[unchained]Unchained summoner with old style eidolon rules?


Pathfinder First Edition General Discussion


So, I like the unchained summoner mainly for the loss of the rather OP'd spell list.

But I'm not a fan of the new eidolon rules. Too limiting, especially since a number of my players had "Real weirdie" creations that just aren't possible under the new system, given that they're archtypes that don't even used classic extraplaner monsters as opposed to monsters from the id.

So would it be reasonable to use the old eidolon system, while keeping the new unchained spell list?


No reason you can't.

Dark Archive

I know the feeling, OP. Couldn't recreate my favorite Eidolon inUnchained either. As it stands, pointswise it's not a huge difference. The DM should talk with the Summoner player before the game starts, though. See what their plans for the Eidolon are shaping up to be.

Murderous Pouncebeasts are few and far between, but one bad experience can ruin the entire class for a lot of people. And even an Unchained rogue can't keep up with a fully Evolved skill Eidolon. So make sure no toes are being stepped on.

Liberty's Edge

Yeah, that'd be easy enough.


You might want to consider keeping the Unchained Eidolon's attack limits-- while the old Eidolon only had a maximum number of natural attacks it could possess, the new one has a maximum number of total attacks, so no more Kali builds with twenty-odd swords.

Beyond that, yeah, if you were okay with the APG Eidolon before you're probably still okay with it now.


That is basically what I was planning to do. I like the flexibility of the original system.


Doing it this way also doesn't tell half of all evolutions to @#%$ off, though I would retain the changes to pounce and others, and might copy the rogue talents for the magic evolutions (Screw 1/day cantrips)


Yeah, I'm using the old eidolon as a special "unknown" outsider type to cover everything that doesn't fit within the subtypes.

Will probably keep some of the evolution changes though.

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