The Current State of Unchained Summoner


Pathfinder First Edition General Discussion

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I haven't found any guides for Unchained Summoner, and it has gotten a fair amount of material since it's release... What do you all think of it ATM? I know it isn't as powerful as the original summoner, but I think it's beginning to move towards being more powerful.


More powerful? Care to elaborate on that? Otherwise, it's in a good spot and could benefit from getting a little more support, especially on the Eidolon and Evolution front(s).


Jae Wolftail wrote:
More powerful? Care to elaborate on that? Otherwise, it's in a good spot and could benefit from getting a little more support, especially on the Eidolon and Evolution front(s).

More options really. If something gets more options, I tend to consider it more versatile and thus more powerful. It's gotten more options like Genie, Abberant, and archetypes. So I figured it'd make the class overall a bit more powerful.


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That's something, though, it doesn't really make the class much stronger than base Summoner. Weaker spell list, 11 less Evolution points on the Eidolon, less Evolutions to choose from, the subtype restrictions on which Evolutions can be chosen for the Eidolon, and the alignment of the Eidolon not shifting with the Summoner's all make the UC Summoner weaker. I will agree the UC Eidolons are more fun to use and more thematic, but they're weaker for the lack of choice.


Jae Wolftail wrote:
That's something, though, it doesn't really make the class much stronger than base Summoner. Weaker spell list, 11 less Evolution points on the Eidolon, less Evolutions to choose from, the subtype restrictions on which Evolutions can be chosen for the Eidolon, and the alignment of the Eidolon not shifting with the Summoner's all make the UC Summoner weaker. I will agree the UC Eidolons are more fun to use and more thematic, but they're weaker for the lack of choice.

I meant more powerful than they started out, not more powerful than original. I should have been clearer.


I feel like a lot of classes are in a place where they're fine, so they won't receive support just for the sake of improving them, instead they will get archetypes and new class options whenever the authors of whatever book have an idea for one. Sometimes it's suggested just by the concept of the book (like there's a new Eidolon type in one of the recent ocean-centric books), but you're not going to treat the class as a project to be improved.

After all, it's difficult to say a class is improved by choices that are about as good as the options it previously had.


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Personally... I am still very salty about Unchained Eidolons. Like, don't get me wrong, I know why they did it... but to be totally honest the fact that you can build basically anything was, IMO, the reason to play a Summoner. You wanted a Dragon Rider? You could build that as a Summoner. You want to play a LG character with an Alicorn mount? You could do that as a Summoner. You want to be a Stand user? Summoner. You could build dang near anything as a Summoner. But now... if you don't want this very specific thing you're SoL. Heck, an LG Summoner physically cannot have an Eidolon Mount, and a CG one will have to settle for riding a snake.

And really, it's still totally easy to abuse now, it just doesn't have that creative aspect to it anymore. Pounce is still a thing, you can still get plenty of natural attacks (provided you can find ones that aren't subtype-locked against you of course) or just wield a ton of weapons since Max Attacks only applies to Natural... basically the nerf gutted the creativity while still leaving the exploits available.

Silver Crusade

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

On the other hand, I found the previous iterations of eidolons flavorless blobs which were ripe for abuse because they had no firm in-fiction definition.

Now the Eidolon makes you a summoner of a specific outsider, a Devil Binder, an Angel Summoner, an Elementalist, or an urchin and their Genie etc. It is a huge boon for the GM since they can actually lay plot-seeds for the Summoner and that has support in fiction.

Yes there are some limitations, but it's not the free-for-all it used to be.


Shinigami02 wrote:
or just wield a ton of weapons since Max Attacks only applies to Natural...

Unchained added in a clause that says manufactured attacks apply now.

Pathfinder Unchained, pg. 28 wrote:
Attacks made with weapons, including those granted by a high base attack bonus, are counted against this maximum.

Pounce costs 3 points now, but it's still a pretty much guaranteed pick if your Eidolon is Quadruped. Though by my count, more Subtypes don't offer the Quad form than do.


DM_aka_Dudemeister wrote:
On the other hand, I found the previous iterations of eidolons flavorless blobs which were ripe for abuse because they had no firm in-fiction definition.

I often toss out the base flavor given so for myself it was never an issue that there was no preconceived flavor. I'll "lay plot-seed" for whatever flavor is made [as player or DM]: "in-fiction" IMO works fine if it's in YOUR games fiction and not just the generic one.


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But IMO they over-limited it. For instance, of the possible Good Eidolons... 5 of them are Biped Only, a sixth's only non-Biped option being the Lamia-esque Lillend-based... if you want a Good eidolon that is not at least half humanoid you have no option but to go Agathion. In fact... that's a recurring thing in general. If you want [Cool Thing] on a Good Eidolon... you have to go Agathion, if it's even available. For that matter, why is having a tail subtype locked? What possible reason is there for a tail to be locked to specific subtypes?

And then there's also the fact that the old Summoner had some cool evolutions that will probably never be converted. Like did you know that with the old Summoner you could build an Eidolon that could function as the party healer? You could get Cure SLAs and the ability to directly transfer HP as Evolutions. Yeah, that's all gone. Heck, there were evolutions to just in general have a caster Eidolon before... now only Aberration subtype can do that, because apparently only Aberrations can harness psychic magic for... reasons.


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While I'm glad to have a more solid foundation of what an eidolon is supposed to be (this has been the source of a couple of heated discussions around that gaming table), I do agree that they sometimes feel too limited, as Shinigami02 was saying. It really does feel like some of the eidolon factions are so limited in what abilities they can take, that I'd skip them and that alignment for my summoner, just because good options don't exist. Plus it can be really thematically limiting. Want a hound archon companion? Well too f*cking bad, you can't give it a bite. It does kind of feel like they don't want you to play a good summoner (other than Agathion).

Hey, what about the new forms? I mean on the SRD page it says aberrations can't take bite or tentacle or poison (although they start with a bite). Since the evolutions are limited by type, listed in Unchained, do the new types just not get to take any-nongeneric evolutions? Or is there more complete information somewhere else?


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Unless there's something that specifically says otherwise, nope. So, for instance, I just pulled up Blood of the Sea and checked the Deepwater Eidolon. The description of it specifically mentions squirming tentacles, and references it can look like a kraken... but as it is not a Daemon, Demon, or Protean and there is no allowance made anywhere in the entry... you cannot give it tentacles. And as it is not an Aberration you also cannot give it a Tentacle Mass. In fact, the level 12 subtype evolution specifically allows you to use Rend... which you cannot actually take because of subtype limitations... off of those tentacles... that you cannot take because of subtype limitations.....


I've never been a fan of the Summoner, but i much prefer the original (or as i call it the Pokemon Summoner) to the Unchained version.


I think the evolutions are REALLY restrictive, like for many the only natural attack you can take is the slam. Bites, claws, etc. are all subtyped locked. It makes it quite hard if you don't have one of the allowed subtypes.


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It does seem like not letting the Deepwater Eidolon taking tentacles or tentacle masses is simply an oversight since that subtype talks a *lot* about tentacles.


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PossibleCabbage wrote:
It does seem like not letting the Deepwater Eidolon taking tentacles or tentacle masses is simply an oversight since that subtype talks a *lot* about tentacles.

For me, that is the recurring theme of the unchained eidolon: No matter which one I look at there seems to be things that are missing...


Well, I'm glad for all the responses! I did think they've not put enough variation. No ability to make a hydra? Or a Chimera? Automatically lose points with me. But, I'm just glad that the lack of options shouldn't affect the UnRogue/UnSummoner with a Genie I'm making...


graystone wrote:
PossibleCabbage wrote:
It does seem like not letting the Deepwater Eidolon taking tentacles or tentacle masses is simply an oversight since that subtype talks a *lot* about tentacles.
For me, that is the recurring theme of the unchained eidolon: No matter which one I look at there seems to be things that are missing...

I feel like this is a problem with the evolutions in Unchained specifying the subtypes that can take them, combined with there being no standardized way of amending that. Like look at all the hoops that have been jumped through to let more people take Kinetic Healer, we need something like that for Eidolons.

Perhaps just a line like "Deepwater Eidolons are allowed to take the following evolutions:..." should be standard.

Jon Brazer Enterprises

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Riddle me this: What if all eidolon subtype requirements were thrown out, but in exchange you can only reallocate 1/2 your points when you gain a new level. So when you are going from 5th to 6th level, you can spend 3 points, and you must keep 2 points the same as the level before. This encourages the eidolon having a "theme" or "evolving" instead of being rewritten each level.

Thoughts?


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My problem with the OG summoner was that it felt like it was trying to force you to build a pouncing blender. So even if you build a unicorn, you are going to have to add some claws later to keep up.

the UnEidolon fixed some of the power problems, but none of the theme problems. What I wanted out of unchained was support for a single-attack eidolon, a ranged eidolon, and a spell-casting eidolon.


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Knight Magenta wrote:
My problem with the OG summoner was that it felt like it was trying to force you to build a pouncing blender.

really? I think my favorite OG summoner was a master summoner with a giant bunny almost 100% focused on being a mount. I never felt the need to add any attacks.

If you're going for a combat form though, then yeah, more attacks and pounce are what you want but that can be said for ANY natural weapon build. For instance, if I play a shifter I'm 'forced' into tiger/dino for pounce and you want to add more attacks through items/abilities to "keep up". So it's more a combat and natural attack issue than an eidolon one.

Knight Magenta wrote:
What I wanted out of unchained was support for a single-attack eidolon, a ranged eidolon, and a spell-casting eidolon.

Humanoid Genie [single-attack/ranged] or fey [spell-casting]?


Ha! I also made a summoner with a giant bunny (with a unicorn horn), he was a gnome though, and didn't have an archetype.

Still, he was a blast! Used all my spells to support his Eidolon.


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captain yesterday wrote:

Ha! I also made a summoner with a giant bunny (with a unicorn horn), he was a gnome though, and didn't have an archetype.

Still, he was a blast! Used all my spells to support his Eidolon.

LOL Mine was a gnome too, though I focused on buffing summons/PC's for my spells and no horn on my bunny.


I didn't have any of the complaints with the original version of the Summoner that seemed common (I'm not a min maxer by any stretch of the imagination)...but I do find the unchained version to be more....."thematically" easy to work with. I use both depending on the concept I'm working from....


graystone wrote:
captain yesterday wrote:

Ha! I also made a summoner with a giant bunny (with a unicorn horn), he was a gnome though, and didn't have an archetype.

Still, he was a blast! Used all my spells to support his Eidolon.

LOL Mine was a gnome too, though I focused on buffing summons/PC's for my spells and no horn on my bunny.

I was all about healing and buffing my Eidolon as I rode him about the field head stabbing everything.

Eventually I believe the bunny (named George) was going to have wings, they were casualties of a tragic flea infestation a few years back.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Re: Evolutions

Note that there is no actual RAW restriction on the Unchained summoner having access to the evolutions* in Ultimate Magic.

Granted, some of them may be individually restricted by the form or require other evolutions (i.e., hooves). Also, access to the aquatic form will require permission from the GM.

*- or even the archetypes; "with the exception of the monk, these classes should work with any of the archetypes from previous books as long as the classes still have the appropriate class features to replace." Some of the archetypes from other sources may not always fit well with the Unchained summoner (i.e., wild caller from Advanced Race Guide), but that is something that would need to be determined on a case-by-case basis.


Eh, while Archetypes I'll agree with you, in my experience Evolutions wind up treated more like Rogue Talents or Rage Powers, in that it's treated as a list reboot and if it's not specifically allowed then it's banned. Especially with the rebalancing of point costs.

Which is a shame, since the Aquatic form wasn't the only form that Chained Eidolons got that hasn't (at least yet) made the transition to Unchained. And given how the new eidolons work, I highly doubt Tauric or Avian forms ever will make the transition, or at least if they do they'll probably still be barred from most subtypes.


My wife's scorpion-raptor eidolon was definitely one of those many pounce blenders. I like the reduction in evolution points, in exchange for some automatic abilities baked into each faction, but I don't think they should have done much restriction beyond that. Maybe one or two abilities unique to each body type, but beyond that seems really restrictive for no good reason.

Also, I noticed the Kyton eidolon's description says they can use tantacles and webs, but the ability list doesn't. I really wish they would put out some kind of errata when a class feature, or archetype, or spell doesn't do the thing it says it's supposed to do.


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As I understood it, not a single eidolon option from Ultimate Magic made it into Unchained. And I am pretty sure it was not about balance, because the average power level of UM's evolutions was significantly lower. Rather it was about page count - so as a GM, I would be rather openminded about allowing UM evolutions on an Unchained eidolon.

That said, Unchained eidolons show that it's good to have some legacy content around. Paizo has this tendency to build classes that resolve around "pick a theme, half of the class will be modified by it". Whether it's a bloodline, mystery, ranger combat style or eidolon type - the basic idea is the same. It's a good approach for many things, but sometimes you want something really customizable (like an APG eidolon or a CRB fighter) and sometimes you want something straightforward where you don't even have to make the theme choice (such as swashbuckler). This is actually an argument against Pathfinder 2.0 for me: I am afraid everything would be equalized to "pick a class, then pick a theme".


Slightlty off topic, but does anyone know what the source of Kyton eidolons is? The SRD lists them among the standard types, but they aren't in Unchained. I have a copy and double checked. And a quick google check hasn't helped either.


I think it was in the Crimson Throne remake they did not long ago. One of the later books I believe.


WhiteMagus2000 wrote:
Slightlty off topic, but does anyone know what the source of Kyton eidolons is? The SRD lists them among the standard types, but they aren't in Unchained. I have a copy and double checked. And a quick google check hasn't helped either.

Kyton Eidolon (Curse of the Crimson Throne 431).


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Shinigami02 wrote:
Eh, while Archetypes I'll agree with you, in my experience Evolutions wind up treated more like Rogue Talents or Rage Powers, in that it's treated as a list reboot and if it's not specifically allowed then it's banned. Especially with the rebalancing of point costs.
SheepishEidolon wrote:
As I understood it, not a single eidolon option from Ultimate Magic made it into Unchained. And I am pretty sure it was not about balance, because the average power level of UM's evolutions was significantly lower. Rather it was about page count - so as a GM, I would be rather openminded about allowing UM evolutions on an Unchained eidolon.

The Unchained summoner was pretty much just a re-write of the material in the Advanced Player's Guide. Apart from the aligning eidolons with specific groups of outsiders (to include "fixed" evolutions based on outsider type and reducing the "free" evolution points available) and rebalancing the spell list, there was only one other change: Pounce going from a 1 pt evolution with no level restriction to a 3 pt evolution requiring a 7th level summoner. That was the only change to the actual evolutions (as opposed to the evolution pool) in Unchained.


Thanks.

Dark Archive

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Seeing this interest has spurred me to pick up my old outline and get to work on writing an unchained summoner guide. I think we're a little overdue for a comprehensive look at this beast.

As for my thoughts? Mixed opinions, the majority of them good, but all of them are strong. The -theme- behind subtypes is actually pretty fun, and I will admit they're a really good springboard for setting up a character's roleplay and backstory. I've got a Chelaxian summoner who acts as the parole officer for his devil eidolon as well as an aspiring crime boss who summons the ancestral spirit of her distant grandfather who happened to be a legendary thief in his day. I've also gotten a renewed interest in making an Agathion, while Demon and Azata are so gosh darn great that I feel like I'd be doing myself a disservice by not trying them out.

Summon Monster is still as amazing as ever, and the Skilled evolution is miraculously unnerfed. I am honestly surprised these two things made it through without a change.

While I was interested in the new subtypes, the way they split up evolutions left me a little salty. Not only does it severely limit subtypes (especially on the Lawful and/or Good side of things) but it's also worded in a way that makes it less future proof. Because evolutions are tied to specific subtypes and not the other way around, every new subtype has to either invent new evolutions for itself (Aberration) or they risk having a whole lot of nothing (Fey) or even be unable to match their description (Deepwater).

As mentioned before, some subtypes really suffer, or they just feel kind of off. Proteans are either very under powered until 8th level or you've wasted 1-2 feats on dexterity stuff because at Large size strength is their best stat now. Devils aren't immune to fire. Most hilarious of all, at lower levels water elementals cannot swim and are capable of drowning.

I could go on and on. Heck, the Mount evolution is worth a rant in its own right. APG could deal with this needless tax (why can't you ride your sentient ally again?) through its sheer volume of points, but it really didn't need to show up again in unchained. I still believe it tops classics like Rumormonger in the realm of "Things you should normally be able to do but are gated behind some kind of feat/ability."


graystone wrote:
Knight Magenta wrote:
My problem with the OG summoner was that it felt like it was trying to force you to build a pouncing blender.

really? I think my favorite OG summoner was a master summoner with a giant bunny almost 100% focused on being a mount. I never felt the need to add any attacks.

If you're going for a combat form though, then yeah, more attacks and pounce are what you want but that can be said for ANY natural weapon build. For instance, if I play a shifter I'm 'forced' into tiger/dino for pounce and you want to add more attacks through items/abilities to "keep up". So it's more a combat and natural attack issue than an eidolon one.

Knight Magenta wrote:
What I wanted out of unchained was support for a single-attack eidolon, a ranged eidolon, and a spell-casting eidolon.
Humanoid Genie [single-attack/ranged] or fey [spell-casting]?

Not sure how a genie gives you single or ranged attacks. If you just mean by wielding a weapon, then that's kind of lame... I want to summon a creature from beyond. Not a warrior npc. By "ranged build" I meant like a lantern archon or something.

The fey eidolon gains a single 1st level spell at level 8 :| The X Psychic Magic line of evolutions from horror realms and Web is closer to what I want. Ideally, it should be possible to build an eidolon who's primary combat action is throwing debuffs. Maybe then you would even want to boost the eidolon's mental stats over just strength!


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I've got an escaped slave halfling summoner who managed to summon up a demon to murder his master and escape to freedom. Problem is...now she won't go away!

What, you think that if you ask for help from beyond the realms of humanity that only an angel'll show up? Hah! Now let's go kill some more mortals!

Shadow Lodge

Dragonchess Player wrote:
The Unchained summoner was pretty much just a re-write of the material in the Advanced Player's Guide. Apart from the aligning eidolons with specific groups of outsiders (to include "fixed" evolutions based on outsider type and reducing the "free" evolution points available) and rebalancing the spell list, there was only one other change: Pounce going from a 1 pt evolution with no level restriction to a 3 pt evolution requiring a 7th level summoner. That was the only change to the actual evolutions (as opposed to the evolution pool) in Unchained.

Large was reduced to +4 Strength from +8 Strength. I believe Huge was similarly reduced.

Dark Archive

Serum wrote:
Dragonchess Player wrote:
The Unchained summoner was pretty much just a re-write of the material in the Advanced Player's Guide. Apart from the aligning eidolons with specific groups of outsiders (to include "fixed" evolutions based on outsider type and reducing the "free" evolution points available) and rebalancing the spell list, there was only one other change: Pounce going from a 1 pt evolution with no level restriction to a 3 pt evolution requiring a 7th level summoner. That was the only change to the actual evolutions (as opposed to the evolution pool) in Unchained.
Large was reduced to +4 Strength from +8 Strength. I believe Huge was similarly reduced.

Yeah, it's a pretty huge change that effects the majority of eidolons and I'm surprised so few people are/were talking about it. I'm guessing that all of their attention went towards Pounce and the old 2nd level Haste. Those two were a bit more visible and immediately powerful, after all.

Meanwhile in Tiger Town, you've still got a pouncing grab beast (with a version of grab that actually works on same-size opponents) with that sweet sweet 8str/4con boost that's been shredding bosses Core. Not only that, but you can cast Animal Growth for another +8/+4 and suddenly I'm wondering why we've never seen an 'Unchained' Druid. I suppose the trade off is that eidolons have more skills and can operate independently, but it does kinda put you back in the Druid's shadow.

Dark Archive

Knight Magenta wrote:

My problem with the OG summoner was that it felt like it was trying to force you to build a pouncing blender. So even if you build a unicorn, you are going to have to add some claws later to keep up.

the UnEidolon fixed some of the power problems, but none of the theme problems. What I wanted out of unchained was support for a single-attack eidolon, a ranged eidolon, and a spell-casting eidolon.

I feel like the lack of support for a single-attack option affects not only the Eidolon, but also the Shifter, and various animal companions, etc., in that it seems to be universally better to have a flurry of smaller attacks (and therefore over-valuing full attacks and pounce), than one big attack.

I feel like that's a sacred cow (more attacks = better) that needs grinding up into hamburger, and affects more than just wolves (which will rarely be chosen over big cats or velociraptors) and serpentine eidolons.

And yeah, support for ranged and spellcaster and healer / support eidolon (and companion) options would be neat. Having them stuck in one role, meatshield, tends to make them a bit same-same in build options.

Dark Archive

Set wrote:

I feel like the lack of support for a single-attack option affects not only the Eidolon, but also the Shifter, and various animal companions, etc., in that it seems to be universally better to have a flurry of smaller attacks (and therefore over-valuing full attacks and pounce), than one big attack.

I feel like that's a sacred cow (more attacks = better) that needs grinding up into hamburger, and affects more than just wolves (which will rarely be chosen over big cats or velociraptors) and serpentine eidolons.

And yeah, support for ranged and spellcaster and healer / support eidolon (and companion) options would be neat. Having them stuck in one role, meatshield, tends to make them a bit same-same in build options.

Single attack eidolons are alright, you just have to work harder and wait a bit longer. Slam with Reach and Improved Damage helps you hit hard, and boosting its effective size with the Large evolution, the Huge size, and the Impact enchantment to an amulet of mighty fists (Great Magic Weapon covers the raw enhancement numbers wonderfully) and you've got yourself a heavy hitter who vital strikes with a fistful of dice.

Also, thanks to the Skilled evolution being as good as it is there's a lot of room for skill monkey eidolons. My first PFS character uses his like a pocket rogue while summon monsters do the heavy lifting and it's great. Heck, with the unchained changes, skill eidolons are doing even better in comparison to the 'traditional' beaststicks.


Rosc wrote:
the Impact enchantment to an amulet of mighty fists

You can't (by RAW) put Impact on an Amulet of Mighty Fists. Impact cannot be applied to Light weapons, which includes Unarmed Strikes and all Natural Weapons.


The only issue I had for un chained was that it was a little too restrictive by alignment. That's it.

If I want a serpentine genie with legs made of smoke.. . Nope.

I like the forms. I think it's great to have some structure for the pets. By making more rigid forms it ironically opened up the pets to a wider variety. Just alignment and form restrictions on top of that seemed arbitrary.

Dark Archive

Shinigami02 wrote:
Rosc wrote:
the Impact enchantment to an amulet of mighty fists
You can't (by RAW) put Impact on an Amulet of Mighty Fists. Impact cannot be applied to Light weapons, which includes Unarmed Strikes and all Natural Weapons.

Oh. I done goofed. Alright, so it's still super good on, say, an Adamantine Resizing Bastard Sword but I suppose you won't be able to so easily take people to the Space Jam.


Pathfinder Rulebook Subscriber

In my opinion... the worst thing to come out of Unchained by far.

It absolutely guts flavor and creativity in the name of balance yet doesn't actually do a very good job of achieving that.

Eidolons are still incredibly overbearing if built properly and the class feature still suffers from having a couple overtly dominant builds and a large number of concepts that are poorly supported. In fact the restrictions and rules only exacerbated the latter problem.

It feels like Unchained solved a few secondary problems, left some of the biggest issues in tact and lost a lot more for it and I'm just not convinced that's a good trade.


Dale McCoy Jr wrote:

Riddle me this: What if all eidolon subtype requirements were thrown out, but in exchange you can only reallocate 1/2 your points when you gain a new level. So when you are going from 5th to 6th level, you can spend 3 points, and you must keep 2 points the same as the level before. This encourages the eidolon having a "theme" or "evolving" instead of being rewritten each level.

Thoughts?

Why is it important to prevent people from being able to reinvent their Eidolon if they were only taking placeholder evolutions while waiting for what they actually wanted?


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Pathfinder Lost Omens, Rulebook Subscriber

Literally every time I have tried to work with Unchained Summoner to create an idea for a summoner and eidolon that I've conceptualized in my head I have been blocked by restrictions put in based on Summoner alignment and Eidolon type rules.

And this was for ideas as simple as, "I want to play a Chaotic Good elf with an Eidolon that looks like a bird made of glass."

That, for some reason, is an entirely unfeasible desire under the unchained rules.


The magic SLAs also went from sorc/wiz to psychic. No one noticed because no one uses them I guess.


Oh I did notice. The genie in my first example was not idle hand waved thought, it was a character I wanted. A genie with magic powers. Then they went psychic and I was like.. no.

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