant, and has too low of an attack bonus on average relative to the fighter. This is of course, as stated, based on my experiences, which have been known to vary with the majorities. For instance, I've never had an issue some have with the fighter being worthless or underpowered. Quite the contrary really.

Yeah, I'll be interested in seeing the final version of this, but I do worry a bit that we went from "hey, I'm a summoner, and my two tricks in combat are to buff my Eidolon and summon another monster," to "Hey, I can . . . buff my Eidolon . . . who needs an aid another? . . . anyone?"


wraithstrike wrote:
I dont like the change. The issues, IMHO, were the ability to customize it to get a really high AC and too many attacks.

The real issue is that they presented open ended half asses rules with a linear cost in which to build a critter.

And then people put forth broken builds.

They responded by putting down arbitrary constraints and lessening overall power.

So people put forth even more skewed builds.

The degree of customization without structure is a deal breaking problem.

The willingness to make special rules for the summoner and failure to properly compare him to the druid only compounds this.

Again ditch the whole Eidolon thing and let the Summoner have one of his critters from the summon list be his 'familiar'. Done. Easy and works.

-James


Funny, I'm in a campaign with the exact opposite situation. If my Summoner and his eidolon (who was basically built to be as much like a couatl as possible) ganged up on the Fighter, he would easily stomp the both of us. The fighter's attack bonus is 7-9 points higher than my eidolon's, assuming no buffs and depending on which weapon he's currently using, he deals far more damage, has higher AC, higher hit points, better saves and, thanks to shield feats and adamantine armor, better damage reduction.

If the summoner really is limited to one summon/eidolon at a time, my character will go from barely useful to mildly useless.

Dark Archive

WarDragon wrote:

Funny, I'm in a campaign with the exact opposite situation. If my Summoner and his eidolon (who was basically built to be as much like a couatl as possible) ganged up on the Fighter, he would easily stomp the both of us. The fighter's attack bonus is 7-9 points higher than my eidolon's, assuming no buffs and depending on which weapon he's currently using, he deals far more damage, has higher AC, higher hit points, better saves and, thanks to shield feats and adamantine armor, better damage reduction.

If the summoner really is limited to one summon/eidolon at a time, my character will go from barely useful to mildly useless.

Yes, I know. I was there. I booed. People actually applauded this move, however, but that may be because I was booing so loudly.

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