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Charlesfire's page
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Does the synthesist summoner feat still exists?
How not having a summoner archetype justify having a free dedication feat (aka getting more power for nothing)?
inshal chenet wrote: That just seems sad, a ghost that cannot go through walls is not much of a ghost at all. All eidolon types won't be identical to corresponding monster/mythological creature. Doing so would be game breaking.
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Nothing To See Here wrote: Thrown and any other trait that is not compatible with the anatomy of a natural attack do not apply. Why not allowing the Thrown trait? Allowing it allows to portrait cool attacks like Kimimaro throwing his phalanges in Naruto (go check it, it's really nice). I think ranged weapons could also be interesting without being broken, but many of them would interact strangely with a feature like that (alchemical bomb for example).
Nothing To See Here wrote: Additionally this feat granting could be extended to general feats and class feats used to take an archetype. This would have to come with restrictions on what the eidolon can gain from these feats, [...] no spellcasting Why not? How allowing a eidolon to get spellcasting from an archetype would be stronger/less acceptable than allowing the summoner to get spellcasting from an archetype? What does it break?
Nothing To See Here wrote: You haven't just summoned a creature from another plane of existance, you have become it. You have completely merged with your eidolon, turning into a singular creature, and nothing can separate you any more. Instead of gaining an eidolon, you fain all of the abilities that your eidolon would have possessed, including unarmed and unarmored proficienies. You use your own ability scores, not the eidolons. You can select Strength or Dexterity as you primary ability score in place of Charisma. If you take any evolution feats, they apply to you. Nice, but the ability to unsummon the eidolon is important since most eidolon will be monster-like (chromatic dragon, big beast, phantom, demon, etc). This means so many complications when in a city or near almost all non-antagonistic npc.
For everything else in your main post : YES!
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Mathmuse wrote: Charlesfire wrote: Mathmuse wrote: 3. Darkvision All PCs in my party have low-light vision or darkvision. Cirieo does not, so I figured on balancing that by giving Fluffy darkvision via Sensory Evolution. But checking the beast eidolon senses, he already had darkvision. All eidolons have darkvision. Why is darkvision an option in Sensory Evolution? Not all eidolon types are available during the playtest. Some of the other types might not have darkvision by default. In January I listed the creatures in PF2 Bestiary 1 who had darkvision (Why do Unicorns need darkvision, comment #13. Regular mammals, such as lions, have low-light vision. Beasts, such as unicorns, have darkvision. Outsiders, such as angels, have darkvision. Dragons have darkvision. Undead, such as phantoms, have darkvision. So these four eidolon types have darkvision. That makes sense.
However, the remaining creatures in the bestiary that lacked darkvision don't seem like eidolon material: animals, plants, and playable races such as catfolk and lizardfolk. Will we have leshy eidolons? That seems the most likely of them. Well, it's kinda already stated that we'll get these :
-Dragon
-Construct
-Amalgam
-Angel
-Demon
-Psychopomp
-Phantom
-Beast
-Plant
-Fey
-Elemental
So, I would say an eidolon can be pretty much anything.
Mathmuse wrote: 3. Darkvision All PCs in my party have low-light vision or darkvision. Cirieo does not, so I figured on balancing that by giving Fluffy darkvision via Sensory Evolution. But checking the beast eidolon senses, he already had darkvision. All eidolons have darkvision. Why is darkvision an option in Sensory Evolution? Not all eidolon types are available during the playtest. Some of the other types might not have darkvision by default.
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If the synthesist becomes a class path, we should get a way to use our spell slot while in synthesis form. What about getting a special action allowing use to eat one of our spell slot for temporary hp? Then, there could be a feat allowing us to cast spell while in synthesis form.
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Deriven Firelion wrote: Eidolon’s designed like animal companion.
Eidolon Trait: The summoner can spend 1 action to give the eidolon 2 actions or 2 actions to give the Eidolon 3 actions.
We should be able to divide freely 4 actions between the summoner and the eidolon IF both of them get at least 1 action.
(See @Falgaia answer)
Deriven Firelion wrote: BOOST EIDOLON CANTRIP 1 UNCOMMON CANTRIP EVOCATION SUMMONER. Cast [one-action] verbal. Range 100 feet; Targets your eidolon. Duration 1 round
You channel magical power into your eidolon through the link between you and your eidolon and boost the power of your eidolon’s attacks. You gain one of the following effects:
Add one 1d4 damage of the same type as its physical attacks and a +1 status bonus to hit.
3rd level: You may instead add 1d4 acid, cold, electricity, fire, or sonic damage to its physical attacks.
5th level: You may instead add force, positive, or negative damage to its physical attacks. If you worship a deity you may add an alignment component to its physical attacks that matches the alignment components of your deity.
7th: Increase the damage you can add to 2d4.
9th: You may make the eidolon’s physical attacks hit as silver, cold iron, or adamantine instead of adding damage to the physical attacks. You must possess at least a low-grade piece of the appropriate material as a material component to channel this power into the eidolon’s attacks.
So free weakness exploit, but less damage than current version. I don't like that. I want to be able to give elemental damage to my eidolon if it's appropriate for its type/concept, but the way you implemented it makes me feel like I'm forced to use whatever type is more effective depending on the situation, regardless of my concept. I don't want to use ice attacks on my fire elemental eidolon just because it's what's more appropriate for a specific encounter and because the power given by the flexibility of Boost Eidolon was accounted for in the power budget of the class.
Deriven Firelion wrote: Eidolons: 10 hit points per level with the summoner gaining 6 per level. NO. The eidolon is not a second character. The eidolon + summoner are one character and shouldn't get more ressources than the other characters. That would eat way too much of the power budget of the class...
Deriven Firelion wrote: Str +3, Dex +3, Con +3, Int +0, Wis +3, Cha +2
Note: Higher mental stats fitting for a celestial being. Mental stats for the eidolon to do not hurt combat balance, while showing meaningful differences between a fairly mindless creature like an elemental and a highly intelligent creature like a celestial.
Again, no. The eidolon's stats are built the exact same way the stats for the other characters are built. Giving him more stats is risking to make it unbalanced. Just allowing us to allocate freely the stats of the eidolon would be enough.
Deriven Firelion wrote: Speed 30 feet, fly 30 feet
Movement: If movement is ok for an animal companion, it should be fine for an eidolon.
An eidolon is (or at least should be) nearly as much powerful as another character in term of fighting power while an AC is (or should be) way less powerful than that. Giving unlimited flight to the eidolon at level 1 would be game breaking (trivialize skill challenge and melee-only fight).
siegfriedliner wrote: Your response to my second statement is a little silly, clearly before you summon the eidolon you have the same number of actions and hps as after therfore all the hps and actions belong to you and the eidolon bring nothing to the party.All the actions the eidolon uses are ones you gave it. Because the eidolon and the summoner are effectively only one character and don't need investment. This is why they share hit point, class feats pool and actions.
KrispyXIV wrote: Mathmuse wrote:
Later, the summoner would have a Sustained Flight Evolution at high level that has Flight Evolution as a prerequisite and allows more flexible flight.
This is something I desperately want to avoid, personally - persistent flight is really good as a 16th level feat, but its hit hard by adding a prior feat to the cost.
Currently, I can make a eidolon with wings and spend zero feats on flying, and fly in every single combat encounter. If I want perma flight on top, it costs one feat.
I dont see a good reason for it to cost two feats. This.
Instead of costing two feats, it should either be one feat that we can take at high level (aka what we have currently) or be one feat that scale at higher level.
I hate it when a feat I took becomes useless because another higher level feat I took do the exact same thing, but better. More feats -should means more options, not more power in one option.
Verzen wrote: I'd like something -similar-
Honestly, I just love the Eidolon fantasy and that being all my power.
How about a working synthesist path instead?
KrispyXIV wrote: The linked HP pool is a critical piece of the Summoner not essentially being two characters instead of one added to the party. So long as its one hitpoint pool, and one pool of actions, that Player is still working with resources similar to everyone else at the table by default.
If you get rid of that, you're right back to where we were in 1E where Summoners were essentially sitting at the table with 2 PC's to everyone else's one.
It's the same thing about eidolon not having their own pool of feats.
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Verzen wrote: Charlesfire wrote: Verzen wrote: But that does get into a weird interaction...
"My Eidolon is a beast master Eidolon!. My pet controls a pet."
This could work for a fey Eidolon though. It would be pretty thematic. Or a Eidolon that manifest a power armor eidolon (synthesis)... LOL! I want my Eidolon wearing an Eidolon... Wait... You could wear your eidolon who is also wearing an eidolon... Matryoshka doll summoner FTW!!!
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Verzen wrote: But that does get into a weird interaction...
"My Eidolon is a beast master Eidolon!. My pet controls a pet."
This could work for a fey Eidolon though. It would be pretty thematic.
Or a Eidolon that manifest a power armor eidolon (synthesis-style)...
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Verzen wrote: DrakoVongola1 wrote: Themetricsystem wrote: I totally agree with OP.
Trash number of Spell Slots for EXTREMELY weak casting a total of 4-6 times a day depending what Magic Items you invested or if you choose Arcane is totally brain dead.
Remove non-cantrip spell casting altogether, give them a splash more Focus Spells as they level up based on their Tradition and add 4 full pages (no art) of Evolutions to customize and kit out your Eidolon and Summons you cast from your new Focus Spell versions of them.
You make it sound so simple, as if 4 full pages of evolutions can just be conjured out of the aether.
What sort of evolutions would you propose that aren't trap options, are interesting, and aren't replacements for things that should have been base functions? Manifest trait (1)
Evolution feat
Pick a creature type or element. Your Eidolon becomes the creature type of your choice and gain those creature traits. If you pick an element, the Eidolon becomes resistant to that element and weak to its opposite element.
Fire/Cold
Acid/Electricity
Good/Evil
Positive/Negative (for Void based or light based eidolons) Maybe it's just me that don't know where to look, but I didn't find where it's stated that all creatures sharing a Creature Type Traits share x or y abilities. Therefore I think a feat like that would requires way too much work, takes too much space and it wouldn't be futur-proof...
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Verzen wrote: Dubious Scholar wrote: I see that you have a particular view of what the game is that most of us do not share. Uh no. A lot of people have stated they want more customization with their eidolon. Most agree with me.
This is just a partial truth. A lot of people have stated they want more customization, but not that much actually stated that they like your proposition.
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PossibleCabbage wrote: Considering the sheer number of abuses of the synthesist archetype in PF1 I'm pretty okay with Synthesis being a thing that a character would do purely for the aesthetics of it, and not for any sort of mechanical efficiency. And yet there's a good chunk of the summoner fan base that want to go all synthesist...
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Voss wrote: Honestly, the easiest change to synthesis is to allow the combined creature to cast conduit spells and self targeting spells from the summoner's spells known, using the summoner's slots.
And that any effect on the summoner migrates to the new combined creature.
That might not be enough. Having to spend 1 action / turn to compete in melee and not having a fourth action might make them not competitive option compared to martial classes. I would be more in favor of getting the bonus given by Boost Eidolon if you're merged with your eidolon (I assume synthesis would be a class path and not a feat).
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Verzen wrote: No. What I want is this.
A martial character can, at level 1,
Select 1 Ancestry feat, can select 1 class feat, they get a skill feat (from their background)
An Eidolon can, at level 1,
---Select 1 Ancestry feat, can select 1 class feat, they get a skill feat (from their background)---(I'm not sure how to cross it out) Select 3 evolution feats instead.
So you get to play 2 full characters instead of one with split ressources. This doesn't seem balanced even considering you share actions between both characters since you'll be far more flexible than any other possible character build.
Verzen wrote: No. You haven't. You've refuted a strawman. That strawman is well and beaten by now. I think any more clobbering is a bit overkill. It's not because you refuse to hear others people's arguments that it means other people didn't give you valid arguments...
Verzen wrote: I'd even be willing to lower the actual power of the BASE Eidolon in order to give them power space to add in those customizable options. Then most of these options would be spent to get back that power loss unless you don't care about having a weak eidolon...
Verzen wrote: The part that they can't cover literally every single concept. Pathfinder 2E is a finite game with finite options. It's a design choice the dev have made. If you don't like that, go play GURPS...
Verzen wrote: Why can't we just have an evolution that states, "Choose a creature type. Your Eidolon becomes that type" ?. That could be a feat (with maybe some added benefits)...
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Verzen wrote: Quote: It was overly complicated, subject to gameism, exploitation and overoptimization, and doesnt fit with the already existing paradigm for class customization in PF2E for class customization via feats. That is criticizing the implementation. Not the base system itself.
The thing is, I don't think your implementation really solve the problem of "this is too complex for newbies" and introduce something powerful that some build won't really need. Getting only a few choice from a limited list at level 1 and having a few feats to expend both your options and the list from which you can pick looks to me like a better implementation of what you're suggesting.
KrispyXIV wrote: Mark, if you read this - is there some developer side reason a Eidolon shouldn't be able to pick up something like full Multiclass Spellcasting progression thag I am missing? If I'm spending class feats on these resources and I'm literally comparing multiclass wizard and magical evolution, shouldn't they be roughly equivalent in effect? That kinda let you get two or more dedications without having to take 3 feats, but beside that, I don't see why an Eidolon shouldn't be able to pick up something like that...
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The lack of sidegrade/interesting combat options might be related to the fact that we don't have access to all feats in the playtest...
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Snes wrote: I like the synthesis feat because it makes synthesis summoning optional. The feat doesn't need to be published as-is, it can be buffed or changed to fit the needs of the fantasy. If players are dead-set on synthesis manifesting being the only option for a dedicated synthesis summoner, then maybe the whole thing should be cut from the base class and made a class archetype, either in this book or a later one. Like I said in another thread, standard vs synthesis vs master could be class paths and it doesn't mean there won't be a feat to get a lesser version of the paths you haven't picked at level 1...
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Verzen wrote: ... it's not complex at all. It's exactly like the familiar abilities except you get more of them over time.
"pick two from this level 1 list" isn't complicated at all. Not any more than "pick two spells from this level 1 list" is complicated. If a new player can pick up a wizard and play a wizard without being confused (hell, if wizards are in PF at all, it sets the precedence that how they work must not be too complicated)...
I disagree with this. Getting to pick a few familiar-like abilities at level 1, then having feats that gives more of them and/or give more options seems way simpler and doesn't eat the power budget of the class for something that is useless for some build (ie master summoner build). That would allow us to still have feats for some really strong evolutions.
Here's a few example of basics evolutions:
Darkvision
Melee attack (1d8)
Range attack (1d6)
Fast eidolon
Your eidolon's speed increase to 30ft.
Luminescent eidolon
Your eidolon shine bright light in a 20-foot radius (and dim light for the next 20 feet).
And here's a few example of feats:
Plentiful evolutions
Your eidolon gets two more basic evolutions.
Special : you may select this feat multiple times.
Mutating eidolon
Your eidolon gets one more basic evolutions. After you refocus, you may change the basic evolution given by this feat for another one.
Dragon evolutions
Your eidolon gets one more basic evolutions and can now select basic evolutions from this list : [insert here a few thematic basic evolutions]
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Verzen wrote: Here is an example of what I mean.
Assume there is NOT a specific package that you pick. Evolutions are all you get. So we are assuming we get rid of Angel, Dragon, etc.
Evolutions
Each Eidolon is unique in its own manifestion and they gain powers to compensate their differences. At level 1, the Eidolon starts with 2 evolutions. They follow the evolution progression chart on page XX.
Evolution level
1 2 3 4 5 6 7 8 9
1 2 - - - - - - - -
2 3 -
3 3 2
4 3 3
5 3 3 2
6 3 3 3
7 3 3 3 2
8 3 3 3 3
9 3 3 3 3
10
11
12
(Essentially the wizard spell progression but instead, evolutions)
Evolutions can only ever be picked once. They do not stack with themselves.
Level 1 evolutions
Armored
The Eidolon has tougher scales, is wearing armor, or some other form of protection. Your Eidolon gains +1 status bonus to AC.
Water Resilience
Your Eidolon is capable of swimming in water. It gains a swim speed of 20 feet. They can breath twice as long while under water.
Resistance
Choose a resistance. This resistance can be to physical or energy damage. (Bludgeoning, slashing, piercing, acid, fire, cold, etc) Your Eidolon gains resistance equal to half your level in that element. (This is to simulate if I want a ice dragon, I can get resistant cold right from the get go.)
Breath Weapon
Your Eidolon gains a breath weapon that deals 1d4 dmg and increases by 1d4 additional damage every other level. 1d4 cooldown. (Kobolds get this at level 1. The dragon gets this. Precedence is set)
Enrage
The Eidolon gains the rage action.
Manifest Trait
The Eidolon gains the traits of a single monster type. Can only be chosen at level 1. This will allow me to create a construct, or an undead, or a fey and gain the traits associated with them, both strengths and weaknesses.
Elemental Attacks
Your Eidolons attacks become the element of your choice. (Acid, Fire, Ice etc)
(These are all fairly not on par with what a level 1 would be able to get power wise AND they add a bit of Eidolon...
Way too complex for a class that tends to appeal to new players. I'm more in favor of familiar-style minor abilities.
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Verzen wrote: Charlesfire wrote: Verzen wrote: Mark - If you decide to make Synthesis a base line option (which so many of us desire), perhaps make a level 4 feat that ONLY synthesis can get that allows us to manifest our Eidolon outside of our body for 1 minute.
The Summoner loses all effects of the Eidolon and the combined might of the two of them, but the Eidolon manifests outside of the summoners body to act for a limited time.
Just a cool feat idea. This approach would make synthesis the default, but offer options if a situation required that the two separate. (Like if I am locked in prison, I can manifest him on the other side of the bars and command him to get the keys to the cell) Thematically that just sounds awesome in my head. There could be a "class path but more limited" feat for each class path. Like a summon monster with a frequency of one per day for the "master summoner" path, a time limited (or no summoner's ability like it is currently) synthesis for the synthesis path and a time limited standard eidolon for the standard eidolon path. This would allow to mix and match some iconic abilities of the summoner without overstepping on the toes of each class path. Uh no. That would completely destroy any of the class fantasy for me. It needs to be built in as options. Imagine rogue being like, "You can only be a thief for a minute 1/day." or "You can only be a mastermind 1/day"
Those options help DEFINE who you are and what path you're going down. I see I mis-explained my idea again XD
I was suggesting getting to choose one of the three class path (master, standard, synthesis) and later on having class feats that give a lesser version of one of the class path thus allowing someone to dip into the other class path if he wishes so...
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Verzen wrote: Mark - If you decide to make Synthesis a base line option (which so many of us desire), perhaps make a level 4 feat that ONLY synthesis can get that allows us to manifest our Eidolon outside of our body for 1 minute.
The Summoner loses all effects of the Eidolon and the combined might of the two of them, but the Eidolon manifests outside of the summoners body to act for a limited time.
Just a cool feat idea. This approach would make synthesis the default, but offer options if a situation required that the two separate. (Like if I am locked in prison, I can manifest him on the other side of the bars and command him to get the keys to the cell) Thematically that just sounds awesome in my head.
There could be a "class path but more limited" feat for each class path. Like a summon monster with a frequency of one per day for the "master summoner" path, a time limited (or no summoner's ability like it is currently) synthesis for the synthesis path and a time limited standard eidolon for the standard eidolon path. This would allow to mix and match some iconic abilities of the summoner without overstepping on the toes of each class path.
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Snes wrote: Charlesfire wrote: And it also has been stated why this isn't a satisfying solution. Let's take the synthesis summoner for example :
It currently cost you a level 1 feat and isn't a good/viable combat option among other things. To make it a great combat option, it would require a few feats at least. This means that if you want to play a synthesis summoner and you don't really care about the standard eidolon, then you're forced to either play a gimped character or in a way you don't want to play and later on, you get a viable character, but with a gimped feat progression (because of feat taxes) and a bunch of abilities that you won't use at all... If you don't care about the standard eidolon, why are you playing a summoner? Summoners are [...] not the "turns into a dragon/angel/ghost/beast" class. This is literally what's a synthesist was in 1E. With the synthesis feat, the dev are giving us the expectation that this playstyle should still be possible, but it isn't. It's exactly like the mutagenist alchemist (although the mutagenist was way worst).
Snes wrote: Deadmanwalking wrote: Yeah, Wizards get both a Thesis and a School. I think Summoners getting both an Eidolon Type and a Class Path is entirely reasonable. Apples to oranges. Sorcerers don't get an option to completely change how their bloodline spells manifest, nor do oracles get the option to significantly alter the way curses work. Not all class options are equally impactful; just because one class gets two lower-impact options doesn't mean all classes are entitled to two options.
Many classes get a class path AND a level 1 feat, so giving the summoner an eidolon type and a class path wouldn't be that different. I used the wizard as a comparison since it's the easiest one to do, Arcane School being a theme option like the eidolon type and Arcane Thesis being more a "how you do your thing" option like the standard vs synthesis is.
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Snes wrote: Temperans wrote: Or just have different paths for different types of summoners as has been suggested before. It seems clear to me that the different eidolons are intended to be the different paths for the class. They're analogous to sorcerer bloodlines or witch patrons. Different paths beyond that point should be relegated to feat trees. And it also has been stated why this isn't a satisfying solution. Let's take the synthesis summoner for example :
It currently cost you a level 1 feat and isn't a good/viable combat option among other things. To make it a great combat option, it would require a few feats at least. This means that if you want to play a synthesis summoner and you don't really care about the standard eidolon, then you're forced to either play a gimped character or in a way you don't want to play and later on, you get a viable character, but with a gimped feat progression (because of feat taxes) and a bunch of abilities that you won't use at all...
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Vallarthis wrote: Do archetypes taken by the summoner apply to the eidolon? Or perhaps you could pick to which of you the archetype benefits apply?
I want to have my angel Lay on Hands, and a dragon with Panache.
This is something that should be possible with a synthesis build, but it's not the case actually...
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graystone wrote: Temperans wrote: I would not call what they are currently giving Eidolons. At best they are weak Phantoms. Baby Eidolons are still Eidolons. ;)
Squiggit wrote: Astrael wrote: They are not summoners. As someone said before elsewhere, they are Eidolon Masters. The eidolons they... summon, you mean? They don't summon them [they do not gain the summoned trait]: they manifest they. Close but no cigar for you. ;) So it should be named the manifester...
I think I should point something : [16, 16, 16, 8, 12, 10] is a stat array that a non-summoner can have at level 1, that let the eidolon be good at either str attacks or dex attacks and gives them good fortitude save (must have for melee character). I think this is why they gave these stats although it seems they didn't think about the level 20 boost.
Maybe we should get to customise our eidolon stat array at level 1 and give the eidolon some abilities or evolution feats that scale with less used stats...
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Verzen wrote: Charlesfire wrote: Deadmanwalking wrote: Constitution also does a lot less for them than for PCs, as does Intelligence, which makes it weird they increase those in the same manner as PCs and at the same cost to their other stats (since Con doesn't give HP, and Int doesn't grant Skills). Really, them increasing stats like PCs is weird and has weird knock-on effects, and something more like how an animal companion raises Ability scores might be good in that respect. Letting them use these stats for some of their abilities instead of the spell casting DC of the summoner could fix this.
Deadmanwalking wrote: They wouldn't need a huge number (two at 1st level would be plenty, and maybe more as you level) Or maybe via a feat? I'd honestly rather have it built into the Eidolon. We get so few feats as they are, feat choices need to be thoughtful. Hum. I think there is a misunderstanding here. I wanted to suggest 2~3 free at level 1 and extra as a feat... My bad...
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Deadmanwalking wrote: Constitution also does a lot less for them than for PCs, as does Intelligence, which makes it weird they increase those in the same manner as PCs and at the same cost to their other stats (since Con doesn't give HP, and Int doesn't grant Skills). Really, them increasing stats like PCs is weird and has weird knock-on effects, and something more like how an animal companion raises Ability scores might be good in that respect. Letting them use these stats for some of their abilities instead of the spell casting DC of the summoner could fix this.
Deadmanwalking wrote: They wouldn't need a huge number (two at 1st level would be plenty, and maybe more as you level) Or maybe via a feat?
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KrispyXIV wrote: Verzen wrote: ALL the Eidolons will be homogenized. Unique Eidolons are essentially a thing of the past when leaving it as is from a mechanical view. Yes, all exactly the same except for the fact that each is unique as its being customized and described by a unique human being - chosen from a list of different and unique base forms - and customized through a unique choice of evolution feats across the characters career, and the choice of abilities offered by Evolution Surge. And also, you know, unique skill selections made by every summoner.
All exactly the same, except for all of those ways each one is totally different.
The base forms offered aren't actually reasonably similar, as each offers different signature abilities while leveling that provide SIGNIFICANTLY different benefits and actions...
I kinda agree with you, but I think there could be more variation for the senses, attacks, ability scores and speeds. Why I can't make a ranged eidolon at level 1? Why all eidolons have dark vision? Why the beast eidolon has 12 wis, 10 cha and charisma-based abilities?
I think we should get some variation on these things.
To be honest, I don't think summoner needs spellcasting beside cantrips and focus spells, but I don't really want to separate evolution from feats.
BACE wrote: WatersLethe wrote: Put me in the camp that says Synthesist should be a class path chosen at the start. Would make it way easier to balance, and the crossover feats could have any requisite nerfs to prevent cheese. I want to start by saying that I fundamentally agree. However, Paizo is obviously using the eidolon type as the class path, and it seems they don't like having two different class paths. I would love for them to give us class paths for these kinds of things. I wonder if there's some other way they could do it? Maybe give the Summoner a 1st-level class feat, and make the only 1st level feats effectively equivalent to class paths? Only choose at level 1, can't retrain out of them, etc? This does seem like it's getting a bit overly complex though Eidolon types (dragon, beast, etc) should be like wizard's Arcane Schools and we should get something like Arcane Thesis for synthesist/not synthesist.
MaxAstro wrote: I am becoming more convinced by the day that doing the math ruins this game. I disagree. Some people just like doing maths.
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Falgaia wrote: Arachnofiend wrote:
The consensus on the synthesist is that it sucks because it's a downgrade in combat and only makes sense for out of combat utility and movement. I don't agree with the OP's assertion but saying that the synethsist fixes his concerns is kinda laughable. Okay then, second answer: Run Synthesist until you get Transpose. Retrain Synthesist out. When combat starts, swap places with your Eidolon 100 feet away. Boom, done. This isn't supposed to be how a synthesist works.
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Falgaia wrote: Not sure if its been brought up as a suggestion in-thread yet (lot of text) but would the option of like a Level 8+ feat that just auto-applied either Boost Eidolon or Reinforce Eidolon (assuming you have it) fix the problems people think exists here with balance? At that point you've burned 2 feats sure but now your Synthesist is functioning at roughly the same level as a normally manifested Eidolon and you can just pretend you're a magical vigilante with a Combat form and a Social form. No. That means we'll have to wait until level 8+ to be an effective synthesist. The thing is, synthesis shouldn't be about getting more option/flexibility. It should be about fighting differently. Synthesist should be a battle option, not a flexibility one.
Elfteiroh wrote: Charlesfire wrote: Comparing the eidolon with an animal companion is foolish. The eidolon is like at least 70% of the power budget of the class.
On another note, do you know if we can keep our eidolon out when sleeping? Manifest Eidolon has the concentrate trait but I don't know if it applies as long as you have your eidolon manifested.
Concentrate mainly exist to stop you from using it while raging, and to trigger certain things triggering on concentrate actions.
Having to keep focusing into a spell or action, it'll usually use the sustain action. So that means the concentrate trait applies only to the actions used to manifest your eidolon. It also means if you have Synthesis, you can sleep while in synthesis and just pretend you're a [insert here what's your eidolon looking like]...
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Comparing the eidolon with an animal companion is foolish. The eidolon is like at least 70% of the power budget of the class.
On another note, do you know if we can keep our eidolon out when sleeping? Manifest Eidolon has the concentrate trait but I don't know if it applies as long as you have your eidolon manifested.
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Shisumo wrote: Deadmanwalking wrote:
Fast Healing: Yeah, that sounds good, definitely should be a Feat for that. Are we really okay with giving PCs fast healing? I'm not immediately aware of any such thing in the game at the moment... although I admit I might be missing something. Outside of combat, healing is pretty much free anyway. And if it's too strong, it could get limited use, require action, be fueled by focus points, etc...
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David knott 242 wrote: I think your first quote refers to number of actions, not actual actions that can be selected. There are plenty of actions that can be performed by the summoner and not the eidolon and vice versa, either permanently or temporarily. That's probably the right interpretation, but it needs to be more clearly stated in the description.
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beowulf99 wrote: If there were feats up the chain that empowered your Synthesized form I don't think it should. You're already trading 1 action per turn or more considering Tandem actions. That alone is a really big drawback. Adding feats to make it better would just be tax feats in the end. Just let the summoner choose at creation if they want to be a synthesis or a standard summoner. People expect to be able to play a full synthesis melee summoner exactly like they were expecting to be able to play a full melee mutagenist.
Verzen wrote: I personally feel that this current version of Synthesis makes the character weaker but I will playtest it. Just keep in mind that synthesis should probably be used sparingly in it's current form because the only thing you're slightly better at is defense. You're loosing even on action economy and versatility.
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Nitro~Nina wrote: Charlesfire wrote: Nitro~Nina wrote: I really don't see Synthesis as a primary combat option so much as a tool for utility or intrigue. In that vein, as well as being a fair bit more defensive than having one squishy mage body to worry about, it's a useful, potentially very useful tool in the toolbox. Which is, to be fair, what a first-level feat is meant to be. And this is why it shouldn't be a feat in the first place. People from 1E expect the synthesis to be a fighting option. It's the exact same problem as the mutagenist. Conversely, I don't think this edition should be constrained by the whims of the prior. Now, I completely get that people want to play the Synthesist, and I do get that the name is misleading, but the ability as-is isn't a terrible one. I still hope that something akin to the Synthesist from first edition is possible, but that doesn't have to be at the expense of this feat's existence. Perhaps the name though. I think we both agree that a full synthesist build (like in 1E) should be possible.
But then, if something akin to the Synthesist from first edition is possible without the feat, then what would be the purpose of the feat? If you let the summoner choose at creation if he wants a standard eidolon OR a syntesis eidolon and then you create a feat that let you get both options, you get the best of both world :
1 - The "full synthesis" build is possible and not gimped.
2 - The "full eidolon" build is possible and not gimped.
3 - The "eidolon/synthesis" build is possible.
And if getting both options for a 1st level feat is too strong, you can either (or both) :
1 - Increase the level of the feat.
2 - Add drawbacks to the feat.
Quandary wrote: (nesting it in Act Together) It's already confirmed in the sticky thread that you can't do that.
Edit : I think they should specify you can't use action that have the Tandem trait with one of the actions give by Act Together. That would be more clear.
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The eidolon :
Quote: If you or your eidolon is affected by anything that
would change a creature’s actions, it affects your shared
actions.
The prone condition :
Quote: You’re lying on the ground. You are flat-footed and take a –2 circumstance penalty to attack rolls. The only move actions you can use while you’re prone are Crawl and Stand. Standing up ends the prone condition. You can Take Cover while prone to hunker down and gain cover against ranged attacks, even if you don’t have an object to get behind, gaining a +4 circumstance bonus to AC against ranged attacks (but you remain flat-footed). Does that mean that if the eidolon is prone, the only move actions the summoner can take are Crawl and Stand unless he makes his eidolon stand up?
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Nitro~Nina wrote: I really don't see Synthesis as a primary combat option so much as a tool for utility or intrigue. In that vein, as well as being a fair bit more defensive than having one squishy mage body to worry about, it's a useful, potentially very useful tool in the toolbox. Which is, to be fair, what a first-level feat is meant to be. And this is why it shouldn't be a feat in the first place. People from 1E expect the synthesis to be a fighting option. It's the exact same problem as the mutagenist.
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Martialmasters wrote: Verzen wrote: This actually brings up a REALLY good concern that I just thought of.
If mental stats are so weak and there is no way to really improve them much, if you are hit with an AOE, what will happen? The statistical likelihood is that the weak mental stats will cause you to fail quite a bit. Like... a drastic increase in crit failures and you as the summoner have to take all that extra damage from AOEs? If you get hit with an AOE harm, the low will save on dragon/phantom will destroy you.
Then the summoner itself has low AC. So if the enemies just target the summoner, bam. The way a GM deals with a summoner is to melee the summoner and use will save spells on the eidolon. RIP.
tbf, this is only likely to happen when the dm is using intelligent spell casters, and at that level, hopefully, you have some counter measures via feats and such.
last game i played, we were attacked by a bunch of yetis, i dont think we had to worry about wills saves :P Well, most enemies will probably focus eidolon even if they're dumb simply because the eidolon is closer/more fearsome/actively fighting. So it appears to me that the concern about bad will saves is real.
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