Why does everyone hate summoners?


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anlashok wrote:

No one did! But people were bringing up high level summoner spells so I figured high level wizard ones were fair game too.

Fair enough then.

IMHO, talking about the last 5 levels is not productive. It is more the arguing about scrhodinger-like things than the actual playing peoples do.


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I have banned it, for the following reasons:

1) Overlong turns
2) Confusing rules (I have seen the eidolon not respecting the rules things frequently. It has caused fights. And honestly, I dont want to bother with auditing such a complicated thing as an eidolon.)

If I ever get a chance to play it, and find ways to reduce those 2 issues, I might allow it. Until then, in the dustbin it goes with the gunslinger (mainly eliminated for fluff reasons).

Sczarni

I've banned the master summoner from my home games, and also required audits before the game starts for players I don't trust.

I also don't allow the racial variants either.

Silver Crusade

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Summoners are an Advanced Class, for Advanced Players.

My only issue has been flavour. If I had my druthers, the Eidolon would be built off a menu of various outsiders. In fact I insist on it, using the lists in Ultimate Magic as a guideline. To me an Angel summoner or demon summoner or genie caller is flavourful, an eidolon on the other hand is just. Bleh, it's too open a theme, so people look at them as piles of numbers to break rather than as points to shape to a theme.

Sczarni

it let my wife build a purple pegasus unicorn...

didn't fit any template but it was funny, effective, and stylish.


lantzkev wrote:
I also don't allow the racial variants either.

The player who wanted to play the class that brought me to start this thread in the first place was looking to play a Shadow Caller whose shadow turns into a dragon and slither away from him.

A bit cliched but the imagery was kinda cool.

Sczarni

it is until you realize they are just trying to get 20% miss chance everywhere...


lantzkev wrote:
it is until you realize they are just trying to get 20% miss chance everywhere...

Naw, he's not an optimizer. He just saw the bit about your shadow turning into a monster and wanted it.


lantzkev wrote:

I could say the exact opposite, prove to me they are op... to which I'll shoot holes in your individual specifics etc.

Anti-magic field, summoned creature can't enter it... any martial class is now op in comparison.

Opponent has banishment/bite the hand/dominate monster/etc
Opponent just kills the summoner and ignores the eidolon.
Opponent teleports the Eidolon or the summoner away... Eidolon dies due to distance apart.
Paladin has higher dmg and higher resists and higher ac than eidolon.
Gunslinger out performs eidolon.
Fighter out performs eidolon
Wizard out performs summoner at battlefield control.

Well it sounds to me like you're basically just saying that a focused class can outperform either the eidolon or the summoner. You're not wrong at all, it just sounds like you're underestimating the power of having both actions at the same time. The eidolon can usually 1 or 2 shot most CR equivalent monsters, while the summoner keeps it constantly hasted, can offer battlefield control options, and other helpful spells. Even when the eidolon is gone, the summoner can back it up with a huge load of summoned creatures that is summons quicker than any other class with 10 times the duration.


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OP, I think the most important thing to realise about the paizo forums more generally is that this is not a CHAROP community. Asking questions pertaining to relative class strength or class optimisation is never going to give you any clear answer, because this forum runs mainly on opinion and very little on consensus or hard math. There are a few exceptions (andreww makes some good charop threads) but for the most part you should absolutely not trust any opinions on 'overpoweredness' or 'balance' given out by this forum - or any forum, really. The fact that several people have stated with confidence that the summoner is better than the wizard or druid should be enough to tell you you're probably better off going by your own experience.

Just so you know, this isn't a paizo specific issue. Back in 3.5, when the book of nine swords came out, many people were claiming the classes within were broken and stronger than wizards, clerics druids etc ("they can use their powers ALL DAY"). The same sillyness continues to this day with 3.5 psionics (a system deliberately built to be slightly weaker than vancian casting as one of its design goals). The Paizo forums (and even devs!) do seem to have a specifically anti-charop culture though, which I guess doesn't help.

The reason it is very hard to get any decent advice on relative class strengths outside of the bleeding obvious (wiz > rogue, for example) is because of these three main issues:

a) Noone has played or played in a game with every class combination, let alone feat/skill/archetype combinations. It's not feasible given the long time scales involved with tabletop RPGs. I would hazard a bet that less than 1/3 of the people in this thread have direct experience with summoners, and this is a thread about summoners

b) As an extension of the above issue, even amongst players who have direct experience with a class, the sample size of their experience is usually very low (close to 1). Humans are notoriously bad for generalising experiences inappropriately. Thus, even amongst those who DO have direct experience with summoners, you'll find their opinions are usually based on a single summoner who they have played or played with, for good or ill. I would hazard a bet that less than 10% of all posters in this thread have had experience with more than one summoner.

c) The above problems are exacerbated by the radically different playstyles of differing groups. Paizo forums especially suffer from home and PFS game experiences differing even more than usual. It's important to remember that virtually none, if any, play groups exist in a perfectly optimised environment and thus skill floor rather than ceiling often dictates what classes they think are 'broken'.

From this perspective you can see why the summoner breeds so much contention on these forums. a) it isn't a very common class to begin with, b) the multiple, very distinct archetypes and high level of customisation mean everyone has likely encountered a very different summoner and c) summoners have a low skill floor compared to full casters and a high skill ceiling compared to martials, so depending on the level of optimisation in a game their relative power level comes across very differently.

TLDR: make up your own mind. Asking paizo forums for balance advice is a real turkey shoot, as i'm sure you've discovered in this thread. Don't ban or restrict anything until you actually play with it and it ruins your game (or for thematic reasons of course).

As for my own opinion which you should also take with a grain of salt:

Spoiler:
summoners are a partial caster with a strong spell list and good action economy. They probably very top of tier 3 and sometimes tier 2 (master summoner) or middle/low tier 3 (synth, first world). Considering tier 3 is an ideal balancing point, they're probably about right. Prepared casters and paragon surge based spontaneous casters blow them out of the water, but also require significantly more optimisation to do so. Also I think summoners, especially synth and master summoners, get a bad rep partially because they are interesting to optimise and so the 'power gamer' of the group is more likely to be drawn to them, rather than any inherent brokenness per-se.

Sczarni

I'll tell you something that has shot down nearly every eidolon I've ever seen...

DR. they can't one to two shot anything CR appopriate either, that's a gross estimation of their abilities.

Level 3, elementals, unicorns, pteradon, wasp swarms etc... most have about 30hp and about 15-16 ac.

your eidolon? BAB +3, STR at most 18 really, and maybe +1 AoMF. 1d6+5 or 6 or even 8 if you're power attacking and have other things going with it. sorry not one shotting that.

lvl 7 Succubus, young dragons, huge elementals, (now we're dealing with DR good/cold iron/etc) higher acs higher hps etc. succubus, 80 hp, charm etc, dragon 21 ac 76 hp, etc...

Eidolon at this point? BAB +6 (not large yet, but let's say they are 8)+11 to base strength, for a +11 or greater to hit, ok great good chance all it's primary attacks will hit (like 70% probably or greater) the dmg?1d8+13 max. most are ignoring 10pts of that dmg... that's piddly.

There are few level appopriate encounters consisting of one bbeg a summoner effectively handles on his own like you claim, anything that they can, someone else can as well they are not unique.


Ashiel wrote:
Honestly I really wouldn't mind the summoner if the spell list was shaved hard and it turned into a 9-level casting class with a d6 and 1/2 BAB.
DM_aka_Dudemeister wrote:
My only issue has been flavour. If I had my druthers, the Eidolon would be built off a menu of various outsiders. In fact I insist on it, using the lists in Ultimate Magic as a guideline. To me an Angel summoner or demon summoner or genie caller is flavourful, an eidolon on the other hand is just. Bleh, it's too open a theme, so people look at them as piles of numbers to break rather than as points to shape to a theme.

You guys pretty much summed up my thoughts exactly.

This is also a complaint I have about the Alchemist, I feel like the class has far too many toys and doesn't have a strong thematic bent. The alchemist is simultaneously a bomber, crafter, Jekyll and Hyde, a spellcaster and a 3/4 BAB poison user. The summoner likewise has too many toys: the eidilon, a hodgepodge of summonable monsters, and a solid spell-list that seems to cherry pick from every list.

Moreover it doesn't fill any thematic holes that weren't already covered by a conjurer. I think that I'd rather see a wizard archetype with a choice of pre-built followers. A bit of a blanket statement here, but I find that most core casters are defined by their spell selection (which can just as often be chosen among thematic lines as whether or not they're effective) and their versatility when it comes to adapting to different. The summoner on the other hand, has a bland but powerful spell list, and the insanely open ended eidilon system. I've seen useless summoners and I've seen overpowered summoners. I've played a synthesist of my own. The only constant between them is how incredibly boring they seem. Give me a cleric any day of the week.

I've seen a lot of marvelously creative and wonderful summoner concepts on the boards, and I know it's a matter of taste on my part, so it shames me to admit that my enthusiasm plummets when I'm playing alongside a summoner. It's ultimately their decision and I don't want to stifle anybodies fun, but I would oftentimes rather find another game than play alongside one. It's a terrible attitude to be bringing to a table, but there it is.

tl;dr I can tell you why I hate summoners, but I can't justify it at all.

Grand Lodge

lantzkev wrote:

lvl 7 Succubus, young dragons, huge elementals, (now we're dealing with DR good/cold iron/etc) higher acs higher hps etc. succubus, 80 hp, charm etc, dragon 21 ac 76 hp,

Can you show me a lvl 7 character who can one shot that? I seriously doubt it.

Sczarni

I wasn't the one claiming one could one shot anything at the same CR they are.

mechalibur wrote:
The eidolon can usually 1 or 2 shot most CR equivalent monsters, while the summoner keeps it constantly hasted, can offer battlefield control options, and other helpful spells.

Grand Lodge

lantzkev wrote:

I wasn't the one claiming one could one shot anything at the same CR they are.

mechalibur wrote:
The eidolon can usually 1 or 2 shot most CR equivalent monsters, while the summoner keeps it constantly hasted, can offer battlefield control options, and other helpful spells.

Looks like I missed the post you just quoted. It looked like you were saying the Eidolon isn't anything special for not one shotting things, my bad.


They slow the game down to a crawl. They use cheesy abilities like summoning a ton of Lantern Archons to kill high level things due to a unique attack that bypasses all DR. They summon air elementals to constantly move things around the battlefield and throw them in the air to do damage. Their tactics are often cheesy, but highly effective.

Mostly they slow the game down.

Sczarni

the lantern archon thing is nothing unique to the summoner though, just fyi. Every arcane and divine class with summon monster can do it...(nearly all of them)

Your definition of cheesy is now every caster in the game nearly.


Just for future reference, I don't hate any of the Paizo classes. And since I am somebody, that means we don't ever have to have threads with the title "Why Does Everyone Hate _______?"

(Well, I have never been a fan of the general way prestige classes work, but that's not the same as hating them specifically.)


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

Well, I rolled up a Master Summoner for my RotRL group where I can be a player, mostly because I wanted to see if the class was really that amazing and broken as I always thought it to be. And, yes, it is. We already nerfed the class once (on mutual consent and requested by me after a few weeks) and it still feels too powerful. I've never seen a class which is this versatile and I probably could solo most stuff the AP throws at me, given enough time and a possibility to rest.

I'd consider changing characters, but I already went through two characters in this campaign (one whom I changed on my own accord, the other because of untimely character death), so it would feel bad to change him out once again. Also, I like the personality of my current character.


I don't think anyone doubts that Summoners are a strong class but in my view they really drop off at higher levels because summons at higher levels are just not as effective. They have a number of great spells on their list but being limited to level 6 means they have weaker DC's. They get a fair number of spells known but don't have an extra spells FCB to boost them and get a relatively small number of spells per day. They also cannot take advantage of the Paragon Surge trick without using magic items although at least half elf is one of the best races for them.

On the summons side I thought I would take a look at how they compare at high level. Most AP's end at around level 15-16. This is the point at which full casters are dropping nigh unbeatable save or suck spell perfected spells. How is standard action summoning working out?

Let's assume level 16. The summoner is using SMVIII. You are facing a boss fight, so potentially APL+4. Our boss is, say, CR18 with some minions to round out the additional xp allotment. Lets go with the Wyrm Magma Dragon.

It flies, has DR20/magic, has an AC of 41, 45 if it casts shield, 49 it you swap out a level 1 spell for mage armour or give it a page of spell knowledge as part of its treasure, saves are 23/13/22 and it has SR29. What are your SMVIII options doing to it?

Elder Air Elemental:
Well it can reach the dragon which is handy but after that things go downhill. Attacking at +27 without power attack it needs an 18 to hit if the dragon has a single buff. Even if it hits it does on average no damage as it cannot get past the dragons DR. Assuming you pre-summon it and buff it with something like GMF it is still on average doing single digit damage due to its hit chance. The dragon saves against the whirlwind on a 4, less if it has used some of its treasure on a save increasing item. The Dragon is too big to be picked up by the whirlwind.

Barbed Devil:
Its SLA's have a 1% chance of actually affecting the dragon between SR and saves. Its melee attacks only hit on a 20 and it cannot in any event fly or bypass DR.

Hezrou:
It's SLA's have the same problem as the Hezrou, its stench aura only works on a 1, it needs a 20 to hit with melee and again it cannot fly or bypass its DR.

But, I hear you say, it is often better to summon multiple enemies from a lower level list and I would agree with you. What then does the SM VII list bring us? For the sake of brevity I am ignoring anything that doesn't fly or have a useful ranged attack.

Bebilith:
Primarily a melee combatant but it can spit its web 50' with a 45% chance of applying entangled. At this level entangled is not a particularly impressive debuff.

Bone Devil:
Its SLA's again fail to do anything. I suppose they might spend the fight spamming dimensional anchor hoping to beat its SR on a 17. They only hit on a 20 and their fear aura needs a 1 to work. They cannot bypass its DR.

Roc:
Giant flying birds! Assuming you summon them in to flank they attack at +22 so also need a 20 to hit and fails to beat DR.

Vrock:
The only thing they have of much relevance is DC23 stunning screech which is only working on a 1. I suppose you can drop loads of them and hope the spore damage stacked up but with 337hp buckets of d4's aren't doing much.

You could summon 1d4+2 succubi and have them spam at will charm monster at it hoping that it rolls a 1 and that it doesn't know protection from evil.


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

You can invest in a feat like Summon Good Monster and now have options like a cloud giant, dragon horse, lammasu, monadic deva and a young gold dragon. While all of those won't be able to hit the dragon reliably, they can tie up its minions. Some of them can heal and buff the party or debuff the main opponent. Meanwhile, the summoner himself can buff or attack via his spells.

And let's just say that you chose an opponent with an abnormally high AC for CR 18 to begin with. A lot of other opponents around that CR seem to settle at AC 33-36.

Sczarni

if you want a summoned creature that can really fight, ya gotta spend gold on things like gate and planar ally.


In terms of CR18 enemies in the CRB the ancient blue dragon has a base AC of 37 and Mage Armour. Give it Shield and you are looking at 45. Ancient Bronze is the same. The Kraken has a 32 but is a non threat to any competent party.


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
lantzkev wrote:
if you want a summoned creature that can really fight, ya gotta spend gold on things like gate and planar ally.

I disagree. At the moment we are level 11 in RotRL and the Augment Summoning celestial dire tigers are shredding everything without DR. It's pretty sickening. Lillend Azatas are also raising the effectiveness of our real fighters in the party enormously by doing 20 rounds of Inspire Courage +2.

andreww wrote:
In terms of CR18 enemies in the CRB the ancient blue dragon has a base AC of 37 and Mage Armour. Give it Shield and you are looking at 45. Ancient Bronze is the same. The Kraken has a 32 but is a non threat to any competent party.

Bestiary 2: Ancient Cloud Dragon AC 36; Nightcrawler Nightshade AC 33; Thulgant Qlippoth AC 33; Purrodaemon AC 35

Bestiary 3: Ancient Sky Dragon AC 38; Cairn Linnorm AC 35; Shaggy Demodand AC 32; Norn AC 33; Simurgh AC 34; Thriae Queen AC 33; Thunder Behemoth AC 35; Water Yai AC 32.

So, yeah, you basically took the best AC you could find for CR 18 and put that as the norm you'd have to weigh every summon against. That is stacking the odds in your favor for your argument, big time.


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Three simple reasons:

1) A lot of people don't know how to read. (ie: Eidolons the world over are built wrong.)

2) Lots of people can't micro-manage miniature armies. (ie: Summoning lots of stuff to fight for you sounds cool, but it's a huge headache for the GM if you don't come preprepared for every potential summon you have.)

3) Some people are particularly bitter about early spell access. (ie: Summon Monster V as a 4th level spell, and therefore wand-able. No one cares if the SoS/SoD spells are early access, because save DCs suffer from lower spell levels, but when it's battlefield utility that doesn't care about save DCs, it's really unfair to the Wizard/Sorcerer that someone is casting arcane spells better than they are.)

The Exchange

magnuskn wrote:
lantzkev wrote:
if you want a summoned creature that can really fight, ya gotta spend gold on things like gate and planar ally.

I disagree. At the moment we are level 11 in RotRL and the Augment Summoning celestial dire tigers are shredding everything without DR. It's pretty sickening. Lillend Azatas are also raising the effectiveness of our real fighters in the party enormously by doing 20 rounds of Inspire Courage +2.

andreww wrote:
In terms of CR18 enemies in the CRB the ancient blue dragon has a base AC of 37 and Mage Armour. Give it Shield and you are looking at 45. Ancient Bronze is the same. The Kraken has a 32 but is a non threat to any competent party.

Bestiary 2: Ancient Cloud Dragon AC 36; Nightcrawler Nightshade AC 33; Thulgant Qlippoth AC 33; Purrodaemon AC 35

Bestiary 3: Ancient Sky Dragon AC 38; Cairn Linnorm AC 35; Shaggy Demodand AC 32; Norn AC 33; Simurgh AC 34; Thriae Queen AC 33; Thunder Behemoth AC 35; Water Yai AC 32.

So, yeah, you basically took the best AC you could find for CR 18 and put that as the norm you'd have to weigh every summon against. That is stacking the odds in your favor for your argument, big time.

There is part of the problem. dire tigers are under CRed and so should be on a higher list. I only pull them out when we are running low on time and need to Finnish soon. If you are spamming them at 11th level than yes IT IS BORING. I would only allow someone to play a M.S. if they summoned only one thing at a time. It is still a very powerful class.


Lord Mhoram wrote:

Everyone keeps mentioning how the Edielons are built wrong, and the rules are difficult - I never found to bet that hard, and now I question myself that I am doing it right.

What is the biggest rulebreak/wrong that happens in summoner builds?

It is quiet a few things. They get the math wrong on the evolutions. They get free evolutions that should not have. They have too many attacks. They use magic items in slots for the summoner and the eidolon. Sometimes they get basic rules wrong in addition to the rules specifically for the summoner.. Etc Etc..


Is the Magma Dragon one of your soloing challenges? It's pretty obvious that the reflex save is the worst one, and it has little chance of making the save against a primary caster who is at all optimized.

So win intiative, dazing spell, the Magma Dragon is toast.

Obviously a Summoner is going to have a hard time doing this, though Eldritch Heritage:Arcane, and Improved Eldritch Heritage Arcane:would remedy this nicely.

But let's play the game your way. There are no details for the encounter. If the Drake is so kind as to start out on the ground, his dex is 8. I'd say there is a reasonable chance of winning initative.

Now for the sake of argument let's say my charisma is 30 (reasonable for level 16.

Without making a build, here are a few more details: I took Persistent Spell, since a Summoner has some Pit spells and whatnot that are useful. And oh, let's say I took Improved Initiative and Superior Summoning, which are almost universally useful.

By the way this is a Master Summoner, though I plan to say something about the regular Summoner at the end, and the Magma Dragon.

Okay, no details on this "boss" encounter, but my big assumption is the drake is on the ground, and my small one is I win initiative.

So first thing Mr. Magma Drake (Reflex 13) has to do is make two DC 23 (btw I have a rod of dazing spell in one hand, yes I have one) saves against an Aqueous Orb spell (using a 5th level slot for persistant, still a 3rd level spell). He has a 50% chance of doing this, so a 75% chance of failing one. The odds are in my favor. He is stuck essentially helpless for 3 rounds. Of course he also has to pass all his saves in the next two rounds, or be stuck an additional 3 rounds. So he is basically stuck for a long time.

Now for some reason my Summoner had no eidolon up, and was just strolling through the dungeon with 15x(1d4+2) Lantern Archons. He won't need that many, but just saying. That is 67.5 Lantern Archons, call it 134 d6 rays. On average this is enough to drop him in 1 round, I'm pretty sure the light ray isn't subject to spell resistance, but I could be wrong.

Not discussed is Frighful Presence. But I still think I have enough time for my Lanterns to kill him. (Though Frightful Presence with a range of 330 feet is problematic for quite a few classes; this whole thing might not have been possible, however wizards/sorcerers can "nuke them from orbit").

Really you don't need the Lanterns at all.

Don't let the language confuse you, I might could word it better, but I'm not going to bother.

Chance of success in so many trials (where "1" is a success for our purposes, and a trial is a dice roll): 1 - (chance of failure)^(number of trials).

So for say 20 Succubi: 1 - (.95)^20 = 64% or so in one round. I could be rolling with 67. Or I could just take a few rounds. But in the end he is going to be my best friend.

Now I said we didn't need the Lanterns. You know, I could kill that drake with out summons, or an eidolon. Just daze it with aqueous orb then hit it with some cones of cold from a staff. Or if I took Improved Eldritch Heritage I'm sure I could have an appropriate evocation spell (and that is the weak point on the Summoner list) to use, using a rod of Elemental spell or something if the damage type isn't appropriate.

But you know? Any caster could do the same thing, half or not. All it takes is an appropriate reflex save spell that does damage, Improved Eldritch Heritage or Use Magic Device. And there is not much the Dragon can do if it loses initiative.

Okay we have another demonstration of how broken dazing spell is. I didn't need all the Lantern Archons. Good old Dazing spell. Horribly, totally broken Dazing Spell.

Now you might quibble with some things, like why I was walking around with 67 Lantern Archons. But the day before you see, Pooky (my gimped Master Summoner eidolon) and I were walking through our adventure. We spotted the Magma Drake and I said: "Whoah, Pooky! Gotta hit the reset button on this one! Guess you are sitting this one out!"

Pooky said: "Ah, Man! I can handle it! Let me at him, let me at him!" (Pooky sounds like Scrappy Doo from the cartoon)

Anyway we Greater Teleport to Absalom, go to the library consult a sage or two. We know everything about Magma Drakes after that.

So we entertain ourselves in Absalom, and next day I port back and get down to business.

There are other ways you could deal with this thing with the Summoner list. Thinking of what I could do with Magic Jar and a field trip.

But it's doable, though not as easy as for a full caster.

Now, in conclusion:

1) The Magma Drake has a horrible spell list (and no protection from whatever on it, plus a reroll isn't much good against the sheer numbers of charm monsters it is going to get). This thing would be a lot tougher if someone redid it's feats and spells.

2) Correct me if I am wrong. This thing really isn't much tougher than a regular Summoner's eidolon as a combat beast. And you can easily make an eidolon totally immune to fire. What makes it tough are the sheer hp's, the Frightful Presence, and the spells from the eidolon's standpoint. But as far as AC, damage, etc, the eidolon can pretty much match up.

So what could I as a normal Summoner do to even the field? Hmmm I could daz.. nah. We'll do something different. It's magic, no limits unlike those humdrum fighters. I'll think of something. Casters always do.

Even if it is harder than a wizard. Though I also believe that a lot of challenges are easier for a summoner than a wizard.


Liches-Be-Crazy wrote:
swoosh wrote:
Ogre and Bob Dolon wrote:
Summoners brokenness stems from the ability to at will modify the eidolon on the fly using the aspect spells.

I'm understanding why they're strong. What always struck me as curious was why they tend to get more flak than other classes of comparable power or even moreso than the characters that outperform them.

Interesting stuff so far though.

There aren't any classes that outperform them. You're completely ignoring all the posts that specifically point out all the reasons Summoners are ridiculous. Yet you act like the case is closed when the Summoners-are-fine crowd's arguments basically amount to "nuh uh!".

Read Ashiel's post and just try to demonstrate how his arguments are wrong, specifically. I'll be waiting (but not holding my breath).

First of all define "out perform". They are easy to optimize like I said before, but a full caster can cause more trouble than a summoner. They are on the high end, in terms of power, but I wont say the class is broken, even if that class can easily be used to make a "broken" character.

For the most part, they get bad press because whenever something new comes out a GM can't deal with it they try to call it broken across the board when it is broken in their games. The paladin's smite was getting this attention before because the 3.5 paladin was a lot easier to deal with so the paladin uber-smiting their pet BBEG was not something they knew how to deal with.

The DR used to shut make them do a lot less damage, but now amulets of mighty fist allow them to bypass DR IIRC, so that is another power boost for them<---Yes, I am aware this is not in my favor if I am saying they are not OP, but I try to be objective.


magnuskn wrote:

Bestiary 2: Ancient Cloud Dragon AC 36; Nightcrawler Nightshade AC 33; Thulgant Qlippoth AC 33; Purrodaemon AC 35

Bestiary 3: Ancient Sky Dragon AC 38; Cairn Linnorm AC 35; Shaggy Demodand AC 32; Norn AC 33; Simurgh AC 34; Thriae Queen AC 33; Thunder Behemoth AC 35; Water Yai AC 32.

The Dragons may start there but it is trivial for any of them to have Mage Armour and Shield so they get +8. The Nightcrawler is largely a non threat given the lack of flight. The Qlippoth has constant displacement and is highly likely to auto stun your summons even if they manage to hit. The shaggy demodand has a good chance to banish your summons with blasphemy. The Norn is a fairly weak CR18 opponent but DC29 weird is liable to kill most summons. They might have a chance against some of the rest but a lot of high level enemies are pretty much able to ignore them. NPC's with PC wealth will be even worse. The power of summoning drops significantly at higher levels against actually challenging fights. Sure they do fine against lower CR threats but who really cares about them?


Quote:
So first thing Mr. Magma Drake (Reflex 13) has to do is make two DC 23 (btw I have a rod of dazing spell in one hand, yes I have one) saves against an Aqueous Orb spell (using a 5th level slot for persistant, still a 3rd level spell). He has a 50% chance of doing this, so a 75% chance of failing one. The odds are in my favor. He is stuck essentially helpless for 3 rounds. Of course he also has to pass all his saves in the next two rounds, or be stuck an additional 3 rounds. So he is basically stuck for a long time.

The Dragon is huge, Aqueous Orb cannot catch it as it cannot affect anything bigger than large.


Simulacrum (magma dragon) + magic jar + don all my magic items (wondrous items resize to fit their wearers). Now I have the following:

Frightful Presence aura (DC 17 + my Charisma modifier)
AC 41, 7, 41 before buffs or magic items (counting my +5 deflection, +5 natural armor enhancement, and mage armor, and the +6 Dexterity modifier item I'll have crafted for myself that puts me at about AC 58 / 15 / 57 without any outstanding buffs). EDIT: A scroll of shield would bring my AC to 62 / 15 / 61.
Dragon immunities + immunity to fire.
Dragon senses.
DR 20/magic
SR 29 (doesn't apply to spells I cast myself)
40 ft. speed, 200 ft. fly speed.
Str 37, Dex 8, Con 25 before buffs or magic items.
168 HP before buffs (a +6 Constitution item will add +42 Hp)

An attack routine of...
Melee bite (2d8+26/19-20 plus 11 fire), 2 claws (2d6+20/19-20), tail slap (2d6+26), 2 wings (1d8+11)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)

The ability to cast all of my own spells and SLAs.
I can use Arcane Strike to add bonus damage to all of my natural attacks (included above) and my chances of hitting are pretty solid (3/4 BAB + 13-16 from Strength is pretty nice, especially if I have heroism or greater heroism active).

Since I'm 14th+ level, I cannot die of HP damage until my Eidolon dies too and I can resummon him as a swift action with my lesser metamagic rod of quicken that I crafted with my 9th level feat, and when he comes back he has extra Strength and HP, which any round on my turn I can give myself a massive HP buffer that also slaughters mooks for me while I'm fighting with the dragon.

My chances of hitting the dragon are roughly as good as his chances of hitting me (+13 BAB, +16 Strength, +4 greater heroism, +1 haste, -2 size, +1 enhancement = +33 vs AC 45, versus +36 vs AC 58) and I do more damage with each hit (I've got +3 more Strength, and any round I didn't drop a quickened spell I've got +4 damage on every attack from Arcane Strike and +1 to all attacks from greater magic fang).

If my eidolon happens to be within reach of me I get a +4 shield bonus and +4 to my saving throws.

If I'm 18th level, I can absorb 6 evolution points worth of stuff from my eidolon, which allows me a number of options such as pushing my AC into unhittable levels for the dragon and his minions (+6 to my existing natural armor for 3 of this points) or if I'm happy with my AC I can just grab a +6 untyped bonus to an ability score that I like.

The dragon can't affect me with his breath weapon, the dragon dies to me in melee combat, the dragon basically just comes down to his spells and whether or not he can stop me, my eidolon, and anything I happen to have summoned or called.

I'm assuming for pure poops and giggles that my eidolon is completely naked to boot, so he's only got Str 21, Dex 21, Con 13, BAB +14, +16 natural armor, 91 Hp, +14 / +14 / +4 saves, 7 feats, 3 ability score increases, improved evasion, devotion, 56 skill points, and 26 evolution points to spend. Regardless of what evolutions, feats, and ability increases I decide to go with, you can bet that he and I will have protection from spells active which is a +8 resistance bonus to all saving throws vs spells & spell-like abilities.

And just for good measure, lobbing a greater dispel magic at me is a dumb, dumb, duuuuuumb idea, since spell turning means that I'm probably going to rip the dragon a new one after he removes all of his buffs for me.


Nice wall of text Ashiel, sort of misses the point which is that summons don't do very much at higher levels. No one is saying that summoners don't have options or aren't powerful, but we have people here claiming they are more powerful than full 9 level casters which is nonsense. The summoner is a strong tier 2/3 class but it doesn't approach the sheer versatility of a cleric, druid, wizard or paragon surge oracle/sorcerer.

Silver Crusade

Ashiel wrote:
Since I'm 14th level, I cannot die of HP damage until my Eidolon dies too and I can resummon him as a swift action with my lesser metamagic rod of quicken that I crafted with my 9th level feat, and when he comes back he has extra Strength and HP, which any round on my turn I can give myself a massive HP buffer that also slaughters mooks for me while I'm fighting with the dragon.

I don't believe you can summon him if he dies again, even with the spell, until the following day. I could be wrong though, and if you can counter this please do. I'm interested.

Pathfinder PRD wrote:
If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day.


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Summon Eidolon, 2nd Level

Summoner wrote:
Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score.
Summon Eidolon wrote:
If you cast this spell while your eidolon is already on your plane, this spell has no effect. This spell allows you to summon your eidolon even if it has been returned to its home plane due to damage.

Silver Crusade

Ashiel wrote:

Summon Eidolon, 2nd Level

Summoner wrote:
Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score.
Summon Eidolon wrote:
If you cast this spell while your eidolon is already on your plane, this spell has no effect. This spell allows you to summon your eidolon even if it has been returned to its home plane due to damage.

Thank you. When I skimmed the spell, I was looking for death and missed that last part.


andreww wrote:
Nice wall of text Ashiel, sort of misses the point which is that summons don't do very much at higher levels. No one is saying that summoners don't have options or aren't powerful, but we have people here claiming they are more powerful than full 9 level casters which is nonsense. The summoner is a strong tier 2/3 class but it doesn't approach the sheer versatility of a cleric, druid, wizard or paragon surge oracle/sorcerer.

I'm inclined to disagree. I think it's easier to be all that you can be with a summoner and do so from low levels. You begin the game as a bard (3/4 BAB, d8 HD, ability to cast in armor) with 2 + Int modifier and a solid list of class skills, plus a 1 HD expendable outsider who also has 4 more skills which can be class skills of your choosing. You also have a nice selection of weapon proficiencies (all simple weapons, which includes longspears) and nice spells which you can cast on your buddy even if they normally only affect you. If you buddy snuffs it, he comes back the next day. In the meantime, you get to replace him with summoned monsters until you get a chance to rest.

Late in the game when your summons are starting to slow down, you're a powerhouse with a cherry-picked selection of the best spells in the game, and your eidolon can easily serve as your on demand sidekick/buff-buddy/HP-battery.

Some of the cheesy stuff that full casters can do at high levels summoners can do more easily (because they get discounted spell slots, which makes metamagic and the like easier to exploit, and makes them more consumable-friendly).

So they're full casters who start strong and stay strong. They do all the crazy cheap stuff that a wizard can do, plus they've got more HP, more AC, more skills, more expendable minions, more martial combat ability, more, more, more, more.


andreww wrote:
Quote:
So first thing Mr. Magma Drake (Reflex 13) has to do is make two DC 23 (btw I have a rod of dazing spell in one hand, yes I have one) saves against an Aqueous Orb spell (using a 5th level slot for persistant, still a 3rd level spell). He has a 50% chance of doing this, so a 75% chance of failing one. The odds are in my favor. He is stuck essentially helpless for 3 rounds. Of course he also has to pass all his saves in the next two rounds, or be stuck an additional 3 rounds. So he is basically stuck for a long time.
The Dragon is huge, Aqueous Orb cannot catch it as it cannot affect anything bigger than large.

You might be right. Rules Fu is not my strong point.

But let's take a look at the spell:

"Any creature in the path of the aqueous orb takes 2d6 points of nonlethal damage. A successful Reflex save negates this damage, but a Large or smaller creature that fails its save must make a second save or be engulfed by the aqueous orb and carried along with it."

If you take the RAW, it seems to me it has to make the first save. Whether it is immune to being engulfed due to being Huge isn't the point. The only purpose Aqueous Orb serves is:

1) It is on the Summoner spell list.
2) It does damage. There are some other spells on the list that do damage, and would be candidates for affecting him. But flying negates a lot of them.
3) Therefore it can server as a delivery mechanism for the godly dazing spell feat.

Now there is some text about Aqueous Orb only affecting large size or smaller fires. Maybe you can extend that and use the text I just quoted to say Huge creatures are totally immune to the whole thing.

So I would go back to scouring the Summoner spell list to find an appropriate one, or rather just use Improved Arcane Heritage to get a good long range damaging spell with a reflex save.


Xzaral wrote:
Ashiel wrote:

Summon Eidolon, 2nd Level

Summoner wrote:
Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score.
Summon Eidolon wrote:
If you cast this spell while your eidolon is already on your plane, this spell has no effect. This spell allows you to summon your eidolon even if it has been returned to its home plane due to damage.
Thank you. When I skimmed the spell, I was looking for death and missed that last part.

You're welcome. Thanks for being cool about it. For the record I don't hate summoners. I just want to trim their spell list and re-arrange their chassis. I wouldn't mind them so much if they were a 2nd rate specialist caster who got a sweet minion, extra summoning power, and had good buffing potential. However, I find most of their early-access very irritating and in the hands of a competent player you could take the whole eidolon away and they would still be able to wreck stuff like it was their job (especially from level 5+).


I woudl be more Ok with summoners if they were d6 HD, 1/2 BAB, no armor, no cheaper spells in their list spellcasters


Alexandros Satorum wrote:
I woudl be more Ok with summoners if they were d6 HD, 1/2 BAB, no armor, no cheaper spells in their list spellcasters

I can understand cheaper conjuration and abjuration spells, the rest is a bit weird.


I think in a mixmaxed game the full casters can do more, but in a normal to slightly optimized game the summoner is so easy to optimize that it can give a GM headaches.

You can just build one, and it is already that good without you even trying to make it all that good. It is almost like accidental optimization.

Running a game when you kno2 everyone is going all out is a lot easier than trying to run a normal game and someone shows up with super character.


Ashiel wrote:
Xzaral wrote:
Ashiel wrote:

Summon Eidolon, 2nd Level

Summoner wrote:
Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score.
Summon Eidolon wrote:
If you cast this spell while your eidolon is already on your plane, this spell has no effect. This spell allows you to summon your eidolon even if it has been returned to its home plane due to damage.
Thank you. When I skimmed the spell, I was looking for death and missed that last part.
You're welcome. Thanks for being cool about it. For the record I don't hate summoners. I just want to trim their spell list and re-arrange their chassis. I wouldn't mind them so much if they were a 2nd rate specialist caster who got a sweet minion, extra summoning power, and had good buffing potential. However, I find most of their early-access very irritating and in the hands of a competent player you could take the whole eidolon away and they would still be able to wreck stuff like it was their job (especially from level 5+).

I made a kitty summoner with a ton of claw attacks and pounce! :3


Quote:
Nice wall of text Ashiel, sort of misses the point which is that summons don't do very much at higher levels.

I just realized I didn't actually respond to this specifically. My bad, I apologize. Summons lose their luster at very high levels when the martial power of those summons are no longer very formidable in the face of high CR opponents. At that point they become support for the party as they do things like drop wall spells, spam heals, buffs, or otherwise make a nuisance of themselves. They cease being the main contenders for offense and shift role.

That's a "good thing" since unlike in 3.x, you can't just replace a full powered martial by uttering a spell beginning with Summon and ending with Monster.

But for me specifically, it's not the summoning. It's not the eidolon. It's not just the spell list (it's mostly the spell list, but it's not the spell list specifically). It's the whole package.

Silver Crusade

Ashiel wrote:
Xzaral wrote:
Ashiel wrote:

Summon Eidolon, 2nd Level

Summoner wrote:
Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score.
Summon Eidolon wrote:
If you cast this spell while your eidolon is already on your plane, this spell has no effect. This spell allows you to summon your eidolon even if it has been returned to its home plane due to damage.
Thank you. When I skimmed the spell, I was looking for death and missed that last part.
You're welcome. Thanks for being cool about it. For the record I don't hate summoners. I just want to trim their spell list and re-arrange their chassis. I wouldn't mind them so much if they were a 2nd rate specialist caster who got a sweet minion, extra summoning power, and had good buffing potential. However, I find most of their early-access very irritating and in the hands of a competent player you could take the whole eidolon away and they would still be able to wreck stuff like it was their job (especially from level 5+).

NP! I just couldn't figure out how to summon an eidolon after killing it. And best way to find out is ask!

I personally don't mind the spell list too much. Sure a couple times they get early access, but not too bad. And it's still a lower level and thus lower DC. It's how it impacts item crafting that annoys me, and I already had installed a house rule for my home group on that due to the Paladin.


"Ashiel"0 wrote:
Some of the cheesy stuff that full casters can do at high levels summoners can do more easily (because they get discounted spell slots, which makes metamagic and the like easier to exploit, and makes them more consumable-friendly).

I agree the summoner is a powerhouse class although I disagree that they can make easier use of metamagic. Their rod use is more efficient on a small list of spells, Dominate Monster, SMVII and VIII and Wall of Fire (lesser dazing rod ftw!) mostly but beyond that full casters make better use. Summoners have some strong options with spell perfection. Taking Spell Perfection for SMVIII or Dominate Monster and magical lineage will allow them to quicken it out of level 6 slots.

But, that is only a small number of options. The equivalent sorcerer is choosing freely between persistent flesh to stone or hold monster or dazing chain lightning or quickened greater invisibility or a whole range of other options which fit the particular situation without having to rely on expensive metamagic rods.


andreww wrote:
"Ashiel"0 wrote:
Some of the cheesy stuff that full casters can do at high levels summoners can do more easily (because they get discounted spell slots, which makes metamagic and the like easier to exploit, and makes them more consumable-friendly).

I agree the summoner is a powerhouse class although I disagree that they can make easier use of metamagic. Their rod use is more efficient on a small list of spells, Dominate Monster, SMVII and VIII and Wall of Fire (lesser dazing rod ftw!) mostly but beyond that full casters make better use. Summoners have some strong options with spell perfection. Taking Spell Perfection for SMVIII or Dominate Monster and magical lineage will allow them to quicken it out of level 6 slots.

But, that is only a small number of options. The equivalent sorcerer is choosing freely between persistent flesh to stone or hold monster or dazing chain lightning or quickened greater invisibility or a whole range of other options which fit the particular situation without having to rely on expensive metamagic rods.

You're forgetting the potency of action economy here.

Your choosing to only use one or two of a dozen or so actions with varying effectiveness.

Summoners can use their eidolons and summons to drop tons and tons of actions per turn. Certain melee builds I've thought up can throw in tons of AoO's. Others I've made can charge almost as hard as a good cavalier.


Summoners are designed to destroy other player's fun. I think it was accidently so but that doesn't matter. It doesn't matter if there might be stronger classes. But there is no other class as good at stepping on everybody's toes.
For me the game is just bettter without the summoner.


That only matters if those actions have much of a chance of success. Your summons are facing a very high miss rate at level 15+ while the sorcerers dazing chain lightning is hitting everything at the same level of potency. The summons offensive SLA's are pretty terrible and the rest don't do all that much. Have a look at the 7th and 8th level options:

Bone Devil: Wall of Ice, pretty much irrelevant when almost everything you meet teleports.

Vrock: Telekinesis, terrible low DC

Barbed Devil: Pretty much nothing

Hezrou: Blasphemy might clear out some low CR trash

Young Gold Dragon: Nothing

Monadic Deva: 1 Heal, not terrible but not great for an 8th level spell/effect

Lamassu: Some cures, greater invis. dimension door

Mostly the SLA's are pretty weak and wont have much impact on high level combat.

Liberty's Edge

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My recipe for the cheesiest Summoner :

Be an idyllkin variant aasimar : you now have Summon Nature's ally as an SLA which opens up the Moonlight, Starlight and Sunlight Summons feats. You also benefit from the bonus to CHA and CON.

Make a Summoner (Archetype Master Summoner from UM for lots of friends to bring to the party and the free Augment Summoning at level 2).

A 1-level dip in Bard (Archetype Animal Speaker from UM for even more Summons) to boost them (and your other allies) with your performances. Note that if you meet its TPA prerequisites (and have the Extra Performance feat), the Master Performer feat from the Faction Guide will increase this boost without the need for further levels in Bard.

A 1-level dip in Cavalier (Order of the Dragon for added boost to your nearby allies) to get a faithful Mount who will also share in all these nice bonuses and use Tactician to give them all a good Teamwork feat such as Shake It Off (from UC). Alternately, the Standard Bearer Archetype from UC will boost your allies even more, though at the cost of your Mount.

With such a horde of boosted minions, who even needs other party members ?

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