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Summoner Class

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Mark Seifter wrote:
If necessary, it'd probably mean we lose out on a whole bunch of brand new spells and magic items.

While I'm always happy to get "brand new spells and magic items", I'd rather see the classes rounded out if they need it. I have a feeling we'll see plenty them in a Secrets of Magic book even if a few pages don't make it. ;)

Sczarni

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Pathfinder Lost Omens, Rulebook Subscriber
Mark Seifter wrote:
BACE wrote:

I have a question for you, Mark, if you're still around.

There's a lot of talk here about giving the summoner more evolutions throughout their career than they currently have. I don't want to ask about your thoughts about the ideas themselves, because that seems a bit unfair and like I probably wouldn't get an answer anyway.

I am curious, though: Would this be feasible with the page count? Let's say, for the sake of this example, that such a system would require 40 class feats and 40 evolution feats, for a total of 80 feats. (Note that I don't think you would actually need 40 evolution feats, but for the sake of this question, we'll go with it.)

By my quick count, it looks like a page can hold about 10 feats. Would there, hypothetically, be room for 4-5 extra pages of feats in a book? I don't know how tight your page count would be in such a situation, so I was hoping you would be able to answer.

It would be a challenge to grab 4 or 6 pages from somewhere else (can't do 5), and something will always be lost to make that happen, that's sort of the way things are. Sometimes things also take more space than we expect in layout. Like in APG we lost some archetypes (that we will find a home for in a later book) because oracle and champion both took more space than we expected. If necessary, it'd probably mean we lose out on a whole bunch of brand new spells and magic items.

Honestly, I'd rather that we introduce those spells and magic items in a later book and have a class that feels good, strong in its niche, and enjoyable to play if that's what it will take...


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Mark Seifter wrote:
BACE wrote:

I have a question for you, Mark, if you're still around.

There's a lot of talk here about giving the summoner more evolutions throughout their career than they currently have. I don't want to ask about your thoughts about the ideas themselves, because that seems a bit unfair and like I probably wouldn't get an answer anyway.

I am curious, though: Would this be feasible with the page count? Let's say, for the sake of this example, that such a system would require 40 class feats and 40 evolution feats, for a total of 80 feats. (Note that I don't think you would actually need 40 evolution feats, but for the sake of this question, we'll go with it.)

By my quick count, it looks like a page can hold about 10 feats. Would there, hypothetically, be room for 4-5 extra pages of feats in a book? I don't know how tight your page count would be in such a situation, so I was hoping you would be able to answer.

It would be a challenge to grab 4 or 6 pages from somewhere else (can't do 5), and something will always be lost to make that happen, that's sort of the way things are. Sometimes things also take more space than we expect in layout. Like in APG we lost some archetypes (that we will find a home for in a later book) because oracle and champion both took more space than we expected. If necessary, it'd probably mean we lose out on a whole bunch of brand new spells and magic items.

Thanks for the response! It's always interesting (and a bit weird) to hear about how page counts can affect things. I'm overall in agreement that I'd rather have a full class that plays well over magic items and spells, but I also recognize that not everyone will share that view. I think overall it probably depends how many pages are dedicated to those things. If there are 20 pages of items and 20 pages of spells, then losing 2 pages of each won't hurt (in my opinion). Now, if there are 6 pages of items and 6 of spells, that changes things.

As long as it doesn't cause Dinosaur Fort to get dropped, I think I'm willing to sacrifice items and spells. But I feel a bit like Farquaad saying that.

"Some of you may die, but that's a risk I'm willing to take."


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So just to make sure I understand. The whole of Summoner needs to fit in something like 10-13 pages if it follows the same as other classes?

That would indeed be severely limiting to allow multiple options.

Somethings that I think can be done to save space:

Reduce the redundancies in the Eidolon entries. There is no reason to state the same stat block 4+ times with slightly difference in 1 section.

It would be easier to just have 1 stat block and on the given section have the difference stated. This would also severely cut down the wall text explaining how to read the constantly repeating stat block entries.

* P.S. Evolution Points, might be able to cut down some number of lines by not needing tags.

***********************************

* P.S.S. I agree with everyone else. Making the class work and fit is a lot more important than adding more spells and magic items. Specially considering that if the current number of spells does not change Summoner wont be using most of those spells. If any.

Sczarni

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Pathfinder Lost Omens, Rulebook Subscriber

All the Eidolons could just be 16 physical, 10 mental across the board at the start to save room if need be. I agree.

Design Manager

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Temperans wrote:
So just to make sure I understand. The whole of Summoner needs to fit in something like 10-13 pages if it follows the same as other classes?

Nope, we have a little more extra space for it than that. But the one in the playtest is already almost 13 pages long (I'm not counting the focus spells because they go in the spells section).

Sczarni

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Pathfinder Lost Omens, Rulebook Subscriber
Mark Seifter wrote:
Temperans wrote:
So just to make sure I understand. The whole of Summoner needs to fit in something like 10-13 pages if it follows the same as other classes?
Nope, we have a little more extra space for it than that. But the one in the playtest is already almost 13 pages long (I'm not counting the focus spells because they go in the spells section).

Just curious, what are some of the most intriguing fan suggestions you've heard so far?


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Mark Seifter wrote:
Temperans wrote:
So just to make sure I understand. The whole of Summoner needs to fit in something like 10-13 pages if it follows the same as other classes?
Nope, we have a little more extra space for it than that. But the one in the playtest is already almost 13 pages long (I'm not counting the focus spells because they go in the spells section).

Oof. I suppose by its nature though, Summoner is an expansive class if for no other reason than it covers a lot of thematic and mechanical ground.

While I'd hate to miss out on spells or magic items, I personally think it'd be worth it if we got a more satisfying Summoner with a range of good options.

But I'm biased, as evidenced by my participation in this board :)


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I'm confused why one would want to add disarm, trip or shove to unarmed attacks. Couldn't the eidolon take those skill actions regardless? Is it just to get the potency bonus from the summoner's handwraps/invested weapon?

Sczarni

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Pathfinder Lost Omens, Rulebook Subscriber

The more I think about it, the less I want feats to determine my actual customization. It's just too slow. The Eidolon customization should be at level 1 and be a little in depth and THEN increases in strength after that should be through evolution feats.

What I mean by this is that, at level 1, I can determine my type of attacks, type of damage for my attacks, what body parts I use / have on my Eidolon. So on and so forth. This would also include any resistances my eidolon might have (which also innately comes with a weakness that I choose as well), as well as, if applicable, monster traits so I can have an ooze, dragon, etc if I wanted.. and then after the base Eidolon is made which is at level 1, the evolution enhancements can be through feats.


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Because of how Unarmed Attacks work some traits are mostly redundant if not for the Item Bonus from using a weapon.

Personally I think that Eidolon feats should give monster versions of those traits. Shove? Give them the Push ability. Trip? Give them knockdown. Pulling? give them a monster version of that. Etc.


I really like the idea of a summoner with an oracle dedication. An individual that has made a bond with this extra planar entity is suddenly exposed to extra planar forces surging through their body. Both oracle and sorcerer are dedications I'm really excited to slap onto summoner as far as character story progression is concerned. It sounds really cool.


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Mark may I ask why Trample is no good for the Eidolon?

what part is it that makes it too strong? Since a lesser version might work.

Design Manager

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Temperans wrote:

Mark may I ask why Trample is no good for the Eidolon?

what part is it that makes it too strong? Since a lesser version might work.

I wasn't especially trying to say that it was off limits in my breakdown, just that giving the PF2 ability called "trample" (automatically move a bunch in any direction through foes and smack everything you pass through with a basic Reflex save against your Strike damage) is relatively different than the trample evolution from PF1 (which is in a straight line and does significantly low damage while giving additional AoOs beyond those from the movement, or a Reflex save, foe's choice).


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Honestly, while i doubt it's on the table, i could stand to see a lot of new magic items and/or spells in a later book if it helped the classes feel good right from the start to get the page-space they might need.


I have a question as I can't seem to be able to find any clarifying info on this, which might just be me being a dumb, but anyways: Does my Eidolon count as an ally for action/feat/spell requirements/targets? Specifically when the Summoner is targeting their own Eidolon.

For example Marshal's Back To Back feat (which would confer a benefit to an ally):
You excel at watching your allies' backs and helping them watch yours. As long as you and an ally are adjacent to each other, neither of you can become flat-footed due to flanking unless both of you are flanked. If you're adjacent to more than one ally, all eligible allies can benefit at a given time. The benefit is negated for everyone if at least you and any one eligible ally are flanked, but not if your allies are flanked and you aren't.
If so, how would this work in the case of the last sentence (if your Eidolon was flanked but you were not)?

And another example from Marshal in Topple Foe (a reaction that depends on an allies action):
Trigger - An ally succeeds at a melee Strike against an opponent you are both adjacent to.
You take advantage of the opening created by your ally to tip your foe off their feet. Attempt an Athletics check to Trip the target of the triggering attack.

Trying to find some interesting synergies with archetypes and Marshal seems like it could introduce some fun, useful options for a Summoner that would be fighting alongside their Eidolon.


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Once again, a disclaimer. Been playing P1E and summoners for a very long time, been GMing for a very long time. I am still not too deep in P2e, and it will take years for me to develop the same level of system mastery I have with P1e... but to me this is how I'd try and settle some aspects I dislike and some that are generally disliked, and trying to meet some people half-way.

1) Introduce a focus for the summoner as a class. I really think summoners need a focus that definds what kind of summoner they are, gives them a more tangible role and more tropes to fill. Let's call it Conduit Focus. The three I think could work:

a) Eidolon Caller - default choice. You focus on strengthening the bond between you and the outworldly eidolon. These guys get the most out of an eidolon, and have the most unique eidolons.

- At level 1 Gets Act Together action. No one else gets Act Together, maybe with a higher level Class Feat.
- Introduce "Eidolon" feats (more on the later). Eidolon callers shyck - he get more of them, that's it. There are similar precedents for this and few classes get more than 1 feat per level.

b) Master Summoner - being great at summoning monsters in general. You focus on the conjuring and bringing forth beasts from different planes of existence, bolstering them with your personal connection to them.

Addresses the point everyone forgot, summoners can actually summon and should be at least as good if not better at summoning that other casters, this is an option for those who want to focus on summoning!

- diminished eidolon, largely because it doesn't get the benefits of things the Eidolon Caller gets, but with a revamped evolution system can still fill specific niches. That and introduce the higher level ability, similar to how druids can take multiple orders, to get some of the eidolon edge back with Class Feats, or by taking Class Feats that give Eidolon Feats.

- Conduit cantrips/spells that boost your eidolon can target summoned monsters instead. Alternatively - they get a spell slots that they can fill only with summon spells of their tradition.

- Gain focus pool with a focus spell that mimics any of the conjuration summoning spells available to your tradition, but is a 2 action spell. Otherwise with the limited spell list - hard to imagine summoning anything but the eidolon. Can add feats that expand on the summons and augment them, similarly how druids have an options to bolster their wild shapes.

c) Synthesist - for your front-liner "I am the monster" approach. You allow a specific outsider to fuse with your body, taking on traits of both. Can go ghost-rider here, can go iron-man or venom vibes, this will be super fun if made as a separate focus.

- Diminished eidolon, as above.

- Synthesys manifestation action. Should work similar to how it works now but with less limitations, since this is our focus.

- Your Conduit cantrips/spells that boost your eidolon now target you, and maybe, work a bit longer, since we fill a different role now and don't have a back-up dude to boost us every round.

- Synthesysts, however should, in my mind, have an easier time of modifying the eidolon's form...

2) Eidolon. I do think that with the nature of P2e - we should prepackage eidolons, but more like it was done with the Unchained Summoner back in the day. You pick your kind of eidolon, having an overall vector and theme for your outsider dude is good. Good for the master summoner for whom this changes what summons he can cast, good for the synthesyst "I am the monster" shtick, good for Eidolon Caller.

Now, the eidolon by itself should be, like the fighter or rogue or barbarian, be a self-sufficient unit when it comes to its role in combat. That way we negate the P1e pitfall of how easy it was to optimize your eidolon for combat. The game should do it for you. Just liek it does for just about every other chassis.

Pre packaging can stay thematic and open tangible vectors for cool evolutions and eidolon feats.

3) Eidolon Feats. Summones can spend summoner feats on eidolon feats. Can be taken by ANY summoner focus but they apply differently, obviously. You get 1 eidolon feat on 1st level to add some spice to your eidolon. Eidolon callers get 1 extra at level 1, and one every few levels after that.

Eidolon feats are there to give options, to vector HOW your eidolon fights and what abilities it gets. They are there to make the action economy flow better for your specific approach, they are there to add more in and out of combat options, give eidolons access to dedications, some fighter moves, maybe even skill feats, limited casting, more mobility options, change up some dichotomies if we are feeling daring. They could key off of eidolon tradition even... I will ponder this more.


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Mark Seifter wrote:
Temperans wrote:

Mark may I ask why Trample is no good for the Eidolon?

what part is it that makes it too strong? Since a lesser version might work.

I wasn't especially trying to say that it was off limits in my breakdown, just that giving the PF2 ability called "trample" (automatically move a bunch in any direction through foes and smack everything you pass through with a basic Reflex save against your Strike damage) is relatively different than the trample evolution from PF1 (which is in a straight line and does significantly low damage while giving additional AoOs beyond those from the movement, or a Reflex save, foe's choice).

Ah I didnt mean to say that it was of the table just wasn't sure what the difference was besides the charge and AoO situation.

But given how the PF2 version of trample is more flexible I can see why the Eidolon version would nee to be limited.

Thank you for responding.


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Keydan wrote:

Once again, a disclaimer. Been playing P1E and summoners for a very long time, been GMing for a very long time. I am still not too deep in P2e, and it will take years for me to develop the same level of system mastery I have with P1e... but to me this is how I'd try and settle some aspects I dislike and some that are generally disliked, and trying to meet some people half-way.

1) Introduce a focus for the summoner as a class. I really think summoners need a focus that definds what kind of summoner they are, gives them a more tangible role and more tropes to fill. Let's call it Conduit Focus. The three I think could work:

a) Eidolon Caller - default choice. You focus on strengthening the bond between you and the outworldly eidolon. These guys get the most out of an eidolon, and have the most unique eidolons.

- At level 1 Gets Act Together action. No one else gets Act Together, maybe with a higher level Class Feat.
- Introduce "Eidolon" feats (more on the later). Eidolon callers shyck - he get more of them, that's it. There are similar precedents for this and few classes get more than 1 feat per level.

b) Master Summoner - being great at summoning monsters in general. You focus on the conjuring and bringing forth beasts from different planes of existence, bolstering them with your personal connection to them.

Addresses the point everyone forgot, summoners can actually summon and should be at least as good if not better at summoning that other casters, this is an option for those who want to focus on summoning!

- diminished eidolon, largely because it doesn't get the benefits of things the Eidolon Caller gets, but with a revamped evolution system can still fill specific niches. That and introduce the higher level ability, similar to how druids can take multiple orders, to get some of the eidolon edge back with Class Feats, or by taking Class Feats that give Eidolon Feats.

- Conduit cantrips/spells that boost your eidolon can target summoned monsters instead. Alternatively - they get a spell...

I agree with most of this except Synth getting an inferior or diminished power compared to the Eidolon Caller.

You give up so much action economy, spellcasting, and versatility to go Synth, i think if any Eidolon should have the highest "power" it should be the Synth; there has to be a more equal exchange for what you give up and i believe the Eidolon becoming more bolstered is where that is found.


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Synth eidolon would be the one I think should be completely equal to a martial. You give up flexibility in combat to change the class into being a bruiser in combat and a squishy skill monkey outside of combat, as two separate modes (Vigilante is a good comparison point here I think conceptually).

As to the action economy of the class, one comparison point that comes to mind is a hypothetical bard with an animal companion.

A bard's ideal turn is Composition+Spell. Lingering lets them free up an action so they can move, use a shield, etc. But if we add an AC, and they want to use it every turn, they can't cast anything without using Lingering or dropping their Composition buff, which feels bad, and is kind of where we're at with Summoner it feels... with three important differences.

1) Summoner doesn't have Lingering Composition or an equivalent.
2) Summoner can't split actions 2/2 to cast a spell with how Act Together is currently worded
3) Summoner isn't taking an eidolon as an extra option. It's okay for Beastmaster to not play well with Bard, but the eidolon and summoner need to work together.

Of course, that said - a bard with an AC hitting things, Inspire Courage running, and casting a spell each turn is probably too much. But that's mainly because of Inspire Courage - a druid commanding an AC and casting each turn is fine, but that leads to the next comparison.

An AC is weaker than an eidolon. It has to be. So for balance we run into not having the summoner casting spells all the time, which the 4-slots attempts to solve. But I don't think the currently printed eidolon feels good enough in combat at all levels for this. Dragon is closest, since it gets a breath weapon and a special attack built in. Beast gets there eventually with it's final ability I think. But Phantom and Angel don't have interesting combat routines, and don't have options to get one as printed. We're running into the issue that the summoner can't be a full caster, but the eidolon doesn't feel enough like a full martial.

For that, I think we need slight numbers tweaks on the eidolon (I think -1 from the martial baseline, never more than that on AC in particular is reasonable), and some evolution feats that add more attack options, especially the various monster-style stuff (grab, constrict, poison, etc) that's unique to eidolons. Then second we need a look at what a summoner does in-class. Either not needing to use conduits every turn, being able to cast while the eidolon takes two actions, and/or some additional one-action options to use.


How about synth Boost of +2 applies not only to damage, but also attack and AC? It's also positively feeds back on the concept of gaining a summoner focus. You can introduce summoner feats just for synths, that give them access, albeit a few levels later than most, of, say, some fighter or barbarian class feats. Later even pump the synth side to 11, add some wacky synth abilities, go Prototype and change your form on the go, to an extent with some powers.

Synth has to be one of the most fun option, and should also be dome justice to be a viable option. In X ears when there's an inevitable eidolon option, grab synth focus, become a mechanical iron-man like warrior, or, something I wanted to do in P1e, a pirate who calls forth the soul of his formal captain to inhabit his body, becoming becoming a walking ghost captain. This is rad as hell. This should work. This should have a focus.


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Keydan wrote:

How about synth Boost of +2 applies not only to damage, but also attack and AC? It's also positively feeds back on the concept of gaining a ssummoner focus. You can introduce summoner feats jsut for synths, that give them access, albeit a few levels later than most, of, say, some fighter or barbarian class feats. Later even pupm the synth side to 11, add some whacky synth abilities, go Prototype and change your form on the go, to an extet with some powers.

Sunth has to be one of the most fun option, and should also be dome justice to be a viable option. In X ears when there's an inevitable eidalon option, grab synth focus, become a mechanical iron-man like warrior, or, something I wanted to do in P1e, a pirate who calls forth the soul of his formal captain to inhabit his body, becoming becoming a walking ghost captain. This is rad as hell. This should work. This should have a focus.

+2 to attack and AC would make you as good as a fighter offensively for almost all levels, and +2 to AC would make you better than a champion defensively for many.

Thats way way too much.


On resistances from level 1:

Consider the following. A group of level 1 character go up against three Fire Mephits. This is supposed to be a 'Severe' encounter.

Fire Mephits have two offensive options. Jaws, [+9, 1d6 piercing plus 1d4 fire], and Breath Weapon [2d4 fire + 1d4 persistent fire]. To a normal level 1 martial, Jaws does about 3.6 damage on its first swing and Breath Weapon does about 4.3 damage. If a melee martial tries to go first and run in, they are looking at an average of ~23 damage if focused by all 3.

But what if that martial is a fire resistant Eidolon with, say, resistance 5 to fire? Even with a lower AC and Reflex, they still ignore a big chunk of damage. The Jaws would deal 3.2 damage, but the Breathe Weapon would be even worse off. Just 0.53 damage on average. Same attack routine, same focus, just 11.2 damage. And this with the Eidolon having a poor AC and Reflex save!

The problem here is that for the Eidolon use its 'cool thing', the GM needs to break the encounter building in ways that can be very lethal or dissatisfying at low levels. This is why even resist energy doesn't come online till 3. Early strong resistance, even offset with weaknesses, will be hard to make fulfilling. Either the GM will ignore it to keep encounter's intact, trivialize a more difficult encounter to put the spotlight on the Eidolon, or risk a party wipe trying to keep the difficult at an intended level. And most of the time, it is pretty easy to predict what elements you'll face at early levels, usually fire.

That's why such a resistance value will likely be small, like resistance 1, until expanded at later levels. At best, maybe 1 passive with an action cost to increase to Constitution. Part of the problem with the above is that it is totally passive, letting the Eidolon focus purely on offense with no cost for doing so.


KrispyXIV wrote:

+2 to attack and AC would make you as good as a fighter offensively for almost all levels, and +2 to AC would make you better than a champion defensively for many.

Thats way way too much.

But you spend an action and cast a spell to get it, forgoing a possible 3rd attack and some other 3-action combos. Ideally, +1 may also work.


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On a synthesis summoner, I think the appeal is have monstrous abilities, not monstrous stats. Or on the blending between summoner and monster. It needs more options (rend, Grab) than a normal Eidolon rather than just higher damage values. I like the idea of doubling down on that with more evolutions.

I would probably say that Synthesis Summoner should get a special form of Act Together. The Eidolon could make any physical action, but the summoner would be restricted to Recall Knowledge, speaking, or similar mental actions. This means they could slip in a Verbal component spell, Intimidate, Bon Mot, etc. but still couldn't physically interact. This gives back some of the action economy without the weakness.

Currently this is too close to what a Summoner already does (Boost Eidolon), but in a world where the cantrips last longer, it would encourage the Synthesist to use that action differently from a regular Summoner. And you could focus on that by giving them feats only Synthesist could use.


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Dubious Scholar wrote:

Synth eidolon would be the one I think should be completely equal to a martial. You give up flexibility in combat to change the class into being a bruiser in combat and a squishy skill monkey outside of combat, as two separate modes (Vigilante is a good comparison point here I think conceptually).

I have to disagree; i understand the comparison for an Animal Companion needing to be less powerful then a dedicated Eidolon, but for Synth the comparison doesn't change to a standard martial.

It now changes to a Wildshape Druid. In both flavor and mechanics, you can find quite some striking comparisons between Synth and WildShape.

Wildshape Druid is on-par with martials while retaining full 10th level spellcasting with Legendary prof.

Let's examine what exactly Wildshape brings to the table at base.
-It can use combat abilities such as Flurry of Blows or AoO
-It is up to par with martials
-It has Temp HP built upon the Druid's base HP
-It takes 2 actions to Wildshape
-It is extremely flexible and versatile thanks to multiple forms

The limitations?
-It only lasts for 10 min at a time
-Wildshape, while technically benefiting from a few different kinds of runes even while polymorphed, it does not benefit from all runes such as the Flaming rune or the striking rune because they would modify the battle forms attacks that you are given.

What happens with a Wildshape druid at higher levels?
-You can take a feat to simply be wildshaped permanently at-will, thereby removing the 10 minute at a time limitation.

As it stands in the playtest, Synth can't do any of these things.

It'd be absolutely crazy to me as well to suggest that Synth should be a feat chain in order to gain access to what the Wildshape Druid can do, such as needing to pay a feat just to be able to use combat abilities.
Investing feats just so Synth can maybe get to a point where it can rival the Druid's battleforms as a martial, to say the Synth needs that level of investment just to be **equal** while ignoring the absolute power the Druid still retains with full 10th level spellcasting at Legendary prof. as a prepared caster out of the battle form, would be such a negligent thing to believe.

I'm not saying you have said anything like that :), but i just wanted to share where i am at with my view of Synthesist and what i believe it needs to shine on it's own in this thread.
It's why i believe Synth needs the stronger Eidolon, the Eidolon that's bolstered and has more in exchange for what you currently give up as a Summoner.
Fusion should never be lesser.

NOTE: I am not suggesting we give Summoners or Synthesists full 10th level casting, i am suggesting the opposite for Synthesists' case; double down and commit to the focus of being a melee or ranged combatant.


manbearscientist wrote:

On a synthesis summoner, I think the appeal is have monstrous abilities, not monstrous stats. Or on the blending between summoner and monster.

Quick question on this - is the monstrous abilities thing even contentious at this point? Everyone wants them, and Mark has said they're not outside the target power level.

I'm not saying not to bring them up, but I dont know that we need to phrase it argumentatively.

I'm not sure anyone doesn't want monstrous abilitiss.


manbearscientist wrote:

On resistances from level 1:

The problem here is that for the Eidolon use its 'cool thing', the GM needs to break the encounter building in ways that can be very lethal or dissatisfying at low levels.

Option 1. Offset resistance by addign a weakness.

Option 2. Common elemental resistances aren't overpowered because there are common. In havign 5 resistance to fire may negate some lower level specific encounters, but have zero impact on many other. It's not like AC that has an important role in every combat.


KrispyXIV wrote:
manbearscientist wrote:

On a synthesis summoner, I think the appeal is have monstrous abilities, not monstrous stats. Or on the blending between summoner and monster.

Quick question on this - is the monstrous abilities thing even contentious at this point? Everyone wants them, and Mark has said they're not outside the target power level.

I'm not saying not to bring them up, but I dont know that we need to phrase it argumentatively.

I'm not sure anyone doesn't want monstrous abilitiss.

I don't think anyone at this point disagrees with such abilities coming to summoner. I'm mentioning it more as a reminder. We can't just look at the playtest summoner, which lacks these feats, and add bonuses on top of it to account for a lack of options. Those options will be available.


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Keydan wrote:
manbearscientist wrote:

On resistances from level 1:

The problem here is that for the Eidolon use its 'cool thing', the GM needs to break the encounter building in ways that can be very lethal or dissatisfying at low levels.

Option 1. Offset resistance by addign a weakness.

Option 2. Common elemental resistances aren't overpowered because there are common. In havign 5 resistance to fire may negate some lower level specific encounters, but have zero impact on many other. It's not like AC that has an important role in every combat.

Weaknesses don't necessarily offset resistances, and they don't make for fun gameplay either. It is entirely possible to game around what your GM is planning to run, so that your resistance comes up much more often than your weakness. And that means not taking the option to pick up a resistance is weakening your Eidolon. I would want such an optional to be a flavorful side-grade, high resistances go beyond that.

And negating specific encounters is by itself a problem. 2E's encounter building tools work well because there aren't a bunch of ways to throw the suggest difficulty ratings out of the window. To list some examples of what doesn't exist in 2E as-is:

  • Early access to flight to negate melee only monsters
  • The daylight spell, for sunlight vulnerability
  • Targeting touch AC
  • 100% effective true seeing
  • 100% effective freedom of movement
  • Immunities to damage types for players

    Most of these are higher level considerations. Resistances are only really an issue against monsters in the -1 to 2 level range, where a single decent resist could negate half or more of the monsters attack.

    The reason why this is an issue isn't just game design theory though. It's because it creates imbalanced expectations between the Summoner and the party. The Summoner expects their choice to matter, the party expects combat to be within normal difficulty ranges. It is hard to satisfy both demands at once, and that is more the issue.

    That said, I don't think this would be a problem if an Eidolon could opt into Resistance 1 / Weakness 3, and spend an action to increase a resistance up to 3. I'd argue that having the option might even play better than than getting a large resistance passively.

  • Dark Archive

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    Frankly, I like the idea of almost everything, what I don't necessary like is some of the execution. So far I've played in a few random encounters with the Summoner. Will be doing more over the weekend as well. Here are my thoughts so far.

    Love:
    1) Shared HP pool - really brings home that we are a true companion and equal to our Eidolon

    2) Shared action economy - same as above

    3) Eidolon type determining spell tradition

    4) That Spiritualist is baked into the Summoner

    Like:
    1) The customizable weapon options for the Eidolon

    2) That all the Eidolons feel unique (wouldn't mind something more here, but base is good)

    3) Limited casting for Summoner

    Would like to see changed:
    1) More summoning support for the Summoner - using the limited slots for summoning spells just feels bad

    2) Act Together to allow the action to be used as part of an activity (such as a multi-action spell)

    3) Better martial capabilities for the Eidolon
    A) Eidolon AC is just bad at early levels
    B) While damage isn't exactly horrible at first glance, given that they cannot use any feats to make it better means they are very far behind other martials

    4) CHA feels very lackluster as a primary stat. With so few spell slots and the Spell Proficiency lacking for half the summoner's career, I can't see investing in too many attack/save spells, but instead use them for support and buffing. As such, there is very little benefit of CHA pumping. I'd like to see either:
    A) Make CON the primary ability - it makes sense with all the "life force" language used
    B) Give me some more incentive/benefit to pumping CHA

    5) Boost Eidolon feels like an action tax as it is now. Other classes can do much the same thing with either 1 action for the whole combat, or no spent actions. Having to use Boost Eidolon every round unnecessarily restricts the Summoner big time and feels horrible.

    There are my two cents so far after playing a couple of battle scenarios. This weekend I'm playing in a full 5 hour session with the Summoner, so hopefully will have more thoughts then.


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    If Mark comes back around around (or if anyone else thinks they can answer this), I have two questions. Let's say, for the sake of argument, you are currently synthed. Your ally goes down in battle and is dying. You run up to them, and want to Administer First Aid. You were wearing a bandolier with healer's tools. The requirements for Administer First Aid say "You have healer's tools". But while synthed, can you actually use those tools?

    And this is reaching even more into hypothetical land, but let's say that somehow, you had access to Battle Medicine while synthed. Battle Medicine's requirement is "You are holding or wearing healer's tools." Same question: If you had healer's tools in a bandolier before synthing, could you actually still access those tools?


    BACE wrote:

    If Mark comes back around around (or if anyone else thinks they can answer this), I have two questions. Let's say, for the sake of argument, you are currently synthed. Your ally goes down in battle and is dying. You run up to them, and want to Administer First Aid. You were wearing a bandolier with healer's tools. The requirements for Administer First Aid say "You have healer's tools". But while synthed, can you actually use those tools?

    And this is reaching even more into hypothetical land, but let's say that somehow, you had access to Battle Medicine while synthed. Battle Medicine's requirement is "You are holding or wearing healer's tools." Same question: If you had healer's tools in a bandolier before synthing, could you actually still access those tools?

    Can we choose a different example?

    Battle Medicine discussions kindof make me want to hiss and recoil like a Vampire from sunlight.

    I personally would presume that as much as possible, your gear fits your new form as appropriately as possible.

    Maybe not accessible on your beast form (unless its humanoid), but probably on a humanoid angel.

    Sczarni

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    Pathfinder Lost Omens, Rulebook Subscriber
    manbearscientist wrote:

    On resistances from level 1:

    Consider the following. A group of level 1 character go up against three Fire Mephits. This is supposed to be a 'Severe' encounter.

    Fire Mephits have two offensive options. Jaws, [+9, 1d6 piercing plus 1d4 fire], and Breath Weapon [2d4 fire + 1d4 persistent fire]. To a normal level 1 martial, Jaws does about 3.6 damage on its first swing and Breath Weapon does about 4.3 damage. If a melee martial tries to go first and run in, they are looking at an average of ~23 damage if focused by all 3.

    But what if that martial is a fire resistant Eidolon with, say, resistance 5 to fire? Even with a lower AC and Reflex, they still ignore a big chunk of damage. The Jaws would deal 3.2 damage, but the Breathe Weapon would be even worse off. Just 0.53 damage on average. Same attack routine, same focus, just 11.2 damage. And this with the Eidolon having a poor AC and Reflex save!

    The problem here is that for the Eidolon use its 'cool thing', the GM needs to break the encounter building in ways that can be very lethal or dissatisfying at low levels. This is why even resist energy doesn't come online till 3. Early strong resistance, even offset with weaknesses, will be hard to make fulfilling. Either the GM will ignore it to keep encounter's intact, trivialize a more difficult encounter to put the spotlight on the Eidolon, or risk a party wipe trying to keep the difficult at an intended level. And most of the time, it is pretty easy to predict what elements you'll face at early levels, usually fire.

    That's why such a resistance value will likely be small, like resistance 1, until expanded at later levels. At best, maybe 1 passive with an action cost to increase to Constitution. Part of the problem with the above is that it is totally passive, letting the Eidolon focus purely on offense with no cost for doing so.

    Why not? Tempest Oracle starts with 5 fire resistance at level 1. Along with 5 fire weakeness. And it increases to 6 at level 12. Increases to 7 at level 14. So on and so forth. Allow us the ability to give our Eidolons a resistance and a weakness of equal value.

    Sczarni

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    Pathfinder Lost Omens, Rulebook Subscriber

    Someone here mentioned we want just monster abilities, not monster stats. But I disagree. I think specifically for the Eidolon, the Eidolon should never go above trained, but their stats themselves should bridge that gap. Rather than gaining expert unarmed attack? The Eidolon gets +4 strength instead. It will increase the damage slightly as well since Eidolons damage falls much lower than a barbarians anyway and then modify the extra damage from weapon specialization you gain through leveling to a certain level to reflect better on where you want their damage to be at while incorporating the strength bonuses.

    Sczarni

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    Pathfinder Lost Omens, Rulebook Subscriber
    -Poison- wrote:
    Dubious Scholar wrote:

    Synth eidolon would be the one I think should be completely equal to a martial. You give up flexibility in combat to change the class into being a bruiser in combat and a squishy skill monkey outside of combat, as two separate modes (Vigilante is a good comparison point here I think conceptually).

    I have to disagree; i understand the comparison for an Animal Companion needing to be less powerful then a dedicated Eidolon, but for Synth the comparison doesn't change to a standard martial.

    It now changes to a Wildshape Druid. In both flavor and mechanics, you can find quite some striking comparisons between Synth and WildShape.

    Wildshape Druid is on-par with martials while retaining full 10th level spellcasting with Legendary prof.

    Let's examine what exactly Wildshape brings to the table at base.
    -It can use combat abilities such as Flurry of Blows or AoO
    -It is up to par with martials
    -It has Temp HP built upon the Druid's base HP
    -It takes 2 actions to Wildshape
    -It is extremely flexible and versatile thanks to multiple forms

    The limitations?
    -It only lasts for 10 min at a time
    -Wildshape, while technically benefiting from a few different kinds of runes even while polymorphed, it does not benefit from all runes such as the Flaming rune or the striking rune because they would modify the battle forms attacks that you are given.

    What happens with a Wildshape druid at higher levels?
    -You can take a feat to simply be wildshaped permanently at-will, thereby removing the 10 minute at a time limitation.

    As it stands in the playtest, Synth can't do any of these things.

    It'd be absolutely crazy to me as well to suggest that Synth should be a feat chain in order to gain access to what the Wildshape Druid can do, such as needing to pay a feat just to be able to use combat abilities.
    Investing feats just so Synth can maybe get to a point where it can rival the Druid's battleforms as a martial, to say the Synth needs that level of...

    IMO, Synth needs to last the whole day rather than just 10 min like a druid. If I am a synth summoner vigilante, I want my "suit" to not just randomly come off after combat exposing my identity.


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    Verzen wrote:
    Why not? Tempest Oracle starts with 5 fire resistance at level 1. Along with 5 fire weakeness. And it increases...

    Tempest Oracle's fire resistance is weighted as being the main class feature, with the opportunity cost of all the other mystery options. Resistance for an eidolon has to be a functional side-grade to resistance 0, weakness 0. It cannot simply be a power upgrade that an Eidolon would be foolish not to take, as the opportunity cost here is effectively nothing.


    2 people marked this as a favorite.
    Verzen wrote:
    -Poison- wrote:
    Dubious Scholar wrote:

    Synth eidolon would be the one I think should be completely equal to a martial. You give up flexibility in combat to change the class into being a bruiser in combat and a squishy skill monkey outside of combat, as two separate modes (Vigilante is a good comparison point here I think conceptually).

    I have to disagree; i understand the comparison for an Animal Companion needing to be less powerful then a dedicated Eidolon, but for Synth the comparison doesn't change to a standard martial.

    It now changes to a Wildshape Druid. In both flavor and mechanics, you can find quite some striking comparisons between Synth and WildShape.

    Wildshape Druid is on-par with martials while retaining full 10th level spellcasting with Legendary prof.

    Let's examine what exactly Wildshape brings to the table at base.
    -It can use combat abilities such as Flurry of Blows or AoO
    -It is up to par with martials
    -It has Temp HP built upon the Druid's base HP
    -It takes 2 actions to Wildshape
    -It is extremely flexible and versatile thanks to multiple forms

    The limitations?
    -It only lasts for 10 min at a time
    -Wildshape, while technically benefiting from a few different kinds of runes even while polymorphed, it does not benefit from all runes such as the Flaming rune or the striking rune because they would modify the battle forms attacks that you are given.

    What happens with a Wildshape druid at higher levels?
    -You can take a feat to simply be wildshaped permanently at-will, thereby removing the 10 minute at a time limitation.

    As it stands in the playtest, Synth can't do any of these things.

    It'd be absolutely crazy to me as well to suggest that Synth should be a feat chain in order to gain access to what the Wildshape Druid can do, such as needing to pay a feat just to be able to use combat abilities.
    Investing feats just so Synth can maybe get to a point where it can rival the Druid's battleforms as a martial, to say the

    ...

    I'm not saying it needs to last 10 min like Druid's wildshape but simply stating the limitations Wildshape has early on before Druids get access to permanent wildshape that lasts all day.; i'm not saying Synthesist should be like Druid's Wildshape, i'm saying it needs to be better than Druid's Wildshape.

    Sczarni

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    Pathfinder Lost Omens, Rulebook Subscriber

    Been thinking and TBH I'd even be comfortable with the Eidolon being either on par with any other martial or even being slightly better. Reason being - NO other martial has a weakness just standing around like the Summoner portion is. NO other martial gets disadvantage on AOE.

    I think those two contributions make the summoner itself a liability rather than a support. A lot of people claim it's like playing two characters at once, but it really isn't, when the summoner body is a liability rather than a strength. It's like, sure, you have two people working construction. But if your partner is careless of safety standards, then it might be better to do construction without your partner and you might be better off doing it alone.

    The summoner SHOULD be a liability, but that liability provides a little more power to the Eidolon, so we can feel like an Eidolon is an actual MONSTER like the summons Yuna does in FF10 rather than just a very minor part of the class like the summoner feels like in FF14. (Summons in FF14 feel VERY weak.) I'd like a class where the summon (or Eidolon in this case) actually FEELS strong. And when you do synthesis, synthesis actually makes you weaker to be in line with all other martials, since you're now trading out the weak summoners body, it should lower the Eidolons overall power a bit.

    And right now synthesis has the worst of both worlds. The Eidolon feels weak, the summoner is a liability, and synthesis removes action economy and the ability to cast spells.

    So you already have a weak class continuously getting weaker when synth is used.

    Synthesis should also be more of a convergence.. or a chimera between the summoner and the Eidolon, rather than just erasing the Summoner from existence, basically.

    Sczarni

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    Pathfinder Lost Omens, Rulebook Subscriber

    I'd also remove their ability to have the same skills as us. Let us choose to give them 2 skills and lower our skills by 2... or something. I'm not a fan of the idea that we get advantage on all skills. That makes it seem like we are better at skills than rogues and investigators.


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    Verzen wrote:
    I'd also remove their ability to have the same skills as us. Let us choose to give them 2 skills and lower our skills by 2... or something. I'm not a fan of the idea that we get advantage on all skills. That makes it seem like we are better at skills than rogues and investigators.

    Uh, yeah, maybe don't try to undermine the advantages the class already has in an attempt to build up aspects that you, personally, want.

    Its fine for the class to be good at skills. Thats something that appeals to a lot of players, and is a critical part of representing many creature concepts.

    Linking the skills to the Summoner also creates an implicit (and MECHANICAL!) relationship between the Eidolon and the Summoner, as they're both somewhat good at the same sorts of things.

    Sczarni

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    Pathfinder Lost Omens, Rulebook Subscriber
    KrispyXIV wrote:
    Verzen wrote:
    I'd also remove their ability to have the same skills as us. Let us choose to give them 2 skills and lower our skills by 2... or something. I'm not a fan of the idea that we get advantage on all skills. That makes it seem like we are better at skills than rogues and investigators.

    Uh, yeah, maybe don't try to undermine the advantages the class already has in an attempt to build up aspects that you, personally, want.

    Its fine for the class to be good at skills. Thats something that appeals to a lot of players, and is a critical part of representing many creature concepts.

    Linking the skills to the Summoner also creates an implicit (and MECHANICAL!) relationship between the Eidolon and the Summoner, as they're both somewhat good at the same sorts of things.

    Uh, yeah, maybe the summoner shouldn't do a rogue or investigators jobs better than a rogue or investigator. That's a real problem that needs to be addressed. Our schtick should be a powerful ally that we command or work with. Our schtick isn't "skill monkey"

    We already have two classes that are skill monkeys which is the investigator and rogue. We don't need summoner to be a skill monkey as well and it destroys class fantasy that the summoner is better at skill monkeying than the investigator, while simultaneously having a weak Eidolon that can't fight that well.


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    Verzen wrote:

    Been thinking and TBH I'd even be comfortable with the Eidolon being either on par with any other martial or even being slightly better.

    I'd like a class where the summon (or Eidolon in this case) actually FEELS strong. And when you do synthesis, synthesis actually makes you weaker to be in line with all other martials, since you're now trading out the weak summoners body, it should lower the Eidolons overall power a bit.

    So you want these things over a Synth:

    -a stronger Eidolon
    -extra action economy
    -versatility
    -spellcasting

    I've got to disagree there friend, the Synth has almost nothing over the regular Summoner then.

    "But there's one less body on the field"

    Let's ignore the fact that's not worth even a single one of the listed pros above for a second.

    If that's what you think Synthesist Summoner is, simply a utility tool to reduce battlefield presence, I can understand where you're coming from.
    However,
    People want to actually play a Synthesist Summoner; the playstyle they are craving is that akin to 1e whereby you are fusing with an Eidolon in order to perform better than either of you could've individually. You're exchanging the action economy, the spellcasting, the versatility, committing to only manifesting as a Synth, so you can bolster yourself as a fused Eidolon. Such a sacrifice and commitment should yield greater rewards, not lesser.


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    Verzen wrote:
    KrispyXIV wrote:
    Verzen wrote:
    I'd also remove their ability to have the same skills as us. Let us choose to give them 2 skills and lower our skills by 2... or something. I'm not a fan of the idea that we get advantage on all skills. That makes it seem like we are better at skills than rogues and investigators.

    Uh, yeah, maybe don't try to undermine the advantages the class already has in an attempt to build up aspects that you, personally, want.

    Its fine for the class to be good at skills. Thats something that appeals to a lot of players, and is a critical part of representing many creature concepts.

    Linking the skills to the Summoner also creates an implicit (and MECHANICAL!) relationship between the Eidolon and the Summoner, as they're both somewhat good at the same sorts of things.

    Uh, yeah, maybe the summoner shouldn't do a rogue or investigators jobs better than a rogue or investigator. That's a real problem that needs to be addressed. Our schtick should be a powerful ally that we command or work with. Our schtick isn't "skill monkey"

    We already have two classes that are skill monkeys which is the investigator and rogue. We don't need summoner to be a skill monkey as well and it destroys class fantasy that the summoner is better at skill monkeying than the investigator, while simultaneously having a weak Eidolon that can't fight that well.

    I think you took the wrong message away from discussion on other threads on this particular point.

    If i were a cynic, I might think it was because it contradicted the narrative that Summoners don't have anything going for them.

    The Summoner is better at some aspects of skill use, and every one of those aspects is tied to, get this, teamwork and having two "bodies".

    They can aid each other, use the better stat if appropriate (limited by skill feat access), try certain skills twice because theyre technically two creatures, etc.

    They are in no way threatening rogues or Investigators, because their mastery of skills is different - it hinges on more proficiencies and more skill feats.

    Its exactly the perfect sort of balance item. A Summoner is good at skills, because of the teamwork between themselves and their Eidolon.


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    Verzen wrote:
    I'd also remove their ability to have the same skills as us. Let us choose to give them 2 skills and lower our skills by 2... or something. I'm not a fan of the idea that we get advantage on all skills. That makes it seem like we are better at skills than rogues and investigators.

    It's not really advantage as you have to add in stats and eidolon has stat bonuses from -1 to +1 for mental stats.

    KrispyXIV wrote:
    Its fine for the class to be good at skills.

    wouldn't say good as eidolons best skill rolls are ones acrobatics and athletics. I just don't see this as a giant bonus once you take into account stats. Rolling twice is most likely going to result in one with good bonuses and one without that or 2 crappy rolls: you're unlikely to get 2 rolls with good bonuses. Aiding the other with the better bonuses is about it for 'good' IMO and that doesn't seem a big deal for taking twice the actions of others doing the skill.

    Sczarni

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    Pathfinder Lost Omens, Rulebook Subscriber
    -Poison- wrote:
    Verzen wrote:

    Been thinking and TBH I'd even be comfortable with the Eidolon being either on par with any other martial or even being slightly better.

    I'd like a class where the summon (or Eidolon in this case) actually FEELS strong. And when you do synthesis, synthesis actually makes you weaker to be in line with all other martials, since you're now trading out the weak summoners body, it should lower the Eidolons overall power a bit.

    So you want these things over a Synth:

    -a stronger Eidolon
    -extra action economy
    -versatility
    -spellcasting

    I've got to disagree there friend, the Synth has almost nothing over the regular Summoner then.

    "But there's one less body on the field"

    Let's ignore the fact that's not worth even a single one of the listed pros above for a second.

    If that's what you think Synthesist Summoner is, simply a utility tool to reduce battlefield presence, I can understand where you're coming from.
    However,
    People want to actually play a Synthesist Summoner; the playstyle they are craving is that akin to 1e whereby you are fusing with an Eidolon in order to perform better than either of you could've individually. You're exchanging the action economy, the spellcasting, the versatility, committing to only manifesting as a Synth, so you can bolster yourself as a fused Eidolon. Such a sacrifice and commitment should yield greater rewards, not lesser.

    Uh I think you misunderstand.

    Take an Eidolon. It's strong, right? Stronger than a martial. But the summoner is its Achilles heal. If you're going to be stronger than a martial, you need a weakness. But if you REMOVE that Achilles heal, you ultimately need to make the combined synthesis/summoner combo to be weaker so that it is more in line with a martial. Otherwise you end up with an OP character.

    Sczarni

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    Pathfinder Lost Omens, Rulebook Subscriber

    To further emphasize, let's say a martial has the power of 10. The Eidolon has the power of 12 because his summoner is his weak point.

    Remove the weak point and combine the two, you are essentially having a power of 12 martial Eidolon over the power of 10 regular martials which means you are more powerful than they are. If you lack that weak point, you should be more in line with other martials. But if that weak point exists, your Eidolon should be more powerful to compensate.


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    Verzen wrote:


    Take an Eidolon. It's strong, right? Stronger than a martial. But the summoner is its Achilles heal. If you're going to be stronger than a martial, you need a weakness. But if you REMOVE that Achilles heal, you ultimately need to make the combined synthesis/summoner combo to be weaker so that it is more in line with a martial. Otherwise you end up with an OP character.

    Having the player character who is defined as "The Weakness" may be fewer players character/class fantasy than you seem to think.

    Besides, even if that's true you can't have the Eidolon be stronger than Martial characters - its way to easy to protect the Summoner for any party that cares, or with simple tactics. Its not a meaningful weakness if its easily mitigated.

    Sczarni

    Pathfinder Lost Omens, Rulebook Subscriber
    Quote:
    Besides, even if that's true you can't have the Eidolon be stronger than Martial characters - its way to easy to protect the Summoner for any party that cares, or with simple tactics. Its not a meaningful weakness if its easily mitigated.

    If the two are sharing HP and the summoner has significantly lower AC than the Eidolon, it is definitely a weak point. You have lower AC, more vulnerable to crits, disadvantage on AOE, etc. The summoner is a liability and imo this is how it should be so we FEEL like we have a STRONG Eidolon rather than just some weak sorry excuse for a monster.


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    Verzen wrote:
    Quote:
    Besides, even if that's true you can't have the Eidolon be stronger than Martial characters - its way to easy to protect the Summoner for any party that cares, or with simple tactics. Its not a meaningful weakness if its easily mitigated.
    If the two are sharing HP and the summoner has significantly lower AC than the Eidolon, it is definitely a weak point. You have lower AC, more vulnerable to crits, disadvantage on AOE, etc. The summoner is a liability and imo this is how it should be so we FEEL like we have a STRONG Eidolon rather than just some weak sorry excuse for a monster.

    Significantly lower AC and weak to AoEs and... end of extra vulnerabilities?

    Everyone acts like Summoners will be standing in the open waiting to die.

    How about standing 80 feet back, 3 move actions away from the enemy? Around a corner, outside of line of site? Maybe dont stand side by side when opening doors on the other side of which monsters may dwell?

    If you're making it easy for a foe to get to your Summoner, that's on you. Summoners have several ways to contribute from safety as it stands.

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