Level 10 summoner


Round 2: Summoner and Witch

Sovereign Court

Okay so we playtested a summoner at level 10 and at that level I think summoners are well balanced. The large size boost makes them good, but doesn't make them overpowered and they have to focus on offense in order to keep pace with the melee classes while ignoring defense. As long as the armor evolution doesn't come back they are very well balanced at level 10.

Granted this is after only one fight against 4 flesh golems. The Summoner still had 5 attacks, but at level 10 this isn't overpowered. a TWF can have 4 without spells, and will do consistant damage over the eidelon.

That doesn't change my opinion that an eidelon needs a # of attack cap at lower levels. When everyone else has 1-3 attacks and the eidelon has 5-7 without a significant loss of AC it is quite problematic. However, it does balance out around level 8-10. I can't say how it balances at even higher level.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

How about some details.
What are the stats of the Eidolon at level 10?

What spells did the summoner use?

Any buffing spells put on the eidolon? Summoner bard or cleric?

Was the pet outfitted with any magic items?

How much damage did he take and dishout?

Any similar level fighters in the group? How did they do?

Sovereign Court

dulsin wrote:

How about some details.

What are the stats of the Eidolon at level 10?

What spells did the summoner use?

Any buffing spells put on the eidolon? Summoner bard or cleric?

Was the pet outfitted with any magic items?

How much damage did he take and dishout?

Any similar level fighters in the group? How did they do?

Hm, well more details were posited here. I can't go into too many detail because I was the DM and don't have the character sheet with me (player ran the summoner). I did have a level 10 cavalier I had built and ran in the combat but I can tell you what I know for sure.

It was a quadraped eidelon with the evolutions (I'm only listing the bought evolutions not the free evolutions):
Claw x 2
Bite
Increased Nat. Armor
Increased Ability Score (Str)
Large Size
Breath Weapon
Fast Healing

You could probably figure out it's stats from there. For HP we always took the average (meaning it started with 5 level 2 got 6, level 3 got 5 again, level 4 got 6 etc. etc.)

The summoner definitely had invisibility, and black tentacles as spells known. Other than that I can't say because the player used spells sparingly relying 90% on his eidelon, summon monster SLA, and crossbow. He didn't buff the eidelon.

In combat it went like this

turn one Black tentacles
Turn two Summon Monster (allosaurus)
turn 3 on crossbow.
turn 4+ see turn 3

Comparing his eidelon to my level 10 cavalier who had a rather impressive charge attack they compared favorably on damage, but since my attacks were all based on charging I only got one chance a round and if I missed it no such luck. Still when i hit, I made up for it. 4d8+8 +1d6 electricity, if I recall correctly, averaging 22 damage a hit. (average was low because the shock heals golems)

We set the combat in desert terrain which cut everyone except my cavaliers movement in half (my AnCo was a camel) unless they stood on the rubble. This didn't effect the summoner much as he used black tentacles to keep the monsters coming one at a time and crushed them.

There was also a flame focus oracle who used wall of fire and produce flame to slow the golems quite effectively.

As I said, the cavalier had better AC at this point then the eidelon, (28 to 19) and could ride check to negate attacks easily. So all in all I think around level 10 the summoner hits a balanced sweet spot. I still think the summoner is too good at lower levels as I posted in the aforementioned thread.

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