| Brad Cardinal |
I have enjoyed reading all of the combat posts with the summoner that show case how powerful the eidolon can be if built right, but what about the roleplaying side where combat is not involved. My big powerful eidolon was useless to me as the townfolk would not allow he into their city. Being that I had used my summons for the day I had the choice of sending him home or having him weakened by the distance rule. I have found the eidolon can be powerful but taken into account with many of the feats and spells that many of the classes end up with things evened out unless you min/max the eidolon which takes the fun out of it. All that being said I think there should be some changes.
I agree the the hit dice should be dropped to d8s to even the eidolon with other companions.
I think that more powerful summoners should be able to summon more than low level ones. Rather than limit the summoner to one summoned monster at a time allow the summoner use one more casting per five levels, so that he would 2 monsters at 5th level, 3 at 10th and so on.
The last thing that really bothers me is the changing of evolutions at every level. This seems to allow the summoner could completely revamp his eidolon at every level. I think that the summoner should only be allowed to switch evolutions once every four levels much like sorcerers switch spells.
Anyway, That is a brief finding of my playing a summoner. Otherwise I love it.