
mdt |

Sigh, It would be nice if folks read where he says it is not a permanent change on the SLA, but a playtest balancing factor.
You might want to ask before you assume people are commenting without having playtested. I have a summoner in my game. Frankly, I think the extra time, one at a time, would have worked fine. So far, the current version (being playtested) isn't overpowered, but it's also not as useful either.
What I've been doing is keeping track of when the player summons using his SLA, and then seeing if it would have mattered either A) One at a time and being minutes, or B) Not being 1 at a time but still rounds, or C) Not being 1 at a time and being minutes. C would have been, routinely, overpowered if exercised. B however, was not, and would have opened up additional non-combat abilities to the summoner.

Zurai |

seekerofshadowlight wrote:"I think" without playtest data does not help much, really.Too bad the "I thinks" got the changes implemented in the first place.
It would be nice when expectations are applied fairly and evenly.
These "changes", as you call them, are not official changes to the final class, as has been explained in this thread about a dozen times, including by Jason himself. They're temporary "OK, we have enough data about these, now test something else" changes. They're only being made to clear the signal-to-noise ratio. You're acting the martyr, when nothing has been slain.

Disenchanter |

Disenchanter wrote:These "changes", as you call them, are not official changes to the final class, as has been explained in this thread about a dozen times, including by Jason himself. They're temporary "OK, we have enough data about these, now test something else" changes. They're only being made to clear the signal-to-noise ratio. You're acting the martyr, when nothing has been slain.seekerofshadowlight wrote:"I think" without playtest data does not help much, really.Too bad the "I thinks" got the changes implemented in the first place.
It would be nice when expectations are applied fairly and evenly.
And?
I don't know what the hell you are talking about.
Seeker whined about people posting their thoughts about the changes because they had no playtest data to back them up, when people posting their thoughts without any playtest data to back it up had the changes made.
It doesn't matter if they are permanent or not.
And if posting the truth of the situation makes me a martyr, it makes it sound like the truth is slain.

Shadow13.com |

Shadow13.com wrote:mdt wrote:Could a four legged eidelon choose a slam for his rear legs. The slam says you have to have the limbs evolution once per slam. Rather than replacing the claws on his front legs, adding the slam to the back legs? This would represent an eidelon with claws who could also do a 'mule kick' attack. As far as I can see, it would be legal, but would like a clarification.An Eidolon could probably mule-kick somebody as a Slam Attack, but the mule-kick should only hit enemies standing BEHIND the Eidolon.Well, yes, but, there is no facing in PF (just as there wasn't in 3.5). The reasoning is that the combat turn is 6 seconds, so you could claw, claw, bite, spin and kick all in 6 seconds (not unreasonable).
The only reason I asked was that the slam description, as pointed out above, says limbs in one place and limbs (arms) in another. And, a slam as a 'mule kick' certainly seems reasonable.
True, but a mule kick would be perfect against enemies that flank you.
Bite the enemy in front of you then mule kick the enemy behind you.It's a fun mental image.

Disenchanter |

Disenchanter wrote:Your contention is that non-playtesters got the class changed. This is false. The class isn't changed; the playtest conditions are.And?
I don't know what the hell you are talking about.
Really?
Point me to where I even hinted that the class was changed.
You know, back up your statement.

Shadow13.com |

Zurai wrote:These "changes", as you call them, are not official changes to the final class, as has been explained in this thread about a dozen times, including by Jason himself. They're temporary "OK, we have enough data about these, now test something else" changes. They're only being made to clear the signal-to-noise ratio. You're acting the martyr, when nothing has been slain.I don't know what the hell you are talking about.
And if posting the truth of the situation makes me a martyr, it makes it sound like the truth is slain.
Ok, boys, simmer down.
No need to get feisty.\Now shake hands and play nice!

mdt |

MDT wrote:
Well, yes, but, there is no facing in PF (just as there wasn't in 3.5). The reasoning is that the combat turn is 6 seconds, so you could claw, claw, bite, spin and kick all in 6 seconds (not unreasonable).The only reason I asked was that the slam description, as pointed out above, says limbs in one place and limbs (arms) in another. And, a slam as a 'mule kick' certainly seems reasonable.
True, but a mule kick would be perfect against enemies that flank you.
Bite the enemy in front of you then mule kick the enemy behind you.
It's a fun mental image.
Oh, absolutely, and I would expect it to play out like that often. :) Nothing in the rules say you can't attack multiple people in range (just the -2 penalty for changing targets).

mdt |

mdt wrote:(just the -2 penalty for changing targets).It's likely I've just missed something somewhere, but where is this rule exactly?
Hmm, not sure, honestly. It may be that this is a house rule I've had for so long I've forgotten it was a house rule. I can try to find it in the core rules later when I'm off work, if someone doesn't pop up with a 'Oh, that's on page blah blah in blah blah'. :)

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Hmm, not sure, honestly. It may be that this is a house rule I've had for so long I've forgotten it was a house rule. I can try to find it in the core rules later when I'm off work, if someone doesn't pop up with a 'Oh, that's on page blah blah in blah blah'. :)
I think that might be a house rule.
If you get more than one attack per round because your base attack bonus is high enough (see Base Attack Bonus in Classes), because you fight with two weapons or a double weapon, or for some special reason, you must use a full-round action to get your additional attacks. You do not need to specify the targets of your attacks ahead of time. You can see how the earlier attacks turn out before assigning the later ones.
Emphasis mine.

drakkonflye |

Can someone please clarify some things for me?
Question one: How long can the eidolon remain once the summoner summons it? The playtest version implies a one minute casting time only once per day, but no duration that I notice (which I may simply be overlooking), and feedback on the forums seems to indicate that that may have been changed to make the eidolon more like a familiar/paladin's mount/animal companion (probably closer to the mount) in that it remains once the bond has been forged until dismissed by the summoner. In which case, if dismissed by the summoner, does the summoner have to wait 24 hours to summon it again, or can it be summoned back immediately as a standard action? If the eidolon is slain, how long before the summoner can summon it again?
Question two:: How often can the summoner change the form of his eidolon? Can he change it every time he summons it? Or does the eidolon remain locked in its current form until the summoner advances a level? Please note I'm referring to base form here, and not augmented by evolution points.
Question three: Is the summoner still limited to light weapons only? Someone mentioned that was changed to all light and martial weapons, but I don't know if that was true or only wishful thinking. I plan on using a summoner in my upcoming session (goblin shaman) and want to know if he can use a particular weapon.
Jason, sorry if you went over this already, but I've been trying to follow up on playtest updates and there's just so much to weed through that I keep missing them.

seekerofshadowlight |

Question one: As long as you want or intill slain. You can summon it once per day, but it can stay 7 weeks if ya want, dismiss it and use that 1/day summons to call it right back. If killed you must wait 24 hours before you can bring it back
Question two: The prime form as far as I know can not be changed,you my change your points each time you can a new level, but my not change base form
Question three: Yep light weapons only. You may still use a feat to learn a weapon you want other then simple however
Hope that helps.

Disenchanter |

Question one: How long can the eidolon remain once the summoner summons it? The playtest version implies a one minute casting time only once per day, but no duration that I notice (which I may simply be overlooking), and feedback on the forums seems to indicate that that may have been changed to make the eidolon more like a familiar/paladin's mount/animal companion (probably closer to the mount) in that it remains once the bond has been forged until dismissed by the summoner. In which case, if dismissed by the summoner, does the summoner have to wait 24 hours to summon it again, or can it be summoned back immediately as a standard action? If the eidolon is slain, how long before the summoner can summon it again?
Currently, the Eidolon remains until dismissed or destroyed.
I believe the Summoner has to wait until the next day to summon a dismissed/destroyed Eidolon, but I am not certain on that one.Question two:: How often can the summoner change the form of his eidolon? Can he change it every time he summons it? Or does the eidolon remain locked in its current form until the summoner advances a level? Please note I'm referring to base form here, and not augmented by evolution points.
The base form can not be changed once it is selected. (At least currently.)
Question three: Is the summoner still limited to light weapons only? Someone mentioned that was changed to all light and martial weapons, but I don't know if that was true or only wishful thinking. I plan on using a summoner in my upcoming session (goblin shaman) and want to know if he can use a particular weapon.
Just Simple weapons for the Summoner.

Estrosiath |
I have run a playtest of the summoner, at levels 1, 10 and 20. Adventure modules where my DM's, who is probably one of the best in terms of preparation and creation of modules (too bad he is Italian, so he cannot post them on the net... but I digress). Standard wealth, Highest point-buy creation system in the Paizo book.
My findings:
- Even with Cha maxed, a first level summoner has very few spells, and relies very heavily on his eidolon. That makes it frustrating (my pet is better than I am) but also fun (hey, look guys, I kick ass even when I'm out of juice). The situation was sort of strange though. I felt like a bad archer.
- The UNNERFED summons (at low levels) were good, but not "game-breaking". Note that even with a 1 minute per level duration, summons seldom lasted enough for a second encounter and/or for scouting (this stays true at higher levels as well).
- At tenth, I would say the class really shines. A well built Eidolon is a force of nature. Mine was built "ala golem", so Large, with X4 slams (and thus the arms evolution as well), increased strength and improved natural attacks (the evolution as well as the feat. I saw nothing stating they could not take the feat anywhere). That gave him
4 +19 Slams (4d6+11 damage per slam). Which made him... Well, we also had a barbarian, but the eidolon came pretty close in terms of damage done.
- At tenth, summons were really plentiful. I could afford to use the SL twice per fight, which gave us an edge against all the enemies, especially since at tenth you get access to SM5 as a spell on top of SM5 as a SL ability.
- At 20th, the eidolon is good, but the melee PCs were better. The "Huge" evolution was out of the question, because although there were situations where it would have been possible to use the eidolon, most times he simply would not have fitted. That also goes for quite a few summons. Reworking the eidolon into a spell-casting one proved futile unless you are fine with several low-level, low DCs spells.
- I had summons out of the wazoo. Could afford to blow them for pretty much any situation. But at 20th, you are stuck using SM9 instead of gate (which you use for special occasions), and those three levels of PC progression, when compared to the power of your summoned monsters, start to show.
- In Concluding, I wanted to give some feedback from the other players. During the level one playtest, most of them giggled - I was a glorified pet-sitter. I was no danger for either the melee characters, or the spellcasters (in terms of "hogging their spot").
- At 10th, the melee were disgruntled, and the others were amazed at the power of the class. You cannot, as some claim "solo entire encounters", but you come close, and your addition to a party almost doubles the foes your enemies have to face. The barbarian, especially, said he though the eidolon was too good. That might have been because he was stuck with two attacks and the eidolon already had four.
- At 20th, the class is mostly balanced, and starts needing more preparation to really shine. By that I mean, simply summoning monsters and "sending them in", when you are facing CR 21/22 monsters, will not have positive results. You need to buff them properly. But that takes time, which is why the 1 minute per level duration of the summons was simply needed. 1 summon during a fight was a-ok, but it would need to stay back and use SL abilities and/or spells. The other, "pre-summoned" would join the melee. I don't know what I would have done with the new duration.

Disenchanter |

- At 10th, the melee were disgruntled, and the others were amazed at the power of the class. You cannot, as some claim "solo entire encounters", but you come close, and your addition to a party almost doubles the foes your enemies have to face. The barbarian, especially, said he though the eidolon was too good. That might have been because he was stuck with two attacks and the eidolon already had four.
Your Barbarian player is somewhat correct. The slam evolution is limited to one per pair of limbs. Unless your Eidolon had eight arms, it should have only had two slams. That would have evened out the power curve of your Eidolon a bit.

MaverickWolf |

Your Barbarian player is somewhat correct. The slam evolution is limited to one per pair of limbs. Unless your Eidolon had eight arms, it should have only had two slams. That would have evened out the poer curve of your Eidolon a bit.
It is possible to have 4 slam attacks at level ten, even with Large and the Improved Damage Evolution. 6 points for 3 additional sets of arms, plus 4 points for 4 slams leaves 4 points left over at that level, which just covers Large and Improved Damage. So if all of the evo points were devoted to doing that, it was quite possible. (I did the math as soon as I read the post.)

Estrosiath |
Estrosiath wrote:- At 10th, the melee were disgruntled, and the others were amazed at the power of the class. You cannot, as some claim "solo entire encounters", but you come close, and your addition to a party almost doubles the foes your enemies have to face. The barbarian, especially, said he though the eidolon was too good. That might have been because he was stuck with two attacks and the eidolon already had four.Your Barbarian player is somewhat correct. The slam evolution is limited to one per pair of limbs. Unless your Eidolon had eight arms, it should have only had two slams. That would have evened out the power curve of your Eidolon a bit.
I'm sorry, where do you see that? In the pdf it says it replaces the clawS (notice the s) evolution with the slam one. And it would be very silly to have one arm deliver a slam and the other remain a claw. If you are right, then the text would need to be rewritten to emphasize what you just said. As it stands, it is much too ambiguous.
Edit: As I said, I thought you had to take the "slam" evolution just ONCE per pair of arms in order to gain two slams. Do I need to take it twice per pair of arms, so that each arm "slams"?
And if the rules as it stands say "you can only slam once per pair of arms", then I am house-ruling it to "You need to pay the slam evolution twice if you want both arms to be slam attacks", because that is just silly.

Disenchanter |

I'm sorry, where do you see that? In the pdf it says it replaces the clawS (notice the s) evolution with the slam one. And it would be very silly to have one arm deliver a slam and the other remain a claw. If you are right, then the text would need to be rewritten to emphasize what you just said. As it stands, it is much too ambiguous.
I agree it is ambiguous, but the last line of the evolution is where it is written.
"This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution."
So you get one slam evolution per pair of limbs. And when replacing claws, you would lose both for one slam.
I'm not saying it makes sense, but that is how it was written.

MaverickWolf |

I'm sorry, where do you see that? In the pdf it says it replaces the clawS (notice the s) evolution with the slam one. And it would be very silly to have one arm deliver a slam and the other remain a claw. If you are right, then the text would need to be rewritten to emphasize what you just said. As it stands, it is much too ambiguous.
Slam specifically states that it grants a slam attack. As in singular. Claws are the only weapon that grant a pair of attacks, and the only one evolution that calls out that it grants two attacks. It also states that the slam attack (singular again) replaces the biped's free claws. A slam seems to be considered a 2-armed smash, not just a punch to the face, hence why it removes the pair of claws. You use both arms for the attack, not just one.
That said, I believe the damage on that eidolon's slams should've been 3d8, not 4d6. The Improved Damage evolution specifically says it ups the damage die type, which is different from making it do damage as if it was one size larger. So it should've done 3d6 (from Improved Natural Attack), with Improved Damage upping it to 3d8.

Estrosiath |
Estrosiath wrote:I'm sorry, where do you see that? In the pdf it says it replaces the clawS (notice the s) evolution with the slam one. And it would be very silly to have one arm deliver a slam and the other remain a claw. If you are right, then the text would need to be rewritten to emphasize what you just said. As it stands, it is much too ambiguous.Slam specifically states that it grants a slam attack. As in singular. Claws are the only weapon that grant a pair of attacks, and the only one evolution that calls out that it grants two attacks. It also states that the slam attack (singular again) replaces the biped's free claws. A slam seems to be considered a 2-armed smash, not just a punch to the face, hence why it removes the pair of claws. You use both arms for the attack, not just one.
That said, I believe the damage on that eidolon's slams should've been 3d8, not 4d6. The Improved Damage evolution specifically says it ups the damage die type, which is different from making it do damage as if it was one size larger. So it should've done 3d6 (from Improved Natural Attack), with Improved Damage upping it to 3d8.
I'm sorry, that does not make a lot of sense. Unless I am missing something, you are trading 2 1d4 claws attack with regular strength bonus, for one 1d8 slam attack with 1 1/2 Strength bonus (and here I am actually interpretating... I found no mention of it being a "2-handed attack", and as such warranting the usual 1 1/2 damage bonus). Besides, in the slam description it is said the eidolon can -and not must- replace the claws with the slam. So you could also interpret the slam to be an additional primary attack, on top of the two claws.

mdt |

I'm sorry, that does not make a lot of sense. Unless I am missing something, you are trading 2 1d4 claws attack with regular strength bonus, for one 1d8 slam attack with 1 1/2 Strength bonus (and here I am actually interpretating... I found no mention of it being a "2-handed attack", and as such warranting the usual 1 1/2 damage bonus). Besides, in the slam description it is said the eidolon can -and not must- replace the claws with the slam. So you could also interpret the slam to be an additional primary attack, on top of the two claws.
Sorry, it specifically says 'One Limbs evolution per slam'. Limbs evolution gives two legs or two arms. Therefore, you have to have one set of limbs per slam, and they must be arms (currently).
The two arms a biped gets for free is considered a limbs evolution, so you can use slam with them, but, not if you have already used another evolution with them. That's why it states you can replace the claws. It's not 'you can if you want' it's 'you can if you want to use this evolution with the arms'.
So, four arms = two slams.

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drakkonflye wrote:Question one: How long can the eidolon remain once the summoner summons it? The playtest version implies a one minute casting time only once per day, but no duration that I notice (which I may simply be overlooking), and feedback on the forums seems to indicate that that may have been changed to make the eidolon more like a familiar/paladin's mount/animal companion (probably closer to the mount) in that it remains once the bond has been forged until dismissed by the summoner. In which case, if dismissed by the summoner, does the summoner have to wait 24 hours to summon it again, or can it be summoned back immediately as a standard action? If the eidolon is slain, how long before the summoner can summon it again?Currently, the Eidolon remains until dismissed or destroyed.
I believe the Summoner has to wait until the next day to summon a dismissed/destroyed Eidolon, but I am not certain on that one.
Destroyed Eidolons need a full day. Dismissed ones can be summoned back using the one minute ritual the same day. You can still however, only summon back an Eidolon once per day, regardless of its banishment method. (Be it by Dismissal, Banishment, you electing to dismiss it, or hit point damage. These are the only known ways to remove an Eidolon for now.)
drakkonflye wrote:Question two:: How often can the summoner change the form of his eidolon? Can he change it every time he summons it? Or does the eidolon remain locked in its current form until the summoner advances a level? Please note I'm referring to base form here, and not augmented by evolution points.The base form can not be changed once it is selected. (At least currently.)
This is correct.
drakkonflye wrote:Question three: Is the summoner still limited to light weapons only? Someone mentioned that was changed to all light and martial weapons, but I don't know if that was true or only wishful thinking. I plan on using a summoner in my upcoming session (goblin shaman) and want to know if he can use a particular weapon.Just Simple weapons for the Summoner.
Probably still the same. Haven't checked it yet.

-Anvil- |

Hey there all,
Any magic items possessed by the eidolon fall to the ground when the eidolon is sent back to its home plane, regardless of the reason. If this includes cursed items, the items immediately return to the eidolon when it is summoned again.
Rules Changes
In addition to the above language, the following changes are made to the summoner.- Delete the sentence from the Summon Monster I class feature that reads: He can cast this spell as a...
Jason let me say I love all the work you're doing and I really like the Summoner concept. That said, the magic item work around here seems like a really poor fix. It opens up too many loopholes and questions in the mechanics such as what happens to cursed items that are dropped by the eidelon and subsequently worn by another character.
SUGGESTED FIX- have the items absorb into the eidelon OR drop onto the ground, Summoners choice. Any effect that FORCES the eidelon to return to it's home plane makes the magic items absorb into the eidelon when it departs. Thus making them unavailable to the Summoner until the eidelon is re-summoned.
SUGGESTION- give the summoner access to ALL summon spells including SUMMON NATURES ALLY. They should be the best, most diverse summoners, in my humble opinion.
Thanks for all your time and work Jason.

mdt |

SUGGESTION- give the summoner access to ALL summon spells including SUMMON NATURES ALLY. They should be the best, most diverse summoners, in my humble opinion.Thanks for all your time and work Jason.
Actually, that's a pretty neat idea. I'd even say allow the SLA to be Summmon Monster X OR Summon Nature's Ally X, as desired, with each use, as well.
I may playtest this and see if it's overpowered.

Estrosiath |
Just thought I would add some more observations (that take into account the "one slam per pair of arms" thing):
- At first level, life is tough. The eidolon has a fairly low armor class. I rebuilt the eidolon of my level 1 character (now it has increased strength and a bite attack), and, well... with the claws being a secondary attack, and thus receiving only half the strength bonus for damage, you end up with a bite/claw/claw routine that is ok, but definitely not overpowered.
- At sixth level, with access to the large evolution, the survivability of the eidolon improves greatly, since it gets range.
- The 10th level build I posted was obviously invalid, since only one slam per pair of arms is "legal". I rebuilt the eidolon though (10th level = 14 EP; Base eidolon: Bipedal Evolutions: Large, Limbs (arms), Claws (for the second pair of arms), Improved ability (Strength X2), Improved Damage (claws), Magic attacks, Energy attacks (Acid)) and ended up with a +19 gore (1d8+10+1d6)/+19 bite (1d8+10+1d6)/+17 4x (1d8+5+1d6) claw (because of the feat improved natural attack and multiattck) routine that is only slightly less deadly than the original 4x slam one. Add a few simple buffs (greater magic fang, bull's strength) on top of that, and the damage skyrockets.
- I ran some of the fights we had with this eidolon again, using the same scenarios, and I did not see much of a change. Damage output still is uncomfortably close to that of the barbarion at 10th level.
- At 20th level, things are pretty much unchanged.
- The summoner gets a lot of value out of Metamagic rods, since his higher level spell is only 5th level.

QOShea |

Just thought I would add some more observations (that take into account the "one slam per pair of arms" thing):
- At first level, life is tough. The eidolon has a fairly low armor class. I rebuilt the eidolon of my level 1 character (now it has increased strength and a bite attack), and, well... with the claws being a secondary attack, and thus receiving only half the strength bonus for damage, you end up with a bite/claw/claw routine that is ok, but definitely not overpowered.
Claws are primary, that was corrected in another thread.

milura |
First off, i haven't read all the posts, since well, too much of them but:
The removal of the armor use is logic, it's the one thing that could push the eidolon over the top (mine had ac 35 with this at lvl 7), it's a 2 point evolution that potentially can give 25 or so ac. bit much. Removing that is ok imho, it makes the Eidolon more in range of the druid companion. (while still being advantaged by being more flexible in powers)
The changes to the summoning: not a good idea. The duration i could care less about, but only 1 summon spell up at a time combined with the limited spell-list of the summoner makes this class inferior in it's main purpose compared to similar classes (conjuration wizards and summonging druids).
The way i see the class (when first reading it) is that almost every ability of the summoner is to support the Eidolon. The spells you choose are to make the creature better (enlarge, haste, invisibility etc etc), the summons are there for when it's needed, and if you're doing it right you'll probably not be using this very soon in a combat unless you have a non-combat orientated Eidolon.
So i'd say yes to the first part about the armor and magic stuff, but no to the changes of the summons.

SimpleGeek |

Estrosiath wrote:Nope. Look again at the Large evolution. Reach is not a part of the package.
- At sixth level, with access to the large evolution, the survivability of the eidolon improves greatly, since it gets range.
If I'm not mistaken, Large creatures have a natural reach of 10' instead of the normal 5'. Thus they'd get an increase in reach without having to spend for another Evo point.

R_Chance |

YuenglingDragon wrote:If I'm not mistaken, Large creatures have a natural reach of 10' instead of the normal 5'. Thus they'd get an increase in reach without having to spend for another Evo point.Estrosiath wrote:Nope. Look again at the Large evolution. Reach is not a part of the package.
- At sixth level, with access to the large evolution, the survivability of the eidolon improves greatly, since it gets range.
Large (tall) creatures have a 10' reach. I would assume bipedal large creatures fall into this category. Large (long) creatures have a 5' reach. This would take quadrupeds in I would think. So, ogres have a 10' reach, while centaurs have a 5' reach even though both are large. Depends on the shape of the eidolon then as to it's reach as a large creature.

Selgard |

The shape of the Eidolon has nothing to do with its reach.
The Eidolon evolutions detail exactly what you get for large and huge shapes. Reach is not in either description. Therefore, they do not get reach.
Had they just said "large" or "huge" then they would. But they didn't. The description for each went on to detail exactly what you got for that evolution.
If you want reach for an attack mode then you need to purchase the appropriate Evolution for it.
-S

R_Chance |

The shape of the Eidolon has nothing to do with its reach.
The Eidolon evolutions detail exactly what you get for large and huge shapes. Reach is not in either description. Therefore, they do not get reach.
Had they just said "large" or "huge" then they would. But they didn't. The description for each went on to detail exactly what you got for that evolution.
If you want reach for an attack mode then you need to purchase the appropriate Evolution for it.
-S
Either that, or they left reach off the large (etc.) evolutions and the reach evolution is for additional reach beyond what it should have based on size. It would be nice if the eidolon's size conformed to the size effects of other creatures rather than being an exception. The effects on characteristics would need to be detailed, ordinary effects of size, such as reach, might have been overlooked. Unless he's answered it already, the designers input might be good on this one as it certainly effects the evolution choices for an eidolon.

Jeff Young 82 |
Personally In WHat I see the Summoner's Role Being, I think The Armor and Weapons Should Be just done away with, As It strikes me as Completely ridiculous to be carrying around a set of Extra Armor for Your Elidolon and Weapons, Seriously, This is A summoned creature, Not a mount or a Companion, Or even A Henchmen. SO I think this should be addressed in the Elidolons' Evolutions alone. Like wise I find being only able to Alter the Elidolon at Level up Limits it Severly, I went to Path finder to avoid the Videogame feel of 4E and THe thought of not being able to Alter something I spend A minute summoning Is a little Odd, I can't Obviously COmbat summon an Elidolon, So Battle field Upgrades are not an Issue, But Plot and Role play based ones, EG a tiny Elidolon who flies to open a draw bridge, Then Later in the Keep A big oxy biped to Break down the Guard house door, Then A Quadroped to make your Get away seems Rather reasonable. Could we up the CHanges to Per Summoning? None of the stat alterations are beyond WHat a conjerer with a few Buffing spells could do any way there.
Like wise I would like there to be that strategic element, Other wise the strategy for the Elidolon would be make the biggest combat monster you can to trounce people and Show up the martial classes and Pray to god it doesn't get killed.
Also as noted I would like to see there be SOme personal investment on the Elidolon, Since from the write up I infer it to be bound to the summoner's soul, If not an Incarnation of some part there of. Perhaps 2 Damage a Hit dice FOrt for half or something to make it feel more like this thing Is a part of the Caster.
The Monster Summonings TO bve honest, I see two ways, If they are not allowed to pull multiple creatures as THey would with the Actualspell then Minutes would be fine, E.G. Must be one monster, Level just makes the list bigger. If not, Nerfing it as is suggested Needs to come with some benefit, Perhaps Each has 2 Extra HP/HD or something Nominal But enough to make it feel like you are getting something for losing almost every offensive spell in the Game Excluding Summonings.

Estrosiath |
Well, if range is not part of the package, then the evolution is ridiculous. Huge even more so. All the other monsters have range, but your eidolon which is the size of a dragon does not? Makes sense...
Edit: If the eidolon is an exception to a LOT of rules that usually apply to all creatures, I think its description would benefit from an introductory paragraph that clarifies it, ala "The eidolon is not subject to normal creature rules. Large eidolons do not have range unless they purchase it, etc..."

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Well, if range is not part of the package, then the evolution is ridiculous. Huge even more so. All the other monsters have range, but your eidolon which is the size of a dragon does not? Makes sense...
Edit: If the eidolon is an exception to a LOT of rules that usually apply to all creatures, I think its description would benefit from an introductory paragraph that clarifies it, ala "The eidolon is not subject to normal creature rules. Large eidolons do not have range unless they purchase it, etc..."
1. Reach, not range.
2. Monsters may have reach. Not all do.
3. Eidolons may have reach. Not all will.
4. Nothing mentioned above applies to all creatures.
5. If all the important material needs to be in an introductory paragraph, then there will only be one paragraph.

Disenchanter |

Edit: If the eidolon is an exception to a LOT of rules that usually apply to all creatures, I think its description would benefit from an introductory paragraph that clarifies it, ala "The eidolon is not subject to normal creature rules. Large eidolons do not have range unless they purchase it, etc..."
(Un)fortunately, Pathfinder has pretty much been created with the philosophy of "if it isn't implicitly stated, it doesn't apply," which is why many people are assuming the size evolutions do not come with reach.
(It is accepted that might be an oversight, but until there is some confirmation there isn't anything else to go on.)
I wish I could remember the thread it was in... But a question came up like this. A "creature" was of <some type> without a feature of <some type>, and when questioned about it the response was "those features are what a typical sample receives, not every one of that type. If it isn't stated, then the creature doesn't get it."
(I think it involved the half-orc.... Maybe half-elf. But I think it was the half-orc and light sensitivity.)

Madcap Storm King |

Personally? I think the size abilities are what's making the Eidolon so powerful.
I mean, look at large. Sure, it's out of the Bestiary, but that doesn't make it balanced. The Giant Template is a +1 CR adjustment, and that's a +4 bonus to Str and Con with one higher armor bonus.
In order to demonstrate my point, let's advance the common housecat to the size of a large Eidolon using the same adjustments it gets (as opposed to the recommended "repeat ad infinitum" just to see what happens).
Big Kitty
Str 19 Con 14 Dex 9(!) Int 2 Wis 12 Cha 7
hp 8 (1d8+2 +3 toughness)
AC 10 = 10 -1 size -1 dex +2 nat armor
Space 10 ft reach 10 ft
BAB: 0
Attacks: 2 claws +3 (1d6+4) Bite +3 (1d8+4)
Feats: Toughness (so kitty doesn't have abysmally low hp)
Now, the large size adjustment suggests that it should be a +1 CR. Advancing size is un-CRed, so we'll have to guess. Aside from kitty's bad hp, and AC (Typical symptoms of "1 hd" syndrome), It reminds me of a certain creature.
The Goblin Dog.
1 hp difference, same feat, 3 less AC, but kitty has three attacks and one better to hit. Should it hit with two of them, well, that raises its damage per round close to that of a "typical" CR 3. Admittedly, it goes down to a stiff breeze, but kitty is definitely a CR 1. With just three size adjustments. Admittedly, her damage is kind of high. Should we reduce her STR by 4? Well that takes her to-hit down to +1, and her damage down to +2, which is pretty reasonable considering the number of attacks kitty gets.
I'd guess that with a slight adjustment so kitty's dex doesn't rot at the bottom of her stat pile, she'd be a good CR 1.
And now, ladies and gentlemen, we arrive at my point.
The Summoner summons creatures, does he not? And these creatures follow the CR system, do they not? Why should the Eidolon not be compared to such a system as well? He is a monster, most certainly, and he is summoned. However, when it comes to making him bigger or smaller, he frequently dances outside of his CR. Especially with multiple attacks, any monster, like miss kitty, can find themselves capable of dealing the damage of monsters much higher on the scale then they are. By removing four points of strength, the problem is resolved for low levels. Higher levels will require more number-crunching, of course.
"Oh, but Storm King, oh mighty Regent of howling wind and crashing thunder," you might reply, if you were the sort that worships me in all my pristine majesty, "What about her hit points? Unmodified by toughness they are but five in number, and her AC small enough that a halfling wizard might waste her with but a single magic missile. That is hardly a CR 1." And, amazingly, though I'd smile most smugly (probably even more smugly than you thought I could), I would reply:
"Yeah, pretty much. But, the summoner has that neat linked HP thing," Struggling to find the words a bit and my majesty significantly less pristine than I had claimed it to be in the last paragraph. "And should the Eidolon take a nasty crit, mister theoretically nowhere near any sort of harm Summoner can take it instead, even if he goes to negatives as a result, increasing it's 2 HD hp by around the summoner's own. This raises the CR by about 1, maybe less if you've got some kind of wimpy elven summoner on your hands. Should you knock it out, you're lucky. Otherwise it can stay in melee and annihilate you next round, despite a successful crit. And if you're high enough level you can combine your hp with its in a similar manner, making you more powerful. In essence, your character has around double the 'normal' hp. So, the balance hedges both ways."
My problem with this lies in that +8 strength for large. It not only guarantees a hit at the level it's offered, it makes even standard damage builds ridiculous. Ridiculous off of my crowned, angry head. Compare a standard damage dealing Eidolon build with any monster in the monster manual. The damage is almost always off by a CR. And since HP isn't a problem and large size has few drawbacks besides, well, being big? Damage goes even higher. At present, it's like the summoner having an always present summon that's of a level higher than him and can eat things of its summoner's level for lunch in most cases with that, frankly, abusive strength score it's lugging around.
I'm not saying that kitty is a great example of "Strength gone bad", but it is one, at the very least, of how nasty that +8 strength from large size can get. Considering the Eidolon is hardly all the summoner gets, I'd think it fair to allow a playtest or several builds with a +4 to strength (Especially at high levels where the eidolon might fall behind with this proposed adjustment) for the large size evolution.

Cian Molan |

Look, it another "If the Eidolon has this" post!
Not every Eidolon is going to go to large, and after the boredom of "My Eidolon attacks, oh look I rolled a 2 and hit" sets in, people will be going for more challenging(and fun) Eidolons.
For example, look at...
Ryuu and then look at...

Syrah Silvaner |

Dragonborn3 wrote:Ryuu and then look at...Look, it another "If the Eidolon has this" post!
Not every Eidolon is going to go to large, and after the boredom of "My Eidolon attacks, oh look I rolled a 2 and hit" sets in, people will be going for more challenging(and fun) Eidolons.
For example, look at...
Arachne.

Madcap Storm King |

I realize these are specific builds I made for PbPs, and thus I am bias, but after making one Large and one Huge Eidolon, I realized they did not appeal to me. The prospect of having them fighting was just boring.
Exactly my point. The Eidolon does a ton of damage right now for that build sans buffs, magic items etc. It would be more interesting and fun if it was less powerful physically, just a bit.
So, basically, you are claiming that large is not a problem because people won't select the option? I'm sorry, but that is an incorrect assumption. What's fun for the goose isn't fun for the gander. In order to prevent the math from sapping the fun out of having a fairly powerful fighting companion (especially considering the huge slew of attack options) I believe certain measures should be taken in the eidolon's growing years to avoid some very scary results. Like out-damaging a high-end barbarian with a high-end eidolon sans buffs.
Just because something is broken there's no reason to play around it and do something else. This is still forming, and we can fix this to play better than it is currently.

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Exactly my point. The Eidolon does a ton of damage right now for that build sans buffs, magic items etc. It would be more interesting and fun if it was less powerful physically, just a bit.
So, basically, you are claiming that large is not a problem because people won't select the option? I'm sorry, but that is an incorrect assumption. What's fun for the goose isn't fun for the gander. In order to prevent the math from sapping the fun out of having a fairly powerful fighting companion (especially considering the huge slew of attack options) I believe certain measures should be taken in the eidolon's growing years to avoid some very scary results. Like out-damaging a high-end barbarian with a high-end eidolon sans buffs.
I'm not saying someone wion't pick it. Large Eidolons make for great mounts(except bipeds, I cannot see a human riding into combat on the shoulders of his Shiva Eidolon anymore than I can see gnome riding a half-orc into battle. It's just silly). There is of course, the usual limitation of 10-by-10 dungeon corridors, which mean Large Eidolons are at a disadvantage.
Just because something is broken there's no reason to play around it and do something else. This is still forming, and we can fix this to play better than it is currently.
Just because someone thinks it is broken doesn't mean it is.
"Oh no, the Summoner's Eidolon gets more attacks than the Fighter!"
"So does the Monk and the TWF Ranger."
"But the Eidolonn can do more damage!"
"So? It has a lower AC because you spent all it's Evo points on offense, and the monk, ranger, fighters, barbarians, and paladins can do more with their attacks then damage."
"Oh. Nevermind."