UPDATE - Summoner


Round 2: Summoner and Witch

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The Exchange

AlanM wrote:
lastknightleft wrote:

Are you still planning on rebalancing evolution point costs? because some are seriously just off.

and what about large size and huge size, how come you took away the stat boosts for AnCos, but kept them in the eidelons? The stat boosts are majorly broken when you compare going to large size to the ability increase point cost.

I'm just making sure that this update isn't the last of them, cause there are still some issues, but this update does fix the most glaring.

Am I missing something? You are talking about the stat boosts for increasing in size right? Or are you talking about the STR/DEX Bonus?

I'm looking at the core rulebook and the summoner pdf right now, and the Eidolon Large evolution is as follows:
Large (Ex): An eidolon grows in size, becoming Large.
The eidolon gains a +8 bonus to Strength, a +4 bonus to
Constitution, and a +2 bonus to its natural armor. It takes
a –2 penalty to its Dexterity.

But you look at a Wolf Animal Companion who advances to Large:
Wolf
Starting Statistics: Size Medium; Speed 50 ft.; AC +2 natural
armor; Attack bite (1d6 plus trip); Ability Scores Str 13, Dex
15, Con 15, Int 2, Wis 12, Cha 6; Special Qualities scent.
7th-Level Advancement: Size Large; AC +2 natural
armor; Attack bite (1d8 plus trip); Ability Scores Str +8, Dex
–2, Con +4.

They both get STR +8, DEX -2, CON +4, and +2 Natural Armor for going up in size. So... what stat boost does the Eidolon have that the Animal Companion doesn't (other than Ability Score Increase Evolution)?

I think what he is getting on about is that a +2 ability boost costs 2 pts of evolution and +2 natural armor costs 1 pt but +8 str, +4 con, +2 natural armor only cost 4 and the only negative is a -2 dex and having to deal with a large eidolon (with all the positives and negatives associated like doing better damage and having to squeeze into 5' areas). I take it that is the major point trying to be made, not whether or not AniComps have equal growth from medium to large, even though it was in his post.

Dark Archive

To be fair I'm just quoting someone from Enworld

Starbuck II wrote:
And he took away armor proficiency as a choice? Oh, no, now we just buy them mithral chain shirt like all the mages can wear. Armor proficiencty only matter if it has armor check penalty.


I like the idea of some kind of extended duration, given the focus of the class is on summoning. I could see something like the extend spell feat for free and automatically applied to all casting of the summon monster family as one option. Or a minute/every level of the highest available level SM for the SLA is another reasonably good alternative I can come up with.

Dark Archive

To be fair I'm just quoting someone from Enworld

Starbuck II wrote:

And he took away armour proficiency as a choice? Oh, no, now we just buy them mithral chain shirt like all the mages can wear. Armour proficiency only matter if it has armour check penalty.

Apologies if this is a double post but my last one wasent showing up

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
sunshadow21 wrote:
I like the idea of some kind of extended duration...

Allow the Summoner to add his ChaMod to the duration of the Summon SLAs. 1/level + ChaMod rounds is significant at level 1 (when he needs it), but doesn't make much difference at level 20 (when the need isn't as great). Also it has the effect of getting better as he gains levels due to ability increases and stat boosters.

-Skeld


I have to say, I'm pretty happy with the eidolon changes, but I think something may still need to be done about their potential for ridiculous amounts of natural attacks.

As for the Summon Monster changes, I really like the "one at a time" rule, but I think it could stand to have a boosted duration to make it a little better. Time shall tell, I suppose.

Dark Archive

mdt wrote:


Note sure. I think Jason has changed it so you can't give them armor at all. After all, they don't really need an evolution to take armor, they could take proficiencies with feats, unless they specifically can't wear armor.

Personally, I'd prefer to tone down the natural armor and let them wear barding or armor, it feels neater and less forced than 'Oh, they change too often', since really, they don't. Not at low levels, and even at higher levels.

Correct on the first point and I agree with point two as well.

Planning on busting out a lvl 1 Summoner on Sunday and I'll use these changes. I feel like the hit to summoning duration is really going to hurt at lvl 1. Where it's at now I'd almost rather trade it for more BAB or armor and go more weak caster with an awesome animal companion. More of a Ranger/Druid hybrid than whatever this is turning into.


Casting 1round spells is a pain in the ass for every character so heavily focused on summoning. standing ther for 1 full round action open for interruption attacks is plain deadly if you are in a tight spot. The Eidolon can guard you. but still it is very dangerous. but always summoning as a standard action is also quite powerfull (but only if you can summon more than 1 at a time)
i would suggest the following:

Rapid spell-like ability [feat]
Preq: spell-like ability with a casting time of 1 round or more
Benefit: Choose one of the creature's spell-like abilities with a casting time of 1 round or more, subject to the restrictions below. The creature can use that ability as an rapided spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).

(for the effects of rapid spell look it up in Complete divine. most importaintly the casting time of a spell taking 1 round to cast is reduced to 1 standard action

The creature can only select a spell-like ability duplicating a spell with a level less than or equal to 1/2 its caster level (round down) – 1

Special: a Summoner may apply this feat to his summon monster spell-like ability, even if he doesn't have the necessary caster level

reduced duration: 1 or 2 rounds duration is hardly enough for a summoned monster to matter at low levels. here i would suggest applying the extend spell feat for free to the summons. it makes them last long enough to really matter but not so long, that he can tot them from combat to combat or seriously go nova (even 40 rounds last only 1 combat and maybe the time needed to refresh after the fight)

only 1 at a time: really prevens going nova, but also disallows some interesting tactics with your summons.
Also completely restricting a class from novaing will greatly hinder it in those all-or-nothing encounters (usually boss encounters with an EL of up to Level+4) where some degree of nova is actually needed to survive. And after all every class can go nova with success depending on Encounter design and enemy tactics.
I recognize this as an emergency fix. but am not an huge fan of it. maybe build in a recharge time, like a dragons breath weapon. or leave it to DMs to punish a charcter from going nova.

Eidolon changes:
I like these. As jason said armor + natural was simply to much. The reasoning (fluff) is whacky for now, but i'm shure something fitting will be found.

I'm really eager to see what will happen to the summoner from now on. it is great to see firsthand how the process of development and Playtesting is making progress


Just put the min/lvl back. I think its the best solution, they had it right the first time. You know you want to.

Silver Crusade

Perhaps there could be feat chains to support the two focuses, the people who want their summoned monster utility belt and the people focused on eidolons? This would also allow people to match feat investment with how invested they are with the idea

Or is the idea of summon-focused summoner vs eidolon-focused summoner not where you want to go at all?

What do you think, other people on the board? Am I the only one who sees this dichotomy? Or are there more sides I've missed?

Idea I just had: The Constructor eventually learned to make 'utility constructs', stripped of their combat abilities but lasting for hours, useful for labor, mounts, and depending on how your GM handles things, scouts. Perhaps some similar long-lasting utility, noncombat summon ability could be added? This doesn't solve the 'summons only last 1 round at level 1' problem though.


I like the changes to the eidolon but why change the min/lvl i can see the one at a time but having both is a big hit.


I would like to point out this really isn't that much of a limit on the Summoner:

Summon Monster IX is a 6th level spell for them... which they get at 16th level (a level before the wizard). Now look at it at level 20... the Summoner takes his 6 points from his Eidolon stuffs them into his CHA, pumps his CHA like mad, and now has a total CHA of 42 (Normal maximum of 36+6 evolution = 42). This gives him 8 sixth level spell slots a day (1 more than the wizard could have at 20th level) ... in addition to his 19 uses of summon monster SLA a day.

SO if he wanted to he could summon 8 monsters from the 9th level spell list and another one from his SLA and have 9 monsters available in one combat, and that's before he crafts a staff with summon monster 9 as a sixth level spell and hands it to the cleric.

The issue is still present, just as it always has been... it's just not as in your face.


Abraham spalding wrote:
Now look at it at level 20... the Summoner takes his 6 points from his Eidolon stuffs them into his CHA

Can't do that. Increase Ability is expressly forbidden for use in Aspect and Greater Aspect.

RPG Superstar 2009 Top 16, 2012 Top 32

I have to agree with many previous posters. The summoner should be limited to one active summon SLA at a time, but should be able to use it as a standard action with a 1 minute/level duration.

Regarding eidolons and armor, I don't like the "constantly shifting" excuse for them not being able to use armor. I'd rather see the eidolon keep the ability to wear armor, but have some portion of its natural armor bonus replaced with an (innate) armor bonus that doesn't stack with armor worn.

Regarding cursed items, instead of having cursed items return to the eidolon when it is re-summoned, why not just have cursed items follow the eidolon when it vanishes? All of its other gear falls to the ground when the eidolon goes, but cursed items remain in its possession, returning along with it when it is re-summoned.

Sovereign Court

I don't have a problem with minute per level durations, but I don't want standard action summoning to come back

Sovereign Court

Epic Meepo wrote:


Regarding cursed items, instead of having cursed items return to the eidolon when it is re-summoned, why not just have cursed items follow the eidolon when it vanishes? All of its other gear falls to the ground when the eidolon goes, but cursed items remain in its possession, returning along with it when it is re-summoned.

+1 I like this better than anything


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Hmmm, at first glance I'd have to say I agree with the armor ruling but the summon monster change is a bit much. I'd say keep the minute per level and allow them to be summoned as a standard action (i.e. a free improved summoning feat which only makes sense, these guys should be the best at what they do) but restrict them to one SLA summons active at a time.

I have a player who'll be running a Summoner and he made a good point. While the Eidolon is a cool feature and the primary one of the class he want's to be able to Summon monsters, not have a pet, he'd play a druid for a pet class. He's kind of lippy about these things anyway, just disheartened that he didn't actually get to playtest it in it's full glory I imagine. I, however, will wait and see how things play out this weekend.


Good changes. If anything I'd like fewer/no magic items on the eidolon.

On the SMs, I firmly believe the ability's duration/novaability needed nerfing and was very vocal about it. Though letting them be standard action would be fine, and really at 1 rnd/lvl you don't need to do the "only 1 at a time" clause. Then it's basically just some normal extra SM spells that are faster than normal, which is OK.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Ernest Mueller wrote:

Good changes. If anything I'd like fewer/no magic items on the eidolon.

On the SMs, I firmly believe the ability's duration/novaability needed nerfing and was very vocal about it. Though letting them be standard action would be fine, and really at 1 rnd/lvl you don't need to do the "only 1 at a time" clause. Then it's basically just some normal extra SM spells that are faster than normal, which is OK.

Personally I think better duration and limited summoning would make things more interesting, sort of give them an edge on other casters without giving them too much. It would also make summons useful on a utilitarian level rather than focused on purely combat related matters. Something I think has been a major flaw with 3.5 and onward wherein the mindset was that if it was useful in combat it was too powerful hence the nerfed fly spell and over land flight spell. Both of which suck compared to the former which had far more uses than just flying around for a few rounds of combat. Honestly I think more duration = more powerful seems silly. Summoned monsters are weak enough, they tend to go squick easily, letting one linger around for a minute per level isn't absurd in the least in my not so humble opinion.


Zurai wrote:
Abraham spalding wrote:
Now look at it at level 20... the Summoner takes his 6 points from his Eidolon stuffs them into his CHA
Can't do that. Increase Ability is expressly forbidden for use in Aspect and Greater Aspect.

In the Immortal Words of Homer Simpson "D'Oh!"

Yea so the Summoner would have the same max attribute as the wizard with the same number of spells per day, and therefore summoned monsters equal to the wizard +1 at maximum level due to the SLA... still not bad at all.


Epic Meepo wrote:
I'd rather see the eidolon keep the ability to wear armor, but have some portion of its natural armor bonus replaced with an (innate) armor bonus that doesn't stack with armor worn.

I think this could be another interesting fix for eidolons and armor, honestly. The straight armor bonus could represent natural armor that is covered up by the equipped armor, causing them not to stack.


Why would the summoner have a shorter duration for summoning monsters then a conjurer specialist wizard??

Jason Bulmahn wrote:

Hey there all,

I have been going through a great deal of playtest feedback and speculation over the past few days. It has become obvious to me that there needs to be a few adjustments made to the summoner for balance reasons. Although I would not say that these changes are final, from this point onward, they are part of the class for playtesting purposes (this includes the Pathfinder Society Organized Play). I need to implement these changes to get a bit more productive feedback, since the issue seems to be skewing results a bit too heavily.

Feel free to post comments and feedback concerning this rules change in this thread, but leave other issued out of this discussion please.

Jason Bulmahn
Lead Designer
Paizo Publishing

Eidolons and Equipment
Eidolons are limited in the amount of gear and equipment they can use. Their forms tend to shift over time, making certain types of gear impossible to use properly. Eidolons with the proper training and the limbs (arms) evolution can wield weapons. They suffer the normal penalties for wielding more than one weapon, regardless of the number of arms they possess. Eidolons cannot wear armor, due to their shifting form, but those that take the proper feat can use a shield. Eidolons can use some magic items. Each eidolon can wear up to two rings, if it has the limbs (arms) evolution. Each eidolon can wear a single magic item in the following slots: eyes, head, neck, and shoulders. An eidolon with the limbs (arms) evolution or the tentacle evolution can drink potions.

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...


All these changes are welcome Jason, thanks for listening! It must be hard to sift through the munchkins!

Dark Archive

I for one am a huge fan of all the updates.
SLA of 1 min/lv with a standard action was WAAYYY too powerful. Thanx

Now, i haven't had time to read 118 post fully and don't know if this has been touched on already but, i would house rule that biped and quads can wear 1 pair of boots. Or was your line of thinking to drop boots/gauntlets/helmets/and masks off completely?

Just wanted a little feedback.

Again, thanks for the work.

Grand Lodge

I like the changes but I think losing the standard action summon could prove overly detrimental to a summoner.

Personally I been wondering how to make the summoner better than a conjurer and I think I have an idea...

Firstly the spell progression

1 - Summon Monster II
2 - Summon Monster III
3 - Summon Monster IV

4th level ability - instant summon: The summoner can cast a summon monster spell as a standard action. If cast as a standard action the summon monster spell uses up a spell slot 1 level higher than its actual level.

10th level ability - metamagic summoner: The summoner reduces the level cost of metamagic feats he applies to any summon monster spell to a minimum of +1 level per metamagic feat applied.

----- Analysis -----
I first thought about making SM I a cantrip but that would be too abusive I think.

The metamagic summoner I'm also not 100% ok with but I think this has potential maybe as a specific feat (perhaps releasing a other feats for bards specialising in enchantments or specialist wizards and metamagic feats). The principle idea behind this ability is to make metamagic feats viable to classes with reduced spell lists buy making them less flexible than a standard metamagic feat by simply restricting it to certain spells (or perhaps to a specific subschool?).

Thoughts


lastknightleft wrote:
I don't have a problem with minute per level durations, but I don't want standard action summoning to come back

I would like standard to come back, I don't think it is a problem. But I would much much rather the min/lvl to come back. If that does not return I have no interest playing the class.


The min per lvl is too much with this I will agree, so why not just give them the same durations as a specialist conjurer. He has no real direct damage spells so the only thing he has are his pet and his summons. If you limit the duration to much on the summons as might as well call him a pet master and not a summoner.

xJoe3x wrote:
lastknightleft wrote:
I don't have a problem with minute per level durations, but I don't want standard action summoning to come back
I would like standard to come back, I don't think it is a problem. But I would much much rather the min/lvl to come back. If that does not return I have no interest playing the class.


Ernest Mueller wrote:
Good changes. If anything I'd like fewer/no magic items on the eidolon.

One way to approach it could be having evolutions "open up" item slots.

Epic Meepo wrote:
I have to agree with many previous posters. The summoner should be limited to one active summon SLA at a time, but should be able to use it as a standard action with a 1 minute/level duration.

I'm opposed to the Standard Action Summoning. The thing with Summons is the summoned creature(s) (can) Full Attack just before your turn - that seems part of the logic why it's a Full Round Action for every other "Summoner", and I don't think breaking the rules here to make the Summoner even better at Summoning is necessary. Making it a Standard Action seems like it would increase the number of AoO's your Summons could get before you even take your next turn - The current rules allow them a Full Attack, but that's it, and that seems fair.

Summoners already get SNA at lower Spell Levels/Class Levels than Conjurers, in addition to bonus usages as SLA, so they already are the best Summoners around. *IF* the SLA is limited to one active at a time, then a longer duration seems fine, though. ...Though increasing the duration less drastically, say, like Conjurers (+1/2 level #rounds) seems like a viable enough bonus. The Eidolon is the part that supposed to ALWAYS be around, and their Spell Level/SLA advantage already mean they will be the best "Summoner" around.

Quote:
Regarding eidolons and armor, I don't like the "constantly shifting" excuse for them not being able to use armor. I'd rather see the eidolon keep the ability to wear armor, but have some portion of its natural armor bonus replaced with an (innate) armor bonus that doesn't stack with armor worn.

I understand this sentiment thematically, but what is the outcome? Why bother making a wierd 'part Natural Armor, part Armor Bonus" set-up that makes wierd stacking scenarios, when you can just say "no armor" and have the same outcome? Speaking of which, does Mage Armor work on an Eidolon now (with the latest update)?

Quote:
Regarding cursed items, instead of having cursed items return to the eidolon when it is re-summoned, why not just have cursed items follow the eidolon when it vanishes? All of its other gear falls to the ground when the eidolon goes, but cursed items remain in its possession, returning along with it when it is re-summoned.

I like this solution best. And it doesn't have to be cheesily worded 'only cursed items follow the Eidolon', but something like 'all magically bound items not normally removable, such as cursed magic items, follow the Eidolon when it phases out' - That allows for non-cursed items which nonetheless are 'bonded' somehow (isn't there a procedure/ritual to do this with Ioun Stones?) and makes it more an 'in-game' explanation rather than just a gamist hack to prevent side-stepping cursed items.

Quote:
I think what he is getting on about is that a +2 ability boost costs 2 pts of evolution and +2 natural armor costs 1 pt but +8 str, +4 con, +2 natural armor only cost 4 and the only negative is a -2 dex and having to deal with a large eidolon (with all the positives and negatives associated like doing better damage and having to squeeze into 5' areas).

Yes, that's how I took it as well. Different bonus categories that stack already are differently costed elsewhere in the game (Armor, Nat Armor, Deflection, Luck, etc) largely BECAUSE they can stack, but I think in this case, the Size Bonus (incl. stat bonuses) should probably cost MORE than the pure stat/AC bonuses, given large(r) size is almost always a BENEFIT for melee types.

In other words, at a given level/given Evolution Cost, you could have either a Large or Giant Eidolon (with appropriate Reach), or a smaller one without Reach (unless paid for separately) but with actually stronger Stats + Natural AC. The cost for the Size Evolution should probably incorporate the cost for the Stat & AC Bonuses and Reach Evolution - more than reasonable, considering they stack. Of course, there CAN be disadvantages to (larger) size, but I think making the Size Evolution cost the same as, or slightly more than, the equivalent 'independent' Evolutions would be more than fair.


The conjuration specialist can summon the same lvl monsters at same time as a summoner, he aslo gets a larger section of spells and both summoners charm, acid dart and dimensional step. So what I am saying is limit the summoner to one active monster from his class ability but give him the summoners charm.

UOTE="Quandary"]

Ernest Mueller wrote:
Good changes. If anything I'd like fewer/no magic items on the eidolon.

One way to approach it could be having evolutions "open up" item slots.

Epic Meepo wrote:
I have to agree with many previous posters. The summoner should be limited to one active summon SLA at a time, but should be able to use it as a standard action with a 1 minute/level duration.

I'm opposed to the Standard Action Summoning. The thing with Summons is the summoned creature(s) (can) Full Attack just before your turn - that seems part of the logic why it's a Full Round Action for every other "Summoner", and I don't think breaking the rules here to make the Summoner even better at Summoning is necessary. Making it a Standard Action seems like it would increase the number of AoO's your Summons could get before you even take your next turn - The current rules allow them a Full Attack, but that's it, and that seems fair.

Summoners already get SNA at lower Spell Levels/Class Levels than Conjurers, in addition to bonus usages as SLA, so they already are the best Summoners around. *IF* the SLA is limited to one active at a time, then a longer (minute/level) duration seems fine, though. They can always use their normal Spell Slots for further Summons./

Quote:
Regarding eidolons and armor, I don't like the "constantly shifting" excuse for them not being able to use armor. I'd rather see the eidolon keep the ability to wear armor, but have some portion of its natural armor bonus replaced with an (innate) armor bonus that doesn't stack with armor worn.

I understand this sentiment thematically, but what is the outcome? Why bother making a wierd 'part Natural Armor, part Armor Bonus" set-up that makes wierd stacking scenarios, when you can just say "no armor" and have the same outcome? Speaking of which, does Mage Armor work on an Eidolon now?

Quote:
Regarding cursed items, instead of having cursed items return to the eidolon when it is re-summoned, why not just have cursed items
...

Dark Archive

Kalderaan wrote:


Change to the Eidolon is expected. Multiple builds had the AC potentially higher than normal for the level. Positive change.

Identifying what an Eidolon could use for magic is good. This was done for Living campaigns to great success. Positive change.

Change to the duration for the SLAs was to be expected. From rounds to minutes per level is quite a jump. It would be nice to have them extended in some way such as the Summoner domain (+2 rounds) does or the Extend meta-magic feat does. Nice but not necessary. Positive change.

Change to the number of creatures from active spells out on the table is an interesting side-rule. Is this just for SLA's? I don't see what purpose this serves other than to those people with ADD who can't sit and wait until you resolve a few more summons. Neutral change (until playtesting is done).

Change to the casting time to full-round. This is the biggest draw to the class as a whole. If this changes, I feel the entire reason to take the class would be removed. I could live with the durations and possibly even the number of active SLAs but this seriously hurts the class since their spell selection is so limited. Negative change.

I agree completely with this post. Nice work with the eidolon, but what were you thinking with the second part? The main draw of the summoner class for me was the SLA's, not the crummy bard-advancement spells or the Eidolon.

I liked that the summons came out in the same round (so I didn't feel like the character was just sitting there uselessly until the start of my next action, and I could summon something in a surprise round), and the longer duration summons (for scouting and the SLA not being completely useless for the first few levels).

Considering that there is already a feat for conjurers to get standard action summons in organized play (Academae Graduate, from one of the APs), and standard action summons haven't broken the game yet with conjurers, I don't see how getting a single summon per combat as a standard action is a big deal, especially if you can only have one out at a time anyhow.

Likewise, the 1/time limit prevents "novas" with summoned monsters, which was by far the biggest objection to the 1 minute/level duration. The summoner has too few spell slots to really nova without multiple SLA's, whereas a conjurer or sorcerer can easily pull off such tactics by 5th level or so.

Basically, you put in a decent fix for the issues that some players faced by limiting the instances of SLA's active - and then proceeded to weaken the class substantially more after the "need" to do so was removed.


Akalsaris wrote:
I agree completely with this post. Nice work with the eidolon, but what were you thinking with the second part? The main draw of the summoner class for me was the SLA's, not the crummy bard-advancement spells or the Eidolon.

Respectfully, that means the change was needed. The Eidolon is intended to be the focus of the class, even possibly ahead of the actual PC. The fact that the summon SLAs are what some people were using the class for just means that the summon SLAs were too strong and detracted too much from the focus.

Which, for the record, I predicted about two or three months ago in the "what do you want from the summoner?" thread :p I still vote for complete removal of summon monster from the spell list and class abilities. The class is about the Eidolon, not about summon monster.


Quandary wrote:

I'm opposed to the Standard Action Summoning. The thing with Summons is the summoned creature(s) (can) Full Attack just before your turn - that seems part of the logic why it's a Full Round Action for every other "Summoner", and I don't think breaking the rules here to make the Summoner even better at Summoning is necessary. Making it a Standard Action seems like it would increase the number of AoO's your Summons could get before you even take your next turn - The current rules allow them a Full Attack, but that's it, and that seems fair.

I would say its fine, this is not every other "summoner" this is the actual summoner.

Dark Archive

Quijenoth wrote:

I like the changes but I think losing the standard action summon could prove overly detrimental to a summoner.

Personally I been wondering how to make the summoner better than a conjurer and I think I have an idea...

Firstly the spell progression

1 - Summon Monster II
2 - Summon Monster III
3 - Summon Monster IV

4th level ability - instant summon: The summoner can cast a summon monster spell as a standard action. If cast as a standard action the summon monster spell uses up a spell slot 1 level higher than its actual level.

10th level ability - metamagic summoner: The summoner reduces the level cost of metamagic feats he applies to any summon monster spell to a minimum of +1 level per metamagic feat applied.

----- Analysis -----
I first thought about making SM I a cantrip but that would be too abusive I think.

The metamagic summoner I'm also not 100% ok with but I think this has potential maybe as a specific feat (perhaps releasing a other feats for bards specialising in enchantments or specialist wizards and metamagic feats). The principle idea behind this ability is to make metamagic feats viable to classes with reduced spell lists buy making them less flexible than a standard metamagic feat by simply restricting it to certain spells (or perhaps to a specific subschool?).

Thoughts

I really like this...a lot actually.


Quandary wrote:
I'm opposed to the Standard Action Summoning. The thing with Summons is the summoned creature(s) (can) Full Attack just before your turn...

This was possible in 3.5e, the variant conjurer had "Rapid Summoning" - the rules are even in the online SRD, check it. It is certainly nice, but it's basically just the equivalent of a "half quicken". Having a SLA equivalent to a spell + metamagic is fina and balanced IMO.


Ernest Mueller wrote:
Quandary wrote:
I'm opposed to the Standard Action Summoning. The thing with Summons is the summoned creature(s) (can) Full Attack just before your turn...
This was possible in 3.5e, the variant conjurer had "Rapid Summoning" - the rules are even in the online SRD, check it. It is certainly nice, but it's basically just the equivalent of a "half quicken". Having a SLA equivalent to a spell + metamagic is fina and balanced IMO.

Agreed.

note: The summoned monster can only take a Standard action in the round it is summoned. [This makes creatures with Pounce even better than they already are]. You can make a mini-charge if you only have a Standard action [like Zombies], mini-charge means Pounce, which means Rake too!


@BlueIce: It looks like you are a newcomer to these boards, so welcome!

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Again, welcome!


in my opinion if you only allow the summoner to have one SM in effect at once, why not allow the duration to be 1 min/level? the other changes are great, and make sense but this might kill the flavor of the class.


re: Rapid Summons variants

Whether or not something was somehow or another 'allowed' in 3.5 doesn't really affect my appraisal of it it should exist within Core PRPG. In any case, I'm with Zurai that the focus of the 'Summoner' seems to be the Eidolon itself, not 'summoning lots of stuff' non-stop, and I'd rather keep the focus on the Eidolon and abilities directly relevant to it/ the relationship with it.

That said, the current update certainly accomplishes what it meant to, removing these extraneous factors from the playtesting of the class. I expect the Summons to get a slight bump by the time the APG is released, probably at least on par with the Conjurer bonus rounds to duration.


Zurai wrote:
Akalsaris wrote:
I agree completely with this post. Nice work with the eidolon, but what were you thinking with the second part? The main draw of the summoner class for me was the SLA's, not the crummy bard-advancement spells or the Eidolon.

Respectfully, that means the change was needed. The Eidolon is intended to be the focus of the class, even possibly ahead of the actual PC. The fact that the summon SLAs are what some people were using the class for just means that the summon SLAs were too strong and detracted too much from the focus.

Which, for the record, I predicted about two or three months ago in the "what do you want from the summoner?" thread :p I still vote for complete removal of summon monster from the spell list and class abilities. The class is about the Eidolon, not about summon monster.

I would completely disagree with this assessment and think it would ruin the class.


Quandary wrote:

re: Rapid Summons variants

Whether or not something was somehow or another 'allowed' in 3.5 doesn't really affect my appraisal of it it should exist within Core PRPG. In any case, I'm with Zurai that the focus of the 'Summoner' seems to be the Eidolon itself, not 'summoning lots of stuff' non-stop, and I'd rather keep the focus on the Eidolon and abilities directly relevant to it/ the relationship with it.

That said, the current update certainly accomplishes what it meant to, removing these extraneous factors from the playtesting of the class. I expect the Summons to get a slight bump by the time the APG is released, probably at least on par with the Conjurer bonus rounds to duration.

The summoner should be better than, not equal to, the conj. While the summoner is focused on the eidolon that does not mean that is all the class is. It is a summoner and should be able to summon.


I think I'm with the majority on this one . . . "nerf" the eidolon, but not the Summoner. Then again, I'm not a fan of the center-stage eidolon anyway . . .

tuppence for the message board . . .


Does the line "They suffer the normal penalties for wielding more than one weapon, regardless of the number of arms they possess" imply that an eidolon cannot take the feat from the Bestiary titled Multiweapon Fighting?

Or was it just a clarification term, so that people don't misunderstand and assume the eidolon has 6 arms, 3 primary arms and 3 off-arms or some such?

Sovereign Court

Ice Titan wrote:

Does the line "They suffer the normal penalties for wielding more than one weapon, regardless of the number of arms they possess" imply that an eidolon cannot take the feat from the Bestiary titled Multiweapon Fighting?

Or was it just a clarification term, so that people don't misunderstand and assume the eidolon has 6 arms, 3 primary arms and 3 off-arms or some such?

Yes, it's just a clarification that they're no different than any other multilimbed creature... in fact to get better at multiple weapons they'd have to take Multiweapon fighting.

--Vrockin around the Christmas Tree!


Jason Bulmahn wrote:
Eidolons cannot wear armor, due to their shifting form, but those that take the proper feat can use a shield.

I don't like this at all. I'm sorry, but there are lots of concepts that belong in armor (my angelic eidolon just being a single example, though I was lazy and didn't stat out equipment for it). If we're worried about AC problems, lower the natural armor it gets for free (the amount is pretty crazy to begin with) and make the Natural Armor evolution +1/point instead of +2 (perhaps allowing it to be chosen once per 3 summoner levels instead of once per 5). No armor is a concept-killer, and unfair. Also point out that unless it is completely humanoid in shape (aka a bided with no evolutions that add parts), armor costs twice as much for being non-standard, not to mention price changes if the eidolon isn't Medium (changes which I assume stack, so a non-humanoid Large creature's armor costs 3 times as much, if I'm remember the numbers correctly, including the 'two doubles is a triple' rule).

And the constantly shifting 'reason' doesn't work. My eidolon's basic form does not change from 6th level (and could be made constant at 5th simply by switching out taking swim and wing buffet for taking the extra limbs [arms] evolution).

And if the equipment doesn't stay on the eidolon, looks like a Bag of Holding one is about to become standard equipment for all summoners. Not saying it doesn't make sense or that it's a bad rule, I just think it's an unnecessary one.


xJoe3x wrote:
I would completely disagree with this assessment and think it would ruin the class.

Disagree with it all you like. Jason has explicitly said that the Eidolon is the focus of the class (read the "Forget the summoner..." thread for his exact post). The Advanced Players Guide page itself says that the Eidolon is the focus of the class.

Summoning spells are not the focus of the class. If the Summoner does it so well that people are saying "screw the Eidolon, I only want the summons!" then that's a bad thing because a subfacet of the class is overwhelming the point of the class. It'd be like people saying "screw smite evil, lay on hands, spellcasting, and the auras! I only want the special mount!".


Zurai wrote:
It'd be like people saying "screw smite evil, lay on hands, spellcasting, and the auras! I only want the special mount!".

Well HA! I am saying that....Of course, I'm going to make a summoner instead of a paladin.


To me the class is "both" the eidolon and the ability to cast summon spells easier than most. I have no problem with the eidolon really; aside from balancing the evolutions and their cost, which others have already contributed greatly to, I don't really see anything with this that needs major adjustment. The summon spell needs to be on the summoner spell list. Also have a SLA that lets the summoner have one summone spell active for longer periods of time than usual is fine with me; I also don't see a problem at higher levels of having that SLA being a standard action. The only real change I would make is adding a few more skill points, and perhaps a few more class skills. Otherwise, this class is amazingly well balanced for a playtest version, doesn't create any obvious problems as long as at least one of the current restrictions on the SLA remains (preferably the 1 at a time), and is thematically and mechanically a fun class to play. Those who don't want the eidolon to outshine the summoner have enough options to make the eidolon in such a way that it doesn't; small support role eidolons can be just as useful as large battletanks, and they generally don't steal the spotlight much. I see it much like the druid; there are a number of abilities that the class has to work with, but each player will choose to emphasize one branch over another.


Forgot to mention this, but I see the eidolon and the summon spells as similar to how you would structure an army, which is exactly what the summoner is doing. The summoner is the general, the eidolon is the right hand of the general, the SLA is the elite/leadership spaced throughout the army, and the regular summons from the spell slots are the basic troops. While not a perfect analogy, it's the best way I can think of to say how I picture the various abilities working together.

Sovereign Court

MaverickWolf wrote:


And the constantly shifting 'reason' doesn't work. My eidolon's basic form does not change from 6th level (and could be made constant at 5th simply by switching out taking swim and wing buffet for taking the extra limbs [arms] evolution).

It's not that it's form changes evolutions constantly, but that they aren't exactly stable in form. Not as amorphous as an ooze, but not as stable as an angel. Think more like a doppleganger or mimic, but with less control moment to moment. I think it's works fine. I can easily see my Eidolon ripple as it walks, or when it grows angry little ridges form up and down it's spine like a oscilloscope readout.

--Jingle Bell Vrock

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