UPDATE - Summoner


Round 2: Summoner and Witch

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Dags wrote:
Draeke Raefel wrote:


The SLA was changed. It now behaves exactly like the spell except you can only have 1 active casting of it at a time. ( in other words, it also has a full round casting time )

So then a summoner, other than its companion and lack of spell selection, is no different than any other arcane caster... Whats the point of the class if you you don't want to role-play a custom creature? The originality of it has been stripped by hypothetical power gamed situations (IMO, unrealistic) down to a restricted arcane druid...

Except a wizard can summon more at a time.

That is a question several posters have been asking. And getting called "munchkin" (or a variation) for it, either directly or indirectly. Or, more commonly, told that the Summoner needs to be this way for balance reasons.


Dags wrote:
Draeke Raefel wrote:


The SLA was changed. It now behaves exactly like the spell except you can only have 1 active casting of it at a time. ( in other words, it also has a full round casting time )

So then a summoner, other than its companion and lack of spell selection, is no different than any other arcane caster... Whats the point of the class if you you don't want to role-play a custom creature? The originality of it has been stripped by hypothetical power gamed situations (IMO, unrealistic) down to a restricted arcane druid...

Except a wizard can summon more at a time.

Hypothetical situations is actually what it comes down to from what I have read from the whiners on this board. Bottom line any DM or GM or whatever you want to call them who is worth a copper will be able to deal with it. All these little nit picky rules should be left up to the games DM to rule on like cursed items "who cares". It becomes a DM call what will happen because if you pick 10 gameing groups you will see it handeled 10 differant ways. A cursed item has come up once in the last 4 years of game sessions in our group. More than likely there are house rules in place and the DM is going to read over the class and make any changes he wants to incorporate.

Scarab Sages

Jason,

Since alot of people posting on here agree with the no armour for your Eidolon but disagree on the nerfs to SLA & alot of people seem to agree that Summon SLA should be changed to -
only 1 at a time
standard action to cast not 1 round
1 minute/level duration not 1 round/level

can you please make this an update to the official playtest rules for the Summoner - I have a game coming up & wanted to playtest this way but I can playtest the character only with official rulings

I think alot of people would be happier to playtest this way too

thx Cee


Ceefood wrote:

Jason,

Since alot of people posting on here agree with the no armour for your Eidolon but disagree on the nerfs to SLA & alot of people seem to agree that Summon SLA should be changed to -
only 1 at a time
standard action to cast not 1 round
1 minute/level duration not 1 round/level

can you please make this an update to the official playtest rules for the Summoner - I have a game coming up & wanted to playtest this way but I can playtest the character only with official rulings

I think alot of people would be happier to playtest this way too

thx Cee

+1


Ceefood wrote:

Jason,

Since alot of people posting on here agree with the no armour for your Eidolon but disagree on the nerfs to SLA & alot of people seem to agree that Summon SLA should be changed to -
only 1 at a time
standard action to cast not 1 round
1 minute/level duration not 1 round/level

can you please make this an update to the official playtest rules for the Summoner - I have a game coming up & wanted to playtest this way but I can playtest the character only with official rulings

I think alot of people would be happier to playtest this way too

This IS the update, this is the way the class is right now. He would like people to try it out with the changes at the top of this thread and give feedback on that.

Dark Archive

Disenchanter wrote:


That is a question several posters have been asking. And getting called "munchkin" (or a variation) for it, either directly or indirectly. Or, more commonly, told that the Summoner needs to be this way for balance reasons.

and i totally understand that's what is being called munchkin, but what my point is, if you make the summoner less or equal to other classes in specifically summoning. Then it no longer becomes a Summoner, or any form of a class worth taking to role-play as one.

Hadesblade wrote:


Hypothetical situations is actually what it comes down to from what I have read from the whiners on this board. Bottom line any DM or GM or whatever you want to call them who is worth a copper will be able to deal with it. All these little nit picky rules should be left up to the games DM to rule on like cursed items "who cares". It becomes a DM call what will happen because if you pick 10 gameing groups you will see it handeled 10 differant ways. A cursed item has come up once in the last 4 years of game sessions in our group. More than likely there are house rules in place and the DM is going to read over the class and make any changes he wants to incorporate.

I totally agree with you Hadesblade. The problem i don't believe is with the class itself. But with DM's who seem to be incapable of handling such scenarios. I fail to see how the original form of this build was anything a DM cant handle...

Please don't let Hypothetical situations ruin a great original build.

You should take commoners away from Pathfinder as well, because by chance any evil creature comes into play that gets an automatic -3 to damage vs commoners. Then it wont stand a chance with a 1d3 natural weapon at CR 1/3. =( it would be totally broken that they get the type commoner! (That's my 1 smartypants comment) hehe

Scarab Sages

Dennis da Ogre wrote:
This IS the update, this is the way the class is right now. He would like people to try it out with the changes at the top of this thread and give feedback on that.

umm... Dennis - the way I read it is Jason updated the character class by removing the ability to wear armour on the eidolon, limited summon SLA to one at a time, casting time to one full round & limited duration to rounds/level & this is what Jason is asking to be playtested

since most people believe the nerf bat hit the class too heavily and are agreeing with some of this but not all & the consensus seems to be what I have asked for as an official update to the playtest rules & this is what people are wanting to be officially playtested

if I am wrong please and we are supposed to playtest what I have asked cause I missed an update from Jason in all these posts let me know - no offensive is meant to be implied but since Mr Subtle also agrees I dont think I missed anything


Dags wrote:
Disenchanter wrote:


That is a question several posters have been asking. And getting called "munchkin" (or a variation) for it, either directly or indirectly. Or, more commonly, told that the Summoner needs to be this way for balance reasons.
and i totally understand that's what is being called munchkin, but what my point is, if you make the summoner less or equal to other classes in specifically summoning. Then it no longer becomes a Summoner, or any form of a class worth taking to role-play as one.

Maybe you are forgetting that the summoner summons his Eidolon? No other summoner even comes close to that sort of summoning power until they get their capstone abilities. Every battle the summoner has his summoned Eidolon fighting at his side.

I love that Jason found a way to keep summon spells part of the class but the class is designed around having one very powerful summoned creature and all the rest of the design decisions are made from there.

Don't get me wrong, I would like to see at least a small increase in duration for the SMX ability but the class is pretty solid as is.


Ceefood wrote:
Dennis da Ogre wrote:
This IS the update, this is the way the class is right now. He would like people to try it out with the changes at the top of this thread and give feedback on that.

umm... Dennis - the way I read it is Jason updated the character class by removing the ability to wear armour on the eidolon, limited summon SLA to one at a time, casting time to one full round & limited duration to rounds/level & this is what Jason is asking to be playtested

since most people believe the nerf bat hit the class too heavily and are agreeing with some of this but not all & the consensus seems to be what I have asked for as an official update to the playtest rules & this is what people are wanting to be officially playtested

if I am wrong please and we are supposed to playtest what I have asked cause I missed an update from Jason in all these posts let me know - no offensive is meant to be implied but since Mr Subtle also agrees I dont think I missed anything

This is a playtest of Jason's design, not "Design a class by comittee".


Ceefood wrote:
Dennis da Ogre wrote:
This IS the update, this is the way the class is right now. He would like people to try it out with the changes at the top of this thread and give feedback on that.

umm... Dennis - the way I read it is Jason updated the character class by removing the ability to wear armour on the eidolon, limited summon SLA to one at a time, casting time to one full round & limited duration to rounds/level & this is what Jason is asking to be playtested

since most people believe the nerf bat hit the class too heavily and are agreeing with some of this but not all & the consensus seems to be what I have asked for as an official update to the playtest rules & this is what people are wanting to be officially playtested

if I am wrong please and we are supposed to playtest what I have asked cause I missed an update from Jason in all these posts let me know - no offensive is meant to be implied but since Mr Subtle also agrees I dont think I missed anything

I agree that I would rather playtest with the rule changes you mentioned... (SM-SLA, Standard action, 1min/lvl, 1 active at a time)


Not sure if anyone mentioned this or if it's been fixed or not, but off topic of what everyone seems to be discussing.

The Large and Huge evolutions seem to be essentially the same except the Huge costs one extra evolution point and gives an extra +1 to natural armor. But for that same extra evolution point, you can get Improved Natural Armor for a +2 to natural armor. So the Large evolution probably needs to be brought down, say +4 Strength and +2 Constitution, and the penalties for a Huge creature increased.

Dark Archive

Visionofinsanity wrote:

Not sure if anyone mentioned this or if it's been fixed or not, but off topic of what everyone seems to be discussing.

The Large and Huge evolutions seem to be essentially the same except the Huge costs one extra evolution point and gives an extra +1 to natural armor. But for that same extra evolution point, you can get Improved Natural Armor for a +2 to natural armor. So the Large evolution probably needs to be brought down, say +4 Strength and +2 Constitution, and the penalties for a Huge creature increased.

I believe the bonuses and penalties are supposed to stack. So not really the same thing at all.

Grand Lodge

Kain Gallant wrote:

Some feedback from my group:

- We drew up a gnome summoner at lvl 1, 7, 13, and 20. His Eidolon was a quadruped.

Excellent feedback, Kain Gallant. I think the board needs to see more of this type of posting. Concise and sticks to the facts Jason is asking for. Also, I can use it when considering my own playtesting.


Large and Huge stack.

Grand Lodge

Dennis da Ogre wrote:


This is a playtest of Jason's design, not "Design a class by comittee".

Yes, this is the focus. I would like to add posting results from a playtest is worth more than a debate of how the mechanics should change.


I know it's just one man's experiences, but at least I have submitted my playtest and how it played out as it was, before the playtest update.

Also, as soon as I'm able I'm going to try to run it with the changes, but as I've said before, the changes to the casting time and duration of the Summon Monster SLA have been a major emotional hit to me concerning playing the class, and I really truly wish that there were some way to incorporate armor (in a balanced method of course.)

While I'm here though, I have to ask.

What is everybody's problem with letting eidolon's use items? Seriously, it comes from the same pool of wealth as the summoner, why are so many peoples freaking out over the possibility of an Eidolon wearing a ring of X or an amulet of Y, or a belt of Z?

Grand Lodge

Dags wrote:


Hadesblade wrote:


Hypothetical situations is actually what it comes down to from what I have read

Please don't let Hypothetical situations ruin a great original build.

My stake in seeing a great summoner class comes from wanting a great Pathfinder Society experience. I know playtesting the class involves running many homebrew games and with material from Paizo and non-Paizo sources (and it should). However, since 90% of my Pathfinder RPG play comes from Pathfinder Society games I'd like to see a class that's solid in both how a player builds the character and how the GM uses the rules. Consistency is the point I'm trying to make. To do that we need more playtest data like what I commented to earlier. i'll back up this statement when I post the results of our 12/13 playtest (our earlier session was postponed).


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...

Don't take this rhe wrong way. I respect your work a great deal. But now...Cavalier mounts REALLY suck. (lol)

This may ballance Summoners within the rest of the game rules, or with other Arcane classes, but even with these tweaks, the Cavalier is getting left in the dust power-wise.

To misquote Han Solo: "No Order is worth this!"

(The Masses: "NO! He didn't invoke the Holy Trinity, did he?!")
(Me: Yes. I did!!)

Grand Lodge

kyrt-ryder wrote:


What is everybody's problem with letting eidolon's use items? Seriously, it comes from the same pool of wealth as the summoner, why are so many peoples freaking out over the possibility of an Eidolon wearing a ring of X or an amulet of Y, or a belt of Z?

I have one gentle answer to this question. In no way is the answer intended to judge another person's play style or decision. I haven't commented on this subject because I feel I have a narrow opinion on the matter (or maybe not). Having said that, this is my reasoning why I have an issue with it. In a different organized play campaign I judged many players running a druid that focused on the animal companion instead of his/her PC. I made jokes about it (which was ok because the people were friends of mine) that he played an animal PC with a druid companion. I said that because the animal companion, when buffed with items, dominated every combat. So much so that fighters, paladins and barbarians succumbed to providing it flanks and aid another because it could hit more often and do better damage. The druid didn't participate other than to cast the buff spells. It went even so far that the player(s) wanted their companion to use martial weapons, make knowledge rolls then 'communicate' this information to the party, intimidate NPCs, and speak to NPCs. Yes, speak to NPCs because they were 'trained to' and 'had the skills by rule'. I never enjoyed those particular game sessions because I wanted to roleplay with PCs, not run a scenario with an animal taking center stage leading six PCs around like pups. The eidolon isn't this bad but having it use weapons and magic items does concern me because of my experience. I think we need to focus on making a great summoner class and compliment it with an eidolon that doesn't overpower the roleplaying potential of its master, and the five other party members.

Again, that's my experience and opinion. I've held off on saying it because it could be an exception to the norm. I didn't want to start or add to the long list of posts on the subject.

I would like to ask those that read this please do not say I'm wrong or find faults to debate. I've posted my thought to kyrt-ryder as a courtesy to his answer his question.


Yeesh, that does sound rough.

Then again, in 3.5 it was a big problem because animal companions (especially with Animal Growth applied) were way better than Fighters and their ilk.

Also, one thing I'd like to tell you Ayala, is that part of what you said, having a companion who fights and the summoner taking the backstage is exactly how my current PC is.

I'm a huge fan of various 'pet shows and games' things like digimon, pokemon, blue dragon, etc etc etc, and my current character is a D&D manifestation of just such a pc and it's been a ton of fun.

Thanks for the response Ayala.

(Also, I'm totally weirded out by your ex player's desire to have his animal companion speak and such. But the Martial Weapon thing I can see, if it were an Ape and he taught it the Martial Weapon Proficiency feat for a given martial weapon with one of the companion's feats.)

Curious what you have to say about my current PC, thanks :)

EDIT: I should also mention that my eidolon does NOT overshadow the roleplaying potential of my PC. We're a partnership, a team. He fights, I cheer, coach strategies, augment his capabilities (buffing. Next time I play a digimon based one I plan to copy Digimon Tamers so I can bust out the Digi-modify cards lmao), and every once in a while my dumb butt dives in there to 'save' him when he's getting his butt handed to him, doing 'ok' in combat with my medium BAB, reasonable strength, Two-Hand wielded Mace, and Power Attack when I can afford to lose the attack bonus.

My character cares alot about his Eiodolon, and would never want to let him suffer any more than necessary, even though it doesn't really die. (We've flavored it's death such as it turning into a digi-egg until the following day when I perform the awakening ritual that brings it back and takes it back through it's various forms to it's current state.)


I think it's rediculous. If the Eidolon always arrives from it's plane at full HP, clearly something is going on in the time between "visits". I think you can give them whatever you want, but they don't reappear wearing/holding it.

Souped up companions are just bizzare, and this is no different.


cliff wrote:

I think it's rediculous. If the Eidolon always arrives from it's plane at full HP, clearly something is going on in the time between "visits". I think you can give them whatever you want, but they don't reappear wearing/holding it.

Souped up companions are just bizzare, and this is no different.

Souped up companions are just bizarre? Mind going into a bit of detail on that statement?

Also, just because the Eidolon shows up with full HP doesn't mean anything freaky is going on in it's dimension, or even that it exists in a physical form there.

It's entirely possible the Eidolon is basically a mass of conscious plasma in it's plane that takes shape and physical form only when you call it, or a thousand other explanations.


A Eidolon with limbsX3 and clawsX4 can make 8 claw attacks?


Bleah.

Not pleased with the 1 summon at a time for rounds per day change. It's just plain lame, especially at 1st and 2nd level when spending a standard action to get a creature for 1 or 2 rounds is nigh on pointless.

I have a player with a Summoner in my campaign starting Friday. Hopefully he'll want to continue playing it.


Disenchanter wrote:
Dags wrote:
Draeke Raefel wrote:


The SLA was changed. It now behaves exactly like the spell except you can only have 1 active casting of it at a time. ( in other words, it also has a full round casting time )

So then a summoner, other than its companion and lack of spell selection, is no different than any other arcane caster... Whats the point of the class if you you don't want to role-play a custom creature? The originality of it has been stripped by hypothetical power gamed situations (IMO, unrealistic) down to a restricted arcane druid...

Except a wizard can summon more at a time.

That is a question several posters have been asking. And getting called "munchkin" (or a variation) for it, either directly or indirectly. Or, more commonly, told that the Summoner needs to be this way for balance reasons.

WORD! I don't even understand the balance concerns, either. Did anyone even pay attention to the thread where this was discussed? Who cares if the Summoner novas with his summons... he'll have NO summons for the rest of the day!

At the VERY least, I beg Paizo to create a utilitarian summon which DOES last minutes per level so that the Summoner can get some work done which was the best part about the long duration summon in the first place.

The Exchange

I think there is some confusion here. The summoner can summon only once with it's SLA at a time. It can still use spells on top of that to summon more stuff so the summoner can still have several things out at a time.

I still think that the SLA casting time sucks. It should be a standard action and the summoned should get an action on the round it is summoned.
I also think the SLA should have an extended duration (maybe 1 minute plus 1 round per summoner level?).

Sczarni

Fake Healer wrote:

I think there is some confusion here. The summoner can summon only once with it's SLA at a time. It can still use spells on top of that to summon more stuff so the summoner can still have several things out at a time.

I still think that the SLA casting time sucks. It should be a standard action and the summoned should get an action on the round it is summoned.
I also think the SLA should have an extended duration (maybe 1 minute plus 1 round per summoner level?).

agree here.

SLA Summon Monster spells as Standard Action activation, duration Min/Level, 1 Critter at a time, and keep the rest of the class as is.

As for the Eidolon using weapons/armor, I hadn't really considered that option (the only one I've made was a claw/tentacle/grapple beast) but it seems like it could work. Drop the Natural Armor Evolution, or reduce the Natural Armor the pet gets normally, and let the summoner add those missing AC points back on via armor or evolution points.

As far as weapons, why not treat it like the Companions? They get smart enough to take feats, take the Martial (or Exotic) Weapon Proficiency, now you have a greatsword wielding tentacle monster. Seems like a fair trade to me.

Hopefully the Conjurer player in our Second Darkness game will elect to swap to Summoner. If so, I hope to be able to provide some longitudinal testing over a couple of levels.

-t


If the idea was to remove all desire to play this class in order to get more people to playtest the Witch, then Mission Accomplished! LOL

Sovereign Court

Loopy wrote:
If the idea was to remove all desire to play this class in order to get more people to playtest the Witch, then Mission Accomplished! LOL

Really, because I love the changes. The only thing I think needs to be added is a cha bonus to the # of rounds the SLA summons lasts. Other than that I think this class is great and still would love to play it.


lastknightleft wrote:
Loopy wrote:
If the idea was to remove all desire to play this class in order to get more people to playtest the Witch, then Mission Accomplished! LOL
Really, because I love the changes. The only thing I think needs to be added is a cha bonus to the # of rounds the SLA summons lasts. Other than that I think this class is great and still would love to play it.

I am playing it, and love the feel for the Eidolon and partner relationship roleplay we've got going on :)

But as I've said before, and very well may end up saying again multiple times before this playtest is over, the hits to the casting time and duration of the summon monster SLA have completely stricken it from value. Simply put, you do not focus on summoning unless you have a way to do it as a standard action.

Sovereign Court

and I don't think eidelons need armor at all with their large Nat Armor bonus, if you want an eidelon in armor, guess what you control its appearance, that natural armor looks like a suit of spiked full plate, it just can't be removed, I don't see why we need any form of stacking armor on them at all.

If anything though, I'd prefer that you had to buy magic items slots with evolution points, so there's a 1 point evolution

Magic item use: the eidelon may choose to wear a single magic item in the one of the following slots: eyes, head, neck, and shoulders. if it has the limbs (arms) evolution it may add ring to the selection of slots. This evolution may be taken multiple times its effects do not stack, each time you choose it you must choose a different slot, an eidelon with the limbs (arms) evolution may choose the ring slot twice.

Sczarni

Now THAT idea I like.

Shadow Lodge

Frerezar wrote:
Now THAT idea I like.

Don't be so quick to like it. Look at the text I embolded/italicized.

lastknightleft wrote:
Magic item use: the eidelon may choose to wear a single magic item in the one of the following slots: eyes, head, neck, and shoulders. if it has the limbs (arms) evolution it may add ring to the selection of slots. This evolution may be taken multiple times its effects do not stack, each time you choose it you must choose a different slot, an eidelon with the limbs (arms) evolution may choose the ring slot once for each arm it possesses.

Look, that Eidolon has six rings! And they all function!

Now, if im missing something here, please tell me.

Sovereign Court

Dragonborn3 wrote:
Frerezar wrote:
Now THAT idea I like.

Don't be so quick to like it. Look at the text I embolded/italicized.

lastknightleft wrote:
Magic item use: the eidelon may choose to wear a single magic item in the one of the following slots: eyes, head, neck, and shoulders. if it has the limbs (arms) evolution it may add ring to the selection of slots. This evolution may be taken multiple times its effects do not stack, each time you choose it you must choose a different slot, an eidelon with the limbs (arms) evolution may choose the ring slot once for each arm it possesses.

Look, that Eidolon has six rings! And they all function!

Now, if im missing something here, please tell me.

My bad my first read through of the summoner update I thought he meant that you could wear two rings for each set of arms you posses now re-reading it I see he meant that you get two ring slots period, I'll edit my entry. although really, I could honestly see instead a completely seperate evolution for rings that cost two points but you could take it once for each arm you possess and thus have six functioning rings.

Shadow Lodge

lastknightleft wrote:
I could honestly see instead a completely seperate evolution for rings that cost two points but you could take it once for each arm you possess and thus have six functioning rings.

Which will cause all the power-gamers to squeel like a school-girl and cause all the people who over-reatced(IMHO) to the armor try to ram the resulting removal of the evolution down your throat.

And then the DM throws a marrilth with six ring at your group.


Dragonborn3 wrote:
lastknightleft wrote:
I could honestly see instead a completely seperate evolution for rings that cost two points but you could take it once for each arm you possess and thus have six functioning rings.

Which will cause all the power-gamers to squeel like a school-girl and cause all the people who over-reatced(IMHO) to the armor try to ram the resulting removal of the evolution down your throat.

And then the DM throws a marrilth with six ring at your group.

And then the group kills the marrilith, takes the rings they like, and sell the rest.

I still fail to see the issue here guys. You've only got the money of one character, and you have to split it two ways.

(Trust me, I understand this problem fully, it was one of the balancing points of a summoner class I designed for my own RPG)

Shadow Lodge

kyrt-ryder wrote:
And then the DM throws a marrilth with six ring at your group.
And then the group kills the marrilith, takes the rings they like, and sell the rest.

Which only happens if the group kills it.[/threadjack]

So, who else thinks the next weekly poll should be:

1) Give the Summoner back their original SLA.
2) Let the Eidolon keep magic items if it is dismissed.
3) Make the updates permanent.

I'd vote for 1.


I, for one, couldn't care less about the eidolon. I read the orriginal summoning ability and asked my GM if I could change my conjurer over. This change makes me not.

I dont see the need for any of the changes to it. The full round action of summoning just makes me a target on the field, and doesn't really seem ballanced for my conjurer. The 1 round durration makes them worthless at low levels, its not even worth using the class ability until 5th level. As for only being able to have 1, why? Its not like they will ever need more than 2 out, and if they use more than that they either need it or are wasting resources they should need later.

Perhaps my opinion is jaded, but I see this as the primary class feature over the Eidolon.

Sovereign Court

Dragonborn3 wrote:
lastknightleft wrote:
I could honestly see instead a completely seperate evolution for rings that cost two points but you could take it once for each arm you possess and thus have six functioning rings.

Which will cause all the power-gamers to squeel like a school-girl and cause all the people who over-reatced(IMHO) to the armor try to ram the resulting removal of the evolution down your throat.

And then the DM throws a marrilth with six ring at your group.

Really, six rings would cost 14 points (assuming bi-pedal form), you could also add a level limit for the # of rings and I guess I just don't see that many game overpowering rings, but if that's the case then don't make the ring slot evolution, problem solved.

The Exchange

Dragonborn3 wrote:
Frerezar wrote:
Now THAT idea I like.

Don't be so quick to like it. Look at the text I embolded/italicized.

lastknightleft wrote:
Magic item use: the eidelon may choose to wear a single magic item in the one of the following slots: eyes, head, neck, and shoulders. if it has the limbs (arms) evolution it may add ring to the selection of slots. This evolution may be taken multiple times its effects do not stack, each time you choose it you must choose a different slot, an eidelon with the limbs (arms) evolution may choose the ring slot once for each arm it possesses.

Look, that Eidolon has six rings! And they all function!

Now, if im missing something here, please tell me.

Rings are freakin' expensive! If someone wanted to toss 6 rings on the beast then I say go ahead.


NO pie!
IMO the duration or the number of summons could be trimed but both is kind of heavy. Can a summoner call in a swarm of weaker creatures with a Summon monster III. 1D4+1 Fiendish rats or can he only summon one full ranked creature. Also the longer duration is a non issue. A 10 round combat (1 minute) is rare until higher levels. Plus a longer duration allows for a noncombat applications short term flying mounts or trap busters.


Mr.Fishy wrote:
A 10 round combat (1 minute) is rare until higher levels.

Not that I disagree with everything else, but are you serious about this? All the long combats I can remember actually happened at lower levels, when AC and HP's actually matter. By high level it's usually an issue of "clash, snicker-snack, thud".


I have 8 goblins each with 1 attack. You have 4 PCs only one or two of which have a "good" AC. Sleep, color spray and burning hands can clear a field faster that a fighter. I know I have. If that fight last longer than a few rounds someone could be in serious trouble.

At high level, two letters "SR"


And playing 52 pickup after the Eidolon is dismissed is rrrrreeealll dumb.


kyrt-ryder wrote:
What is everybody's problem with letting eidolon's use items? Seriously, it comes from the same pool of wealth as the summoner, why are so many peoples freaking out over the possibility of an Eidolon wearing a ring of X or an amulet of Y, or a belt of Z?

I've seen some examples here on the forums of some crazy things you can do with them in combination with the Eidolon. It doesn't seem like it was balanced with items in mind.

The challenging part is do you balance the Eidolon with the assumption that it will be fully equiped or do you balance it under the assumption that it is going into battle un-equipped. There is a vast difference there in how they should be statted out. Hopefully Jason is working on getting the item issues balanced out along with some other issues.


Caineach wrote:
Perhaps my opinion is jaded, but I see this as the primary class feature over the Eidolon.

Which is exactly what it was NOT intended to be. It was intended to be a secondary power.

If there were a second summoner class where this was the primary feature then it would probably be fine. As a secondary thing to the Eidolon it's a bit crazy considering the class is based very much around the Eidolon the class needs to be designed around that.


Loopy wrote:
And playing 52 pickup after the Eidolon is dismissed is rrrrreeealll dumb.

How many attacks does yours get. Natural weapons are one attack per round and I was talked about summon monster durations so there, ;}

Paizo Employee Director of Games

Alright folks...

Lets just all take a minute to calm down. There are a number of wholly unnecessary arguments occurring in this thread... Here is a couple of points.

1. This is the way the summoner currently works. If you feel it is no longer worth playing, consider it noted and try one of the other classes. Posting again and again about the change you want to see made is not going to get any changes made any faster. I am working through some feedback on the class with these changes in play and until I am through that, there will be no further alterations.

2. This is not design by committee. Piling on with "+1" posts will get you no where. In the past, I have used ideas that were only brought up once by a single poster... and ignored those posted by dozens. I am trying to do what is in the best interest of the game here and sometimes that means going against the grain or picking out small gems. If it is posted once.. I have seen it. Feel free to move along.

3. The earliest you are going to see any further changes to this class is probably 3-4 weeks away. I have a lot of other parts of this book that need my attention, not to mention the other two classes. The Oracle and Cavalier need an update before these two at any rate.

That is all for now... keep things civil folks. I would hate to have to shut this thread down.

Jason Bulmahn
Lead Designer
Paizo Publishing


Thanks Jason. We can all get pretty worked up over what we're passionate about, I appreciate the call back to moderate discourse.

I'll do my best not to bring up the biggest summoner concern I've mentioned, but if somebody starts a debate/discussion in some other thread odds are good I'll lay out my counterpoints (Though I will try to keep my mouth shut on that topic in this thread regardless)


Jason Bulmahn wrote:
1. This is the way the summoner currently works. If you feel it is no longer worth playing, consider it noted and try one of the other classes. Posting again and again about the change you want to see made is not going to get any changes made any faster. I am working through some feedback on the class with these changes in play and until I am through that, there will be no further alterations.

+1

Jason Bulmahn wrote:
Piling on with "+1" posts will get you no where.

DOH! *headsmack*

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