A better solution to overpowered eidolons


Homebrew and House Rules


Think animal companions. They are just that - companions, not pets or slaves. A druid or ranger still has to do handle animal checks on their animal companion to get them to do any trick the player hasn't selected for the companion. Many players and GMs forget this fact and treat the animal companion as a secondary character for the player.

Attack, probably the first trick that a druid goves their animal companion. So, rules as written, when the party goes into combat the druid can point and yell attack as a free action and the animal companion does just that. It's one of the animal's tricks and the druid does not need to do a handle animal check. Midway through combat, somebody suggests that the party should keep someone alive in order to interrogate them. The animal companion still has an attack order up. If it doesn't have "down" on its trick list then it will take a handle animal check to get it to stop attacking or you may lose the ability to interrogate anyone. If "down" isn't on its list then the druid will have to push in order to get the animal to stop.

Eidolons are the same way. They have a link to their summoner but they are not slaves or pets. They are usually more intelligent than animals and therefore more likely to want to do their own thing. They are from another plane and do not necessarily know all the ways and customs of the material plane and they are in a body created by the summoner's mind so aren't necessarily comfortable with their movements (imagine waking up notably taller one morning and how you would have to adjust to it).

The fix would be to have the player select from a list of personality traits or templates to give their eidolon. If they want an eidolon that charges into battle and kills everything then they will have to do a die roll to make it stop (or it starts damaging the location making future perception or survival checks harder or perhaps destroys treasure). If they want a more level-headed eidolon then they have to do some sort of die roll to convince it to join in combat. The eidolon can still be useful, but stops being a second character for the summoner player to run.

The benefits of this?

1 - Players can still build their eidolons. Part of the attraction of the summoner class was getting to be creative with you eidolon build.
2 - New players can play PFS legal eidolons without having to buy an extra book.
3 - Old players can still apply a template to an existing eidolon, so grandfathered in eidolons are brought into line with new eidolons.
4 - Summoner archetypes can be made PFS legal. Now the synthesist isn't just conjuring up a magical battlesuit, but rather is fusing with a creature that has a mind of its own and takes a risk that this creature will hinder him more than help.


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This is more home brew than pfs. An eidolon (or even animal companions) personality isn't something that a DM can really play and take over without knowing the animal companion , which is hard when you keep switching Dms.

And by the rules the handle animal rules provide very little limit on a characters ability to control their pet if the player knows what they're doing.


Eidolons have above animal levels of intelligence. You don't need to control them because you can simply tell them what you want them to do. Now, you are right that the Eidolon could disobey, but:

Quote:
Eidolons: Outside the linear obedience and intelligence scale of sentient and nonsentient companions are eidolons: intelligent entities magically bound to you. Whether you wish to roleplay this relationship as friendly or coerced, the eidolon is inclined to obey you unless you give a command only to spite it. An eidolon would obey a cruel summoner's order to save a child from a burning building, knowing that at worst the fire damage would temporarily banish it, but it wouldn't stand in a bonfire just because the summoner said to. An eidolon is normally a player-controlled companion, but the GM can have the eidolon refuse extreme orders that would cause it to suffer needlessly

Basically, your proposing a new set of of rules to govern Eidolons so they aren't so overpowered so you can use the old summoner instead of the new? I can tell you that you're wasting your breath on this one. And personally I don't see the point. Trying to balance Eidolons from an RP perspective works as well as trying to balance Paladins by shackling them with RP guidelines.

People are just salty that they lost the overpowered Eidolon.

Liberty's Edge

I don't know about everybody else, but I would never trade new summoner with a functional eidolon for old summoner with a non functional one. Unless your whole plan was to play a master summoner to begin with. And I just want to state I'm not a huge fan of the new summoner, I definitely preferred the more open design of the old summoner, but I'm also a huge fan of not having class features that can work against the party, so...

Grand Lodge

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So wait.

The problem is people were building pouncing attack monsters that slaughter whole combats before the other PCs even get to the table.

You want to fix that by saying "Okay, you can have your pouncing attack monster, but once it is turned on, you can't turn it off."

And you think this will make the situation *better*?

The players who were a problem before with the old eidolon are the players who have already demonstrated that they have problems showing restraint. Now instead of hogging the spotlight, they will hog the spot light *and* cost the rest of the table prestige points.

Sovereign Court

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In a word...

No.

Dark Archive

"First of all, I doubt that giving Navia a lobotomy will somehow make working with her a more enjoyable experience. Nevermind the fact that no one in their right mind, even by our standards, would unleash a barely controlled supernatural creature around a mission critical objective."

"Besides, you ever see one of those crazy Bar-Bars foaming at the mount and cuttin' people in half? I've met full fledged Pathfinder meat-heads that were more violent and way dicier than any trained tiger."

Silver Crusade

This seems like a possible solution for a home game (if your GM comes to the conclusion that it is an issue), it does not seem like a workable solution for organized play.

EDIT: Eidolons and animal companions are already NPCs, and GMs are technically in control of them. And obviously everyone should use the handle animal rules correctly.

Shadow Lodge

This should definitely be in the Homebrew or General pathfinder forum.


Several answers to several points brought up:

"And by the rules the handle animal rules provide very little limit on a characters ability to control their pet if the player knows what they're doing."

This is wrong. The handle animal skill rules require a check for most things that a person would try to get a pet to do. Pretty much the only control that a player has outside of handle animal is that their pet will follow them around.

"People are just salty that they lost the overpowered Eidolon."

Many people are, true. I am not. I am upset that they are removing the ability for us players who like to role play to make an eidelon based on a concept rather because a few people have created overpowered eidolons. To paraphrase the first line of GM101 - Pathfinder is a role playing game, not a game about rolling dice. Paizo has opted to punish the role players because of the hack and slash player's behaviour in this case.

"The problem is people were building pouncing attack monsters that slaughter whole combats before the other PCs even get to the table.
You want to fix that by saying "Okay, you can have your pouncing attack monster, but once it is turned on, you can't turn it off."
And you think this will make the situation *better*?"

Again, role playing game. Better yet, thinking game. The summoner has to weigh the risks of summoning their eidolon. Summoners won't just have their eidolons out all the time like some do. And, the personality templates I gave were just examples; not everything would be based on attack/non-attack but their would be other templates to choose from.

"The players who were a problem before with the old eidolon are the players who have already demonstrated that they have problems showing restraint. Now instead of hogging the spotlight, they will hog the spot light *and* cost the rest of the table prestige points."

Once. After costing the party prestige points once they might learn the value of restraint. And, from experience, I can tell you that it doesn't take a berserk eidolon to make one player cost the party prestige points. The difference is, when the player is in complete control they don't care how much their having fun screws over the party, when they don't have complete control but it is still their fault then they start to listen to the other players.

"Nevermind the fact that no one in their right mind, even by our standards, would unleash a barely controlled supernatural creature around a mission critical objective."

This is pretty much what summoners do. Alchemists experiment on themselves. Witches make pacts with unknown patrons. Wizards are really the only arcanists in the Pathfinder universe who try to take a rational approach to magic. According to the random age tables, summoners are self-taught and a human is most likely to start their career as a summoner while they are still a teenager.

"This seems like a possible solution for a home game (if your GM comes to the conclusion that it is an issue), it does not seem like a workable solution for organized play."
"Eidolons and animal companions are already NPCs, and GMs are technically in control of them. And obviously everyone should use the handle animal rules correctly."

It's not needed in a home game. In a home game the GM and players can discuss the tone of the game they want (the Game Mastery Guide suggests doing this) and the GM can straight out tell a player if they are acting against the game style the group has decided on. In PFS the GM cannot do this short of players openly insulting other players or PC v PC actions taking place.

"This should definitely be in the Homebrew or General pathfinder forum."

Paizo saw a problem in PFS and made a solution that handicapped all PFS players because of the action of a few. I'm proposing a solution that would help bring PFS back into line with what it originally was created to be without punishing the people wh weren't responsible for the problem as much.

Grand Lodge

gnrrrg wrote:


Many people are, true. I am not. I am upset that they are removing the ability for us players who like to role play to make an eidelon based on a concept rather because a few people have created overpowered eidolons.

Actually the new eidolons are more concept and flavorful than the old "here is a bucket of points" eidolons. I have seen very few concepts that are not supported better by the new system. (LG mount is one of them, sadly, and I am still hoping that gets fixed.)

gnrrrg wrote:
FLite wrote:


"The problem is people were building pouncing attack monsters that slaughter whole combats before the other PCs even get to the table.
You want to fix that by saying "Okay, you can have your pouncing attack monster, but once it is turned on, you can't turn it off."
And you think this will make the situation *better*?"

Again, role playing game. Better yet, thinking game. The summoner has to weigh the risks of summoning their eidolon. Summoners won't just have their eidolons out all the time like some do. And, the personality templates I gave were just examples; not everything would be based on attack/non-attack but their would be other templates to choose from.

There are already risks to summoning your eidolon. You have to decide if you want to be able to summon, or if you want your eidolon's support.

gnrrrg wrote:
FLite wrote:


"The players who were a problem before with the old eidolon are the players who have already demonstrated that they have problems showing restraint. Now instead of hogging the spotlight, they will hog the spot light *and* cost the rest of the table prestige points."

Once. After costing the party prestige points once they might learn the value of restraint. And, from experience, I can tell you that it doesn't take a berserk eidolon to make one player cost the party prestige points. The difference is, when the player is in complete control they don't care how much their having fun screws over the party, when they don't have complete control but it is still their fault then they start to listen to the other players.

Hardly. This is a solid gold boon to the guys who sit down at the table and start killing mission objectives and stuff like that and when called on it say "I am just playing my character." Now they can say "Hey, don't complain to me, it isn't my fault, it's the rules, I tried to make it stop."

In large gaming centers it may only happen once, because after that people won't game with anyone who has an eidolon, and we will have mass petitions to get the whole class banned again as well.

gnrrrg wrote:

It's not needed in a home game. In a home game the GM and players can discuss the tone of the game they want (the Game Mastery Guide suggests doing this) and the GM can straight out tell a player if they are acting against the game style the group has decided on. In PFS the GM cannot do this short of players openly insulting other players or PC v PC actions taking place.

No. The GM can't reshape the scenario to fit the characters, but he can definitely discuss tone. And a player who is disruptive to the table and the gaming style of the group can be invited not to come back.

gnrrrg wrote:


Paizo saw a problem in PFS and made a solution that handicapped all PFS players because of the action of a few. I'm proposing a solution that would help bring PFS back into line with what it originally was created to be without punishing the people wh weren't responsible for the problem as much.

The eidolon was hardly the only problem with the old style summoner. The massively broken spell list (access to haste a level earlier than full casters?) was another.

Out of curiosity, what outsider concept are you currently unable to build under the new system? Maybe we can help you solve the problem so that you don't feel "punished" (I don't feel punished because my eidolon actually got stronger under the new system!)

Horizon Hunters

Pathfinder Starfinder Society Subscriber
gnrrrg wrote:
Attack, probably the first trick that a druid goves their animal companion. So, rules as written, when the party goes into combat the druid can point and yell attack as a free action and the animal companion does just that. It's one of the animal's tricks and the druid does not need to do a handle animal check.

Yes, the druid still needs to make a Handle Animal check to get his animal companion to attack. If the companion knows the trick, it's a DC 10 (and the Druid gets a +4 because it's his animal companion); if it doesn't know the trick, then the Druid has to push the animal companion with a DC 25 Handle Animal check (again, the Druid gets a +4 to the check because it's the Druid's animal companion.)

Grand Lodge

Granted, unless the druid has dumped charisma, it is a check they probably can't fail by second level (2 ranks + 3 (class skill) + 4 (Link) )

Horizon Hunters

Pathfinder Starfinder Society Subscriber
FLite wrote:
Granted, unless the druid has dumped charisma, it is a check they probably can't fail by second level (2 ranks + 3 (class skill) + 4 (Link) )

Sure, though if the animal companion has is wounded or has taken ability score damage, the DC increased by 2. It is true that, in most cases, it will be an auto-success, but the check is required. I doubt they would fail at first level, either, but you never know about the corner cases where some increase in the DC or a penalty on the roll will apply.

Paizo Employee Developer

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Considering that the wild rager barbarian archetype is not allowed in the organized play program, even if this change were implemented by the rules team, the Pathfinder Society team would not incorporate it into the campaign. It would be too disruptive and prone to killing off innocents and fellow PCs.


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Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber
FLite wrote:
gnrrrg wrote:


Many people are, true. I am not. I am upset that they are removing the ability for us players who like to role play to make an eidelon based on a concept rather because a few people have created overpowered eidolons.
Actually the new eidolons are more concept and flavorful than the old "here is a bucket of points" eidolons. I have seen very few concepts that are not supported better by the new system. (LG mount is one of them, sadly, and I am still hoping that gets fixed.)

Miniature pirate ship that attacks.

Puppets that attack.

Water spirit (ala Spirited Away).

Floating chair you ride in.

The Luggage from Color of Magic.

Shall I go on?

---

Edit to add:

If they just put out an errata/FAQ that said that Eidolons can not use weapons without the evolution that would close down some of the bad stuff. Right now some people use feats to gain weapons while others use the evolutions.

Grand Lodge

BretI wrote:


Miniature pirate ship that attacks.

Couldn't really do this under the old rules. It would be an outsider, not a construct. Under the new rules I would build this as a serpentine psychopomp based on a viking longboat with black sails and a dragon head prow and tail that can both animate to attack.

BretI wrote:


Puppets that attack.

Inevitables

In fact these are better than your old eidolon, because they actually *are* quasi objects, and gain many of the defenses of objects.

BretI wrote:


Water spirit (ala Spirited Away).

Serpentine Water elemental. Again, better implemented than the old eidolon, since it gets many of it's water spirit powers for free.

BretI wrote:


Floating chair you ride in.

Not implemented in the old rules as eidolons could not be objects in the old rules. They had to be outsiders.

In the new rules, I would probably go Protean, given their chaotic repertoire of shapes. It would start as a chair that scuttles along the ground, I would take mount and magic flight (and cash back in magic flight at level 12 when I get it for free.)

BretI wrote:


The Luggage from Color of Magic.

Not implemented in the old rules as eidolons could not be objects in the old rules. They had to be outsiders. Thus it is missing many of the immunities an animated object should have.

This is probably the hardest one. I think I would go psychopomp (based on the luggages ability to follow you even into the next world. It also makes it more "object like" given the psychopomps immunity to death magic.

BretI wrote:

Shall I go on?

Sure.

I'll note that in most of those, you are using summoner to give your character an animated object. Which isn't what old summoner did, it gave them an outsider ally. So basically you are doing this under the old summoner by ignoring the flavor text of the class, while stating that the new summoner (which enforces the flavor text) is removing the flavor of the old summoner.

In otherwords, the new summoner is forcing you to stop reskinning. Which was the other thing people were doing with the class.


John Compton wrote:
Considering that the wild rager barbarian archetype is not allowed in the organized play program, even if this change were implemented by the rules team, the Pathfinder Society team would not incorporate it into the campaign. It would be too disruptive and prone to killing off innocents and fellow PCs.

Back to the forums the day after Con.

must have rolled high on the Fort save vs Con Crud

Verdant Wheel

What's interesting is that many of the evil Eidolon types (for the Unchained Summoner) are described as serving a mortal master against their will and ultimately with ulterior motives.

I could see this staged as a CHA check (not a skill) similar to how Charm works. Which wouldn't be outright terrible considering that is the Summoner's casting stat.


Mark Stratton wrote:
gnrrrg wrote:
Attack, probably the first trick that a druid goves their animal companion. So, rules as written, when the party goes into combat the druid can point and yell attack as a free action and the animal companion does just that. It's one of the animal's tricks and the druid does not need to do a handle animal check.

Yes, the druid still needs to make a Handle Animal check to get his animal companion to attack. If the companion knows the trick, it's a DC 10 (and the Druid gets a +4 because it's his animal companion); if it doesn't know the trick, then the Druid has to push the animal companion with a DC 25 Handle Animal check (again, the Druid gets a +4 to the check because it's the Druid's animal companion.)

"Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the druid might choose to teach it (see the Handle Animal skill for more details on how to teach an animal tricks). These bonus tricks don't require any training time or Handle Animal checks, and they don't count against the normal limit of tricks known by the animal. The druid selects these bonus tricks, and once selected, they can't be changed. "

Grand Lodge

gnrrrg, You don't need time to train them and you don't need to make training handle animal tricks.

You still have to make handle animal checks to use them.

the sentance should be read:

These bonus tricks don't require any training (time or Handle Animal checks)

RPG Superstar 2013 Top 32

If you think the APG summoner is overpowered, but like it better than the unchained one, make this simple change:

The eidolon has no HP of his own. The summoner and the eidolon share a single pool of hit points. Damage to the eidolon is damage to the summoner.

Let's see your pouncy murder beast put himself in harm's way now.

Spoiler:

Can I drop the mic? I really want to drop the mic.

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