Summoner Eidolon Brokeness?


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Wow. Really didn't think this thread was going to vroom along. Many of us do not find the summoner broken in our campaigns. Perhaps, we cheat or houserule to the challenge level of our groups. I rarely use any critter straight from the page. In my games, summoners do not stand out beyond other classes. Maybe, I have poor summoner players and everyone else is optimized. Doubtful. But who knows.

All I can say, in my experience, summoners are not overpowered/broken. Obviously, for some it is. I ~was~ on the "OMG never in my game!" bandwagon when the class was first introduced. I have since switched teams after reading other threads and finally seeing play. Until, we can see some sort of POLL, I really do not know how the community as a whole feels. I would guess the majority do not have issue.

But, I am also one of the jaded ones that is starting to find higher level play less fun to run or play. That is why I am following the E6 threads so much lately.

So that is my 2cp, I'll read a few more posts..then wave byebye to the thread. It has entered the cycle thing. Those of us that have no issue vs those that do, and neither is switching camps. Hmmm, maybe I should rez a stealth/perception thread or all pally's are jerks thread. :P

James Maissen:
Always impressed with your builds. You do good work and it is always neat, accurate, and entertaining. Look forward to when you post them.

Off topic CR thing..oh, and my players please do not read.:
I have played with the same bunch for a lil' over 20 years. I never pay attention to CR. If I am designing a scenario from scratch, I try and think what would be challenging and entertaining to my players. If I am running from an AP (currently RotRL) I change the printed critters to what I feel is challenging to my group. Sometimes, (not often) I weaken them a bit. CR has always seemed more an intuitive thing than a hard calculation. Truely, some CR critters just don't fall in line with others, and often, for a well-structured group, are far too easy for the recomended group level

As for xp, in RotRL, I just make sure they are at the suggested levels at the appropriate times. I toss out numbers accordingly :P. Shh, that is our secret. For other games, our group doesn't even really bother with XP. Just level when appropriate.


Matthias_DM wrote:


I, the summoner, am better than the fighter. But I also have spells and a pet.

What's the highest level that you've actually played a character up to from level 1?

Cause you don't really seem to get high level at all.

-James


Shadow_of_death wrote:

ahem as I pointed out in the samurai level 20 thread, my monk of the four winds will rip your edilion/summoner apart. No matter what tactic or damage you employ I will eventually win.

Immortality and pounce, you have 24 hours to make it back to full health or I just come back (win initiative) and do it again. or you can run from me your whole life, how many teleports did you prepare again?

Anyone gonna make the argument a monk is broken? yeah I thought not.

oh yeah, well I would like to see you reincarnate after I animate you as a skeleton. Then reincarnate doesn't work :p

to Matthias: 46 ac is not high.
1. Use 1 of your great arms to hold a +5 mithral heavy shield(costs you 1 attack and only 26k) and you don't even need proficiency since the mithral reduces the penalty to 0. A 7 point AC boost right there. Though this depends on whether we think shields are restricted by the no armor eidolon rule. Though I guess the summoner could wear it no problem.
2. Precombat barkskin nets you 5 more NA.
3. There is a 1 point evolution that nets you 2 na per evolution point.

If you had a 60+ armor class. Losing initiative in a noncaster duel example wouldn't be an instant kill.

Lvl 20 wizard still has the most juice in arena duel land.
Nothing beats moment of prescience prepped-->auto-win initiative-->timestop-->list of spells that leaves little or no room for you to win.

Liberty's Edge

vip00 wrote:


Quote:
3: Dismissal, Magic Circle and various other spells can one-shot or neutralize it.

--yes it can be banished/dismissed, but few things have that at their disposal, which combined with easily obtainable SR and being easy to resummon it's a poor counter - magic circle doesn't do squat. Reread eidolon base description

If banished how is a summoner gonna get his eidolon back without either becoming a sitting duck for a minute or have it be totally shut down by a circle of protection spell?

from d20pfsrd
Summon Eidolon:
You open a rift between dimensions that summons your eidolon.

Treat this as if you had summoned your eidolon normally, except that it only remains with you for the duration of this spell. While summoned in this way, your eidolon cannot touch any creature warded by protection from evil or a similar effect and your eidolon can be sent back to its home plane by dispel magic.

If you cast this spell while your eidolon is already on your plane, this spell has no effect. This spell allows you to summon your eidolon even if it has been returned to its home plane due to damage.


vip00 wrote:
Quote:

OK, Arguments for not overpowered:

1: Twin eidolon is a lv20 ability. Who cares? 95% of the game does NOT take this into consideration.

-- just because it doesn't see play in most campaigns doesn't mean it's not a problem...

Quote:
2: The eidolon's gear comes out of YOUR pocket, meaning you spread the WBL out over two characters.

--valid point, but it does little to tone down the problem

Quote:
3: Dismissal, Magic Circle and various other spells can one-shot or neutralize it.

--yes it can be banished/dismissed, but few things have that at their disposal, which combined with easily obtainable SR and being easy to resummon it's a poor counter - magic circle doesn't do squat. Reread eidolon base description

Quote:
4: Take out a bard-equivalent caster (lv1-19) and get rid of the eidolon as well.

??? huh?

Quote:
5: Limited use of eidolon.

--How? Because it goes away when the summoner is asleep? I wouldn't consider that terribly limited. There isn't a time limitation otherwise

Quote:
6: Doesn't really step on anyone's toes. He is an amalgam of the bard and the druid, without doing the social nor the nature stuff. He relieves the wizard's buffing duty instead of doing his stuff.
--Well he pretty much replaces a bard for buffs and a fighter for tanking at the same time without breaking a sweat... I'd call that stepping on toes

Skipping my reply to your last post does not make then any less valid. It does not matter what numbers you throw on this message board. If it can be handled without disrupting [b[ your[/b] group's game then it is not broken.


Reply to reply:
1: At lv20, rogues can murder you with a single blow. Wizards play with existence. Paladins can one-shot anything that is not on it's home plane. Unt so weiter. Having a powerful ability on lv20 is gravy for the most part, because that is when you'll face down the CR25+ end-game bosses who will make your head spin.

2: How does it do little to tone it down? In my game, the ones with leadership suffer greatly from being under-equipped and can't possibly compare to the ones who get to keep all the stuff for themselves. Also; leadership gives you an actual lv18 fighter, with better bab and all that good stuff. An actual caster with an actual fighter is better than a summoner and his eidolon any day.

3: Enemy casters are more powerful most of the time, meaning whatever SR you can conjure is 35% reliable at best. As for the non magic-using encounters; whatever, they are jokes to begin with, as Paizo scaled combat encounters down so much even the least optimized characters can deal with a combat encounter.

4: Killing a summoner is REALLY easy. He does not have the best self-buffs, and can be plowed down even by martial characters. Also, two bad saves. Squishy.

5: Good luck bringing that huge creature into dungeons that rarely even accommodates large creatures. Same with bringing it alongside when you enter cities, meaning it would be fairly useless in half of Curse of the Crimson Throne, and Council of Thieves.

6: Wizard, sorcerer and more also buff circles around the bard. Bards also do social, debuffs, skills and more, as he is a jack of all trades. And replacing the fighter's most useless function is hardly stepping on toes. As for the fighter; Sure, in your games. Not in mine. My players do NOT lose to a pet. General Marcus Muri in my Kingmaker campain breaks AC40, and has close to 30 to hit while power-attacking at lv12. Because his player knows how to make a fighter. He could easily have soloed a Lv15 barbarian boss wielding an artifact if I used him as written in the AP.

So yes, the eidolon and summoner looks overpowered in THEORY. As a GM, I see over a dozen problems off the cuff. More if I care to think it through.


Kamelguru wrote:

Reply to reply:

1: At lv20, rogues can murder you with a single blow. Wizards play with existence. Paladins can one-shot anything that is not on it's home plane. Unt so weiter. Having a powerful ability on lv20 is gravy for the most part, because that is when you'll face down the CR25+ end-game bosses who will make your head spin.

2: How does it do little to tone it down? In my game, the ones with leadership suffer greatly from being under-equipped and can't possibly compare to the ones who get to keep all the stuff for themselves. Also; leadership gives you an actual lv18 fighter, with better bab and all that good stuff. An actual caster with an actual fighter is better than a summoner and his eidolon any day.

3: Enemy casters are more powerful most of the time, meaning whatever SR you can conjure is 35% reliable at best. As for the non magic-using encounters; whatever, they are jokes to begin with, as Paizo scaled combat encounters down so much even the least optimized characters can deal with a combat encounter.

4: Killing a summoner is REALLY easy. He does not have the best self-buffs, and can be plowed down even by martial characters. Also, two bad saves. Squishy.

5: Good luck bringing that huge creature into dungeons that rarely even accommodates large creatures. Same with bringing it alongside when you enter cities, meaning it would be fairly useless in half of Curse of the Crimson Throne, and Council of Thieves.

6: Wizard, sorcerer and more also buff circles around the bard. Bards also do social, debuffs, skills and more, as he is a jack of all trades. And replacing the fighter's most useless function is hardly stepping on toes. As for the fighter; Sure, in your games. Not in mine. My players do NOT lose to a pet. General Marcus Muri in my Kingmaker campain breaks AC40, and has close to 30 to hit while power-attacking at lv12. Because his player knows how to make a fighter. He could easily have soloed a Lv15 barbarian boss wielding an artifact if I used him as written in the AP.

So yes,...

+1. To go into a little detail though I had a druid with a large cat in CoT and most of the time even a large cat was hard pressed to fit into a room along with all the baddies + the party. Bigger is not always better.

I also have a super-fighter at my table. He has DR11'ish and a high AC. He can also hit an AC of over 50.
Maze has no save, and I am sure that bad things happen when the summoner and the eidolon are too far apart. Ya know what, just maze both of them. Nothing says they are sent to the same place. Kill them off one at a time.

Shadow Lodge

thepuregamer wrote:
oh yeah, well I would like to see you reincarnate after I animate you as a skeleton. Then reincarnate doesn't work :p

That's true, but Summoner's don't have those kind of spells, do they?

Granted, they could buy a scroll and UMD you to undeath.


Dragonborn3 wrote:
thepuregamer wrote:
oh yeah, well I would like to see you reincarnate after I animate you as a skeleton. Then reincarnate doesn't work :p

That's true, but Summoner's don't have those kind of spells, do they?

Granted, they could buy a scroll and UMD you to undeath.

Yup that is what I was implying. It was more of a joke argument against what I assumed was his joke argument.


Kamelguru wrote:

Reply to reply:

1: At lv20, rogues can murder you with a single blow. Wizards play with existence. Paladins can one-shot anything that is not on it's home plane. Unt so weiter. Having a powerful ability on lv20 is gravy for the most part, because that is when you'll face down the CR25+ end-game bosses who will make your head spin.

most of that is a load of crap. the rogues master strike is a low dc save that can only be used once against a target and it must be a target they can sneak attack. Several ways to slap that down. I agree that wizards are pretty almighty by lvl 20. For paladins, are we talking about holy champion? S~+* banishment is on average a lvl 5 or 6 spell. Not impressive. Twin Eidolon is a strong ability. It is better than the rogue, paladin, fighter(weapon mastery one),barbarian, and the bard one. It is one of the top capstones that more than doubles the summoners previous combat ability.

Quote:


2: How does it do little to tone it down? In my game, the ones with leadership suffer greatly from being under-equipped and can't possibly compare to the ones who get to keep all the stuff for themselves. Also; leadership gives you an actual lv18 fighter, with better bab and all that good stuff. An actual caster with an actual fighter is better than a summoner and his eidolon any day.

leadership is a non argument. Even when an extra lvl 18 dude eats a small ammount of your loot. It is still an extra lvl 18 dude. And a summoner doesn't need to use it for a lvl 18 fighter as he already has the combat role filled by the eidolon. Meaning he can cherry pick who he wants as his secondary buffer. Also, I wonder what you mean by and all the good stuff considering the fighter is the most gear dependent/assistance dependent class. Can't fly on his own. Doesn't obtain much in the way of defense from class abilities. All he has is a high attack bonus and a bunch of bonus feats.

Quote:


3: Enemy casters are more powerful most of the time, meaning whatever SR you can conjure is 35% reliable at best. As for the non magic-using encounters; whatever, they are jokes to begin with, as Paizo scaled combat encounters down so much even the least optimized characters can deal with a combat encounter.

and now you are trying to make a 35+% miss chance vs. a ton of spells look like a weakness. You win the award for weakest argument. Would you like to step forward and accept you prize.

Quote:


4: Killing a summoner is REALLY easy. He does not have the best self-buffs, and can be plowed down even by martial characters. Also, two bad saves. Squishy.

Well, semi agreed as I do think the summoner has a confusingly small spell list. But, these martial characters aren't going to be plowing him down on their own. He has ready access to flight, invisibility, A defender with lots of reach who can trip you. Wind wall to stop known archers. I would also disagree with the squishy part. He has very little need for a bunch of ability scores. His con can be a main ability score. His hp doesn't need to be low. Also a ton of martial characters have 2 poor saves. And often they have the poor save that counts(low will save).

Quote:


5: Good luck bringing that huge creature into dungeons that rarely even accommodates large creatures. Same with bringing it alongside when you enter cities, meaning it would be fairly useless in half of Curse of the Crimson Throne, and Council of Thieves.

dungeons are an issue, cities are less of an issue. On the plus side, in dungeons, we don't have to worry about facing gargantuan creatures with 40 point natural armor scores. Thus a medium or large eidolon will be able to hit anything if he switches in the brilliant energy enhancement.

6: Wizard, sorcerer and more also buff circles around the bard. Bards also do social, debuffs, skills and more, as he is a jack of all trades. And replacing the fighter's most useless function is hardly stepping on toes. As for the fighter; Sure, in your games. Not in mine. My players do NOT lose to a pet. General Marcus Muri in my Kingmaker campain breaks AC40, and has close to 30 to hit while power-attacking at lv12. Because his player knows how to make a fighter. He could easily have soloed a Lv15 barbarian boss wielding an artifact if I used him as written in the AP.

So yes,...

Can't disagree with the wizard/sorcerer comment. But this is a game from levels 1-20 and it is hard(but not impossible) to be a group of just casters at the start without a melee tank. And the first 10-15 levels the summoner easily replaces the non-caster need for a melee muscle character. The summoner also does a relatively good job replacing skill users as his eidolon can get a +8 racial bonus to any skill. Which at lvl 10 can be passed onto the summoner. IE, summoner can be a very strong unbuffed social character.

I am not of the same mind as matthias. I have seen first hand that 9 lvl spell casters have some crazy s+$%. But it is narrowly focused power. And the summoner is a better jack of all trades than a bard, while being a better fighter than the fighter for a large portion of the game(and you don't have to worry about having to resurrect him because if the eidolon dies, big freaking deal we will summon him tomorrow and I have about 6 or 7 lvl appropriate standard action summons to lean on).

That is alot for you guys to scoff at(though it may just be the avatar effect as I call it. IE you don't think something is 100% crap but the fact that people love it so much forces you to argue strongly that this is the biggest piece of crap ever).

My more weighted opinion, is the summoner gets alot for his buck but he has some issues that are strange.
1.equipment slot sharing is illogical and dumb. We are already paying for extra gear out of our wbl. Let the dumb thing have slots of its own.
2. unable to retrain eidolon feats/change base form even though a druid w/ an animal companion can pick up a whole new animal and completely change out the feats and other details.
3. Too many exceptions on abilities. Monster abilities should just say refer to bestiary + one or 2 pertinent details.
4. Stupid eidolon should be a 20HD creature to fix his stupidly low saves. If they wanted to keep a max 15 bab, just move him to 3/4 progression.


Kamelguru wrote:

Reply to reply:

1: At lv20, rogues can murder you with a single blow. Wizards play with existence. Paladins can one-shot anything that is not on it's home plane. Unt so weiter. Having a powerful ability on lv20 is gravy for the most part, because that is when you'll face down the CR25+ end-game bosses who will make your head spin.

most of that is a load of crap. the rogues master strike is a low dc save that can only be used once against a target and it must be a target they can sneak attack. Several ways to slap that down. I agree that wizards are pretty almighty by lvl 20. For paladins, are we talking about holy champion? S%@! banishment is on average a lvl 5 or 6 spell. Not impressive. Twin Eidolon is a strong ability. It is better than the rogue, paladin, fighter(weapon mastery one),barbarian, and the bard one. It is one of the top capstones that more than doubles the summoners previous combat ability.

Quote:


2: How does it do little to tone it down? In my game, the ones with leadership suffer greatly from being under-equipped and can't possibly compare to the ones who get to keep all the stuff for themselves. Also; leadership gives you an actual lv18 fighter, with better bab and all that good stuff. An actual caster with an actual fighter is better than a summoner and his eidolon any day.

leadership is a non argument. Even when an extra lvl 18 dude eats a small ammount of your loot. It is still an extra lvl 18 dude. And a summoner doesn't need to use it for a lvl 18 fighter as he already has the combat role filled by the eidolon. Meaning he can cherry pick who he wants as his secondary buffer. Also, I wonder what you mean by and all the good stuff considering the fighter is the most gear dependent/assistance dependent class. Can't fly on his own. Doesn't obtain much in the way of defense from class abilities. All he has is a high attack bonus and a bunch of bonus feats.

Quote:


3: Enemy casters are more powerful most of the time, meaning whatever SR you can conjure is 35% reliable at best. As for the non magic-using encounters; whatever, they are jokes to begin with, as Paizo scaled combat encounters down so much even the least optimized characters can deal with a combat encounter.

and now you are trying to make a 35+% miss chance vs. a ton of spells look like a weakness. You win the award for weakest argument. Would you like to step forward and accept you prize.

Quote:


4: Killing a summoner is REALLY easy. He does not have the best self-buffs, and can be plowed down even by martial characters. Also, two bad saves. Squishy.

Well, semi agreed as I do think the summoner has a confusingly small spell list. But, these martial characters aren't going to be plowing him down on their own. He has ready access to flight, invisibility, A defender with lots of reach who can trip you. Wind wall to stop known archers. I would also disagree with the squishy part. He has very little need for a bunch of ability scores. His con can be a main ability score. His hp doesn't need to be low. Also a ton of martial characters have 2 poor saves. And often they have the poor save that counts(low will save).

Quote:


5: Good luck bringing that huge creature into dungeons that rarely even accommodates large creatures. Same with bringing it alongside when you enter cities, meaning it would be fairly useless in half of Curse of the Crimson Throne, and Council of Thieves.

dungeons are an issue, cities are less of an issue. On the plus side, in dungeons, we don't have to worry about facing gargantuan creatures with 40 point natural armor scores. Thus a medium or large eidolon will be able to hit anything if he switches in the brilliant energy enhancement.

Quote:


6: Wizard, sorcerer and more also buff circles around the bard. Bards also do social, debuffs, skills and more, as he is a jack of all trades. And replacing the fighter's most useless function is hardly stepping on toes. As for the fighter; Sure, in your games. Not in mine. My players do NOT lose to a pet. General Marcus Muri in my Kingmaker campain breaks AC40, and has close to 30 to hit while power-attacking at lv12. Because his player knows how to make a fighter. He could easily have soloed a Lv15 barbarian boss wielding an artifact if I used him as written in the AP.

So yes,...

Can't disagree with the wizard/sorcerer comment. But this is a game from levels 1-20 and it is hard(but not impossible) to be a group of just casters at the start without a melee tank. And the first 10-15 levels the summoner easily replaces the need for a non-caster/melee muscle character. The summoner also does a relatively good job replacing skill users as his eidolon can get a +8 racial bonus to any skill. Which at lvl 10 can be passed onto the summoner. IE, summoner can be a very strong unbuffed social character.

I am not of the same mind as matthias. I have seen first hand that 9 lvl spell casters have some crazy s*#*. But it is narrowly focused power. And the summoner is a better jack of all trades than a bard, while being a better fighter than the fighter for a large portion of the game(and you don't have to worry about having to resurrect him because if the eidolon dies, big freaking deal we will summon him tomorrow and I have about 6 or 7 lvl appropriate standard action summons to lean on).

That is alot for you guys to scoff at(though it may just be the avatar effect as I call it. IE you don't think something is 100% crap but the fact that people love it so much forces you to argue strongly that this is the biggest piece of crap ever).

My more weighted opinion, is the summoner gets alot for his buck but he has some issues that are strange.
1.equipment slot sharing is illogical and dumb. We are already paying for extra gear out of our wbl. Let the dumb thing have slots of its own.
2. unable to retrain eidolon feats/change base form even though a druid w/ an animal companion can pick up a whole new animal and completely change out the feats and other details.
3. Too many exceptions on abilities. Monster abilities should just say refer to bestiary + one or 2 pertinent details.
4. Stupid eidolon should be a 20HD creature to fix his stupidly low saves. If they wanted to keep a max 15 bab, just move him to 3/4 progression.


So a lot of what I'm seeing in most of the posts that argue that the summoner is not overpowered is that fighters aren't worthwhile playing and wizards auto-win at 20th level. I have yet to see this demonstrated in any ways, so I'm still waiting. The last person who tried told me they would be putting up a forcecage with AMF (which doesn't work) and another argued that they would use magic jar during the time stop to possess the eidolon, which also doesn't work.

Essentially what I've gathered is: it doesn't matter how powerful the summoner is, you can always DM fiat a counter for him. (OMG the bbeg's room lined with traps casting dismissal every 1d4 rounds! PWN SUMMONER!) That's great and all, but the fact that you have to do that proves the entire point of this thread in the first place!


Kamelguru's Quote:

Kamelguru wrote:

Reply to reply:

1: At lv20, rogues can murder you with a single blow. Wizards play with existence. Paladins can one-shot anything that is not on it's home plane. Unt so weiter. Having a powerful ability on lv20 is gravy for the most part, because that is when you'll face down the CR25+ end-game bosses who will make your head spin.

2: How does it do little to tone it down? In my game, the ones with leadership suffer greatly from being under-equipped and can't possibly compare to the ones who get to keep all the stuff for themselves. Also; leadership gives you an actual lv18 fighter, with better bab and all that good stuff. An actual caster with an actual fighter is better than a summoner and his eidolon any day.

3: Enemy casters are more powerful most of the time, meaning whatever SR you can conjure is 35% reliable at best. As for the non magic-using encounters; whatever, they are jokes to begin with, as Paizo scaled combat encounters down so much even the least optimized characters can deal with a combat encounter.

4: Killing a summoner is REALLY easy. He does not have the best self-buffs, and can be plowed down even by martial characters. Also, two bad saves. Squishy.

5: Good luck bringing that huge creature into dungeons that rarely even accommodates large creatures. Same with bringing it alongside when you enter cities, meaning it would be fairly useless in half of Curse of the Crimson Throne, and Council of Thieves.

6: Wizard, sorcerer and more also buff circles around the bard. Bards also do social, debuffs, skills and more, as he is a jack of all trades. And replacing the fighter's most useless function is hardly stepping on toes. As for the fighter; Sure, in your games. Not in mine. My players do NOT lose to a pet. General Marcus Muri in my Kingmaker campain breaks AC40, and has close to 30 to hit while power-attacking at lv12. Because his player knows how to make a fighter. He could easily have soloed a Lv15 barbarian boss wielding an artifact if I used him as written in the AP.

So yes,...

1) I get that other classes have special powers at 20... This is about whether this one is overpowered. If I can show that I do things better than other classes then obviously this class is too powerful (because it makes other classes OBSOLETE).
You have NOT shown me otherwise. Make your awesome Rogue... make your awesome fighter.

2) It does little to tone down the problem because I could purchase +4 swords (instead of +5) slightly lesser equipment and stay WELL beneath my starting wealth for level 20.
15 +4 swords = 480k
Belt of Physical Perfection +6 = 144k
Amulet of Natural Armor+3 =18k
Ring of Protection +5 =50k
Bracers of Armor +8 =64k

Eidolon Gear:
9 +2 swords = 72k

Hey, I only spent 828k of my 880k starting average wealth for my level.

3)Enemy spellcasters are not more powerful most of the time.... especially if they are demons or dragons... they are usually level 17 spellcasters except on a limited number for spells. Still, your number 35% is still AWESOME! 35% of spells wink out when they touch me.

4) How am I easy to kill?
305 HP, AC 55 (as I've upped my gear to the above)
165 HP, AC 43 (after barkskin... ty puregamer)

If you are referring to before I've changed I can give all damage I take that would bring me below 0 and syphon it to my Eidolon. The reverse is true as well, I can sacrifice life to prevent damage to the eidolon.
My saves are not bad at all, especially since I can give my creature and myself +8 to all saves with Protection from Spells.

5)I can leave it behind and dimension door it too rooms when they are large. So I can still have it with me in dungeons.

I can also Transmogrify it and change it's size.... or dismiss it and Summon Monster 9 as a Standard action 11/day.


Again, ON LEVEL 20.

Fine, I'll admit it; In a vacuum arena setting where the players get to make their characters AT LV 20, and not playing through a story, no GM intervention or story items/perks/teamwork, and so on... the average summoner is better than an average fighter.

If you ever play a campaign long enough to get there, enjoy the 3 sessions of being better than the fighter, the bard, the rogue, the barbarian, the monk and arguably the paladin.

Here is my ACTUAL paladin, which I play, who is focused on reliability in game, by having awesome saves, RP-relevant skills and versatility. How I expect him to look at lv20:

Toshirou "Hippotoshimus" Doujima Paladin19/Monk1 (Warrior of Holy Light / Zen Archer)

Str 30(24) +10
Dex 20(14) +5
Con 22(16) +6
Int 10 0
Wis 8 -1
Cha 32(26) +11

AC: 36/47 (+14 armor, shield +2, +5 NA, +3 dex, +1 dodge, +1 aura, +11 deflection when smiting) <- Not great, I know. Expecting to be hit anyway, as he is a two-handed type. Can juice it with 8 with defending and fighting defensively.

To hit: +37/+32/+27/22 or +48/+43/+38/+33 (Bab+19, Str+10, Weapon+5, Heirloom+1, WF+1, +1 aura, +11 if smite) or +29/+29/+24/+19/+14 or +40/+40/+35/+30/+25 (Bab+19, Dex+5, Weapon+5 [I have a cleric in party casting 1 GMW, +1 otherwise], Aura+1, +11 if smiting)

Damage: 1d10+36+several metric tons of misc depending on situation (Furious Focus, always Power Attacking, so added Power Attack)

Optimal, with 1 rd to bond weapon (holy, speed, flaming): +50/+45/+40/+35/+30, Dam: 1d10+57+2d6bane(dragon, evil outsider)+2d6holy+1d6fire (if I assume haste or blessing of fervor, I go for Brilliant Energy), ignores DR. Probably some other stuff I forget, it's late over here.

Someone proficient in DPR mechanics do the math for me.

Saves: Fort+35, Ref+29, Will+27

CMB+30/41 (BAB+19, Str+10, Perk+1, +11 if smiting) CMD: 46/57 (Base10, BAB+19, Str+10, Dex+5, Perk+1, Dodge+1, Deflection +11 if smiting)

Loot: Book +5 str, book +5 cha, book +3con, Belt of Perfection +6, Headband of Cha+6, Katana +5 (Dragon Bane, Evil Outsider Bane), Amulet +5, Mithril Fullplate +5 Heavy Fortification, Cloak +5, Bow+1 Seeking, Ring of Shielding, Ring of Evasion

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

At lv8 now, +15/+13/+13 in saves, base hit and damage +14/+7 (1d10+14, 17-20/x2) or +9/+9/+4 1d8+9 with bow (this changes dramatically after 1 round of buffs from myself, the cleric and the wizard), close to 100 hp, decent AC (23-35 depending), good skills in general.

Having something being broken at lv20 is not a problem to me, because 90% of all campaigns ends before you get there. All APs end at 18 at the highest, and few GMs even LIKE dealing with those levels, since it takes hours to design a single encounter. And IF you make it to lv20, there usually are enough odd stuff going on to even out the playing field. In my experience, not ONCE has a lv20 fighter been without a lesser (or even proper) artifact sword. Meaning he is the only one who can take on the red wyrm with the anti magic field.

Edit: Summoner is easily killed with a finger of death/ destruction/implosion or similar spells. Their saves are bad.


Kamelguru wrote:


Edit: Summoner is easily killed with a finger of death/ destruction/implosion or similar spells. Their saves are bad.

I am not interested in criticizing your build but I just wanted to point out that summoner's while having a poor fortitude save progression have access to quite a few ways of improving that save in their class.

The barbarian, fighter, rogue, sorcerer, wizard, cavalier, oracle, summoner and witch all have 1 good save and 2 poor. They all have s@&+ty saves.

The summoner's fortitude save issues are largely negated by:
1. the likelihood of him having a high con score since he needs very few stats to be high.
2. He can be buffed large portions of the day with heroism(+2 morale bonus, 10min/lvl duration)
3. Protection from spells(+8 resistance bonus hours/day duration)
4. shield ally/greater shield ally means +2/+4 circumstance bonus to saves when next to your eidolon.
5. By lvl 18, you can grab spell resistance for your summoner with greater aspect.
6. They aren't a terribly feat heavy class and so, space might be open to take great fortitude feat.

So early game a high con score should cover up the poor save progession and late game you can easily be at 6 base+2morale+4 circumstance+8resistance+2 great fortitude=22+con mod.

Note that all 3 spells can also be blocked by SR.


Seem to confuse "absolutely optimal circumstances" with "easily" there.

And again with the irrelevant 20th level. Over 95% of the games played is lv1-19.

Ask anyone who really knows the game if they even WANT spell resistance. It is more of a hassle than a boon unless you are going solo, or are in a party with no other casters.

You can be expected to be hit with such spells from lv10 onwards. Summoner CAN get Protection from Spells at lv16. In between 10 and 16, you will optimally & buffed be left with something like +16/+20 (+4 base, +5 con assuming optimized and +4 belt, cloak+3, heroism +2, GF +2, +4 optionally have eidolon next to you) if you optimize (S7,D10,C16,I7,W7,Ch20), push hard to increase saves, and have downtime to custom make items.

So, +20 at BEST. Finger of Death DC is at least 22 (10base +5Int/Cha +7lv) for the crappiest caster possible with basic elite array and no items. Hey, 90% chance of success! And all it took was a blood-optimized, completely mechanical, buffed summoned joined with it's eidolon at the hips like a Siamese twin.

But since we are talking best possible optimized circumstance here, any REAL caster will have a DC of 29 (Int+10, GSF+2, Lv+7) which you will have to roll twice due to his Greater Rod of Persistent Spells. Suddenly, you fail if either of your two rolls is less than 9, IF he has not smacked you with something to make you shaken, sickened or otherwise impair your saves. And likely, he has hit your eidolon with a quickened devolution to make it smaller and thus have it not remain next to you, since that would be optimal, regardless of how circumstantial that spell is. Actually, at this level, most casters have the luxury of facing you, leaving and coming back prepared, or just learn about you from your earlier deeds. So it is not all that contrived. So now we might assume losing on a 16, since all I have to do is assume 4 or 5 optimal counter-points.

As wraithstrike has been trying to point out time and again; optimizers have optimizing GMs. If you actively TRY to break the game with builds that harvest the best possible scenario, the GM should return the favor.

Oh yes, regarding the other classes with weak saves: Protecting yourself from the save or lose Will spells is easy enough with a potion of protection from evil or similar. Reflex is irrelevant, as blasting is slow and pointless in PF. Oracles have death ward and other great spells to protect themselves from Fort Save or Dies. Wizard, Sorcerer and Witch have great protection spells, and are full casters. They have means to never get targeted in the first place. Meaning Good Fort classes will get past the terminal save or fails, and rogues will die, as they are borderline unplayable, due to being ridiculously underpowered.

And once again: UNTIL lv20, just walking over and clobbering a summoner is relatively easy.


And how does this show that the eidolon isn't broken because it is better then a fighter in fighting? I thought that was the point of this thread. Not that a wizard is better then a summoner in a duell.

The reason this class is poorly designed is that the eidolon is a free meatshield with a lot of DPR and utility. If you could choose between a summoner and a fighter in your party, why would you take the fighter? Especially in a campaign that starts at level one, the eidolon is way superior to a fighter in many ways. This alone makes the class broken.


Kamelguru wrote:

Again, ON LEVEL 20.

Fine, I'll admit it; In a vacuum arena setting where the players get to make their characters AT LV 20, and not playing through a story, no GM intervention or story items/perks/teamwork, and so on... the average summoner is better than an average fighter.

If you ever play a campaign long enough to get there, enjoy the 3 sessions of being better than the fighter, the bard, the rogue, the barbarian, the monk and arguably the paladin.

Here is my ACTUAL paladin, which I play, who is focused on reliability in game, by having awesome saves, RP-relevant skills and versatility. How I expect him to look at lv20:

Toshirou "Hippotoshimus" Doujima Paladin19/Monk1 (Warrior of Holy Light / Zen Archer)

Str 30(24) +10
Dex 20(14) +5
Con 22(16) +6
Int 10 0
Wis 8 -1
Cha 32(26) +11

AC: 36/47 (+14 armor, shield +2, +5 NA, +3 dex, +1 dodge, +1 aura, +11 deflection when smiting) <- Not great, I know. Expecting to be hit anyway, as he is a two-handed type. Can juice it with 8 with defending and fighting defensively.

To hit: +37/+32/+27/22 or +48/+43/+38/+33 (Bab+19, Str+10, Weapon+5, Heirloom+1, WF+1, +1 aura, +11 if smite) or +29/+29/+24/+19/+14 or +40/+40/+35/+30/+25 (Bab+19, Dex+5, Weapon+5 [I have a cleric in party casting 1 GMW, +1 otherwise], Aura+1, +11 if smiting)

Damage: 1d10+36+several metric tons of misc depending on situation (Furious Focus, always Power Attacking, so added Power Attack)

Optimal, with 1 rd to bond weapon (holy, speed, flaming): +50/+45/+40/+35/+30, Dam: 1d10+57+2d6bane(dragon, evil outsider)+2d6holy+1d6fire (if I assume haste or blessing of fervor, I go for Brilliant Energy), ignores DR. Probably some other stuff I forget, it's late over here.

Someone proficient in DPR mechanics do the math for me.

Saves: Fort+35, Ref+29, Will+27

CMB+30/41 (BAB+19, Str+10, Perk+1, +11 if smiting) CMD: 46/57 (Base10, BAB+19, Str+10, Dex+5, Perk+1, Dodge+1, Deflection +11 if smiting)

Loot: Book +5 str, book +5 cha, book +3con, Belt of Perfection +6,...

Your attack bonuses (without giving you the cleric but granting you your +5 Weapon of Double Bane)

+19 BAB +10 Str +6 Weapon (saying that I will just give you it's bane bonus as if one of the banes counted)+1 Weapon Focus +1 Power of Faith +1 Haste +11 smiting -5 Power ATtack = +49/+44/+39/+34/+29
Not counting Traits (like heirloom, BC traits are Housruled whether to use or not) or outside buffs (because those would be able to be applied to my build as well... effecting it more positively than yours to be honest).

Damage = 1d10+ 15(2h Weapon str Bonus)+15 (Power Attack bonus for 2h weaps)+19 Smite +6 Weapon + 7 (2d6 Bane) + 7(2d6 Holy)+3.5 Fire(Flaming Burst+5.5 on crit) + Keen

=78
To hit an AC of 44:
78*.95+83.5*.2*.95 = 90
78*.95+83.5*.2*.95 = 90
78*.8+83.5*.2*.8 = 75.8
78*.55+83.5*.2*.55 = 52.1
78*.3+83.5*.2*.3 = 28.4

= 336.4 (If the enemy is an outsider you'd get +10 more on your first successful attack... because it's "successful" it won't get multiplied by the first .95... so... add 12 against evil outsiders)

You did 348.4 to an Evil Oustider with AC 44... wait?
I did 530 ish to Everything at an AC of 44. + 140 ish from my pet.

There are some things you can do to tweak your damage more... like choose a better weapon to increase your crit threat. It's probably not going to make up for the 340 Extra damage I just did to that same critter.


rashiakas wrote:

And how does this show that the eidolon isn't broken because it is better then a fighter in fighting? I thought that was the point of this thread. Not that a wizard is better then a summoner in a duell.

The reason this class is poorly designed is that the eidolon is a free meatshield with a lot of DPR and utility. If you could choose between a summoner and a fighter in your party, why would you take the fighter? Especially in a campaign that starts at level one, the eidolon is way superior to a fighter in many ways. This alone makes the class broken.

You and me apparently make different fighters. I made a lv5 summoner with eidolon last night in case our group needed another player in Carrion Hill. The eidolon was pretty good at dealing damage, but the fighter had the edge in all other fields. Comparing it to a 2h fighter.

Fighter 5:
AC 22 (+10 armor, +2 dex)
Saves: F+7, R+4, W+2 (+5 vs fear)
Greatsword +15 (2d6+18, 19-20/x2) or Bow +6 (1d8+10)
HP: 4d10+30, (max at lv1), average of 52
S22, D14, C14, I7, W10, Ch7
Loot: +1 Greatsword, +1 fullplate, belt+2, cloak +1, MW Str Adj Longbow
Feats: Power Attack, Weapon Focus, Furious Focus, Toughness, Blind Fight, Weapon Spec, Deadly Aim
Traits: Heirloom Weapon, Jaded

Quadruped Eidolon at lv5:
AC: 19 (+6 NA, +3 Dex)
Saves: F+6, R+7, W+1
Bite +8(1d6+6), Gore +8(1d6+4), 2 Claws +8(1d6+4) No ranged
HP: 4d10+12 (not max at lv1), average of 34
S18, D16, C14, I7, W10, Ch11
Evolutions focused on allowing more good attacks, having AC, Strength and ability to pounce.
Loot: Gone to the summoner to ply his trade and survive.
Feats: Toughness, Power Attack

Fighter WILL hit, Eidolon MIGHT hit. Eidolon will eventually overtake fighter if optimized, given a good share of gear, and fully buffed. But in reality, few, if any, groups operate without someone to lay on the buffs, meaning the fighter gets the buffs he needs as well, and a glance should show which one gains more from f.ex haste.

But now look at the Ape pet of a druid 5:
AC: 18 (+5 NA, +3 Dex, -1 Size, +1 dodge)
Saves: F+6, R+7, W+2
Bite +9 (1d6+6), 2 claws (1d6+6) No ranged
HP: 5d8+15 (not max at 1st), avg 38
S23, D16, C14, I2, W12, Ch7
Feats: Toughness, Power Attack, Dodge

The baseline to look at here is druid. The caster with companion. Alone, the summoner makes the bard look like a hardcore action hero.

Summoner: Two crap saves, useless primary stat, no skills worth mentioning, poor casting, only knows buffs and some debuffs outside summons. Contributes next to nothing outside combat. Gets a great pet to compensate.

Druid: Two good saves, useful primary stat, lots of useful skills, best casting, versatile spells for most situations, can contribute in a lot of situations outside combat. Mediocre pet.

Fighter: Two crap saves, but fort is rolled several times more often than both the other two. No skills worth mentioning. No casting. Best at combat. Little to no contribution outside combat.


Matthias_DM: Yes, but my character can do more than just murder things. He is the party face, he can undo debuffs on himself easily without accidentally removing buffs, he also has vastly superior saves, and unlike you and your pet, he won't go running away when you eventually fail the omnipresent fear save. Boss fights at lv20 tend to have DCs that push (and even break) 40.

Not to mention things like Blasphemy, which targets HD. Your eidolon will remain at 15, and fall prey to worse effects which will affect it even if it makes the saves.

Your mook killing streak will far surpass mine. But when the REAL baddies with DR X/Epic, DCs close to/above 40 and so forth come out to play...

Sure, the fighter will suck here as well, but at least he has the "ignore 10 DR" fighter only feat, and can do some damage.

And again, for the 20th or so time, lv19 and lv20 is the levels where you do the last stand against impossible odds. Levels 1-18 is where the APs take place, most campaigns focus, and where your stuff really matters. I have run probably 30 campaigns in my lifetime across all editions of D&D and pathfinder. Two of them got to lv20.

So I don't care if they completely remove the lv20 ability of the summoner. Won't affect 99.9% of all summoners played.


Still, would you take a fighter or a summoner? Would you take the class who can buff AND do the fighters job, or the fighter. I won't argue with you about a Fighters effectiveness in combat, he sure is great at combat, no question. But there, you compare a fighter with loot. The eidolon, without any loot, can do his job while there is still the summoner himself.

I honestly don't know how good druid pets are, since our druid has gone the domain route and focused on casting. If a druid pet is even better, the same holds true: poor design. But then again to each their own, I would never accept a summoner in my group if there is a fighter as well.

Liberty's Edge

Remember people, don't feed the eidolon trolls!


rashiakas wrote:

Still, would you take a fighter or a summoner? Would you take the class who can buff AND do the fighters job, or the fighter. I won't argue with you about a Fighters effectiveness in combat, he sure is great at combat, no question. But there, you compare a fighter with loot. The eidolon, without any loot, can do his job while there is still the summoner himself.

I honestly don't know how good druid pets are, since our druid has gone the domain route and focused on casting. If a druid pet is even better, the same holds true: poor design. But then again to each their own, I would never accept a summoner in my group if there is a fighter as well.

Would I play a fighter or a summoner? Depends on what the group needs. If there is a few semi-combatants and few/no dedicated arcane spellcasters, I might give the summoner a go. If there is an arcane caster that will do haste and such, I think I would prefer the fighter. Our GM's play-style rarely, if ever, leaves room for multiple rounds of buffing or having absurd amounts of downtime to craft 20+ huge falcatas. And we often play social campaigns, where you can't bring a weird large/huge monster along into town.

I also compare the fighter with loot to an eidolon without loot because the eidolon is not entitled to loot. The summoner is a squishy, and I had to spend the starting money to give him a tolerable AC, saves and some DC on his debuffs.

Druid pets are a mixed bag. If you play a dedicated combat druid, you can shapechange and buff yourself and the pet to pretty insane levels. I would even go so far as to say that until high levels, a druid and his pet is better than a summoner and his eidolon, since the druid gets access to awesomely sweet stuff like Animal Growth, thorn body, barkskin and more. And it is far more likely that a druid is in the party with someone who can cast Mage Armor (all arcane casters except bard) than it is that the summoner is in party with someone who can cast Barkskin.

But no matter how you turn it, the fighter is a cut above. He is consistently 5 or more over both of them to hit, and can be powerful without REQUIRING downtime to craft, as he can use most weapons found, or can buy them more readily. I am willing to bet money that 99 out of 100 GMs will NOT sell you 15 huge falcatas+2 at the local magi-mart.

The premise of the super-eidolon presented is based on "We have had all the time in the world to craft weapons". An huge eidolon restricted to what it reliably and readily can count on, will have 7 less than amazing attacks, as indicated by the advancement table.


LOL... So Kamelguru did you not see where I need NO rounds to buff to do that damage? And seriously... again the hindrance to my class is that I cannot buy/craft 15 swords?

Summoner's are Charisma Casters, and mine will be about 26ish.
-This charisma allows excellent "party face" skills.
- So, Summoner's Outdamage Fighters (and now Paladin's, even vs their specialized enemies).
- Have incredible versatility: the ability to change their monster at a moments notice to adapt to many situations, spells, extra skills (Eidolon gets its own skills, extra rolls on failed attempts (Eidolon can try!).
-The ability to summon monster 9 11/day as a Standard Action.
- Great Saves (while close to Eidolon).
- AWESOME survivability (can interchange damage between Eidolon and self, spreading it out).
- d8s for hit dice and the ability to wear light armor while casting.
- Self Healing capabilities: Transmogrify Eidolon to give myself Fast Healing when I change... also I can heal my Eidolon with my spells.
- Group Healer Capabilities - Summon a Trumpet Archon and have it heal the entire group with its spells.

This is why the Summoner is unbalanced and overpowered.

RPG Superstar 2008 Top 32

I removed a post and a reply to it. Let's try not to call each other trolls just for disagreeing.


Matthias_DM wrote:

LOL... So Kamelguru did you not see where I need NO rounds to buff to do that damage? And seriously... again the hindrance to my class is that I cannot buy/craft 15 swords? <- You need close to a YEAR of campaign time to get them all enchanted, NOT counting the fact that you need to MAKE them, which can be done with a friendly wizard with fabricate and a lot of metal. How is that not a hindrance? You CAN'T do this in Serpent Skull, Curse of the Crimson Throne, Council of Thieves, Legacy of Fire... actually, I should go the other way and say that the only AP that allow that long downtime is Kingmaker.

Summoner's are Charisma Casters, and mine will be about 26ish.
-This charisma allows excellent "party face" skills. <- Wrong. You have 2 skill points per level, and need skills to function. You are not allowed to summon something you do not know about. Meaning you gotta pump knowledge skills. Need spellcraft as well.
- So, Summoner's Outdamage Fighters (and now Paladin's, even vs their specialized enemies). <- At lv 20. WHO CARES!? Prove that you can out-damage a fighter or paladin at lv1-18, and I will agree.
- Have incredible versatility: the ability to change their monster at a moments notice to adapt to many situations, spells, extra skills (Eidolon gets its own skills, extra rolls on failed attempts (Eidolon can try!). <- 1hour + 1000gp =/= moments notice
-The ability to summon monster 9 11/day as a Standard Action. <- Again, at lv17-20. Proper casters can gate in REAL monsters like solars and pit fiends.
- Great Saves (while close to Eidolon). <- You and I have different idea of what constitutes "Great". +4 on top of the mediocre base leaves you at what I consider "average".
- AWESOME survivability (can interchange damage between Eidolon and self, spreading it out). <- HP damage is only one of very many ways to fail at life in Pathfinder. 4 out of 5 deaths on high level is not from direct HP loss.
- d8s for hit dice and the ability to wear light armor while casting. <- Like all the other medium progression casters. It is to make up for not having the best spells.
- Self Healing capabilities: Transmogrify Eidolon to give myself Fast Healing when I change... also I can heal my Eidolon with my spells. <- Again 1hour+1000gp, healing 5d10+20 is insignificant in combat at lv20. UMD and scrolls of heal is more valid, but horribly expensive in the long run
- Group Healer Capabilities - Summon a Trumpet Archon and have it heal the entire group with its spells.<- If you dismiss the eidolon.

This is why the Summoner is unbalanced and overpowered.

At lv20. I made a lv5 one, and I have no idea how I am supposed to survive without using the eidolon as a babysitter, since I have really few spells compared to real casters (both known and per day), low AC, low saves and low CMD.

So if your gripe is that it is overpowered and unbalanced at level 20 then yeah, sure. It is. The same way a true caster is overpowered at lv17+.


I can't find stats for the summoner in this thread, can someone point them out?


2nd page, towards bottom, Both summoner and Eidolon in spoilers.


What do I think Trolling is:
james maissen wrote:

What's the highest level that you've actually played a character up to from level 1?

Cause you don't really seem to get high level at all.

-James

Sorry Ross, but this guy keeps posting stuff like this.
-it has no substance.
-it's basically calling me ignorant over and over (inflammatory)

If I say, "Ross, how long have you been on the internet, because you obviously don't seem to get what a troll is at all."
Well... am I simply disagreeing? or have I become a troll lol.


Matthias if the DM uses stock monster everything is overpowered. I handled your other arguments several posts ago when comparing a CR 20 bestiary monster to an AP SR 20 monster, along with other things. You are not going to convince anyone. If you don't like it just house rule it for your game.

RPG Superstar 2008 Top 32

Matthias_DM wrote:

** spoiler omitted **

Sorry Ross, but this guy keeps posting stuff like this.
-it has no substance.
-it's basically calling me ignorant over and over (inflammatory)

If I say, "Ross, how long have you been on the internet, because you obviously don't seem to get what a troll is at all."
Well... am I simply disagreeing? or have I become a troll lol.

Then flag it and move on.


Kamelguru wrote:

Seem to confuse "absolutely optimal circumstances" with "easily" there.

this post of yours was in reply to mine about saves. I have trouble seeing the validity of your point about it being absolutely optimal circumstances when my suggestions didn't require items and except for great fortitude, all those increases to his fortitude save were from class features. the late game summoner could boost his fort save to 20+ without even factoring in his con mod.

Quote:


And again with the irrelevant 20th level. Over 95% of the games played is lv1-19.

Well I mentioned the level 20 ability because it had an impact of fortitude save. Though since I showed how high a summoner could get fortitude save before factoring in con mod, it wasn't like I relied on the twin eidolon capstone ability to make a point.

Quote:


Ask anyone who really knows the game if they even WANT spell resistance. It is more of a hassle than a boon unless you are going solo, or are in a party with no other casters.

Well, I cannot speak for your supposed body of people who dislike spell resistance as a defense but. It is hardly as bad as you think considering:

1. it can be lowered as a standard action which makes out of combat buffing(really the more powerful form considering it saves you from wasting actions in combat) unhindered.
2. The preponderance of late game spells that take players out of the game means that a second layer of defense against magic is very important. Because like you have been implying, 1 successful save or die spell you are done.
3. In the summoner's case, since this does not apply to spells the summoner casts he actually has a superior SR class ability. He can protect his eidolon and help it. He can protect himself and help himself.
Quote:


You can be expected to be hit with such spells from lv10 onwards. Summoner CAN get Protection from Spells at lv16. In between 10 and 16, you will optimally & buffed be left with something like +16/+20 (+4 base, +5 con assuming optimized and +4 belt, cloak+3, heroism +2, GF +2, +4 optionally have eidolon next to you) if you optimize (S7,D10,C16,I7,W7,Ch20), push hard to increase saves, and have downtime to custom make items.

So, +20 at BEST. Finger of Death DC is at least 22 (10base +5Int/Cha +7lv) for the crappiest caster possible with basic elite array and no items. Hey, 90% chance of success! And all it took was a blood-optimized, completely mechanical, buffed summoned joined with it's eidolon at the hips like a Siamese twin.

Well, not really +20 at best. by lvls 10-16, making a +4 cloak of resistance is going to be possible and buying a +5 cloak of resistance is only going to be 25k so you are only pretending to optimize the summoner there. Also how is a +5 con mod optimized in 1 scenario and then a +5int/cha mod is ultra crappy in another. It seems equally optimized and you are once again pretending.

Quote:


But since we are talking best possible optimized circumstance here, any REAL caster will have a DC of 29 (Int+10, GSF+2, Lv+7) which you will have to roll twice due to his Greater Rod of Persistent Spells. Suddenly, you fail if either of your two rolls is less than 9, IF he has not smacked you with something to make you shaken, sickened or otherwise impair your saves. And likely, he has hit your eidolon with a quickened devolution to make it smaller and thus have it not remain next to you, since that would be optimal, regardless of how circumstantial that spell is. Actually, at this level, most casters have the luxury of facing you, leaving and coming back prepared, or just learn about you from your earlier deeds. So it is not all that contrived. So now we might assume losing on a 16, since all I have to do is assume 4 or 5 optimal counter-points.

once again, if you are assuming equal optimization then perhaps we should be throwing a +10 con mod(especially considering most summoner spells are focused on buffing and thus do not need high save dcs high. thus high con is more important to a summoner than a high charisma) to our summoner and equal spending since you are throwing a 70k rod at your npc. Which would mean that our summoner has more like a +25 or +26.

I would seriously love to be a player in your game because our party would be getting 3-4x the usual treasure per encounter from you. Our strategy will be, find the npc you have kitted out and focus fire him and if necessary, drop a dimensional anchor on him to prevent running away. Good times.

Quote:


Oh yes, regarding the other classes with weak saves: Protecting yourself from the save or lose Will spells is easy enough with a potion of protection from evil or similar. Reflex is irrelevant, as blasting is slow and pointless in PF. Oracles have death ward and other great spells to protect themselves from Fort Save or Dies. Wizard, Sorcerer and Witch have great protection spells, and are full casters. They have means to never get targeted in the first place. Meaning Good Fort classes will get past the terminal save or fails, and rogues will die, as they are borderline unplayable, due to being ridiculously underpowered.

Death ward is not as great as you think. durations is minutes and it is only a +4 morale bonus vs death effects. Summoner has access to greater heroism which is a +4 morale bonus to a lot more and it gives them immunity to fear with the same duration.

Well actually protection from x potions are a stupid solution as
1. they have a short duration of minutes per level. Meaning it will take you actions in combat.
2. they are very specific in what they counter. You may need to drink 2 or 3 potions before you are safe.
3. And its only really useful if you have a friendly GM who interprets the rules in the broadest manner. Considering that spell is highly contested, you might only be safe from possession, domination, and a few other things.

So, when your non-caster eats a hold person at lvls much lower than lvl 10, and gets coup de grace'd, you can expect to either die from damage or fail a fort save as well and die.

The supposedly helpless summoner is going to be way safer than all the melee combatants because he is not directly engaging the enemy. He can buff from stealth while under invisibility. Even without invisbility a stealth based summoner can hide in daylight if they pick up hellcat stealth and they will hardly feel the -10 on the stealth check as their eidolon aspect can give them a +8 racial bonus on a skill. Finding the summoner is not always going to be an easy task and targeting him with save or die spells won't be likely either.

Quote:


And once again: UNTIL lv20, just walking over and clobbering a summoner is relatively easy.

The reality is that before lvl 20, enemies are going to be dealing with a large pouncing creature with large numbers of attacks coming at them and many summoner builds will be passively participating in combat. Walking over and clobbering said summoner isn't going to be easy. Also, The eidolon's death will not be a big deal as

1. the summoner can replace the eidolon with a lvl appropriate monster at his next standard action.
2. and the party won't have to resurrect anybody which is unlike the situation they face at lvls 1-10 with their other front line melee combatants.

a fighters superior + to hit isn't going to be a big deal until around lvls 15+ and as you said, most of the game is not at lvl 20. So a summoner being a good replacement for a noncaster and being a good buffer means is a pretty big deal.


Can't be bothered doctoring that huge chunk of nonsense, so here is the run-down:

Block 1&2: You have the optimal bonuses from each source. Lack of cloak is irrelevant when you assume omni-existing +10 buffs that override cloak. Also, considering the pathetic amount of spells known AND per day, that is a pretty big investment. Also, this is at lv20. Until 16, if you craft the summoner for the express purpose of winning this argument, as there are much better spells you will want at lv16, then you need to rely on a cloak of resistance like the rest of us.

Block 3: Your SR will make sure your party cleric cannot heal you half the time, meaning half those essential mass heal spells will be for naught. Those "imaginary people" I refer to is pretty much everyone who have ACTUALLY played high level. If you do not have a cleric in party, then sure, go SR. Gods know you will need every defense you can get if that is the case.

Block 4&5: If you go Con20 at lv1, and focus more on that, ignoring Cha, then yes, you will get amazing fort save. Enjoy not having enough spells to function in your primary job, and forsaking any hope to apply the debuffs that make up half his real power IMO. Every summoner I have built for a set level has ended up spending half their starting gold on wands and such to make up for their ridiculously low spellcasting potential. Even if I gave them 19-20 in cha at lv1, and give them headbands of Cha at the first opportunity.

Re: Rod of Persistent spells: Who cares? This fictional situation is at Lv20. In a REAL campaign, you have staffs of the magi, holy avengers, artifact swords and a Plotinator +10. Likely, the wizard has two already. Also, end-game. You should see the loot for some of the REAL antagonists I have concocted for my party. The advanced PC-wealth great wyrm with sorcerer levels has more money than god. CR doesn't matter anymore, since you aren't getting XP. If you had ever played lv20, you'd know this.

Block 6: Countering the argument that it is easy to kill a summoner with that it is easy to kill a martial character? Yeah, it is. Hiding away in the back works to a certain degree from levels 1-7, then stuff ignores your frontliners and can attack you anyway. Incorporeal, ranged attackers, fliers, massive reach monsters, and so forth CAN get to you. If you for the sake of argument went for hellcat stealth, then yes, you could hide and not participate in combat. You'd be safe from anything that does not have blindsense, blindsight, tremorsense, scent or other superior means of detection that render stealth useless, if you always stay within normal or brighter light at all times. See where I am going with this?

Last block: Unless you spend money on gear, and cast spells to improve it (of which you have laughably few, compared to real casters), the eidolon will not have enough AC to compensate for it's low HP, and goes down very fast when encountering real opposition.

It is consistently at a 5-10 point disadvantage to hit, and will miss on average against anything that has AC to speak of. Especially if it uses power attack, which it pretty much has to in order to do any real damage. Not to mention that a fighter will be good at ranged combat as well, while an eidolon needs to spend resources to even use a ranged weapon.

Spamming summons is a pretty good tactic, as it might force an enemy to waste time on something that is not a PC, and is in my opinion an ability that in many cases is BETTER than having the eidolon up.

So yeah, summoner is GOOD, never contested that. But it is in no shape or form BETTER than say the druid. It is "easy" to exploit it, if you create your characters at high level, instead of actually playing and having to deal with the whole "I need to survive, be an asset to my party, and likely make do with what we find or can buy since the GM won't let me take a year off to make huge weapons en masse".

Now, I am gonna get my beer and watch superbowl.


Kamelguru wrote:


Block 3: Your SR will make sure your party cleric cannot heal you half the time, meaning half those essential mass heal spells will be for naught. Those "imaginary people" I refer to is pretty much everyone who have ACTUALLY played high level. If you do not have a cleric in party, then sure, go SR. Gods know you will need every defense you can get if that is the case.

Well considering healing is one of the least efficient things in game, having a form of defense definitely a plus more important. Damage>healing and death effects are also more important than healing. Also a summoner using umd can bypass his own SR and heal himself if need be.

Quote:


Block 4&5: If you go Con20 at lv1, and focus more on that, ignoring Cha, then yes, you will get amazing fort save. Enjoy not having enough spells to function in your primary job, and forsaking any hope to apply the debuffs that make up half his real power IMO. Every summoner I have built for a set level has ended up spending half their starting gold on wands and such to make up for their ridiculously low spellcasting potential. Even if I gave them 19-20 in cha at lv1, and give them headbands of Cha at the first opportunity.

as they are 6 lvl casters and they have a limited number of spells known as you say, it is better to focus on one thing. I personally would focus on buffing because one doesn't need a to break high dc's to use it and leave the offensive magic to 9 lvl casters thus being more useful to the party. Also the difference between making charisma your 2nd most important stat and the most important stat is only 1 more 6th lvl spell. I would rather remove a weakness while still being useful.

Quote:


Re: Rod of Persistent spells: Who cares? This fictional situation is at Lv20. In a REAL campaign, you have staffs of the magi, holy avengers, artifact swords and a Plotinator +10. Likely, the wizard has two already. Also, end-game. You should see the loot for some of the REAL antagonists I have concocted for my party. The advanced PC-wealth great wyrm with sorcerer levels has more money than god. CR doesn't matter anymore, since you aren't getting XP. If you had ever played lv20, you'd know this.

Well actually this is not a fictional lvl 20 campaign situation as supposedly you were optimizing an enemy that one might meat around lvls 10-15. And around lvl 12 encounter rewards are like 20k and just one of your optimized casters items(the rod) cost 75k.

Quote:


Block 6: Countering the argument that it is easy to kill a summoner with that it is easy to kill a martial character? Yeah, it is. Hiding away in the back works to a certain degree from levels 1-7, then stuff ignores your frontliners and can attack you anyway. Incorporeal, ranged attackers, fliers, massive reach monsters, and so forth CAN get to you. If you for the sake of argument went for hellcat stealth, then yes, you could hide and not participate in combat. You'd be safe from anything that does not have blindsense, blindsight, tremorsense, scent or other superior means of detection that render stealth useless, if you always stay within normal or brighter light at all times. See where I am going with this?

Those abilities have ranges and by the time your summoner has lvl 4 spells you can expect him to be flying large portions of the day. At which point stealth is not useless because they have no idea where you are outside of their 60 ft radius. But like I said, the great thing about summoner's is they can buff and summon and remain useful in combat while avoiding direct confrontation. My comparison to martial characters was used because you were saying so much that this is a game that starts at lvl 1 and lvl 1 party's need martial characters to protect the squishies. Summoner's cover that need perfectly at low lvls and keep the 9 lvl spell casters alive until magic becomes dominant. Which is a great way to remove the need to bring along a martial character who is going to need large ammounts of help from the party after lvl 8 or 9 to even fight enemies. I was also countering your point that a low fort save was worse than a low will save.

Quote:


1. Last block: Unless you spend money on gear, and cast spells to improve it (of which you have laughably few, compared to real casters), the eidolon will not have enough AC to compensate for it's low HP, and goes down very fast when encountering real opposition.

2. It is consistently at a 5-10 point disadvantage to hit, and will miss on average against anything that has AC to speak of. Especially if it uses power attack, which it pretty much has to in order to do any real damage. Not to mention that a fighter will be good at ranged combat as well, while an eidolon needs to spend resources to even use a ranged weapon.

3.Now, I am gonna get my beer and watch superbowl.

1. this is where you are actually very wrong. Eidolons have huge issues fixing their low saves but attaining a ridiculously high armor class is not one of them. They can use shields(up to +7). they can benefit from mage armor without having to spend dollar 1 on bracers of armor. They can get their natural armor bonus up to something like +36. Their dex bonus to ac gets up to +4 or 5 unbuffed. I can push an eidolon's ac above your ancient red dragons(you know, the one you described a party having to debuff in order to hit somewhat often). You only need to spend money if you want it over 60.

2. True, an eidolon at the end is about 5 or 10 points behind the fighter. But a well made eidolon has nearly all his attacks at full bab or full bab -2. So its not so bad.

3. Enjoy the superbowl ;p


Kamelguru wrote:


Block 6: If you for the sake of argument went for hellcat stealth, then yes, you could hide and not participate in combat. You'd be safe from anything that does not have blindsense, blindsight, tremorsense, scent or other superior means of detection that render stealth useless, if you always stay within normal or brighter light at all times. See where I am going with this?

Stealth is actually quite viable despite people's claims to the contrary.

Paizo has feats that one hide in normal light, become hard to sniff out (never pinpointed and only noticed at half distances when actively searching), and the like.

A summoner can be built to be very stealthy, and in fact that's how I tend to build mine.

thepuregamer wrote:


I can push an eidolon's ac above your ancient red dragons(you know, the one you described a party having to debuff in order to hit somewhat often). You only need to spend money if you want it over 60.

Well he really didn't go to much lengths getting this fictional 20th level fighter's hitroll up there. A well done out 20th level fighter could see a hitroll of +69 (20BAB 18STR 7training 7magic 1trait 4focus 2flank 1comp 6luck 4morale 1haste -2size) (or +72 with the help of a bard to increase that comp bonus to +4). Mind you that goes down 3 without a round to prep, and another 6 when using power attack.. but there's your +60hitroll...

-James


Matthias_DM wrote:
2nd page, towards bottom, Both summoner and Eidolon in spoilers.

any chance I can get him in non-eidolon form?


james maissen wrote:
Kamelguru wrote:


Block 6: If you for the sake of argument went for hellcat stealth, then yes, you could hide and not participate in combat. You'd be safe from anything that does not have blindsense, blindsight, tremorsense, scent or other superior means of detection that render stealth useless, if you always stay within normal or brighter light at all times. See where I am going with this?

Stealth is actually quite viable despite people's claims to the contrary.

Paizo has feats that one hide in normal light, become hard to sniff out (never pinpointed and only noticed at half distances when actively searching), and the like.

A summoner can be built to be very stealthy, and in fact that's how I tend to build mine.

thepuregamer wrote:


I can push an eidolon's ac above your ancient red dragons(you know, the one you described a party having to debuff in order to hit somewhat often). You only need to spend money if you want it over 60.

Well he really didn't go to much lengths getting this fictional 20th level fighter's hitroll up there. A well done out 20th level fighter could see a hitroll of +69 (20BAB 18STR 7training 7magic 1trait 4focus 2flank 1comp 6luck 4morale 1haste -2size) (or +72 with the help of a bard to increase that comp bonus to +4). Mind you that goes down 3 without a round to prep, and another 6 when using power attack.. but there's your +60hitroll...

-James

I am unsure if I could push the eidolon ac too much higher than 69 though when I tried it out, I only went for the usual bonuses(didn't try for insight bonuses to ac). I could imagine pushing the twin eidolon summoner form alittle higher just because he can wear armor and he could fight defensively or use combat expertise but it starts to get alittle dumb if you are throwing away necessary attack bonus to boost ac. I have a previous post outlining all the methods I thought of to boost eidolon ac.

How does a fighter get an 18 str mod? 20 base+5 over lvls+5 inherent+6 item=36
Also how do you get a 7 point weapon training? If this is from the mobile fighter thing that may have been errata'd. I remember there was some thought that the 2nd,3rd, and 4th weapon trainings weren't exchanged but looking at the prd now.

prd:

Leaping Attack (Ex): At 5th level, when a mobile fighter moves at least 5 feet prior to attacking, he gains a +1 bonus on attack and damage rolls. This bonus increases by +1 for every four levels beyond 5th. This ability replaces weapon training 1, 2, 3, and 4.


thepuregamer wrote:


How does a fighter get an 18 str mod? 20 base+5 over lvls+5 inherent+6 item=36
Also how do you get a 7 point weapon training?

Okay 36STR gives you a +13 mod. Add to that rage (+2STR morale bonus) and shapechange to huge earth elemental (or giant) (+8STR size bonus).

My apologies on weapon training, it should be a +6 instead of +7, confused it with magic bonus for some reason... was doing it out too quickly likewise focus should be +2. Grr.. that's what I get for doing this off the cuff instead of taking a little bit.

As to the round to prep.. hmm I can get around that actually now that I think about it for a second.

Can do it as long as I know combat is within 40minutes, otherwise morale bonus goes down to 2 from 4. Otherwise the next longstanding buff is in hours.

So it should be a +66hitroll, +69 with a bard. Guess I could pick up 2 more with a menacing weapon on an ally, but that's asking for a little more here.

-James


james maissen wrote:
thepuregamer wrote:


How does a fighter get an 18 str mod? 20 base+5 over lvls+5 inherent+6 item=36
Also how do you get a 7 point weapon training?

Okay 36STR gives you a +13 mod. Add to that rage (+2STR morale bonus) and shapechange to huge earth elemental (or giant) (+8STR size bonus).

My apologies on weapon training, it should be a +6 instead of +7, confused it with magic bonus for some reason... was doing it out too quickly likewise focus should be +2. Grr.. that's what I get for doing this off the cuff instead of taking a little bit.

As to the round to prep.. hmm I can get around that actually now that I think about it for a second.

Can do it as long as I know combat is within 40minutes, otherwise morale bonus goes down to 2 from 4. Otherwise the next longstanding buff is in hours.

So it should be a +66hitroll, +69 with a bard. Guess I could pick up 2 more with a menacing weapon on an ally, but that's asking for a little more here.

-James

pretty cool. I apologize if I am too nitpicky. Few things to clear up.

1. looking it over weapon training goes to +4 in regular fighter. Weapon master can get it up to +5. Not sure about that +6
2. The duration of rage is in rounds. So I guess at lvl 20 that would be 20 rounds. So it could be a surprise round buff or if your party makes a guess that the enemy is right around the corner. its only 1 more so not a big deal to question it.
3. giant form and elemental form are personal. How do we get it on the fighter?
4. the +7 magic implies a bane weapon. Easy for an archer to achieve because he just gets bane arrows. Is there a way to drop bane onto an already enchanted weapon by spell so as not to require we have multiple +6-10 weapons?
5. You are netting the +6 luck bonus through divine power right. Also a personal spell and with a short duration of rounds per lvl.

So I guess one would use a staff or wand to get the range personal spells on the fighter. The fighter would have a umd bonus of some sort by lvl 20 that allowed him to put a bunch of those spells on himself.

low end 20bab+4 weapon training+5 enhancement+2 focus+2 flank+1trait+1comp+1haste+4 morale+13 str=+53 top attack. If you can also get those personal spells on yourself, add in some bane, some bardic song, and prep some short duration spells just before combat you can push that up to +67 or so.

that is pretty impressive although as one might expect, but not necessary realistic(though I know you were just trying to show the maximum bonus one could hit).


I was a little confused as to how he would handle buffs from 3 different classes as well as shapechange...

I will also add that these buffs on me in Eidolon form and on my Eidolon will increase damage for us much more than it will for the fighter, because we have more attacks per round, and higher AB will make more of them count (allowing me to realisticly use power attack).

Also, it will not benefit the fighter as much because he already has a nice BAB.

Furthermore, I forgot to add that I could have my Eidolon read a manual of +5 Str giving me +5 str when I change into it as well.


Matthias_DM wrote:

I was a little confused as to how he would handle buffs from 3 different classes as well as shapechange...

I will also add that these buffs on me in Eidolon form and on my Eidolon will increase damage for us much more than it will for the fighter, because we have more attacks per round, and higher AB will make more of them count (allowing me to realisticly use power attack).

Also, it will not benefit the fighter as much because he already has a nice BAB.

Furthermore, I forgot to add that I could have my Eidolon read a manual of +5 Str giving me +5 str when I change into it as well.

Well the shapechange abilities would probably be worthless to you in eidolon form because the str bonuses would be negated. creatures larger than medium get their stats adjusted down to medium first and then get the polymorph stat bonuses. giant form would be +0 str.

Now a summoner getting divine power at lvl 20 would be pretty sweet. +11 to hit is nice.


thepuregamer wrote:


pretty cool. I apologize if I am too nitpicky. Few things to clear up.
1. looking it over weapon training goes to +4 in regular fighter. Weapon master can get it up to +5. Not sure about that +6
2. The duration of rage is in rounds. So I guess at lvl 20 that would be 20 rounds. So it could be a surprise round buff or if your party makes a guess that the enemy is right around the corner. its only 1 more so not a big deal to question it.
3. giant form and elemental form are personal. How do we get it on the fighter?
4. the +7 magic implies a bane weapon. Easy for an archer to achieve because he just gets bane arrows. Is there a way to drop bane onto an already enchanted weapon by spell so as not to require we have multiple +6-10 weapons?
5. You are netting the +6 luck bonus through divine power right. Also a personal spell and with a short duration of rounds per lvl.

So I guess one would use a staff or wand to get the range personal spells on the fighter. The fighter would have a umd bonus of some sort...

The fighter has 20 ranks in UMD. He uses a staff of shapechange that his cohort (or other party member) can recharge for him.

He has a contingency (also via staff and UMD) for divine power at CL20 (or 18 if you want to be cheaper) for when he needs it, and a quickened divine favor from a ring when a mere +3 will do.

The extra bits on weapon training are from an APG item that adds +2 to weapon training... dueling gloves or some such.

The rage is via spell cast from an intelligent item.

The extra +2 on magic is via the APG enhancement that adds to when you are raging, which you are. Bane is not included here.

There are other possible spells here- blessing of fervor is an untyped bonus and blood rage out of orcs of golarion is very sick.

I hadn't factored in weapon master or other variant fighters, as I figured it would be salt to taste. The 20th capstone for fighters is very nice (which weaponmaster also has), while the mobile fighter is very cool as well. That boils down to whether or not you have other transportations available to you or if you have to move (say as a dragon) on your own.

These are all easy tricks, many are old 3x tricks.

There is a marked difference between someone just looking at level 20 and imagining it and actually playing it. Things are never just out of the book at that point (heck for a long while before that point).

The numbers the OP have posted, while wrong and based upon errors in form assumed, are mild for 20th level thugs. I can easily make this into a 20th level fighter that deals probably around 1000 damage in a round, and closer to 1500 if you want to get loose with the rules (say making dancing weapon useful). That is against an AC as low as 45, which even the final iterative isn't missing except on natural 1s.

Meanwhile the build will actually hit creatures that are focused on AC, while the other build as it was presented simply can't. This is assuming again a lack of loose rules on other abuses which the OP believes to be valid from prior posts (stacking dozens of defending weapons).

-James


james maissen wrote:
thepuregamer wrote:


pretty cool. I apologize if I am too nitpicky. Few things to clear up.
1. looking it over weapon training goes to +4 in regular fighter. Weapon master can get it up to +5. Not sure about that +6
2. The duration of rage is in rounds. So I guess at lvl 20 that would be 20 rounds. So it could be a surprise round buff or if your party makes a guess that the enemy is right around the corner. its only 1 more so not a big deal to question it.
3. giant form and elemental form are personal. How do we get it on the fighter?
4. the +7 magic implies a bane weapon. Easy for an archer to achieve because he just gets bane arrows. Is there a way to drop bane onto an already enchanted weapon by spell so as not to require we have multiple +6-10 weapons?
5. You are netting the +6 luck bonus through divine power right. Also a personal spell and with a short duration of rounds per lvl.

So I guess one would use a staff or wand to get the range personal spells on the fighter. The fighter would have a umd bonus of some sort...

The fighter has 20 ranks in UMD. He uses a staff of shapechange that his cohort (or other party member) can recharge for him.

He has a contingency (also via staff and UMD) for divine power at CL20 (or 18 if you want to be cheaper) for when he needs it, and a quickened divine favor from a ring when a mere +3 will do.

The extra bits on weapon training are from an APG item that adds +2 to weapon training... dueling gloves or some such.

The rage is via spell cast from an intelligent item.

The extra +2 on magic is via the APG enhancement that adds to when you are raging, which you are. Bane is not included here.

There are other possible spells here- blessing of fervor is an untyped bonus and blood rage out of orcs of golarion is very sick.

I hadn't factored in weapon master or other variant fighters, as I figured it would be salt to taste. The 20th capstone for fighters is very nice (which weaponmaster also has), while the mobile fighter is very cool as...

Care to share your magical build? And as Matthias keeps pointing out, all of those tricks are applicable to the summoner (except he can cast most of it himself), most of them twofold...


Please, do show me how your fighter can do 1000 damage per round. Versus what AC he can do this damage...
and what buffs he has going on him to do this damage...

Because that would interest me very much!
(also, pay attention that I didn't use party buffs in my examples... if I do, then my damage will also skyrocket)


Matthias_DM wrote:

Please, do show me how your fighter can do 1000 damage per round. Versus what AC he can do this damage...

and what buffs he has going on him to do this damage...

Because that would interest me very much!
(also, pay attention that I didn't use party buffs in my examples... if I do, then my damage will also skyrocket)

well he said against a target ac of 45.

to jaimes:
Its cool, though I wouldn't call them the tricks of 3x. In 3.0 and 3.5 dpr gods could easily be made without going down the entire spell list and turning stuff into items of does spell x.

This is great and impressive but except for the 6 points from weapon training and the 2 point increase to hit from using a polymorph effect, all this stuff is equally great for other classes. and 3/4 bab classes can also bridge the gap alil more with righteous might. furthermore if we were going for supreme cheese, one could swap around unslotted amulets of mighty fists since as long as they cover different abilities, they do not interfere with each other.

but to be fair, I do not thinking he was making the argument that the summoner or others couldn't benefit from these buffs. But rather was showing how high a fighter could get his attack bonus up. I thought it was in reply to my mentioning possible maximum eidolon ac.

Though on a side note, I bet that the highest 20th lvl dpr would have to goto a spirited charge mounted character that gets pounce somehow. Is there a way to hand a cavalier pounce?


thepuregamer wrote:


to jaimes:
Its cool, though I wouldn't call them the tricks of 3x. In 3.0 and 3.5 dpr gods could easily be made without going down the entire spell list and turning stuff into items of does spell x.

Oh 3x had other avenues that PF has shutdown or curtailed that's true. But weapon training is huge, mostly for the hitroll as ACs can be very high at the upper end of the game.

D&D changes as one levels. Truisms for one tier of play don't hold for others per force. And at upper levels the target ACs to hit can be very, very high.

In 3.5 you would have a point (say around 10th-12th) where the enemy ACs vs the PC attack rolls would be pathetic. Power attack back then was king as you would look to power attack for full all the time. But as you leveled past that the enemy ACs would climb back up and if you weren't careful you'd power attack yourself into doing nothing against them for a round (which at those levels is the more important half of the fight).

Pathfinder has changed many things here and there, but this still rings true. PC and monster hitroll vs ACs have the same cycle as you level from 1st to 20th.

By 20th level, having a low AC should be suicidal while having a high one should be useful. Otherwise you fall into the 'AC is worthless' and other silly paradigms that get propagated through the internet.

thepuregamer wrote:


This is great and impressive but except for the 6 points from weapon training and the 2 point increase to hit from using a polymorph effect, all this stuff is equally great for other classes. and 3/4 bab classes can also bridge the gap alil more with righteous might. furthermore if we were going for supreme cheese, one could swap around unslotted amulets of mighty fists since as long as they cover different abilities, they do not interfere with each other.

Well since you were nit picking, I'll go back at you and say you ignored greater weapon focus there. Likewise for damage you have the fighter getting their capstone, etc. But mostly its a willingness to focus here.

As for righteous might, I'm not sure how that helps anything here.

And as to using 'loose rule interpretations' such as your unslotted amulets of mighty fists to stack different effects, that's what I was avoiding. Moreover I was calling shenanigans on such when brought up by the OP. You don't get to keep things specific to your form when in another form, nor do you get to stack multiple different defending weapons.

-James


You DO get to keep things specific to your form, if the polymorph ability says you do. Specific rules trump general rules.

I get to keep my Aspects, which are clearly stated to be a class abilities, which remain when I change (as stated).

The same is true of Defending weapons... because the specific rule for Defending trumps the general rule of stacking bonuses.

A defending weapon allows the wielder to transfer some or all of the weapon's enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon's enhancement bonus at the start of his turn before using the weapon, and the bonus to AC lasts until his next turn.

As a free action, I transfer all of the bonus from weapon 1 to AC... it stacks with all other bonuses to AC.
As a free action, I transfer all of the bonus from Weapon 2 to AC... it stacks with all other bonuses to AC.
etc.


Matthias_DM wrote:

You DO get to keep things specific to your form, if the polymorph ability says you do. Specific rules trump general rules.

I get to keep my Aspects, which are clearly stated to be a class abilities, which remain when I change (as stated).

The same is true of Defending weapons... because the specific rule for Defending trumps the general rule of stacking bonuses.

I call shenanigans on both.

While you keep the Aspects class ability, you do not keep things that are tied to your form. If you took 'large' via the aspect you would not remain large when polymorphed, but rather you would assume the size of the new form.

Defending weapons will stack with everything but themselves. You get to have one active defending weapon apply, not 14.

-James

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