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Summoner Class

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Martialmasters wrote:


its only extra damage if its something you can do on top of the things you are already planning to do.

instead its something you do instead of the other things to keep your eidolon damage below par.

you could remove it, or bake it into the class, without imbalancing a single thing, but opening up the summoners round to round activities hugely, resulting in more varied and interesting gameplay for the class.

example: the fighter feat where you do more damage to a frightened target, that is *extra* damage when you are a intimidating strike build.

boost eidolon is a required action tax.

What do you mean by "to keep your Eidolon damage below par"?

If this is about the 18 in main stat and the Apex item, listen; i agree that the Eidolon should get 18 and benefit from Apex, but i don't know what you're comparing the Eidolon to when you say without Boost Eidolon it's damage is below par.

Summoner has the choice to boost it's Eidolon's damage even further, it's almost like the Summoner uses 1 action to give the Eidolon some Rage damage, it's pretty good.
You can always just not do so and uses the Summoner action for something else like casting a spell.

I don't agree that Boost Eidolon is a feat tax, we're trying to get the Eidolon to compete in the same space as most martials, not a Fighter.

Silver Crusade

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Temperans wrote:
PF1 Summoner had feats that supported eidolons. They had traits that supported eidolons. They had the 10 feats that could be used for anything from supporting summoned spells (aka eidolon) to making themselves better. Saying that Summoners didnt have class feats is a blatant lie.
There was feats that affected Eidolons and summoning, but Summoner did not have Class Feats, Fighter had Class Feats. Summoner's class gave them no feats, they had to use their General that all Characters got.
Temperans wrote:
I never said my opinions were universal facts. So I dont see how me having opinions on what I see as critical is bad.
When you're claiming Eidolons are noncreatures and don't have abilities it's not really an opinion anymore.
Temperans wrote:
Eidolons are a non creature. Do they have their own actions/reactions? No. Do they have their own abilities? No. Do they have their own HP? No. PF2 has made eidolons into noncreatures.

They do indeed have their own abilities, so quit lying about that.

Secondly, not having Reactions or their own health bar is irrelevant, they are in fact a separate creature with their own mind. That's an odd set of wyckets to use to declare something non-existent.

Temperans wrote:
PF1 Eidolons Had 8 feats, 15 evolution points, and at least 6 tiers of subtype upgrades. PF1 Summoners had 10 feats, Summon Monster SLA == 3+Cha, all the class abilities, and 6th level spells. Yes I dont expect them to have everything, but eidolon needs to keep their evolutions otherwise they are not eidolons.
Being a creature bound to the Summoner is what makes the Eidolon an Eidolon, not being a build-a-bear.Silly Eidolons do not break lore. You might not like them but they did not break lore.

Point out where in Golarion a monster made of butts that shoots breath weapons from its anal cavities is in the Lore.

And no, "I could build it using the APG Summoner!" is not Lore.

Temperans wrote:
What do you mean that the lore did not match the God Callers when the lore were was made post summoner.
That's the entire point. Summoner had no lore till then.
Temperans wrote:
The creator of the God Callers had access to the summoner lore and made the God Callers from there.
Yes, and the Godcallers and their Eidolons are very specific in form and function from what we've seen of them.
Temperans wrote:
Not to mention that the great beauty of PF1 Summoner was that PF1 let GMs create the specific lore behind summoners. So two different tables could have completely different theories behind the Eidolons and both would still be correct.
And here you're admitting they had no lore.
Temperans wrote:


And as currently done Eidolons have no mechanics. Their only mechanic are 3 meh abilities that are boring and non customizable.

Make up your mind, they have no mechanics or you don't like their mechanics.
Temperans wrote:
Eidolons in this editions are more blobs of stats than any eidolon in PF1. Despite all the misinformation you try to spout about them.

Stop projecting, you're the one lying saying they're non-creatures and have no abilities. Those are things you've outright said.


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-Poison- wrote:
Martialmasters wrote:


its only extra damage if its something you can do on top of the things you are already planning to do.

instead its something you do instead of the other things to keep your eidolon damage below par.

you could remove it, or bake it into the class, without imbalancing a single thing, but opening up the summoners round to round activities hugely, resulting in more varied and interesting gameplay for the class.

example: the fighter feat where you do more damage to a frightened target, that is *extra* damage when you are a intimidating strike build.

boost eidolon is a required action tax.

What do you mean by "to keep your Eidolon damage below par"?

If this is about the 18 in main stat and the Apex item, listen; i agree that the Eidolon should get 18 and benefit from Apex, but i don't know what you're comparing the Eidolon to when you say without Boost Eidolon it's damage is below par.

Summoner has the choice to boost it's Eidolon's damage even further, it's almost like the Summoner uses 1 action to give the Eidolon some Rage damage, it's pretty good.
You can always just not do so and uses the Summoner action for something else like casting a spell.

I don't agree that Boost Eidolon is a feat tax, we're trying to get the Eidolon to compete in the same space as most martials, not a Fighter.

they dont even compete in the same space as a monk in terms of dpr while having none of its benefits.

boost is an issue, and it makes the summoner unfun and uninteresting to play. its just a stat stick that you are taxed on. eliminating the interesting benefit of having a weaker base class with better action economy to compensate. the boost doesnt even put them on par, so when not using it you are even more underperforming.

there is no valid reason for boost, balance or otherwise, as removing it does nothing but improve the summoner without overpowering it.


Pathfinder Rulebook Subscriber
-Poison- wrote:


If this is about the 18 in main stat and the Apex item, listen; i agree that the Eidolon should get 18 and benefit from Apex

I dont think I've seen anyone disagree on this particular point, in fact.


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Verzen wrote:
My 1e apg eidolons were - a knight, a ball of lightning that can take humanoid shape, goro from MK, a centaur. Whats so wrong with me having those shapes?

All of these are doable with the options we’ll have. Most of them with Playtest options, even.

Sczarni

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Pathfinder Lost Omens, Rulebook Subscriber
Squeakmaan wrote:

After reading through the class and then reading through this thread I have some thoughts.

Firstly, I very much enjoy the direction the current Summoner is going, mechanics and flavor and really look forward to seeing what the final product will be. I like that your Eidolon choice plays a role in your magical tradition and I like sharing HP and actions, that to me really ties in the themes of the partnership between the eidolon and summoner. I really like not having to spend points on legs, or tails, or etc, I can describe my eidolon nearly however I wish.

Secondly, I do agree with some of the calls for more unique evolutions, ones that can mimic some of the cool things that monsters can do. Some examples that I came up with: web spitting for something spider or caterpillar themed, temporary HP leeching for something like a parasitic fungus or plant, bonus damage on stealth attacks for stealthy cat or shark-like eidolons, things of that nature. I think bonus Evolution Feats might be the best way to accomplish that, at least I haven't seen a suggestion that I like better.

Third, I'm okay with the limited spellcasting, as my main interest has always been the eidolon. I've never cared about the Summoners ability to use the Summon Monster spell at all, wouldn't even care if they lost it entirely. Spells that can boost your eidolon or provide some offensive power to the summoner would fit right in to me.

In truth, I don't want to go back to the 1e chained version at all, sure it was mechanically powerful, but it also tended to invalidate a lot of the party, and when it didn't I was still taking up nearly double the "screen time" by effectively having two characters. Even the Unchained Summoner ran into problems of limiting eidolon design by having to purchase extra legs. and arms, and whatnot.

Most of us aren't asking for the 1e chained action economy or the trivialized ability to add arms or legs. We are asking for more freedom.

What creature trait does our Eidolon have? What attacks? Any Energy attacks? Pick 2 or 3.
And what lvl 1 monster ability thats balanced? Pick 1. Also here is an array of dtats. Distribute as you wish. 18/16/14/12/10/8

Then the evolutions can be feats for all i care after that. Just let me have a blank to work with.

Silver Crusade

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Verzen wrote:
Rysky wrote:
Temperans wrote:
All the games people played with summoners are part of the lore.
No they're not.
Temperans wrote:
One of the key parts of PF2 was being able to tell the same stories. Guess what you are preventing me from telling the same stories. Meanwhile, what I want does not prevent you from telling your stories.

Having Eidolons be whatever out of left field is much lore destroying and preventative for storytelling as it supposedly enables.

Summoners and Eidolons still exist though so you can indeed tell the same stories, stories that supposedly can't be told from Unchained to the Playtest are exceedingly niche upon niche I'd say.

Temperans wrote:
Also silly and ridiculus eidolons are part of what made the class fun to play. Any GM that banned summoner because of silly or ridiculous eidolons is a bad GM in my book.
Sorry that you think I'm a bad GM for not allowing an Eidolon composed of nothing but butts firing breath attacks from its anal cavities in my game.
Temperans wrote:
Paizo straight up preventing me from making those eidolons would ruing the entire fun of the class.
Aside form having fewer types in the playtest (in order to playtest) I'm not seeing much difference from the eidolon allowance between Unchained and now.
So just because immature people are playing your campaigns means you need to ruin the fun for serious pathfinders? My 1e apg eidolons were - a knight, a ball of lightning that can take humanoid shape, goro from MK, a centaur. Whats so wrong with me having those shapes?

Sorry, I chuckled a bit at “serious pathfinders” for some reason.

As for the dinguses, they were as much a symptom as they were the issue. Having unrestrained build-a-bear-pick-a-point Eidolons were a bad idea and didn’t fit with the setting, which is a big reason Paizo changed them.

Sczarni

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Pathfinder Lost Omens, Rulebook Subscriber
Rysky wrote:
Temperans wrote:
The unchained eidolons has a vastly more customizable eidolon that does not force the eidolon to do anything and did not consume the summoners magic or feats to even have.

You had to spend Evolution points on basic functionality.

Summoners had spells specifically for their Eidolon.

Summoners did not have Class Feats in P1.

Temperans wrote:
The Golarions of PF1 is the exact same as the golarion of PF2 according to lore. The stories that were told in PF1 should be able to be told in PF2 and any PF1 story should be able to be continued as a sequal in PF2. However the current summoner makes that impossible.
No it doesn't not having build-a-bear Eidolons doesn't change/stop the stories being told at all. If it does, name some.
Temperans wrote:


The PF2 eidolons is not custimizeable enough and the abilities are lame.
Aligned attacks, breath weapons, and protective Reactions are lame? What are you after?
Temperans wrote:
And no silly eidolons dont break the lore.
They did, they really did.
Temperans wrote:
That is what made eidolons fun they were part of the lore no matter how silly they were because you the player created them.
No, because that wasn't any Lore for them until the God Callers, and that "lore" did not match the God callers, the actual Lore.
Temperans wrote:
Unchained Summoner didnt change that it still allowed me to have complete control over what form, what evolutions, and what abilties the eidolon had. Something that PF2 does not allow.
They have the same aesthetic customization as Unchained, that hasn't been taken away. You pick the base and design from there, same as it was. There's always rooms for more abilities, that's how Class Feats work.
Temperans wrote:
The difference in allowance is that an Unchained Eidolon costed 0 feats and still allowed you to have full 6th level casting. While also having a ton of cutomization that was meaningful.
They didn't spend feats (that they didn't even have), they spent Evolution...

Summoners most certainly had class feats. +1 evolution point along with the feat that if you went unconscious your Eidolon would stay up for a number of rounds. There were others.


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This is not my suggestion but something that came from another poster and i'd like to hear your thoughts.

"Just give the Synth bonus evolutions at 1/5/9/13/17, the "Duo" that focuses on tandem stuff bonus tandem feats at 1/5/9/13/17, and the master summoner bonus summoning-related feats at 1/5/9/13/17. Boom, done"

So the way this would function would be based on something like class archetypes of subclasses.

Whereby a division of power is attributed differently.
(Power Total: 4)

Regular Summoner
Power: 2/2 Equal

Synthesist Summoner
Power: 1/3 Leaning toward Eidolon

Master Summoner
Power: 3/1 Leaning toward Summoner


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That would grant the class 5 extra class feat slots. That's a lot. The only class that gets additional class feats is the Fighter, and they get two.

Subclass feats at 1st level are fine, but the class already sort of has subclasses in selecting the eidolons.

It's interesting, but multiple extra class feats are too much.

Silver Crusade

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Verzen wrote:
Summoners most certainly had class feats. +1 evolution point along with the feat that if you went unconscious your Eidolon would stay up for a number of rounds. There were others.

They did not, there was feats that affected their abilities but their class did not give them any feats. You had to spend your general Character feats on them.

Sczarni

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


its only extra damage if its something you can do on top of the things you are already planning to do.

instead its something you do instead of the other things to keep your eidolon damage below par.

you could remove it, or bake it into the class, without imbalancing a single thing, but opening up the summoners round to round activities hugely, resulting in more varied and interesting gameplay for the class.

example: the fighter feat where you do more damage to a frightened target, that is *extra* damage when you are a intimidating strike build.

boost eidolon is a required action tax.

What do you mean by "to keep your Eidolon damage below par"?

If this is about the 18 in main stat and the Apex item, listen; i agree that the Eidolon should get 18 and benefit from Apex, but i don't know what you're comparing the Eidolon to when you say without Boost Eidolon it's damage is below par.

Summoner has the choice to boost it's Eidolon's damage even further, it's almost like the Summoner uses 1 action to give the Eidolon some Rage damage, it's pretty good.
You can always just not do so and uses the Summoner action for something else like casting a spell.

I don't agree that Boost Eidolon is a feat tax, we're trying to get the Eidolon to compete in the same space as most martials, not a Fighter.

Barbarians dont need a boost every turn and they deal better damage.

Silver Crusade

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Verzen wrote:
-Poison- wrote:
Martialmasters wrote:


its only extra damage if its something you can do on top of the things you are already planning to do.

instead its something you do instead of the other things to keep your eidolon damage below par.

you could remove it, or bake it into the class, without imbalancing a single thing, but opening up the summoners round to round activities hugely, resulting in more varied and interesting gameplay for the class.

example: the fighter feat where you do more damage to a frightened target, that is *extra* damage when you are a intimidating strike build.

boost eidolon is a required action tax.

What do you mean by "to keep your Eidolon damage below par"?

If this is about the 18 in main stat and the Apex item, listen; i agree that the Eidolon should get 18 and benefit from Apex, but i don't know what you're comparing the Eidolon to when you say without Boost Eidolon it's damage is below par.

Summoner has the choice to boost it's Eidolon's damage even further, it's almost like the Summoner uses 1 action to give the Eidolon some Rage damage, it's pretty good.
You can always just not do so and uses the Summoner action for something else like casting a spell.

I don't agree that Boost Eidolon is a feat tax, we're trying to get the Eidolon to compete in the same space as most martials, not a Fighter.

Barbarians dont need a boost every turn and they deal better damage.

Barbarians deal better damage than everyone, that’s their thing.


I do have an idea for extra feats that is in line with what other classes get, though.

What if Eidolons just got some of their own skill feats? An extra skill feat that the Eidolon gains at 3, 7, 11, 15 and 19 would help eidolons specialize more in their skills, and give them a bit more customization and specialized power without remotely threatening to be broken.


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Verzen wrote:
-Poison- wrote:
Martialmasters wrote:


its only extra damage if its something you can do on top of the things you are already planning to do.

instead its something you do instead of the other things to keep your eidolon damage below par.

you could remove it, or bake it into the class, without imbalancing a single thing, but opening up the summoners round to round activities hugely, resulting in more varied and interesting gameplay for the class.

example: the fighter feat where you do more damage to a frightened target, that is *extra* damage when you are a intimidating strike build.

boost eidolon is a required action tax.

What do you mean by "to keep your Eidolon damage below par"?

If this is about the 18 in main stat and the Apex item, listen; i agree that the Eidolon should get 18 and benefit from Apex, but i don't know what you're comparing the Eidolon to when you say without Boost Eidolon it's damage is below par.

Summoner has the choice to boost it's Eidolon's damage even further, it's almost like the Summoner uses 1 action to give the Eidolon some Rage damage, it's pretty good.
You can always just not do so and uses the Summoner action for something else like casting a spell.

I don't agree that Boost Eidolon is a feat tax, we're trying to get the Eidolon to compete in the same space as most martials, not a Fighter.

Barbarians dont need a boost every turn and they deal better damage.

every martial does better damage without the action tax vs the eidolon with the action tax

Sczarni

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Pathfinder Lost Omens, Rulebook Subscriber
RexAliquid wrote:
Verzen wrote:
My 1e apg eidolons were - a knight, a ball of lightning that can take humanoid shape, goro from MK, a centaur. Whats so wrong with me having those shapes?
All of these are doable with the options we’ll have. Most of them with Playtest options, even.

I dont think so. Can I have a burning treant with a 1d6 damage shield and fire breath ? No?

I'd like to design my own base.


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Rysky wrote:
Barbarians deal better damage than everyone, that’s their thing.

Yeah like, i feel there's a LOT of room in-between the worst damaging martial classes (Investigator) and the highest (Fighter/Barbarian)

I think Eidolons should be somewhere in-between that spectrum, i don't see any reason for Eidolons to do top-tier damage like a Barbarian or Fighter does.

Sczarni

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Pathfinder Lost Omens, Rulebook Subscriber
TheGentlemanDM wrote:

I do have an idea for extra feats that is in line with what other classes get, though.

What if Eidolons just got some of their own skill feats? An extra skill feat that the Eidolon gains at 3, 7, 11, 15 and 19 would help eidolons specialize more in their skills, and give them a bit more customization and specialized power without remotely threatening to be broken.

Uh no. I do not want another skill monkey class. We have two. Play a rogue or investigator. We do NOT have a monster tamer class. Let this be that.


Verzen wrote:
RexAliquid wrote:
Verzen wrote:
My 1e apg eidolons were - a knight, a ball of lightning that can take humanoid shape, goro from MK, a centaur. Whats so wrong with me having those shapes?
All of these are doable with the options we’ll have. Most of them with Playtest options, even.

I dont think so. Can I have a burning treant with a 1d6 damage shield and fire breath ? No?

I'd like to design my own base.

I'm curious, given that I'm not terribly familiar with the original Summoner.

Was that possible at 1st level? A shield, with an attack, the plant trait (and presumably an ability that demonstrates that), and a breath weapon?


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Verzen wrote:
TheGentlemanDM wrote:

I do have an idea for extra feats that is in line with what other classes get, though.

What if Eidolons just got some of their own skill feats? An extra skill feat that the Eidolon gains at 3, 7, 11, 15 and 19 would help eidolons specialize more in their skills, and give them a bit more customization and specialized power without remotely threatening to be broken.

Uh no. I do not want another skill monkey class. We have two. Play a rogue or investigator. We do NOT have a monster tamer class. Let this be that.

Yeah the Eidolon doesn't need more skill feats, it needs more in the way of customization and several people have proposed it getting more feats for the sake of evolutions.

Scarab Sages

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Verzen wrote:

What creature trait does our Eidolon have? What attacks? Any Energy attacks? Pick 2 or 3.

And what lvl 1 monster ability thats balanced? Pick 1. Also here is an array of dtats. Distribute as you wish. 18/16/14/12/10/8

Then the evolutions can be feats for all i care after that. Just let me have a blank to work with.

While I agree the current evolution feats feel like big skips that could almost globally be buffed, and I agree with the stat spread idea, I don't feel like as many people are in opposition to these points as you're implying. These takes seem pretty common from what I've seen.

Energy attacks might be busted at Level 1 due to their feast or famine nature. Monster abilities are definitely broken at level 1, but I do support adding a means to get them at the same time Animal Companions get Advanced Maneuvers at latest, since many Maneuvers are just Monster Abilities.

If creature trait is really that much of a hangup for you, then that's a problem on your end. Traits don't imply anything about what the creature looks like, merely where it comes from. I'm currently building 4 Summoners for a Sim I plan to run. Angel Eidolon is going to be based on the biblical interpretation of Thrones (Literally a bunch of interlocking eye covered rings with wings) that will just be rolling over people. Dragon Eidolon is going to be Griffon from DMCV since the summoner is just a V reference, Medium-Sized feathered raven-"dragon" that shoots lightning. Devotion phantom is the ghost of my PF1 Cavalier, still bound by his duty as the Champion of the Open Road to guide an amnesiac version of another PF1 character I had in a quest to regain their lost memories after a ritual went wrong. Primal summoner is my Shykan Leshy's fourth and fifth iteration, as their mind slowly gets warped by repeated reincarnatiom by Shyka's fey magic into something more alien.

If you think a trait is in any way limiting, I don't really know what to tell you other than "no, it really isn't."


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TheGentlemanDM wrote:
Verzen wrote:
RexAliquid wrote:
Verzen wrote:
My 1e apg eidolons were - a knight, a ball of lightning that can take humanoid shape, goro from MK, a centaur. Whats so wrong with me having those shapes?
All of these are doable with the options we’ll have. Most of them with Playtest options, even.

I dont think so. Can I have a burning treant with a 1d6 damage shield and fire breath ? No?

I'd like to design my own base.

I'm curious, given that I'm not terribly familiar with the original Summoner.

Was that possible at 1st level? A shield, with an attack, the plant trait (and presumably an ability that demonstrates that), and a breath weapon?

Yes with the Extra evolution feat, otherwise you had to wait to lv,2 but at lv.2 you could just do that.

Here is a link to 1e Summoner's Eidolon rules and evolutions.
https://www.d20pfsrd.com/classes/base-classes/summoner/eidolons


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So... basically the equivalent of going Human for Natural Ambition then.

Okay. That gives us a baseline that there should be some interesting evolutions as 1st level feats (an energy type in particular) that a human Summoner can grab.

Combined with the innate ability of the eidolon (for which there'll be a dozen options), that represents two interesting abilities at 1st level.

(Probably not breath weapon, but we can't have everything)


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Oh god that's a lot of pointless minutiae abilities.


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TheGentlemanDM wrote:

So... basically the equivalent of going Human for Natural Ambition then.

Okay. That gives us a baseline that there should be some interesting evolutions as 1st level feats (an energy type in particular) that a human Summoner can grab.

Combined with the innate ability of the eidolon (for which there'll be a dozen options), that represents two interesting abilities at 1st level.

(Probably not breath weapon, but we can't have everything)

Reach, Resistance, Scent, Energy Attacks, Flight, etc. are all notable evolutions a Summoner could choose for their Eidolon to have at lv.1

I understand why in 2e Flight should be delayed, but i don't think a lot of these are unreasonable for lv.1 access in 2e like Reach or Energy Attacks.

Sczarni

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Pathfinder Lost Omens, Rulebook Subscriber
TheGentlemanDM wrote:
Verzen wrote:
RexAliquid wrote:
Verzen wrote:
My 1e apg eidolons were - a knight, a ball of lightning that can take humanoid shape, goro from MK, a centaur. Whats so wrong with me having those shapes?
All of these are doable with the options we’ll have. Most of them with Playtest options, even.

I dont think so. Can I have a burning treant with a 1d6 damage shield and fire breath ? No?

I'd like to design my own base.

I'm curious, given that I'm not terribly familiar with the original Summoner.

Was that possible at 1st level? A shield, with an attack, the plant trait (and presumably an ability that demonstrates that), and a breath weapon?

1st level? No. The ideas I have aren't possible at 1st level. And I don't think this should be either at 1st level. But that's the brilliance of recreating a class. Let's start off with a base... a treat that gets fire attacks rather than b s or p. They are 1d4+str rather than 1d8. Is that balanced? Yes. Then let us pick an ability.. say breath attack. Thsts also balanced. Dragons get it. So do kobolds. So let us have as much side grade customization as possible within reason. Snd id be happy.

Scarab Sages

Verzen wrote:
TheGentlemanDM wrote:
Verzen wrote:
RexAliquid wrote:
Verzen wrote:
My 1e apg eidolons were - a knight, a ball of lightning that can take humanoid shape, goro from MK, a centaur. Whats so wrong with me having those shapes?
All of these are doable with the options we’ll have. Most of them with Playtest options, even.

I dont think so. Can I have a burning treant with a 1d6 damage shield and fire breath ? No?

I'd like to design my own base.

I'm curious, given that I'm not terribly familiar with the original Summoner.

Was that possible at 1st level? A shield, with an attack, the plant trait (and presumably an ability that demonstrates that), and a breath weapon?

1st level? No. The ideas I have aren't possible at 1st level. And I don't think this should be either at 1st level. But that's the brilliance of recreating a class. Let's start off with a base... a treat that gets fire attacks rather than b s or p. They are 1d4+str rather than 1d8. Is that balanced? Yes. Then let us pick an ability.. say breath attack. Thsts also balanced. Dragons get it. So do kobolds. So let us have as much side grade customization as possible within reason. Snd id be happy.

Okay.

You pick Dragon Eidolon, and say that its spirit manifests by assimilating the nature around it during its first manifestation into a body. It chose a humanoid treant-like body. Done.

Sczarni

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

So... basically the equivalent of going Human for Natural Ambition then.

Okay. That gives us a baseline that there should be some interesting evolutions as 1st level feats (an energy type in particular) that a human Summoner can grab.

Combined with the innate ability of the eidolon (for which there'll be a dozen options), that represents two interesting abilities at 1st level.

(Probably not breath weapon, but we can't have everything)

Reach, Resistance, Scent, Energy Attacks, Flight, etc. are all notable evolutions a Summoner could choose for their Eidolon to have at lv.1

I understand why in 2e Flight should be delayed, but i don't think a lot of these are unreasonable for lv.1 access in 2e like Reach or Energy Attacks.

Extra energy attacks should be restricted somewhat. Versatility energy though shouldn't. It should be base line.


Pathfinder Rulebook Subscriber
-Poison- wrote:
TheGentlemanDM wrote:

So... basically the equivalent of going Human for Natural Ambition then.

Okay. That gives us a baseline that there should be some interesting evolutions as 1st level feats (an energy type in particular) that a human Summoner can grab.

Combined with the innate ability of the eidolon (for which there'll be a dozen options), that represents two interesting abilities at 1st level.

(Probably not breath weapon, but we can't have everything)

Reach, Resistance, Scent, Energy Attacks, Flight, etc. are all notable evolutions a Summoner could choose for their Eidolon to have at lv.1

I understand why in 2e Flight should be delayed, but i don't think a lot of these are unreasonable for lv.1 access in 2e like Reach or Energy Attacks.

Based on when (and the two feat plus a stance cost) Fighters get to add reach to any attack they like, I don't see this happening at level 1. Gnome Flick Mace isn't a good comparison, as its something of an extreme exception to the base rules as it stands.

I think that people wanting Energy Attacks should consider that the most likely place for that to show up is in the Elemental base type, which is almost certainly going to be an option and almost certainly will cover this aspect...


With the way it looks like it go, we'd have that online by... 6th or 8th level?

Plant base (comes with the Primal List). NA Human to pick up ELEMENTAL STRIKES at 1st level.

We pick up the supporting cantrip at 2nd level to highlight their defensive nature.

At 4th level, Unarmed Evolution to we can Trip with our vines.

Breath weapon is probably a 6th level evolution in the best case scenario? I'd probably buff it to more than just Xd6 to make it worth the wait.

Sczarni

4 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber
Falgaia wrote:
Verzen wrote:
TheGentlemanDM wrote:
Verzen wrote:
RexAliquid wrote:
Verzen wrote:
My 1e apg eidolons were - a knight, a ball of lightning that can take humanoid shape, goro from MK, a centaur. Whats so wrong with me having those shapes?
All of these are doable with the options we’ll have. Most of them with Playtest options, even.

I dont think so. Can I have a burning treant with a 1d6 damage shield and fire breath ? No?

I'd like to design my own base.

I'm curious, given that I'm not terribly familiar with the original Summoner.

Was that possible at 1st level? A shield, with an attack, the plant trait (and presumably an ability that demonstrates that), and a breath weapon?

1st level? No. The ideas I have aren't possible at 1st level. And I don't think this should be either at 1st level. But that's the brilliance of recreating a class. Let's start off with a base... a treat that gets fire attacks rather than b s or p. They are 1d4+str rather than 1d8. Is that balanced? Yes. Then let us pick an ability.. say breath attack. Thsts also balanced. Dragons get it. So do kobolds. So let us have as much side grade customization as possible within reason. Snd id be happy.

Okay.

You pick Dragon Eidolon, and say that its spirit manifests by assimilating the nature around it during its first manifestation into a body. It chose a humanoid treant-like body. Done.

Uh no. Sorry the "just use your imagination " defense might work for 5e but not with me and not with a game based on crunch.

Sczarni

1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber
TheGentlemanDM wrote:

With the way it looks like it go, we'd have that online by... 6th or 8th level?

Plant base (comes with the Primal List). NA Human to pick up ELEMENTAL STRIKES at 1st level.

We pick up the supporting cantrip at 2nd level to highlight their defensive nature.

At 4th level, Unarmed Evolution to we can Trip with our vines.

Breath weapon is probably a 6th level evolution in the best case scenario? I'd probably buff it to more than just Xd6 to make it worth the wait.

Do ancestry feats effect our eidolon? Don't think they do.


2 people marked this as a favorite.
KrispyXIV wrote:
-Poison- wrote:
TheGentlemanDM wrote:

So... basically the equivalent of going Human for Natural Ambition then.

Okay. That gives us a baseline that there should be some interesting evolutions as 1st level feats (an energy type in particular) that a human Summoner can grab.

Combined with the innate ability of the eidolon (for which there'll be a dozen options), that represents two interesting abilities at 1st level.

(Probably not breath weapon, but we can't have everything)

Reach, Resistance, Scent, Energy Attacks, Flight, etc. are all notable evolutions a Summoner could choose for their Eidolon to have at lv.1

I understand why in 2e Flight should be delayed, but i don't think a lot of these are unreasonable for lv.1 access in 2e like Reach or Energy Attacks.

Based on when (and the two feat plus a stance cost) Fighters get to add reach to any attack they like, I don't see this happening at level 1. Gnome Flick Mace isn't a good comparison, as its something of an extreme exception to the base rules as it stands.

I think that people wanting Energy Attacks should consider that the most likely place for that to show up is in the Elemental base type, which is almost certainly going to be an option and almost certainly will cover this aspect...

its only certain if you know for a fact meaning you have a devs ear.


Falgaia wrote:
Verzen wrote:
TheGentlemanDM wrote:
Verzen wrote:
RexAliquid wrote:
Verzen wrote:
My 1e apg eidolons were - a knight, a ball of lightning that can take humanoid shape, goro from MK, a centaur. Whats so wrong with me having those shapes?
All of these are doable with the options we’ll have. Most of them with Playtest options, even.

I dont think so. Can I have a burning treant with a 1d6 damage shield and fire breath ? No?

I'd like to design my own base.

I'm curious, given that I'm not terribly familiar with the original Summoner.

Was that possible at 1st level? A shield, with an attack, the plant trait (and presumably an ability that demonstrates that), and a breath weapon?

1st level? No. The ideas I have aren't possible at 1st level. And I don't think this should be either at 1st level. But that's the brilliance of recreating a class. Let's start off with a base... a treat that gets fire attacks rather than b s or p. They are 1d4+str rather than 1d8. Is that balanced? Yes. Then let us pick an ability.. say breath attack. Thsts also balanced. Dragons get it. So do kobolds. So let us have as much side grade customization as possible within reason. Snd id be happy.

Okay.

You pick Dragon Eidolon, and say that its spirit manifests by assimilating the nature around it during its first manifestation into a body. It chose a humanoid treant-like body. Done.

Hah! Imagine the sheer disdain a dragon spirit would have getting stuck looking like a tree. That’s excellent.


2 people marked this as a favorite.
KrispyXIV wrote:


Based on when (and the two feat plus a stance cost) Fighters get to add reach to any attack they like, I don't see this happening at level 1. Gnome Flick Mace isn't a good comparison, as its something of an extreme exception to the base rules as it stands.

I think that people wanting Energy Attacks should consider that the most likely place for that to show up is in the Elemental base type, which is almost certainly going to be an option and almost certainly will cover this aspect...

Idk if you know this buddy but fighters can just pick up any stick with the reach trait on it at lv.1; Eidolons can't


1 person marked this as a favorite.
Martialmasters wrote:
KrispyXIV wrote:
-Poison- wrote:
TheGentlemanDM wrote:

So... basically the equivalent of going Human for Natural Ambition then.

Okay. That gives us a baseline that there should be some interesting evolutions as 1st level feats (an energy type in particular) that a human Summoner can grab.

Combined with the innate ability of the eidolon (for which there'll be a dozen options), that represents two interesting abilities at 1st level.

(Probably not breath weapon, but we can't have everything)

Reach, Resistance, Scent, Energy Attacks, Flight, etc. are all notable evolutions a Summoner could choose for their Eidolon to have at lv.1

I understand why in 2e Flight should be delayed, but i don't think a lot of these are unreasonable for lv.1 access in 2e like Reach or Energy Attacks.

Based on when (and the two feat plus a stance cost) Fighters get to add reach to any attack they like, I don't see this happening at level 1. Gnome Flick Mace isn't a good comparison, as its something of an extreme exception to the base rules as it stands.

I think that people wanting Energy Attacks should consider that the most likely place for that to show up is in the Elemental base type, which is almost certainly going to be an option and almost certainly will cover this aspect...

its only certain if you know for a fact meaning you have a devs ear.

Or, you know, if you’ve read the playtest document.

Scarab Sages

2 people marked this as a favorite.
Verzen wrote:
Falgaia wrote:
Verzen wrote:
TheGentlemanDM wrote:
Verzen wrote:
RexAliquid wrote:
Verzen wrote:
My 1e apg eidolons were - a knight, a ball of lightning that can take humanoid shape, goro from MK, a centaur. Whats so wrong with me having those shapes?
All of these are doable with the options we’ll have. Most of them with Playtest options, even.

I dont think so. Can I have a burning treant with a 1d6 damage shield and fire breath ? No?

I'd like to design my own base.

I'm curious, given that I'm not terribly familiar with the original Summoner.

Was that possible at 1st level? A shield, with an attack, the plant trait (and presumably an ability that demonstrates that), and a breath weapon?

1st level? No. The ideas I have aren't possible at 1st level. And I don't think this should be either at 1st level. But that's the brilliance of recreating a class. Let's start off with a base... a treat that gets fire attacks rather than b s or p. They are 1d4+str rather than 1d8. Is that balanced? Yes. Then let us pick an ability.. say breath attack. Thsts also balanced. Dragons get it. So do kobolds. So let us have as much side grade customization as possible within reason. Snd id be happy.

Okay.

You pick Dragon Eidolon, and say that its spirit manifests by assimilating the nature around it during its first manifestation into a body. It chose a humanoid treant-like body. Done.

Uh no. Sorry the "just use your imagination " defense might work for 5e but not with me and not with a game based on crunch.

Your eidolon's form isn't tied to the crunch. Make stuff up that sounds cool, find what fits the crunch, and make up a backstory that makes it work with the flavor you want. Traits exist to serve as idea prompts here, giving you something to work with so you don't have to start from scratch. You can choose to embrace them head-on or ignore them outright.


2 people marked this as a favorite.
Pathfinder Rulebook Subscriber
Verzen wrote:

Uh no. Sorry the "just use your imagination " defense might work for 5e but not with me and not with a game based on crunch.

This isn't the game described in the Pathfinder 2E core rulebook, which makes it clear there is plenty of room for imagination in this roleplaying game.

What you do at your own table is your business, but Pathfinder 2E is not this hypothetical game where imagination doesn't matter and only the rules do.

Its got all sorts of examples of cases where things are left to the players and the GM to work out together to tell a story, and this is no different.

Silver Crusade

1 person marked this as a favorite.
Falgaia wrote:
Verzen wrote:
Falgaia wrote:
Verzen wrote:
TheGentlemanDM wrote:
Verzen wrote:
RexAliquid wrote:
Verzen wrote:
My 1e apg eidolons were - a knight, a ball of lightning that can take humanoid shape, goro from MK, a centaur. Whats so wrong with me having those shapes?
All of these are doable with the options we’ll have. Most of them with Playtest options, even.

I dont think so. Can I have a burning treant with a 1d6 damage shield and fire breath ? No?

I'd like to design my own base.

I'm curious, given that I'm not terribly familiar with the original Summoner.

Was that possible at 1st level? A shield, with an attack, the plant trait (and presumably an ability that demonstrates that), and a breath weapon?

1st level? No. The ideas I have aren't possible at 1st level. And I don't think this should be either at 1st level. But that's the brilliance of recreating a class. Let's start off with a base... a treat that gets fire attacks rather than b s or p. They are 1d4+str rather than 1d8. Is that balanced? Yes. Then let us pick an ability.. say breath attack. Thsts also balanced. Dragons get it. So do kobolds. So let us have as much side grade customization as possible within reason. Snd id be happy.

Okay.

You pick Dragon Eidolon, and say that its spirit manifests by assimilating the nature around it during its first manifestation into a body. It chose a humanoid treant-like body. Done.

Uh no. Sorry the "just use your imagination " defense might work for 5e but not with me and not with a game based on crunch.
Your eidolon's form isn't tied to the crunch. Make stuff up that sounds cool, find what fits the crunch, and make up a backstory that makes it work with the flavor you want. Traits exist to serve as idea prompts here, giving you something to work with so you don't have to start from scratch. You can choose to embrace them head-on or ignore them outright.

Also this is a fantasy game, using your imagination is implied and encouraged, it's not something 5e specific.

Scarab Sages

2 people marked this as a favorite.
Martialmasters wrote:
KrispyXIV wrote:
-Poison- wrote:
TheGentlemanDM wrote:

So... basically the equivalent of going Human for Natural Ambition then.

Okay. That gives us a baseline that there should be some interesting evolutions as 1st level feats (an energy type in particular) that a human Summoner can grab.

Combined with the innate ability of the eidolon (for which there'll be a dozen options), that represents two interesting abilities at 1st level.

(Probably not breath weapon, but we can't have everything)

Reach, Resistance, Scent, Energy Attacks, Flight, etc. are all notable evolutions a Summoner could choose for their Eidolon to have at lv.1

I understand why in 2e Flight should be delayed, but i don't think a lot of these are unreasonable for lv.1 access in 2e like Reach or Energy Attacks.

Based on when (and the two feat plus a stance cost) Fighters get to add reach to any attack they like, I don't see this happening at level 1. Gnome Flick Mace isn't a good comparison, as its something of an extreme exception to the base rules as it stands.

I think that people wanting Energy Attacks should consider that the most likely place for that to show up is in the Elemental base type, which is almost certainly going to be an option and almost certainly will cover this aspect...

its only certain if you know for a fact meaning you have a devs ear.

Elemental Eidolons are both mentioned in the playtest as an example case for Primal Spell List Eidolons and have been a go-to in previous editions, so them showing up for the full release is highly likely. (Other Emotion Phantoms, Plants, Constructs, and Amalgam (sounded Alchemical in description) were also name dropped as well as the expected Outsider Eidolon types)


2 people marked this as a favorite.

i still stand by my statement until i see it in release. its still an assumption unless you ahve inside knowledge.


1 person marked this as a favorite.
Verzen wrote:
TheGentlemanDM wrote:

With the way it looks like it go, we'd have that online by... 6th or 8th level?

Plant base (comes with the Primal List). NA Human to pick up ELEMENTAL STRIKES at 1st level.

We pick up the supporting cantrip at 2nd level to highlight their defensive nature.

At 4th level, Unarmed Evolution to we can Trip with our vines.

Breath weapon is probably a 6th level evolution in the best case scenario? I'd probably buff it to more than just Xd6 to make it worth the wait.

Do ancestry feats effect our eidolon? Don't think they do.

I mean, Natural Ambition gets you a free class feat, so I'm pretty sure this is a clear case where you don't have to worry about whether or not it has an effect on the eidolon. It's an evolution feat that you're getting, in the end. Definitely works.

Scarab Sages

Martialmasters wrote:
i still stand by my statement until i see it in release. its still an assumption unless you ahve inside knowledge.

Fair, just wanted to mention that the writing is on the wall for them being a thing.


1 person marked this as a favorite.
KrispyXIV wrote:
Based on when (and the two feat plus a stance cost) Fighters get to add reach to any attack they like, I don't see this happening at level 1. Gnome Flick Mace isn't a good comparison, as its something of an extreme exception to the base rules as it stands.

I have to disagree here. Fundamentally, first, because Fighters can add reach to any melee weapon attack starting at level 2 with the Lunge feat. The stance just lets you do it with AoOs. Letting an eidolon get reach on just one of their starting melee attacks seems fine, considering the fighter can do it with any weapon a level later.


Pathfinder Rulebook Subscriber
BACE wrote:
KrispyXIV wrote:
Based on when (and the two feat plus a stance cost) Fighters get to add reach to any attack they like, I don't see this happening at level 1. Gnome Flick Mace isn't a good comparison, as its something of an extreme exception to the base rules as it stands.
I have to disagree here. Fundamentally, first, because Fighters can add reach to any melee weapon attack starting at level 2 with the Lunge feat. The stance just lets you do it with AoOs. Letting an eidolon get reach on just one of their starting melee attacks seems fine, considering the fighter can do it with any weapon a level later.

Getting things before a Fighter does is the sortof benchmark I'm talking about though when I say I'm against a Summoner stealing other classes identities.

I'm not saying don't give Eidolons reach, I'm saying that giving it to them before The Class that is Best at Fighting might be the sort of thing that upsets Fighters.

Sczarni

1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber
BACE wrote:
Verzen wrote:
TheGentlemanDM wrote:

With the way it looks like it go, we'd have that online by... 6th or 8th level?

Plant base (comes with the Primal List). NA Human to pick up ELEMENTAL STRIKES at 1st level.

We pick up the supporting cantrip at 2nd level to highlight their defensive nature.

At 4th level, Unarmed Evolution to we can Trip with our vines.

Breath weapon is probably a 6th level evolution in the best case scenario? I'd probably buff it to more than just Xd6 to make it worth the wait.

Do ancestry feats effect our eidolon? Don't think they do.
I mean, Natural Ambition gets you a free class feat, so I'm pretty sure this is a clear case where you don't have to worry about whether or not it has an effect on the eidolon. It's an evolution feat that you're getting, in the end. Definitely works.

Ah I misread mainly because the Summoner doesn't have an elemental strike feat. Its an assumption.


4 people marked this as a favorite.
KrispyXIV wrote:
BACE wrote:
KrispyXIV wrote:
Based on when (and the two feat plus a stance cost) Fighters get to add reach to any attack they like, I don't see this happening at level 1. Gnome Flick Mace isn't a good comparison, as its something of an extreme exception to the base rules as it stands.
I have to disagree here. Fundamentally, first, because Fighters can add reach to any melee weapon attack starting at level 2 with the Lunge feat. The stance just lets you do it with AoOs. Letting an eidolon get reach on just one of their starting melee attacks seems fine, considering the fighter can do it with any weapon a level later.

Getting things before a Fighter does is the sortof benchmark I'm talking about though when I say I'm against a Summoner stealing other classes identities.

I'm not saying don't give Eidolons reach, I'm saying that giving it to them before The Class that is Best at Fighting might be the sort of thing that upsets Fighters.

But if you can add reach to a single one of your starting melee attacks, that's not doing the same thing as the Fighter. It's objectively worse. Fighters can do Lunge with any melee weapon. Greatswords, rapiers, whatever. If the Eidolon gave reach to one melee attack, then it's basically just a 1d8 reach or a 1d4 agile, reach. This is not better than the fighter thing. In any way. If you want to complain about it doing something better than another class, maybe you have ground to stand on with monk. Maybe.

Verzen wrote:
BACE wrote:
Verzen wrote:
TheGentlemanDM wrote:

With the way it looks like it go, we'd have that online by... 6th or 8th level?

Plant base (comes with the Primal List). NA Human to pick up ELEMENTAL STRIKES at 1st level.

We pick up the supporting cantrip at 2nd level to highlight their defensive nature.

At 4th level, Unarmed Evolution to we can Trip with our vines.

Breath weapon is probably a 6th level evolution in the best case scenario? I'd probably buff it to more than just Xd6 to make it worth the wait.

Do ancestry feats effect our eidolon? Don't think they do.
I mean, Natural Ambition gets you a free class feat, so I'm pretty sure this is a clear case where you don't have to worry about whether or not it has an effect on the eidolon. It's an evolution feat that you're getting, in the end. Definitely works.
Ah I misread mainly because the Summoner doesn't have an elemental strike feat. Its an assumption.

Yeah, looks like Gentleman was building on the assumption that would be available, and extrapolating from there.


2 people marked this as a favorite.
TheGentlemanDM wrote:
Oh god that's a lot of pointless minutiae abilities.

I will agree that the chained summoner had a lot of little evolutions.

Unchained did better by of loading a lot into free subtype evolutions and simplifying some stuff.

I would not be opposed to PF2 simplifying the weakest evolutions to be more generic. But Eidolons still need to have options for evolutions that are not tied to feats.

The lack of options and the bottleneck nature of class feats is what I see as a problem.

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

*P.S. I tried to convert the Unchained Eidolon evolutions to fit more PF2.

One of the things I did was remove the attack evolutions. But I still left the mobility evolutions.


2 people marked this as a favorite.
Temperans wrote:
TheGentlemanDM wrote:
Oh god that's a lot of pointless minutiae abilities.

I will agree that the chained summoner had a lot of little evolutions.

Unchained did better by of loading a lot into free subtype evolutions and simplifying some stuff.

I would not be opposed to PF2 simplifying the weakest evolutions to be more generic. But Eidolons still need to have options for evolutions that are not tied to feats.

The lack of options and the bottleneck nature of class feats is what I see as a problem.

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

*P.S. I tried to convert the Unchained Eidolon evolutions to fit more PF2.

One of the things I did was remove the attack evolutions. But I still left the mobility evolutions.

I know you've talked a bit about giving evolutions on a sort of spell progression. And, to start this off, I really don't want to talk about the viability (page count or otherwise) of such a system. I'm just kind of wondering about the implementation, because it is, if nothing else, an interesting system.

I'm curious what power level you imagine these being? Since spells are tied to a consumable resource, they would have to be weaker than a spell of an equivalent level. So what would an appropriately-powered evolution look like, under this system? Shield is a cantrip, so we can probably give the eidolon the ability to Raise a Shield without a shield for a +1 circ bonus to AC. At level 1? Easy enough. But is that worth a whole evolution? Normal spellcasters get 5 cantrips, after all. So should an evolution be worth 2 cantrip effects? Or 3? Instead of normal Shield, should it be an action that gives +1 to AC and a saving throw? Or all Saving Throws?

I think this is kind of an interesting thought exercise, more than anything, and I'm curious to hear what people think would be an "appropriate" power level for evolutions under such a system.

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