Why does everyone hate summoners?


Pathfinder First Edition General Discussion

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swoosh wrote:
Marthkus wrote:

I actually think the master summoner is better balanced power-wise than the base summoner.

-No crazy eidolon being as good or better at melee than barbarians and paladins.

-A really neat trick that allows you to keep up with fullcasters

The caveat is that you have to play a master summoner responsibly. You want to have 1 minute turns.

Also what I like about master summoner is that it is actually focused on summoning as opposed to forging 1 stupid strong mob and then trying to cast spells like a wizard.

Interesting. Most of the people I've been speaking to on the subject put a master summoner a full tier above their default counterpart (and like two or three tiers above weaker summoner archetypes). Even the ones who have a rather conservative view of summoner power. Sure, you don't get your one pet that's a better fighter than a fighter (to be fair, fighters are terrible and shouldn't exist in the first place), but you do get like, twenty pets that are all almost as strong.

Master summoners are basically fullcasters and many people are of the opinion that full caster > everything else.

Me, I see the master summoner as the class that gives the party mooks. Useful mooks, but mooks none the less.


1. Many players get the rules on them wrong.

2. They are very easy to optimize.

That leads to problems at many tables.

I have always wanted something like the summoner but I do think it would have been better if it worked similar to the Astral Contructs(psionics). With those you were limited to options from certain menus and at the same time there was some room to be unique.


I originally thought "Hey build your own monster, this could be fun!" But that quickly turned to "Holy cow this thing can get crazy powerful relatively quickly." Finally my group just went with the idea that the character is a class feature of the eidolon. We don't allow it at our tables because it takes far too long to take your turn, and certain abilities aside, it is just too complicated (even for the vets).


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Warning: Rant ahead

There are quite a few reasons, but for me it's mostly balance concerns. Summoners are easily the easiest class to break, and outside of extreme optimization, they're by far the most powerful class in the game.

They get two actions per round, combining an eidolon that's just about as powerful as any other frontliner due to its absurd number of natural attacks with half-casting that actually gets a lot of spells earlier than a wizard would. And not mediocre ones either, like the bard and inquisitor get early, but spells like Haste, Stoneskin, and Teleport.

And then if one of them gets picked on, they can transfer hp between them, and use extra class features to switch locations as a full-attack enabler. Not that it's necessary if you gave your eidolon pounce.

But even without the eidolon they're extremely good. Summon Monster X a very large number of times per day (to compare, a conjuration wizard would have less high-level summons if they filled their highest spell level with nothing but summons), except as a SLA (doesn't provoke, and no verbal component), as a standard action, and with ten times the duration.

And then just as a big middle finger to primary casters, despite being utterly reliant on summoned creatures to do their bidding, they go ahead and get medium BAB and d8 hit dice. Why?! It's not even a huge balance change, it just feels ridiculous that anyone thought they would need it.

(This isn't even getting into stuff like turns taking forever, and messing up CL's/price for various crafted goods. Those are separate headaches)


Pretty sure SLAs generate AOOs.

link


Mechalibur wrote:


And then just as a big middle finger to primary casters, despite being utterly reliant on summoned creatures to do their bidding, they go ahead and get medium BAB and d8 hit dice. Why?! It's not even a huge balance change, it just feels ridiculous that anyone thought they would need it.

Feels weird calling it a "big middle finger" to primary casters when every primary caster is both significantly strong and significantly more versatile than the Summoner with the possible exception of the Druid (and even that only on the first ategory).

As for why people hate the summoner? There's three big things:

-The Summoner is sort of like the 3.P revival of specialized casters. 3.5 had the Dread Necromancer, Beguiler and Warmage... and apparently Pathfinder players hate that for whatever reason, not quite sure why.

-The Eidolon is perceived as outshining the standard martial classes. Fighters, Rogues and Monks look bad in direct comparison.

However this is slightly mitigated by the fact that Fighters, Rogues and Monks are complete and utter crap even on their own. The summoner isn't required here.

Honestly that's entirely on Paizo. They knew where martials stood while making their game, they knew how to fix it and instead they chose to double down on it. It's hardly the summoner's fault because even with essentially their own fighter cohort attached to the class the Summoner is still only "pretty good".

-Most importantly, similar to how the 3.5 Warmage, despite being built for offensive sorcery, was actually worse than a stock sorcerer or wizard at the job, a Conjuration Wizard can basically do anything a Summoner wants to do with comparable efficacy while still having rest of the Wizard spellbook at their disposal too.

Also apparently you have some people who can't figure out how Eidolons work? Too complicated? Hour long turns? Seriously? Checkers might be a better game in that situation...

All in all you have a fairly decent class who very painfully highlights the problem with noncasters in Pathfinder and fails to properly stand out from the class it's meant to be a specialized variant of.

*As an aside. Part of the reason the class has such a fearsome reputation is that the Eidolon, with minimal optimization, can be very frightening. In a low-op party an Eidolon can easily be the strongest character in the group before you even count the summoner. Which is why the group that thinks Fireball is the best spell in the game and Monks are completely broken will hate Summoners too.


Marthkus wrote:

Pretty sure SLAs generate AOOs.

link

They do provoke. :)


I've got a crazy idea, if you want to make your players hate the summoner even more, have them fight a whole guild of summoners.

Ha... ha... ha.

Be sure to get a bit drunk before-hand so you aren't sent insane with all the numbers and tracking the summons.


Mechalibur wrote:

Warning: Rant ahead

There are quite a few reasons, but for me it's mostly balance concerns. Summoners are easily the easiest class to break, and outside of extreme optimization, they're by far the most powerful class in the game.

They get two actions per round, combining an eidolon that's just about as powerful as any other frontliner due to its absurd number of natural attacks with half-casting that actually gets a lot of spells earlier than a wizard would. And not mediocre ones either, like the bard and inquisitor get early, but spells like Haste, Stoneskin, and Teleport.

And then if one of them gets picked on, they can transfer hp between them, and use extra class features to switch locations as a full-attack enabler. Not that it's necessary if you gave your eidolon pounce.

But even without the eidolon they're extremely good. Summon Monster X a very large number of times per day (to compare, a conjuration wizard would have less high-level summons if they filled their highest spell level with nothing but summons), except as a SLA (doesn't provoke, and no verbal component), as a standard action, and with ten times the duration.

And then just as a big middle finger to primary casters, despite being utterly reliant on summoned creatures to do their bidding, they go ahead and get medium BAB and d8 hit dice. Why?! It's not even a huge balance change, it just feels ridiculous that anyone thought they would need it.

(This isn't even getting into stuff like turns taking forever, and messing up CL's/price for various crafted goods. Those are separate headaches)

Yes, they are ridiculously op. Even without the Eidolon they are a very strong class, with it, well it becomes a bit silly.

In 3.5 there was a prestige class spellcaster, bonded summoner I think that meant you got your very own elemental and they improved quickly, but your character pretty much stagnated and you got your spells really slowly. The elemental though, was very cool and the prestige class was balanced. The summoner doesn't come close to being balanced its a case of more more more.


Marthkus wrote:
Me, I see the master summoner as the class that gives the party mooks. Useful mooks, but mooks none the less.

I've never been too impressed by summons besides seeing the potential utility in summoning multiple creatures with decent SLAs to rain down on the enemy once you start hitting mid-high levels. Besides that they always seemed too weak compared to what your PC should be fighting to actually be anything other than meat shields, but then again that does mean actions not spent on attack you.

I actually love Synthesist. The concept is so incredibly cool to me, though I consider it weaker than the base Summoner. Losing action economy hurts quite a bit.

Scarab Sages

DM Under The Bridge wrote:

I've got a crazy idea, if you want to make your players hate the summoner even more, have them fight a whole guild of summoners.

Ha... ha... ha.

Be sure to get a bit drunk before-hand so you aren't sent insane with all the numbers and tracking the summons.

Already did that; Age of Worms, 'The Champions Belt'.

Changed one of the lacklustre teams for four pygmies from the Isle of Dread, all brothers, with synergistic spells known.
The PCs did get to see them compete in the early rounds, but had no idea what they were (making it 'foreign magic' allowed for that).

It was a tough battle, but no-one died (neither side wanted to kill the other, just progress through the competition), and the summoners gave aid to the PCs later, to investigate the BBEG.

Sczarni

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one reason people hate summoners, is all the people they see that build their summoner incorrectly and are more powerful than they should be...

Although most that rage this way aren't aware of the true reason it's more powerful... (incorrect build)


Personally, I have no problems with the summoner. As a player/GM who only dabbles in the lightest amount of optimization (and even then only rarely), it works out quite well. I wouldn't let anyone play it who enjoyed optimization though, because it's potential is far and beyond the 'norm'. I might allow it under those circumstances with the 'new' advanced classes coming out, but that remains to be seen.

But a flavor-style eidolon instead of a spreadsheet-made combat monster can be an excellent character without robbing the other players at the table of their fun. I guess it comes down to the old standby rule: know your players.

...which would make it darn difficult for PFS, and probably lends to why its so heavily restricted.


People hate the Summoner because...
1. They believe all the "OMG!" rubbish thrown around about them.
2. They can encourage stat dumping (synthesit...)
3. People make "mistakes" building the Eidolon causing the "OMG, so OP!"
4. Some players instead of printing from bestiaries their favourite summons they waste time flicking through various books.
5. Some players waste time rolling a d20 five separate times instead of rolling 5 xd20 colour coded to critters attacks. Along with damage dice.
6. Some players just don't read and understand what the class really does. Can be a fair deviation from the RAW.

Honestly all the above can be applied to multiple classes but people don't because they gotta hate something!


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Elbe-el wrote:
Paizo failed in design with the Cavalier, Bard (a class that shouldn't even exist as a PC class...the Bard should be an NPC class, like the Noble or Commoner), Samurai, Ninja, Gunslinger, and absolutely every class in the Advanced Class Guide.

The Bard is frankly one of the best designed core classes. It brings great party utility and buffs, does perfectly well as either melee or ranged damage and can play the skill game. I am not sure why you lump Arcanist and Shaman together with Samurai and Ninja. Both of them are probably broken but at the other end of the spectrum to rubbish like the Samurai.

Quote:
...and every single spell casting class gets Dispel Magic, which, BTW, works quite well not only against buffs, but against those summoned monsters that everyone says causes so much trouble. The spell caster who is ABLE to prepare that spell at least once and hasn't every day (good guy or bad guy) is quite simply WRONG, period. (That's right, my fellow DM's, your party's BEST techniques can be undone by a 3rd level spell...how did you all forget that?)

Spending your time casting dispel magic means you are not spending your time killing the opposition. Given NPC casters tend to have quite a lot fewer actions than a typical party this is not a winning strategy. You know what else is available at level 5, Flight, and it makes you immune to a huge list of summons as well as many PC's.

Quote:
(My personal favourite? Three Rogues...you know, the ones that everyone say are useless...with tricked out Stealth, tricked out UMD, and a wand of Dispel Magic in one hand and a wand of Greater Invisibility in the other. Come on Wizard/Summoner/Druid/Cleric...let's play!

A wand of dispel magic and greater invisibility cost 32500gp. If they have NPC level wealth that is about 95% of the wealth of a level 14 NPC. If they have PC wealth that is 50% of the wealth of a 10th level character. The dispel wand has a caster level of 5. Its chance to dispel anything is next to nothing. Your greater invisibility works for 7 rounds assuming no-one casts see invisibility (level 2). glitterdust (level 2) or invisibility purge (level 3). All of them are exceptionally common for level 10-14 PC's.

Quote:
No he won't kill everyone by himself, but he will certainly make it easier for the Golems, Dread Wraiths and Shadows to do so. And yes, Golems of any kind and multiple Dispel Magic castings every turn should ALWAYS be paired with incorporeal undead...or Liches. How is it any kind of challenge any other way?)

Golems are a joke to any mid level party with an arcane caster. With their pathetic will and reflex saves they will spend the entire fight trapped in a pit or aqueous orb or wandering around bellowing helplessly as they are blinded by glitterdust. That is even assuming this level 10-14 party has anyone at all standing on the ground. Shadows and Wraiths are annoying but almost entirely negated by Death Ward, a common mid level buff. Both are also susceptible to Command Undead.

Finally lets have a look at this supposed Lich, Golem, Rogue and Incorporeal Undead encounter. We have:

Lich CR12
1 Stone Golem CR11
1 Dread Wraith CR13
2 PC wealth level 10 rogues CR10 each
4 Shadows CR3 each
4 Wraiths CR5 each

That is around a CR17 encounter. Lets assume it is intended as an epic challenge you are looking at a group of level 14 PC's. That means routine access to level 7 spells. Everyone should be flying at this point, the golem is irrelevant, the rogues do nothing as permanent see invisibility is 5k, the shadows and wraiths die to incidental aoe, the Dread Wraith might get to Con drain someone once before it dies if it is lucky. The Lich in the bestiary has nothing which is likely to touch characters at this level.


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My biggest problem with the summoner is actually their spells. Not sure who it was that designed the summoner but I will merely say that I am very sorry for their mistakes. The 6 level casting means nothing since they get tons of high level spells discounted to those lower levels anyway, most of which don't allow/need saving throw DCs (bards for example suffer from lower save DCs on their early-access spells, but summon monster VIII in a 6th level form is just pure power increase). They have a 3/4 BAB and d8 HD, armor proficiencies, and great buffing power and can share HP with their eidolon (and at 14th level you can't kill the summoner with HP damage without killing the eidolon first).

They are supposedly summoning specialists but they get most of the best stuff from every arcane school save for evocation and necromancy (and they even get some of the best necromancy spells like magic jar), some of which come earlier than available to the real specialists of those schools and consistently at discounted levels (which makes them even better). They even get mega powerhouse spells like magic jar, simulacrum, greater invisibility, greater heroism, overland flight and spell turning (using spell turning on your eidolon is cute). Also simulacrum + magic jar makes you a scary fellow, especially when your HD/BAB is pretty solid too boot.

Seriously, summoners WRECK things. And they wreck them hard. A competent player can make a summoner without an eidolon look too strong, but the eidolon allows them to be a one-man party, especially when you toss their access to wands and scrolls, affinity for item creation, and spell shenanigans (being able to pork out spells like dazing black tentacles, dazing wall of fire, dazing fire shield, or maximized summoner monster IV with a lesser metamagic rod is nasty).

They get their skill points + their eidolon's skill points, which allows them an incredibly versatile skill pool to draw from. Eidolons also have a cheap 1-point evolution that grants a +8 racial bonus on a skill to boot, which makes it really easy to buff skills to high values (you can choose 4 class skills to be class skills, plus Bluff (Cha), Craft (Int), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), and Stealth (Dex)). With lesser evolution surge you can grant the bonus to the skill you need on demand without ever actually needing to even devote a few points to your eidolon's real evolution points.

They come with a formidable and expendable minion. An eidolon pushing daisies is barely a blip on the radar compared to the troubles of a PC dying, and they have super cheap and mega-effective ways to just recycling them back into the fray. At low levels a wand of lesser rejuvenate eidolon is more efficient than a wand of cure light wounds. Your eidolon die? Screw it, cast summon eidolon and your eidolon returns in the same battle full-powered with a +4 to Str and Con from Augment Summoning to boot. It can even be quickened with a lesser rod which means that your eidolon can bite the big one, then on your turn it immediately returns to the fray at full power + buffs and you still have a standard and move action left to full-attack, buff, or throw out more spells.

With Transmogrify you can swap the entire focus of your eidolon depending on the needs of your current adventure, or Purified Calling allowing you to fully resurrect your slain eidolon with a minute between dangers.

Summoners can fight as well as bards can sans Inspire Courage (but hey you have either a vicious eidolon or an army of summoned monsters), which is to say pretty well. In addition to their 3/4 BAB, they have great buffs like haste, greater heroism, and a wide variety of transmutation spells that can push their combat ability higher and higher. They can actually surpass bards in combat at higher levels when magic jar and simulacrum comes online and they start using proxy-bodies with exceptional ability scores (solar bodies are pretty nice as they have a powerful DR, +19 natural armor, a difficult to bypass Regeneration, and Str 28, Dex 20, and Con 30, while also being humanoid and more than capable of wearing magic items and casting spells). For extra oomph, the Arcane Strike feat allows them to pump an extra +1-5 damage onto all their attacks.

None of this even relies on any special builds or races (but can be made better). It's not even hard. You pick a few staple spells, stock up on some random scrolls and/or wands, grab some item creation feats, and let the facerolling commence.

You'll notice I haven't actually mentioned how strong an eidolon can legally be. Mostly focusing entirely on what the summoner itself can do with spells and its chassis.

Honestly I really wouldn't mind the summoner if the spell list was shaved hard and it turned into a 9-level casting class with a d6 and 1/2 BAB.

Dark Archive

Summoners brokenness stems from the ability to at will modify the eidolon on the fly using the aspect spells. Infinite versatility in movement perception and damage mitigation. Unlike other races/classes which have fixed spells or abilities.

Then the eidolon is a throw away PC. Once its gone you pull out whatever monster you like for the situation at hand.

Then your spell list has all the improvements necessary. Cast by an armored caster. Where is the weakness?


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I actually like the Summoner class a lot.
But as a DM, a summoner in the group means I'm gonna have to be extra careful about certain things - more than with any other character class - and that can be tiresome.

1- Eilodon rules require that you master the rules rather well. Most abusive eilodon builds I see on these boards happen because of extrapolated or misread rules. As a DM I must know my stuff, but it annoys me to play the administrative lawyer.

2- Summoner is bit of a spotlight hogger. That is also true with most summoning-oriented or pet characters like the druid or conjurer, but that's especially problematic with the summoner because he has few tools to do anything else.

3- Summoner has a lot of disposable/expandable resources, meaning that it can take a lot more risks than most without real repercussions.

With the right player, the summoner can be a lot of fun but it suffers from the "but imagine if it falls in the wrong hands!" syndrome, and that turns many players/DMs off.


Laurefindel wrote:
With the right player, the summoner can be a lot of fun but it suffers from the "but imagine if it falls in the wrong hands!" syndrome, and that turns many players/DMs off.

I imagine the Summoner would be "less reviled" if it were easy to be that "right player," but as the class is, it takes a lot of experience to be that player, to not be overpowered with a Summoner.

And that's not a good thing.

-Matt


Mattastrophic wrote:
Laurefindel wrote:
With the right player, the summoner can be a lot of fun but it suffers from the "but imagine if it falls in the wrong hands!" syndrome, and that turns many players/DMs off.

I imagine the Summoner would be "less reviled" if it were easy to be that "right player," but as the class is, it takes a lot of experience to be that player, to not be overpowered with a Summoner.

-Matt

As a DM, I don't care so much about overpowered PCs. I care about the O-P player being a prick about it, or about the other players feeling cheated.

In my experience (which has been blissfully good, I admit), a good player can make the game fun for everyone even if the PCs are not perfectly balanced.

[edit] That being said, I'm not in disagreement with your statement; the "wrong hands" don't even have to be that bad to ruin the summoner experience.


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swoosh wrote:
I was wondering if anyone had any insight as to why the class is so universally reviled.

I played alongside a master summoner for some time and it was annoying to have one player get so many actions each turn vs your single one. And some fihghts got trivialized by being swarmed with summons.


Lincoln Hills wrote:
swoosh wrote:
...I found a wealth of comments along the lines of... "If FATAL was a class, it would be the summoner"...
Oh, my God. No class deserves that comparison.

I'm sure if someone worked really really hard they could make one that did.

The Exchange

(raising tear-streaked face to the stormy sky, shaking fists in futile rage) "Do not want!"


Ogre and Bob Dolon wrote:
Summoners brokenness stems from the ability to at will modify the eidolon on the fly using the aspect spells.

I'm understanding why they're strong. What always struck me as curious was why they tend to get more flak than other classes of comparable power or even moreso than the characters that outperform them.

Interesting stuff so far though.


Everyone keeps mentioning how the Edielons are built wrong, and the rules are difficult - I never found to bet that hard, and now I question myself that I am doing it right.

What is the biggest rulebreak/wrong that happens in summoner builds?


I think they're hard to challenge without specifically nerfing the PC.

For instance, in a synth thread last month, the synth had ridiculously high AC, but had poor touch AC. People recommended Scorching Ray... except the synth was immune to fire (because it could spend an evolution point and make itself immune to any one element). You pretty much needed to use gunslingers to deal with it, or every NPC going up against the party had to know specifically what the synth was strong and weak against (not really fair, as PCs frequently don't know what NPC or monster strengths and weaknesses are).

I suspect it could have gotten zapped with control spells, but that would just tick off the synth player. Every battle they get frozen with magic. Not a good sign, having to use an even cheesier tactic every time.

Other issues include round length, clogging the battlefield with summons, etc. That's not a synth issue; I think the synth itself draws a lot of flack for complicated rules, but regular eidolons don't seem to be so bad.

Eidolon customization can include getting numerous attacks per round and pounce, and that's obvious. (A druid can turn into a squid and get a lot of attacks, but it won't also get pounce, unless there's some cheesy pounce spell, which I suspect there is somewhere. I'm not even sure if a druid squid can survive on land, but I suspect it can). Barbarians can get pounce, but have to use a lot of options to get natural rather than iterative attacks, and even then there's a reasonable limit. A barbarian can't (usually) have pounce and tremendous speed and a dozen natural attacks and immunity to fire and ... it must pick and choose, while an eidolon can have all that, plus with very high AC. It's pretty much like 3.0 polymorphing, but worse because you can take abilities from numerous creatures.


swoosh wrote:
Ogre and Bob Dolon wrote:
Summoners brokenness stems from the ability to at will modify the eidolon on the fly using the aspect spells.

I'm understanding why they're strong. What always struck me as curious was why they tend to get more flak than other classes of comparable power or even moreso than the characters that outperform them.

Interesting stuff so far though.

There aren't any classes that outperform them. You're completely ignoring all the posts that specifically point out all the reasons Summoners are ridiculous. Yet you act like the case is closed when the Summoners-are-fine crowd's arguments basically amount to "nuh uh!".

Read Ashiel's post and just try to demonstrate how his arguments are wrong, specifically. I'll be waiting (but not holding my breath).

Sczarni

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they are op because people say they are... not because they are in reality.

The fact is most do not play summoners correctly
GMs don't know how to deal with them

My biggest complaint with summoners is not with the class but with summoned creatures... I hate when the game gets bogged down with rolling and/or looking up stats. To prevent that folks have to be prepared and have to roll everything all at once. Which few do (summoner or not)


lantzkev wrote:
they are op because people say they are... not because they are in reality.

"Nuh uh!"

Give me specific reasons and comparisons to other classes showing how they aren't actually overpowered.

Substance, not empty denials.


Liches-Be-Crazy wrote:
lantzkev wrote:
they are op because people say they are... not because they are in reality.

"Nuh uh!"

Give me specific reasons and comparisons to other classes showing how they aren't actually overpowered.

Substance, not empty denials.

You assert they are OP compared to all other classes, back up your claim.

Sczarni

I could say the exact opposite, prove to me they are op... to which I'll shoot holes in your individual specifics etc.

Anti-magic field, summoned creature can't enter it... any martial class is now op in comparison.

Opponent has banishment/bite the hand/dominate monster/etc
Opponent just kills the summoner and ignores the eidolon.
Opponent teleports the Eidolon or the summoner away... Eidolon dies due to distance apart.
Paladin has higher dmg and higher resists and higher ac than eidolon.
Gunslinger out performs eidolon.
Fighter out performs eidolon
Wizard out performs summoner at battlefield control.


My favorite argument a page back was that "B-but they're better than conjurers at summoning!"

You know who is also better at summoning than the conjurer wizard? A cleric with Sacred Summons and the appropriate Summon Aligned Monster feat.

Conjurer is actually one of the weakest summoners in the game.


Not really. The valid sacred summon list is really short while the wizard can get standard action summoning of anything with Acadamae Graduate.


Huh, I thought SLAs did not provoke. Thanks for letting me know!

anlashok wrote:
Mechalibur wrote:


And then just as a big middle finger to primary casters, despite being utterly reliant on summoned creatures to do their bidding, they go ahead and get medium BAB and d8 hit dice. Why?! It's not even a huge balance change, it just feels ridiculous that anyone thought they would need it.
Feels weird calling it a "big middle finger" to primary casters when every primary caster is both significantly strong and significantly more versatile than the Summoner with the possible exception of the Druid (and even that only on the first ategory).

I maintain my stance that except in extremely high levels of optimization, the summoner is more powerful than any primary caster, being able to fill both the high damage roll, and the casting support role simultaneously, getting two actions a round to do both. Their access to spells also increases immensely if they start using their summon monsters to get their summons to cast spells not on their list.

Sczarni

I'd say summoners are the better conjurers regardless, because standard action summon and min/lvl duration....

Although funny enough a conjuration wiz focused in bansihment would laugh at an army of summoners... lol.


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lantzkev wrote:

I could say the exact opposite, prove to me they are op... to which I'll shoot holes in your individual specifics etc.

Anti-magic field, summoned creature can't enter it... any martial class is now op in comparison.

Opponent has banishment/bite the hand/dominate monster/etc
Opponent just kills the summoner and ignores the eidolon.
Opponent teleports the Eidolon or the summoner away... Eidolon dies due to distance apart.
Paladin has higher dmg and higher resists and higher ac than eidolon.
Gunslinger out performs eidolon.
Fighter out performs eidolon
Wizard out performs summoner at battlefield control.

The fact that you are comparing the entire classes with one class feature of the Summoner is telling.

Who are these mysterious "opponents" and how are they handwaving "just killing" a D8 hit-die class that can cast stoneskin and comes with a hard hitting meat shield as a class feature?

One of the Wizards favourite battlefield control tactics is... You guessed it, flooding the battlefield with summons!

Your examples are terrible.


Liches-Be-Crazy wrote:

Who are these mysterious "opponents" and how are they handwaving "just killing" a D8 hit-die class that can cast stoneskin and comes with a hard hitting meat shield as a class feature?

One of the Wizards favourite battlefield control tactics is... You guessed it, flooding the battlefield with summons!

Your examples are terrible.

If you think arcane casters care about your HD or Stoneskin when it comes to killing you then you don't know real casters.

Sczarni

Quote:
The fact that you are comparing the entire classes with one class feature of the Summoner is telling.

You mean the summoner does anything that matters outside of summoning?

Like what, buffing? very incredibly minor dmg/control?

Quote:
Who are these mysterious "opponents" and how are they handwaving "just killing" a D8 hit-die class that can cast stoneskin and comes with a hard hitting meat shield as a class feature?

Pretty much any melee/ranged/caster badguy. Any opponent with any intellect and any remote knowledge of summoners know that you get rid of the summoner, the eidolon/summoner goes away. It's why feats like resilient eidolon exist!

throwing stoneskin into the equation like you keep it up all the time is always a bit silly, dr 10 is kewl and all but at 250 a pop for 70minutes (at the earliest lvl you get it) is not something most people do alot of.


lantzkev wrote:
Pretty much any melee/ranged/caster badguy. Any opponent with any intellect and any remote knowledge of summoners know that you get rid of the summoner, the eidolon/summoner goes away. It's why feats like resilient eidolon exist!

It is more like you are just handwaving things. If hte opponet can just kill the summoner then they probably can just kill other arcane casters.


lantzkev wrote:


Opponent teleports the Eidolon or the summoner away... Eidolon dies due to distance apart.

It is not like hte summoner is defenseless without the eidolon.

lantzkev wrote:


Paladin has higher dmg and higher resists and higher ac than eidolon.

THe paladin probably have better DPR when smithing, not sure without smiting, not sure the AC thing too. The eidolon have pounce by the way. Do the paladin outperform the eidolon and the summoner at the same time?

lantzkev wrote:


Gunslinger out performs eidolon.

Do they outperform both the summoner and the eidolon at the same time?

lantzkev wrote:


Fighter out performs eidolon

Do the outperform both the summoner and the eidolon at the same time?


You know you could pretty much say that about any character class if the wizard is prepping for him.

But take a look at the Summoner list. Take at look at what he can summon and how long it stays around.

Really think he is totally helpless?

Now I'll give you my two cents. In normal play (and for the sake of argument let's just say an adventure path), a Master Summoner is ungodly powerful if they know the Summon Monster list well.

It really seems like there is an answer for everything in that list if you know it well enough.

Now as regards the "regular" summoner, and the synthesist... well they aren't as good. As far as pure melee goes I'd say a Synthesist is the best at that. When you take into account the Barbarian's and to a lesser degree, the Paladin's, ability to laugh off magic, well maybe they aren't so good.

And if you are pulling the Banishment card, or any other spell to nullify the eidolon, well fighters aren't so hot after a Mage's Disjunction either, or in an antimagic field.

Come to think of it, all classes are pretty bad in one of those. In the end they really are christmas trees of items to a certain extent.

But I'll tell you this: however clever you think you are, in a duel between a summoner and wizard (just put him here for the sake of argument), it's going come down to who guessed better, and especially who wins initiative. Because the summoner has a good enough spell list to come up with some nasty combos of his own. Maybe he always loses initiative to a diviner, and maybe a wizard has more ways to hose someone. But it can be done. In the end it is rocket tag, even if the summoner has fewer ways to do it.

Now to go back to something I said earlier. In normal play, well Summoners and especially Master Summoners do better than wizards. IF they know that summon list well.

Before you pull up hypotheticals, well let me ask you a question:

How many opponents in modules use dazing spell/spell focus/spell perfection like all the cool kids now? How many in your home games?

My guess is none. I know I haven't seen it in modules. So why are people pulling the banishment argument? I consider it established that there are a number of spells that totally hose certain classes. I mentioned one, Disjunction, we can argue about that one if you want.

Christ, how many mobs have Banishment as a spell like anyway? Seems to me you need an opponent with class levels or wish maybe to run into that one.

Kind of curious about something Andreww, you have a couple of sorcerer builds you have put into threads the past few weeks. How many spells they have, aren't on the Summoner list? Granted evocations won't be, and that takes out most of the good dazing spell candidates.


Liches-Be-Crazy wrote:


There aren't any classes that outperform them. You're completely ignoring all the posts that specifically point out all the reasons Summoners are ridiculous. Yet you act like the case is closed when the Summoners-are-fine crowd's arguments basically amount to "nuh uh!".

I'm not acting like anything. I'm not even presenting a point. I'm just asking for information.

I understand that you think Summoners are the best class in the game, you've said that. However, other people have posted equally compelling arguments that put Summoners somewhere between Low T1 and High T3 rather than T0. I'm listening to both. No need to get angry that there are some people in this thread that don't share your opinion!

Besides, either way it's sort of tangential to my question (as to why Summoners are singled out over other 'win button' classes that are comparable in power).

Quote:
Read Ashiel's post and just try to demonstrate how his arguments are wrong, specifically. I'll be waiting (but not holding my breath).

But again, I'm not arguing anything here. I'm asking for information and listening to opinions.


I hate summoners because a summoner killed my parents.

Sczarni

Quote:
And if you are pulling the Banishment card, or any other spell to nullify the eidolon, well fighters aren't so hot after a Mage's Disjunction either, or in an antimagic field.

Worst comparison I have ever heard in my life. Fighters are one of the most effective classes within an antimagic field.

Quote:
Now to go back to something I said earlier. In normal play, well Summoners and especially Master Summoners do better than wizards. IF they know that summon list well.

When you don't factor the eidolon in, summoners are just plain weaker, specifically the higher level you get. If you're unsure why, let me explain a spell called Protection from [evil/good/law/chaos/etc]

When you mention pounce, you're talking about an ediolon with a weak will save. guess what gets charmed and turned back on you?


Why are we even bringing up mundane classes? They're garbage. Everyone knows their garbage. As already stated, the Eidolon being as good as a fighter is irrelevant because Fighters suck. The eidolon needs to be better than the fighter for it to even be worth a damn in the first place, because as it stands that's what a fighter is.

Alexandros Satorum wrote:
It is more like you are just handwaving things. If hte opponet can just kill the summoner then they probably can just kill other arcane casters.

Yeah, other than the Wizard having contingencies and better teleportation and more options in basically every other category.

lantzkev wrote:
I'd say summoners are the better conjurers regardless

You mean they're better at the one specific niche their class was designed for than the generalist class that does everything that the summoner does and thensome?

How odd.

sunbeam wrote:
Really think he is totally helpless?

I love these massive strawmen. As if there's nothing between "OMG SO OP PAIZO PLS NERF" and "COMPLETELY USELESS"

Quote:
My guess is none.

So now we're arguing that if the Summoner is in a campaign where nobody makes any effort to stop them they're powerful? Christ you could even make a Fighter look good if you put him in a campaign where everyone was easy to intimidate and wandered around with no armor on.

Liches-Be-Crazy wrote:


"Nuh uh!"

Give me specific reasons and comparisons to other classes showing how they aren't actually overpowered.

Substance, not empty denials.

You aren't interested in those though, previous posts that have attempted to articulate ideas by other players you've ignored in favor of continuing to rant about how much you despise the class. So I'm not sure why you're suddenly pretending you want a counterargument.

Summoners, simply, lack the direct defensive and offensive options that other pure casters do. Their spell list is aimed primarily at summoning and augmenting their summons, which is great, but leaves them missing a lot of powerful options to both make them unassailable (like a wizard or cleric can do) or able to slip away unscathed if they are assailed directly (like a wizard or cleric can do).

The simple fact that the Summoner has to show up to a fight and can be destroyed if he's pinned down automatically disqualifies him from the top tier.

Likewise the simple fact that the Wizard gets everything the Summoner does and then significantly more on top of it (including some of the best spells in the game the Summoner naturally doesn't get) should indicate where the real power lies too.

Does this mean they aren't good? No. Does this mean they're balanced? No. They're still a top of the line class and make Fighters, Monks, Gunslingers and others entirely irrelevant simply by existing (like every other pure caster), but it does mean they're closer to a Sorcerer or Druid than Paragon Surge Oracles or Diviners/Conjurers or Clerics.


anlashok wrote:
Yeah, other than the Wizard having contingencies and better teleportation and more options in basically every other category.

At every level of the game I suppose.


Alexandros Satorum wrote:
At every level of the game I suppose.

I find this rather amusing. Someone complains about high end evolutions and 5th and 6th level summoner spells, so in turn when I bring up equally high level Wizard tricks suddenly it's "B-but that's only high level!".


anlashok wrote:
Alexandros Satorum wrote:
At every level of the game I suppose.
I find this rather amusing. Someone complains about high end evolutions and 5th and 6th level summoner spells, so in turn when I bring up equally high level Wizard tricks suddenly it's "B-but that's only high level!".

I do not think that anyone have said htat summoner issues are only at highger levels. And the summoner is just a full caster in disguise for that matter.

Sczarni

Quote:

You mean they're better at the one specific niche their class was designed for than the generalist class that does everything that the summoner does and thensome?

How odd.

No I mean exactly what I said, that they are better conjurers... as in someone that conjurers...

There's no one better at conjuration than a summoner... They have an aspect of conjuration no one else has (eidolons)

There's nothing odd about them being better at conjurering than anyone else is.


Alexandros Satorum wrote:

I do not think that anyone have said htat summoner issues are only at highger levels. And the summoner is just a full caster in disguise for that matter.

No one did! But people were bringing up high level summoner spells so I figured high level wizard ones were fair game too.

And It's not really "in disguise" either. They're a full caster, full stop. No idea why Paizo gave them only 6 levels of spell, it's very clear they're closer to a Dread Necromancer than a Paladin.

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