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Temperans |
@Siegfriedliner
What you described is more or less the PF1 lv 16 ability of the regular Summoner: Merge Forms.
The differences being that Merge form brings you into the Eidolon, and does not count as a Polymorph (meaning you can still cast spells).
Synthesist is more like Guyver, Blue Beatle, Venom, etc. It primarily acts as a suit, and eventually (PF1 lv 16 Split Form) become its own thing.
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Staffan Johansson |
2 people marked this as a favorite. |
I think a PF2 version of the Binder could be a really cool type of summoner.
The 3.5e Binder made short-term pacts with various entities called Vestiges which each granted a list of abilities. The result was that the binder essentially could sub in for most other classes as needed, depending on which entity/entities it bound that day. That could be a cool baseline, with the additional ability to manifest the entity in question as an eidolon (high-powered minion).
The PF1 Medium is built around the same idea, but with the spirits connected to the six primary stats (and, I think, Harrow suits?) which doesn't really have the same pizzazz as binding Amon, the Void before the Altar or Chupoclops, the Harbinger of Forever.
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scary harpy |
![Depora Azrinae](http://cdn.paizo.com/image/avatar/A16-DeporaAzrinae_final.jpg)
I'd very much like Paizo to tackle the three basic types of Summoner with the core chassis out of the gate with NO need to deal with archetypes.
1) Summon a semi-persistent Eidolon that does the heavy lifting for you in combat that gets ever more powerful, strange, and unique as you advance.
2) Specialize in summoning more temporary creatures for use in both combat but also for skill challenges that are especially suited to any number of creatures unique roles. Able to cast every Summon Spell printed numerous times a day with the use of Focus points.
3) Channel the power of ancestors, spirits, ghosts, and other extraplanar beings that can haunt places and invite them to share their body and as they advance the summoner gains new and more powerful otherworldly beings that further empower and enhance the summoner themselves. This could be used in a variety of ways from the Synthesist concept to a Spiritualist and Medium all the way through to concepts where characters summon legendary magical equipment and weapons to help them fight
Sounds like 3 different classes to me.
I feel like trying to cram so many disparate ideas into one class just would end up diluting it. Plus "specializing in summoning temporary creatures" just seems like something a conjuration wizard should be doing.
IMO, a summoner class should focus on what made the summoner in PF1 unique: A customizable, high powered, singular companion that fights on behalf of the summoner, with the summoner augmenting it.
You might be able to squeeze the Spiritualist and Hunter in there, because both of those classes were thematically similar in PF1 and were built in kind of similar ways.
But trying to make it simultaneously the summoner, spiritualist, synethesist, master summoner and medium all at once sounds really messy. I realize master summoner and synthesist were both summoner archetypes in PF1, but the overloaded chassis is largely why the class was so problematic in PF1 anyways.
I agree that the Conjurer and the Summoner should be distinct.
I think a PF2 version of the Binder could be a really cool type of summoner.
The 3.5e Binder made short-term pacts with various entities called Vestiges which each granted a list of abilities. The result was that the binder essentially could sub in for most other classes as needed, depending on which entity/entities it bound that day. That could be a cool baseline, with the additional ability to manifest the entity in question as an eidolon (high-powered minion).
The PF1 Medium is built around the same idea, but with the spirits connected to the six primary stats (and, I think, Harrow suits?) which doesn't really have the same pizzazz as binding Amon, the Void before the Altar or Chupoclops, the Harbinger of Forever.
I like this idea!
I also like the Summoner being renamed (because Summoner sounds so boring.)
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siegfriedliner |
I was thinking what role the Summoner could play in combat if his Eidolon was a reasonable (martial) level melee fighter.
I think the most balanced approach would be to keep the summoner with relatively weak proficiency may comparable to the druid. Give them no spell-casting (apart from Focus spells).
But give them abilities like the Starfinder Envoy's Improvisations which rather the comparable to bard's composition cantrip but usually more target limited.
For example
Seize the Pawn (a riff on Get Em)
As an action you can choose one enemy within 60 feet.
Until the start of your next turn, you and your allies gain a +1 circumstance bonus to attack rolls made against that enemy.
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Dargath |
I'd like to take a step back and look at the summoner on a fundamental level. What is the intended draw of the class? What kind of character concepts does it seek to fulfill that can't be fulfilled by other classes, both narratively and mechanically?
If I had no idea what a summoner was or how it worked, how would you sell me on the class?
To me what it sounds like is a Demonology Warlock from World of Warcraft. The appeal was a tanky, but somewhat low damage caster that commanded powerful demons. I’d been playing the Demonology Warlock since burning crusade. It made solo leveling easier because I had a tanky and combat proficient companion whom I could empower, and heal. Through several iterations there were talents and cooldowns to enrage or otherwise enhance your demon, with talents at certain points in the game to make it tougher and stronger.
The Warlock itself often had the most defensive cooldowns and was quite often a “tanky” caster, usually using damage of over to burn down enemies over massive nukes. It also had a lot of crowd control abilities.
So I know NOTHING about a summoner, but I would hope it sells that class fantasy of selling your soul for power, or just having such a strong will you can bind creatures to serve your purposes, typically have more defensive spells and abilities combined with a lot of utility, debuffing and control spells with a few direct damage spells. It would never be a “Nuker” class and more often than not your damage would come from your animal companion/eidolon.
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Lord Fyre RPG Superstar 2009 Top 32 |
![Harsk](http://cdn.paizo.com/image/avatar/PZO9081-Harsk_90.jpeg)
I'm actually inclined to treat the Summoner as an Archetype - pretty much only giving the Eidolon, with the later archetype "feats" giving improvements on the base.
I think the most balanced approach would be to keep the summoner with relatively weak proficiency may comparable to the druid. Give them no spell-casting (apart from Focus spells).
But give them abilities like the Starfinder Envoy's Improvisations which rather the comparable to bard's composition cantrip but usually more target limited.
This approach could also work rather well.
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Lord Fyre RPG Superstar 2009 Top 32 |
![Harsk](http://cdn.paizo.com/image/avatar/PZO9081-Harsk_90.jpeg)
So I know NOTHING about a summoner, but I would hope it sells that class fantasy of selling your soul for power, or just having such a strong will you can bind creatures to serve your purposes, typically have more defensive spells and abilities combined with a lot of utility, debuffing and control spells with a few direct damage spells. It would never be a “Nuker” class and more often than not your damage would come from your animal companion/eidolon.
Since the Eidolon isn't always an evil outsider, it wouldn't necessarily be "selling one's soul," but the idea of working out the actual bargain with the spirit could be interesting (kind of like a Champion's Code of Honor).
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Squiggit |
4 people marked this as a favorite. |
![Skeletal Technician](http://cdn.paizo.com/image/avatar/PZO9086-SkeletalTechnician_90.jpeg)
I'm actually inclined to treat the Summoner as an Archetype - pretty much only giving the Eidolon, with the later archetype "feats" giving improvements on the base.
I think that ultimately wouldn't be very satisfying.
The reason there's been so much griping about animal companions and familiars is because it's just a feat. Essentially, an animal companion has to be balanced in such a way that a Ranger who just takes Favored Terrain instead doesn't feel like they've lost anything, which means the companion itself is fairly underwhelming on its own.
IMO the whole point of doing a Summoner is to create an option that can have a powerful companion, because it'd be a core assumption that the whole class is balanced around, rather than a feat or two you tack onto a build.
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KrispyXIV |
1 person marked this as a favorite. |
![Shorafa Pamodae](http://cdn.paizo.com/image/avatar/Paizo_P13_Tiefling-Prostit.jpg)
IMO the whole point of doing a Summoner is to create an option that can have a powerful companion, because it'd be a core assumption that the whole class is balanced around, rather than a feat or two you tack onto a build.
This. 100% this.
The best part of 2e is that with the math being as tight as it is, it should be extremely viable to come up something that isn't OP but remains combat viable. Suddenly, it doesn't matter if your companion has claws, a bit, horns and wings because all that is is an array of options, instead of straight op.
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Charon Onozuka |
2 people marked this as a favorite. |
![Gathuspia](http://cdn.paizo.com/image/avatar/PZO9064-Gathuspia_90.jpeg)
The reason there's been so much griping about animal companions and familiars is because it's just a feat. Essentially, an animal companion has to be balanced in such a way that a Ranger who just takes Favored Terrain instead doesn't feel like they've lost anything, which means the companion itself is fairly underwhelming on its own.
IMO the whole point of doing a Summoner is to create an option that can have a powerful companion, because it'd be a core assumption that the whole class is balanced around, rather than a feat or two you tack onto a build.
To be fair, having a class means having a multiclass archetype - and I'd image that getting an eidolon through such an archetype would either be in the dedication feat or at most one feat afterward. So regardless of what the class does, I imagine the Eidolon at base will have to be relatively equal to 1-2 feats in power.
That said, if the Summoner assumes using their class feats to add enhancements to their Eidolon in various ways - I could see that being able to make the Eidolon much stronger overall with the standard multiclass archetype feat limiting others to picking 1/2 level feats helping prevent Eidolons from being broken to multiclass into.
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devilbunny |
Thematically, summoners are actually quite reminiscent of binders from 3.5e. Make a deal with an entity that will serve you in exchange for something they want? If the eidolon does become the focus of the class and they decide to get rid of summoning minions, perhaps binder would be a more appropriate class name at that point especially if Paizo wants to roll spiritualist into it as well.
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2 people marked this as a favorite. |
![Bag of Devouring](http://cdn.paizo.com/image/avatar/treasures-devourer.jpg)
PF1 Summoners aren't reminiscent of Binders at all. 3.5 Binders (and PF1 Medium, which is loosely based on the binder) are about temporarily binding yourself with a spirit-thingy that gives you a set powers. Summoners are about having a customizable pet and spamming regular summons.
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Temperans |
God Callers are not like Binders.
This are is the stats of a PF1 God Caller Summoner Archetype.
This is the stats of a PF1 God Caller NPC.
For all intents and purposes a 3.5 Binder is a Pathfinder Medium. Binder and Summoner Share very little in common.
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AnimatedPaper |
![Paper Golem](http://cdn.paizo.com/image/avatar/golemtrio1.jpg)
I think the fiction kind of fits. The god callers of Sarkoris aren't too far from the vestige-bound binders of 3.5e. Mechanically I agree having a customizable pet and regular summons doesn't fit the image as well which is why I suggested that it would only work if they got rid of the summon spam.
It's a pretty common well to take inspiration from though. If you're going for "make a deal with an entity that will give you power in exchange for something they want", almost all of the PF1 APG base classes qualify, and I'm specifically including Cavaliers in that. Having a direct servitor is a narrower narrative, though I would argue that the 3.5 Binder didn't really qualify for that. I double checked my copy of Tome of Magic, and I didn't see anything that implied that the vestige served you, instead loaning you its powers while experiencing reality through your eyes. Which I'll admit is REALLY splitting hairs, but it is the difference between a Medium/Shaman/Witch and a Summoner/Spiritualist/Hunter.
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![Goblin](http://cdn.paizo.com/image/avatar/PZO1114-GoblinDressup_90.jpeg)
The two ways Summoner worked in PF1 was either by going Synthesist OPWTFBBQ melee build or by being Master Summoner and winning the game by spamming summons. I don't see the second option ever happening due to a general kibosh Paizo has put on summon abuse in PF2.
I ran a Summoner up to 7th level as just a 'boy and his dog' and it worked fine. I never felt left behind in terms of power or things to do in a party with a couple of power gamers.
My Eidelon used pounce to get a bite and two claws after a charge and kept up nicely with a Teifling two hander fighter and a overly complicated Magus. He had the bonus of being 'disposable', resummoning 24 hrs after death made me not hesitant to get him into combat.
The character himself played a support role in combat. Maxing UMD for cure wands and Haste at 4th level worked pretty well. I could and did hang out in the back and I don't think I was even attacked until 2nd level. And I killed well over 4 monsters with Acid Splash.
A Summoner couldn't have a Summoned creature and their Eidelon out at the same time and I didn't generally used Summon very often.
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Draco18s |
![Silver Dragon](http://cdn.paizo.com/image/avatar/Silver.jpg)
I have mixed feeling with this. PF1 was pretty clearly "outsider" though many people tried to twist that into dragon (because dragons make everything better) and several archetypes allowed for things like constructs, fey, etc.
I went "dragon" because I was playing a kobold. Why wouldn't the kobold's idea of a powerful ally be a dragon?
I'm sure I've posted art before, too. And yes, its quite the brute-tank hybrid that's just the other side of Overpowered, but it's not the mass of tentacles for maximum attack efficiency that people talk about.
Right now (level 7) its evolutions are:
Resistance (Electricity) 5 [from base form]
Claw
Mount
Climb
Energy Attacks
Improved Natural Armor
Rend
I use the tail evolution as a kind of place to bank a point in order to save up for a more expensive evolution next level. One, because then I don't need to figure out which of the other abilities I sacrifice and two, it fits the theme without looking weird.
I'd like to take a step back and look at the summoner on a fundamental level. What is the intended draw of the class? What kind of character concepts does it seek to fulfill that can't be fulfilled by other classes, both narratively and mechanically?
If I had no idea what a summoner was or how it worked, how would you sell me on the class?
So, for me, for the build that I made, what I like about it and why I had so much fun with it was that it let me play a silly kobold without making that kobold powerful in his own right. More than once he's GTFO'd out of a fight (ok, he got hit with Fear and failed his saves a couple times, but there were times when I as a player went "nope, I'm out") because the fight was going south and with the eidolon down, or nearly down, there was no other option for survival.
Has it led to other PCs getting deadified? Absolutely. (Part of this was due to the players deciding that they wanted to change characters just after a bad fight where we had one player absent, so the GM said, "ok, this monster's movement ability is rather strong, I'll say you guys could have cut-and-run without losses" so it was a near TPK just as it played out).
Now, not all of that is summoner specific, but the summoner class made that kind of story more plausible.
I like being able to call upon the power of a entity stronger than myself.
I like being able to have some degree of customization on what that power looks like.
I like being able to have that power go toe-to-toe against opponents that are "as good as" the party fighter: solid AC, solid to-hit, solid HP, solid damage.
(And boy, has it felt good to be in a room full of zombies and say, "guys, back off, I got this" because the zombies could only hit me on a 20, died in basically one hit, but were tearing through the rest of the part's HP as they were getting surrounded).
I like not having to worry too much about it running out of HP. Its a problem if it does, but one that's solved with enough time.
Does it sort of work out as "Summon: Barbarian"? Kind of. Is that a problem?
But don't you dare give the eidolon the minion trait. If anything, the summoner is the eidolon's minion. The eidolon is bigger, strong, and just as smart (ok, it has 7 INT to the kobold's 12, but still, that's quite a bit more than "animal intelligence": eidolons have names, can speak languages, and can do all sorts of other things without being commanded to do so).
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KrispyXIV |
![Shorafa Pamodae](http://cdn.paizo.com/image/avatar/Paizo_P13_Tiefling-Prostit.jpg)
Having both the eidolon and summoner share a multi-attack penalty would help with the balance but would be narratively hard to justify.
Not really. Consider that if the Eidolon DID have the Minion trait, and we had stuff like the following rules (or similar) to improve action Economy...
Bonded Mind - The Summoner and the Eidolon act together in times of stress, their thoughts and emotions coming into perfect alignment. However, neither is capable of acting completely independently in these situations, either. The Eidolon may use its Summoner's Reaction as if it were its own. However, because of their link both the Summoner and the Eidolon share Multiattack Penalties across their turns in the same round.
Coordinated Movement - Once per round when you take a Stride or Step action, your Eidolon also takes that action.
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Henro |
![Cyclone](http://cdn.paizo.com/image/avatar/cyclone.jpg)
It's pretty likely to have the minion trait - and the only function of that trait is rules for how actions are split between the entities. I seriously doubt we'll get an independent Eidolon.
I can't see us getting 3 + 3 actions as a base and not having watered-down versions of both the summoner and Eidolon as a result. I want 2 + 2 actions so both (especially the Eidolon) can be justified as having more powerful actions as a result.
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Temperans |
Nothing says the eidolon has to have the minion trait. For all we know it could have a trait called "Eidolon" that lets them get 3 actions when the Summoner commands them, and 1 action when the Summoner doesnt.
Overall its effect would be 5 actions a turn.
Also remember that the Summoner would be nearly as bad as a Wizard proficiency wise. So getting a few more actions doesn't really help all that much.
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siegfriedliner |
siegfriedliner wrote:Having both the eidolon and summoner share a multi-attack penalty would help with the balance but would be narratively hard to justify.Not really. Consider that if the Eidolon DID have the Minion trait, and we had stuff like the following rules (or similar) to improve action Economy...
Bonded Mind - The Summoner and the Eidolon act together in times of stress, their thoughts and emotions coming into perfect alignment. However, neither is capable of acting completely independently in these situations, either. The Eidolon may use its Summoner's Reaction as if it were its own. However, because of their link both the Summoner and the Eidolon share Multiattack Penalties across their turns in the same round.
Coordinated Movement - Once per round when you take a Stride or Step action, your Eidolon also takes that action.
If it is a minion, then I don't see them sharing a multi attack penalty, we have a few sources for minions and none of them work that way.
As no creatures get reaction automatically, I imagine a feat for the summoner at 6th level to spend a reaction to give eidolon a free action attack of opportunity when someone would provoke from it.
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KrispyXIV |
![Shorafa Pamodae](http://cdn.paizo.com/image/avatar/Paizo_P13_Tiefling-Prostit.jpg)
KrispyXIV wrote:If it is a minion, then I don't see theme sharing a multi attack penalty, we have a few sources for minions and none of them work that way.siegfriedliner wrote:Having both the eidolon and summoner share a multi-attack penalty would help with the balance but would be narratively hard to justify.Not really. Consider that if the Eidolon DID have the Minion trait, and we had stuff like the following rules (or similar) to improve action Economy...
Bonded Mind - The Summoner and the Eidolon act together in times of stress, their thoughts and emotions coming into perfect alignment. However, neither is capable of acting completely independently in these situations, either. The Eidolon may use its Summoner's Reaction as if it were its own. However, because of their link both the Summoner and the Eidolon share Multiattack Penalties across their turns in the same round.
Coordinated Movement - Once per round when you take a Stride or Step action, your Eidolon also takes that action.
If they aren't a minion and severely limited (shared MAP, no reaction of their own) I don't see them getting above Expert equivalent proficiency.
The class really needs to have some sort of action efficiency handicap if we don't want the Eidolon to be a joke, or just a fancy animal companion.
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Draco18s |
![Silver Dragon](http://cdn.paizo.com/image/avatar/Silver.jpg)
The problem of lacking the minion trait is 6 actions would be hard to balance. Not impossible but difficult.
No one said it had to be 6 actions. There's been talk of "4, split as the player sees fit, with no more than 3 per body."
It should probably get its own reaction, and a base reaction it can take (probably something like attack of opportunity, but there's design space here to make it depend on its form), though what kind of reaction the summoner themselves would have might have to be something they get late, or via multiclassing.
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siegfriedliner |
siegfriedliner wrote:KrispyXIV wrote:If it is a minion, then I don't see theme sharing a multi attack penalty, we have a few sources for minions and none of them work that way.siegfriedliner wrote:Having both the eidolon and summoner share a multi-attack penalty would help with the balance but would be narratively hard to justify.Not really. Consider that if the Eidolon DID have the Minion trait, and we had stuff like the following rules (or similar) to improve action Economy...
Bonded Mind - The Summoner and the Eidolon act together in times of stress, their thoughts and emotions coming into perfect alignment. However, neither is capable of acting completely independently in these situations, either. The Eidolon may use its Summoner's Reaction as if it were its own. However, because of their link both the Summoner and the Eidolon share Multiattack Penalties across their turns in the same round.
Coordinated Movement - Once per round when you take a Stride or Step action, your Eidolon also takes that action.
If they aren't a minion and severely limited (shared MAP, no reaction of their own) I don't see them getting above Expert equivalent proficiency.
The class really needs to have some sort of action efficiency handicap if we don't want the Eidolon to be a joke, or just a fancy animal companion.
I agree but I imagine we will either see a shared Map or a minion trait (which already remove AOP).
Druids currently get full spellcasting and a minion that goes up to expert weapon Proficiency.
A class without spellcasting or master weapon Proficiency could have a minion with master weapon proficiency.
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Temperans |
The summoner should at the very least have 2 main paths, similar to Druid Order or Bardic muses: Eidolon and Summon Spells.
The Eidolon path focuses on having a highly competent and effective companion with full action economy and a multitude of different potential options chosen by the Summoner.
* Eidolons should be as a effective as a Martial of no more than 2 levels lower.
The Summon spell path focuses on having access to many different Summon spells and being highly efficient at casting those spells. Things like reduced actions spent to cast, easier time sustaining, ways to quickly and effectively enhance summoned creatures, etc.
* The Summon Spells should be the bread and butter. Not just blocking a few damage, but having an active role in the battle.
A Summoner should be able to able to grab a lesser form of the features via a feat. Such that a person can mix and match to fit the Summoner they envision. Also a clear showing that Eidolons are a physical thing with a conciousness, not just some random spirit we call willy nilly to suit the Summoner's need.
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Temperans |
Because a Wizard Conjurer goes about it a totally different way than a Summoner's Summon.
Why have a Barbarian when you can have a Rage Figher Archetype? Why have a Ranger when you can have an Animal Companion Fighter Archetype?
Its not about what the abilities do. But about how the class goes about it and the theme.
Ex: A Summoner's Summon Monster in all honesty should be a Focus Spell that auto Heightens. That lets them use summons every combat at their best ability. Because its a Focus Spell, it cannot be gained via a spell list, and it can be balanced with only the Summoner in mind.
Conjurer/Summoner Wizard would never get a summon ability as a Focus Spell.
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AnimatedPaper |
![Paper Golem](http://cdn.paizo.com/image/avatar/golemtrio1.jpg)
Try to see Summoning and Eidolons as backing each other up, depending on which you choose to focus on. For Eidolon focused, if your eidolon dies, Summon spells give you a thematically appropriate backup. If the minionmancer runs out of Summons, their eidolon is their every combat equivalent.
The PF1 summoner’s summon spell like abilities and eidolon by RAW shared the same magical connection.
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Temperans |
It doesnt have to be a large amount of minions for the Summon spell path.
All it needs to be is not take your entire turn to cast. Have 2 no more than 3 at any 1 time. And have them be more than just cannon fodder to waste the enemy's attack.
Also it wouldnt be that hard to have 2 very different paths. Druids do it, Sorcerers do it, Clerics do it. The problem at the moment is that we have no idea how Paizo would even start to convert the class.
But I can see that there is space for both on the same chassis.
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Snes |
6 people marked this as a favorite. |
![Shargah-Katun](http://cdn.paizo.com/image/avatar/PZO9079-ShargahKatun.jpg)
I also advocate dropping the summon monster aspect from the class. It feels disjointed with the whole eidolon aspect, and it doesn't work with how minions function in 2e. And for good reason: giving one player almost double the actions per turn of every other player makes for very dull combats.
For that reason and others, I support changing the name of the class. "Binder" has already been suggested, but something like "invoker" could also work.
Also it wouldnt be that hard to have 2 very different paths. Druids do it, Sorcerers do it, Clerics do it. The problem at the moment is that we have no idea how Paizo would even start to convert the class.
In all those classes you mentioned, the core of the class stays the same. All druids are primal spellcasters, all clerics are divine spellcasters, all sorcerers cast from one tradition. The different druid orders, sorcerer bloodlines, and cleric doctrines change the secondary aspects of the class, but not the core.
What you're suggesting are two very different classes, one with a single customizable pet with story relevance and one that spams summon monster over and over again.
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Temperans |
The core is the same. The difference is 1 strong Summon vs 2 weaker Summons.
But I will admit that if there was a choice to pick only one I would pick Eidolon.
In any case. Binder and Invoker are bad. Binder has too much Baggage from 3.5e and its connection to the Medium. While Invoker has the exact same meaning as Binder, but it also had the huge Baggage from DOTA2.
Not to mention that Invoker is a Witch Archetype that has nothing to do with Eidolons.
********************
Why do people keep seeing Eidolons as merely stat boosters with a name? Eidolons are a lot more significant than just giving you some stat boosts.
If you want that why isnt everyone vouching for the Medium to be made into a class?
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Temperans |
A Summoner really should be a buffer/debuffer to help his Eidolon (or summons if he gets that).
Hymns specifically sounds too much like a Bard thing.
A basic cantrip to support tye Eidolon from range would be nice. But I am unsure on having it themed to souls or spirits. The Arcane cantrips would work fine without adding extra stuff.
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Gortle |
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![Mockery](http://cdn.paizo.com/image/avatar/PZO9089-Mockery_500.jpeg)
* Eidolons should be as a effective as a Martial of no more than 2 levels lower.
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There does need to be a bit of a difference in power, as an Eidolon is a secondary character (or perhaps the Summoner is the secondary and the Eidolon is the primary) But two levels is way too much. A two level difference is crushing and makes the Eidolon irrelevant.
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Gortle |
![Mockery](http://cdn.paizo.com/image/avatar/PZO9089-Mockery_500.jpeg)
I don't really understand why summon spells is something that ought to be attached to the summoner (well, other than the name). It is entirely disconnected from the eidolon concept - why not have a Minionmancer archetype or Wizard Creature Conjurer class archetype?
I see the Eidolon as a major summoning and the normal spells as lesser summons.
But I do see 3 distinct types in the PF1 Summoner class:
1) The classic Eidolon Summoner
2) the Master Summoner - who is really about working the normal summoning spells.
3) The Synthesis Summoner
The Eidolon itself has the option on focussing on a number of diiferent martial builds, or being more utility focused.
All of which I'd like to see somewhere in the PF2 system.
Yes it did have some balance problems. As a whole it got too many actions. But PF2 is better palced to address that. The mechanics around healing Eidolons were unnecessarily complex and need to be completely replace.
The mechanics around healing Eidolons were unnecessarily complex and need to be completely replaced.
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Temperans |
Temperans wrote:There does need to be a bit of a difference in power, as an Eidolon is a secondary character (or perhaps the Summoner is the secondary and the Eidolon is the primary) But two levels is way too much. A two level difference is crushing and makes the Eidolon irrelevant.
* Eidolons should be as a effective as a Martial of no more than 2 levels lower.
.
Maybe 2 levels lower is too much.
I was trying for something that people cant deny cause "oh no its too strong to get 5-6 actions".
Its a hard problem to solve because Eidolons having 2 actions and no reaction is bad. Eidolons being as strong as a another class will be seen as too strong. Eidolons having a full set of actions will be seen as too strong. Summoners getting anything and the Eidolon will be seen as too strong (regardless of how bad the Summoner chassis actually is).
Even now having the options of 1 Strong Eidolon and lesser Summons or 1 weak Eidolon and greater Summons is being said to be too strong.
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Snes |
![Shargah-Katun](http://cdn.paizo.com/image/avatar/PZO9079-ShargahKatun.jpg)
What would a typical turn for a summoner look like? A typical turn for a fighter is some combination of Stride or Step, one or two Attack actions, and Raise Shield. For a spellcaster it's Stride or Step and two or three spellcasting actions, divided over one or two spells and/or cantrips. So what do summoners do? They have one action tied up in commanding their eidolon, which will probably use both its actions to move and attack or attack twice. What does the summoner do for their other two actions?
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Draco18s |
![Silver Dragon](http://cdn.paizo.com/image/avatar/Silver.jpg)
What would a typical turn for a summoner look like? A typical turn for a fighter is some combination of Stride or Step, one or two Attack actions, and Raise Shield.
I mean, for the eidolon, pretty much it does that. The summoner themselves is going to be using minor abilities of their own to aid their eidolon in various ways.
Looking at my PF1 character, honestly, most of the time the kobold just stays out of sight and doesn't do a whole lot.
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Staffan Johansson |
Cast buff spells on the Eidolon. Cast cantrips to give ranged support to the Eidolon. Cast debuffs on the enemy. Cast control spells like grease, Step, Stride, use a crossbow, etc.
Also I really think that Eidolons should have 3 actions when commanded.
I think that having 3 actions as a default is a bit much, but I could see Summoners getting a variant of Companion's Cry for free. Or possibly as part of a subclass.
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cavernshark |
It might not be necessary to give summoners the summon spells that other casters have, nor give them a path that focuses on summoning creatures the same way full casters do (especially if the Summoner is not a full caster).
They could get a suite of focus powers that are sort of like the Cleric Focus Spell Draconic Barrage which summons a very specific purpose built "creature" into being. Summoners could essentially learn a bunch of specific focus spells that mimic the effects of summoning a creature into battle without actually adding another minion to the field. It'd capture the essence of the power without needing to remove the power that an eidolon already has on the field.
Draconic Barrage shows what a summoned "attacker" might look like without using a summon spell - it's not a real creature that can be fully controlled but enhances the combat options of the player. You can easily envisage a different focus power that summons an fey to that plays a fey to only play a song to combat buff for the team for a few rounds, or another to call a small angel that will offer healing, or even just aid another player. The summoner might start with their Eidolon and then slowly over time learn to call on other creatures during combat for brief period.