Suggestions of how to "improve" the summoner


Summoner Class

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Horizon Hunters

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One unique way since now it have a shared HP and everything.
Constitution class attribute.
Its a way to enhance hit points and no other class have it yet.
And it avoids the Ancient elf "bug" where you can't get a dedication because you dont have the stats. ( Voluntary flaw int/dex to get con so you can get Con 16 and 12 on the rest )

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Make subclasses like Rogues Racket, Cleric Doctrine, Barbarian Instinct, Druid Order.

Some possible options:
Transmogrifionist - Change the Eidolon to adapt quickly
Synthetist - Move around in the fused with the eidolon
Broodmother - Multiple weaker eidolons that can act together to accomplish something
Caller - Less focused on the eidolon, more focused on summons.

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Evolution pool - Swap the Angel/Beast/Phantom/Dragon abilites to feats and give evolutions as a bonus.

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Summoning focus spell
Cast Summon X as a focus spell

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Summoning font
Similar to cleric Divine Font Cast Summon X, Cha/Con times per day

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Make your Eidolon, they have the same initial stats as a player, let us make the character sheet!
2 free Ancestry
1 attribute based on body and a free ttribute
1 attribute based on type
4 Free attribute

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Inherited proficiency
The Eidolon get the SAME proficieny as the summoner.
That would enable some multiclass combinations to give the Eidolon more options.

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Emergency dismiss
Reaction
Your Eidolon would receive a deadly blow
Send your eidolon away avoind the strike/spell
You need to wait 10 minutes/ 1 hour / 1 day before call him again ( progressive ) and have at least half your hit points.
When you summon it again, you lose half your actual hit points.


Con based is interesting. I wouldn't have thought of that on my own, but I like it.

Most of the rest of your post I don't particularly agree with (though not so much that it's worth the argument), but Summoning as a focus spell and an Evolution pool seem needed.

Honestly I'm kind of surprised summoning as a focus spell wasn't included already. And not playtesting a more flexible version of the Eidolon is shocking.


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Samir Sardinha wrote:

Make subclasses like Rogues Racket, Cleric Doctrine, Barbarian Instinct, Druid Order.

Some possible options:
Transmogrifionist - Change the Eidolon to adapt quickly
Synthetist - Move around in the fused with the eidolon
Broodmother - Multiple weaker eidolons that can act together to accomplish something
Caller - Less focused on the eidolon, more focused on summons.

Summoner already has subclasses: the different eidolons. Same way witches have lessons, sorcerers have bloodlines, and oracles have mysteries.


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Eidolons should not be sub classes. They are not meant to be subclasses. And treating them like subclasses is what created this mess in the first place were Eidolons dont have evolutions.


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A small disclaimer. I played a lot of Summoner, both chained and unchained in P1e. Summoners were bound by some 3.5 rule inheritance but were an original paizo creation. For me a summoner should give me the capability to at least have the same base feel/capability as the P1 summoner had, at least 50% of it. As is, its kind of doesn't work for me.That said I try to keep an open mind and understand the new dichotomies of P2e, and how most classes are just chassis that hold sets of abilities for the player to choose. That said... different isn't bad, but oh boy, summoner isn't a great chassis. The main 2 problems I see:

1) Summoners aren't that good at summoning.

The only accented summoning part is their eidolon. At least make it one of the "options" to be more of a summoner than a dude with an extra-dimensional animal companion. As is, you don't even get the option of Augment Summoning (that's a wizard exclusive thing now), or a better list of summons, or earlier access to summons, a pool of summons, ability to make summons better. Be in any way or form the thing your class is named after any meaningful way better than any other caster. Might as well rename summoner into Eidolon Caller or something, because that's the only thing your good at.

Adding 2 action focus power for a quick summon, would solve this quite well, and give the summoner an actual summoning edge. Later the ability to apply some conduit spells to summons. This is a nice ability to have in a pinch when you don't have 3 actions to summon your eidolon, or you don't feel that you need the particular set of skills you trained your eidolon into.

2) Evolutions and eidolons.

I am not talking about P1e cheese, with balls of tentacles and 20-armed gunslinger eidolon combos... But P1e gave you tools to make your eidolon unique since level 1.

Like how I love how P2e gives you tools to make your fighter or rogue unique with that abilities you choose. Your eidolon should be less rigidly defined with specific feat selections for specific niche abilities.

Making eidolons base chassis capable, as the base fighter/rogue/ranger chassis is, no matter what you pick - is a good idea. But leave the specifics to imagination. I liked how Unchained summoners got to pick a specific kind of eidolon but the evolution pool was still there to make it any kind of angel/demon/elemental.

What it to be a fire snake - do it, but you can also give it arms and weapon proficiency, make it focus on grappling, or skillful from day 1. I think looking at how familiars gains abilities is a better example, leaving summoner class feats for adding new options to the pool of what abilities we can add to the eidolon at any given day. Also gives an option to add a focus spell to transmogrify properly your eidolon for a short period of time.

I mean, this is like a 1e hunter with its abilities to boost 1 kind of animal with some special nature mumbo jumbo, only worse since it's mostly semi-permanent and doesn't add to the uniqueness of each eidalon. This is not what eidolons were.

Right now I see four level 3 summoners meet up, they are unique, have different feats and weapons, and gear, ancestries and experiences... their dragon eidolons? Same, but different color.


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Basically. How I see it. Add a subclass focus, that can be expanded upon with class feats if you wish, like druids and their orders. You pick what kind of Summoner you are at level 1, for example:

- An Eidolon Caller with a set of outsiders and monsters to choose from, each with their set of quirks and eidolon abilities to choose from. Can always add more weird options here.

- A Spiritualist with a set of emotion-based spirits and emotion based abilities to choose from. Can add more weird spirits and ghosts here.

- A Syntheists, who is your "mutagenist" to your alchemist, you can also roll in the shifter angle here. You gain the offensive form, can be a back-up frontliner like the mutagenist alchemist with a set of abilities lifter from the eidolon caller. Piggybacks on Eidolon Caller.

- A Master Summoner, gets a smaller pick of abilities and eidolon, can't use the Act together thing, for example, gets its increased attack and defenses slower, but you are actually better at using your everyday summoning spells. Can evolve summons, have access to all/most summons, focus spells that make summons more powerful instead of the 7th and 17th level eidolon boosts, for example. You basically focus your eidolon to to a few things good to be your go-to aid, but in combat summon other creatures and be a an actual summoner. Piggybacks on Eidolon Caller.

This gives you options to add more possibilities later on.

Rework evolutions to be more like familiar abilities. Some 2-3 at level 1 and extra abilities every few levels at least. If daily ability changes are too much - make changing evolutions a ritual with a cost. You get your base form and 7th and 17th level abilities to make them feel mechanically different, everything else is a pool of abilities that allow us to make unique companions. Eidolon callers can spend their feats to give eidolons more abilities or some abilities lifted from other classes, kinda like giving dedication feats to eidonons. It's Pathfinder, some crunch is good, and a side sheet for a pet class is OK.


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Lets all please remember that Familiar Abilities are all just Evolution Lite.

How that was forgotten by Paizo I will never know, I didnt ever imagine I would have to say it.

I mean seriously, its one of the most iconic Pathfinder class because of the Evolution mechanic, and you threw it away and gave it to familiars?

Really Familiars have more customization than the most customize-able class feature Paizo ever created.


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Yea giving the Summoner the familiar evolotion to apply to the Eidolon would be nice and wouldn't even require new rules.

There would maybe habe to be some restrictions on the movement type evolutions though. A flying Eidolon at lvl 1 might be a bit strong.

I get that in PF2 the player character is the focus of customization but it's the Eidolon here - it should be customizable a bit even on level 1.


I never played a summoner so I don't feel as strongly about the eidolon pool of features. But the eidolon changing feats aren't enough to cover for that?


Pathfinder Rulebook Subscriber
oholoko wrote:
I never played a summoner so I don't feel as strongly about the eidolon pool of features. But the eidolon changing feats aren't enough to cover for that?

I think part of the issue is that it requires your feats at all, as opposed to being a progression inherent to the class?

Theres an issue with customization here that I have a hard time perceiving, because I'm a firm believer in player agency. You can currently accomplish a lot just based on the Eidolon type you choose, and description.

If you break out core Eidolon functionality into a resource based construction system, the result will be a less capable base Eidolon - because a core concern for the designers is balance, we aren't going to get something for nothing.


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KrispyXIV wrote:
oholoko wrote:
I never played a summoner so I don't feel as strongly about the eidolon pool of features. But the eidolon changing feats aren't enough to cover for that?

I think part of the issue is that it requires your feats at all, as opposed to being a progression inherent to the class?

Theres an issue with customization here that I have a hard time perceiving, because I'm a firm believer in player agency. You can currently accomplish a lot just based on the Eidolon type you choose, and description.

If you break out core Eidolon functionality into a resource based construction system, the result will be a less capable base Eidolon - because a core concern for the designers is balance, we aren't going to get something for nothing.

I'd agree if it was balanced. But it's weak. So I disagree.


KrispyXIV wrote:
oholoko wrote:
I never played a summoner so I don't feel as strongly about the eidolon pool of features. But the eidolon changing feats aren't enough to cover for that?

I think part of the issue is that it requires your feats at all, as opposed to being a progression inherent to the class?

Theres an issue with customization here that I have a hard time perceiving, because I'm a firm believer in player agency. You can currently accomplish a lot just based on the Eidolon type you choose, and description.

If you break out core Eidolon functionality into a resource based construction system, the result will be a less capable base Eidolon - because a core concern for the designers is balance, we aren't going to get something for nothing.

To me the customization being available when you already got a good core(animal companion and eidolon) is better than full customization and a bad core(familiar).

But I guess people want something more similar to 1e a la carte menu instead of pf2 archetype-like eidolon with small extra options.

Edit: Also how is the eidolon weak? The summoner feels like quite a strong class already to me and my table with small if any issues.


Temperans wrote:
Eidolons should not be sub classes. They are not meant to be subclasses. And treating them like subclasses is what created this mess in the first place were Eidolons dont have evolutions.

I continue to think it is disingenuous to say that they don't have evolutions. They do. They very clearly have evolutions, 16 of them in this playtest.

What they don't have is:

  • a pool of evolution points
  • level 1 access to a large number of distinct and discreet options
  • rapidly stacking extra actions through extra limbs
  • a necessity to spend points to each a desired cosmetic appearance
  • malleable attributes
  • upgrades for armor, damage
  • early or unmatched access to monster abilities

    The question isn't "should they do this the way PF1E did", because such a system clearly doesn't fit as-is in 2E. Discreet options to increase damage or natural armor or attributes simply aren't something that jells with the system.

    The bigger question is whether the initial Eidolon should have a familiar type pool of inoffensive options. But that still wouldn't be PF1E's pool. It would be things like senses, manual dexterity, skills, swim or climb speed, extra carrying capacity, and speech. Not stuff like greater darkvision, true flight, dimension door a few times per day, or greater constrict. If those are ever options, they are going to be through feats.


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    manbearscientist wrote:
    Temperans wrote:
    Eidolons should not be sub classes. They are not meant to be subclasses. And treating them like subclasses is what created this mess in the first place were Eidolons dont have evolutions.

    I continue to think it is disingenuous to say that they don't have evolutions. They do. They very clearly have evolutions, 16 of them in this playtest.

    What they don't have is:

  • a pool of evolution points
  • level 1 access to a large number of distinct and discreet options
  • rapidly stacking extra actions through extra limbs
  • a necessity to spend points to each a desired cosmetic appearance
  • malleable attributes
  • upgrades for armor, damage
  • early or unmatched access to monster abilities

    The question isn't "should they do this the way PF1E did", because such a system clearly doesn't fit as-is in 2E. Discreet options to increase damage or natural armor or attributes simply aren't something that jells with the system.

    The bigger question is whether the initial Eidolon should have a familiar type pool of inoffensive options. But that still wouldn't be PF1E's pool. It would be things like senses, manual dexterity, skills, swim or climb speed, extra carrying capacity, and speech. Not stuff like greater darkvision, true flight, dimension door a few times per day, or greater constrict. If those are ever options, they are going to be through feats.

  • That does sound quite nice actually maybe choose between small options like those at first level instead of getting the whole chassis with the eidolon type will fix quite a few issues and removing the evolution cantrip for that instead choosing at each manifestation.


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    oholoko wrote:
    KrispyXIV wrote:
    oholoko wrote:
    I never played a summoner so I don't feel as strongly about the eidolon pool of features. But the eidolon changing feats aren't enough to cover for that?

    I think part of the issue is that it requires your feats at all, as opposed to being a progression inherent to the class?

    Theres an issue with customization here that I have a hard time perceiving, because I'm a firm believer in player agency. You can currently accomplish a lot just based on the Eidolon type you choose, and description.

    If you break out core Eidolon functionality into a resource based construction system, the result will be a less capable base Eidolon - because a core concern for the designers is balance, we aren't going to get something for nothing.

    To me the customization being available when you already got a good core(animal companion and eidolon) is better than full customization and a bad core(familiar).

    But I guess people want something more similar to 1e a la carte menu instead of pf2 archetype-like eidolon with small extra options.

    Edit: Also how is the eidolon weak? The summoner feels like quite a strong class already to me and my table with small if any issues.

    Your two characters with one hp pool. One is a weak body the other is a mediocre body. You take the worse effect on anything that affects you both.

    Your combat body, your eidolon, has low ac until level 3 where it becomes average. It's low mental stats result in the DC of at least one ability for each eidolon is very weak.

    Most of your feats get spent on not allowing you to excel, but making you not suck.

    Boost eidolon competes with the more important reinforce and you can only use both if neither of you have to move at all

    There is more. But the net result is your combat body is weaker then any other martial class, both defensively and offensively. Your caster body isn't much for casting but that's a smaller issue and not one at all.

    You play a character that's weaker then other character's you could play while having more weaknesses and your feats are spent on making the class work as opposed to making you Excell at something.


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    Pathfinder Rulebook Subscriber
    manbearscientist wrote:
    Temperans wrote:
    Eidolons should not be sub classes. They are not meant to be subclasses. And treating them like subclasses is what created this mess in the first place were Eidolons dont have evolutions.

    I continue to think it is disingenuous to say that they don't have evolutions. They do. They very clearly have evolutions, 16 of them in this playtest.

    What they don't have is:

  • a pool of evolution points
  • level 1 access to a large number of distinct and discreet options
  • rapidly stacking extra actions through extra limbs
  • a necessity to spend points to each a desired cosmetic appearance
  • malleable attributes
  • upgrades for armor, damage
  • early or unmatched access to monster abilities

    The question isn't "should they do this the way PF1E did", because such a system clearly doesn't fit as-is in 2E. Discreet options to increase damage or natural armor or attributes simply aren't something that jells with the system.

    The bigger question is whether the initial Eidolon should have a familiar type pool of inoffensive options. But that still wouldn't be PF1E's pool. It would be things like senses, manual dexterity, skills, swim or climb speed, extra carrying capacity, and speech. Not stuff like greater darkvision, true flight, dimension door a few times per day, or greater constrict. If those are ever options, they are going to be through feats.

  • I dont think potentially forcing me to choose between my Angel eidolon having access to Darkvision or Manual Dexterity improves my ability to enjoy the class. Nor do I want to go back to a system that forces me to pay for cosmetic aspects of my Eidolon.

    I'd much rather the base chassis come with all that built in, and allow the player to decide which bits are relevant to them.

    Eidolons are not a minor feature like a basic familiar - familiars have to compromise on that stuff because they're easily measured by feat investment. It's a separate deal.


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    KrispyXIV wrote:
    If you break out core Eidolon functionality into a resource based construction system, the result will be a less capable base Eidolon - because a core concern for the designers is balance, we aren't going to get something for nothing.

    Yes, making the base Eidolon less capable and putting that functionality into something you can choose as you level is exactly what I would like to see.

    Even if it was along the lines of familiars, where certain features were locked in, would be acceptable. All of them being set at level 1 unless you buy more with feats is pretty boring.


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    Pathfinder Rulebook Subscriber
    Martialmasters wrote:


    Your two characters with one hp pool.

    You are one Player with one HP pool and set of actions. That is absolutely a distinction that helps Summoners not dominate the table from other Players.

    Sczarni

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    Pathfinder Lost Omens, Rulebook Subscriber
    oholoko wrote:
    KrispyXIV wrote:
    oholoko wrote:
    I never played a summoner so I don't feel as strongly about the eidolon pool of features. But the eidolon changing feats aren't enough to cover for that?

    I think part of the issue is that it requires your feats at all, as opposed to being a progression inherent to the class?

    Theres an issue with customization here that I have a hard time perceiving, because I'm a firm believer in player agency. You can currently accomplish a lot just based on the Eidolon type you choose, and description.

    If you break out core Eidolon functionality into a resource based construction system, the result will be a less capable base Eidolon - because a core concern for the designers is balance, we aren't going to get something for nothing.

    To me the customization being available when you already got a good core(animal companion and eidolon) is better than full customization and a bad core(familiar).

    But I guess people want something more similar to 1e a la carte menu instead of pf2 archetype-like eidolon with small extra options.

    Edit: Also how is the eidolon weak? The summoner feels like quite a strong class already to me and my table with small if any issues.

    The math is what makes it weak.

    It has 2 less AC than a rogue making it more vulnerable to crits. It has more "HP" than a rogue, but being so much more vulnerable to crits makes its HP effectively less than a rogues. A class at level 1, for example, could be at 7 attack if they have 18 strength. 9 if they are a fighter. But let's just go with 7 at the moment.

    A 9 on the die will hit the Eidolon, which will hit you. So more than half the time, they will be dealt damage in some way.

    Compare this with a rogue who has 18 AC. An 11 on the die is needed to hit them.

    In order to crit a summoner, you require a 19 on the die. To crit a rogue, you need a 20. Already the summoner has a 10% chance to crit them while a rogue is at 5% chance to crit.

    Let's say it's a fighter attacking the Eidolon.

    That's +9. They need a 7 on the die just to hit. That's a 35% miss chance. (65% hit chance) They have a 15% chance to crit.

    A fighter has 19 AC, +9 to hit. An Eidolon has 16 AC, +6 to hit.

    Pitting a fighter up against the Eidolon results in the Eidolon hitting the fighter 35% of the time and critting 5% of the time. The fighter hitting the Eidolon is 65% of the time and critting 15% of the time. The fighter uses a two handed weapon with 1d12. He deals 10.5 avg dmg.

    With the conduit focus spell, the Eidolon hits for 1d8+5 = 9.5 avg. Without the conduit focus spell.. 7.5 avg dmg.

    So the Eidolon is inferior to a fighter in literally every way except the summoner gets some minor casting abilities that are very limited. He is also incredibly squishy.

    Want to do multiple attacks? Okay. Eidolon get 6/1/-4 Fighter get 9/4/-1

    Percent breaks down as follows 65%/40%/15% for the fighter to hit the Eidolon

    35%/10%/5% to hit the fighter and deal less damage than if the fighter hit the Eidolon.

    You can do this same concept of math with any of the other martials. Ranger? Barbarian? Monk? Each one of those will outperform the Eidolon by a lot and Eidolons are suppose to be our main focus. In fact, with the summoner, most of the time, the Eidolon WILL be the summoner. It's our main schtick. We wont be using our casting abilities except for buffs like MAYBE mage armor but I am not sure if mage armor effects my Eidolon or just me.

    I will feel useless 90% of the time in fights.


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    KrispyXIV wrote:
    Martialmasters wrote:


    Your two characters with one hp pool.
    You are one Player with one HP pool and set of actions. That is absolutely a distinction that helps Summoners not dominate the table from other Players.

    Also helps you die


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    oholoko wrote:
    Also how is the eidolon weak? The summoner feels like quite a strong class already to me and my table with small if any issues.

    The Eidolon is slightly behind martials on all fronts and that's before the martials start getting feats to boost their abilities and their damage fixer is the summoner spending an action which defeats the purpose of 4 actions in 1 round. They can't power attack, two weapon fight, sword and board (nothing says they can't use a shield, but it'd have to be non-magical and they can never shield block), and so on all while being stuck with a d8 weapon with no tags.

    And a few spells from the Summoner doesn't make up for being behind. If the Summoner was a full multiclass archetype it'd be good but its 4 spells. And with Reinforce Eidolon and Tandem Move being almost required you don't have a fully functional class till 4th level and can't start looking at archetypes or other feats till 6th. Factor in Summoner's Call and Transpose 4 out of your 10 feats are spent on mobility and trying not to be two bodies at once rather than taking advantage of that fact.

    And the capstones are blah. The plane shift one is pure flavor. And Eternal Boost is just the 16th level Maestro Bard feat for a constant cantrip.

    I think it's a good base, but it needs to be dialed up. If the Eidolon is going to be a martial it needs the feats and combat support to keep up. If the Eidolon is supposed to be a subpar martial than the Summoner needs to be tuned to at least archetype caster progression and feat support to give it the support it needs. Compared to the Magus I think its a good base, but it's still not where it needs to be.


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    oholoko wrote:
    I never played a summoner so I don't feel as strongly about the eidolon pool of features. But the eidolon changing feats aren't enough to cover for that?

    Depends. To me it's more about eidolons feeling static and very pre-determined compared to what they were in 1E. One of the strength of 1e Summoner was that you could be a great secondary support caster and have a powerful, customizable ally on the frontline.

    2e pets are gone and don't get nearly as many features they got in 1e, most of what they get comes out of your pocket and that's fine, that's how 2e rolls. But even compared to Familiars - they are quite limited. Which is weird, since when I saw how familiars forked the first time I already had a hunch this will be later used for summoner, but no.


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    KrispyXIV wrote:
    Martialmasters wrote:


    Your two characters with one hp pool.
    You are one Player with one HP pool and set of actions. That is absolutely a distinction that helps Summoners not dominate the table from other Players.

    Or you could be a ranger or druid and get 2 pools or just invest in beast master. A separate HP pool wouldn't change that much when the summoner would be a d6 and about as useful as an animal companion outside 4 spells per day. Or at least a separate condition pool since where the summoner gets really hampered isn't through HP but through the AoE save or sucks that it gets disadvantage on. The Eidolon/Summoner combo is not powerful enough to outshine other characters even without that weakness.


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    Pathfinder Rulebook Subscriber
    demon321x2 wrote:
    The Eidolon/Summoner combo is not powerful enough to outshine other characters even without that weakness.

    Determining this in play is the point of the playtest.

    I'm not convinced of this level of weakness - a lot of the negative scenarios people are contemplating just don't happen in my experience.

    I'm already preparing my explanations for my fellow players as to why its balanced that my pet has the same AC and attack bonus as them, because most people don't see that as appropriate for another players pet.


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    KrispyXIV wrote:
    demon321x2 wrote:
    The Eidolon/Summoner combo is not powerful enough to outshine other characters even without that weakness.

    Determining this in play is the point of the playtest.

    I'm not convinced of this level of weakness - a lot of the negative scenarios people are contemplating just don't happen in my experience.

    I'm already preparing my explanations for my fellow players as to why its balanced that my pet has the same AC and attack bonus as them, because most people don't see that as appropriate for another players pet.

    The one consistency I've seen from your posts is you have a very lenient DM that will suspend logical decisions by the enemies to make you feel like you are doing better. There are times for that narratively. But it isn't all the time.

    The important thing is to divorce the straw man attempt that any difference or worry is down to DM style. Because yes any DM can ruin your day or make you godly.

    Rather the concerns I have and expressed are ones I've routinely witnessed in some form and that's not the DM having it out for us, it was him role playing the encounters.

    numerically, the eidolon is a non raging barbarian who didn't put his main stat to 18 and doesn't wear armor. He gains mild defensive feats and action economy boosters to fix the awkward summoner eidolon relationship though it doesn't alleviate it.

    They don't get anything interesting to do in combat. They are actually weaker then any other martial. While also having the weakness that if they attacked the second body, they will have an even easier time hitting and critting.

    It might be balanced in how many numbers it has, but 2e has been making the mistake that just because you have the same amount of numbers distributed within the classes, that it makes it balanced, without factoring the impact of those numbers due to where they are located.

    Edit: as for last point. It's not a pet. That's all the justification you need. Rather. The summoner is the pet. If anything.


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    people have already noted that a good point to start is figuring out what treatment the summoner should get and what people want from the summoner.To understand what is its direction.

    Right now:

    - it's not good at summoning despite its name. 1e summoner was very good at summoning.

    - it has an eidolon but it's not as good as 1e eidolon, mostly in the vagueness of the role current eidolon fills in the 2e playtest. 1e eidolon could fill a multitude of roles determined by the player, and was good in them, no great, but very good.

    - it isn't good at spellcasting. Until unchained version summoner 1e was bonkers good 6/9 caster. After unchained, summoners were still very good.

    It also had a lot of cheese and was extremely easy to optimize, to the point that in a sub-optimal party - they stole a lot of the spotlight.

    Should 2e summoner still be as good at everything as 1e summoner? I don't think so. Nor should it be this underwhelming jack of all trades.

    That's why I believe it's a good idea to allow players a way to focus into some one aspect and be good at it. A subclass system for a eidolon-focused summoner, a summoning focused summoner and a synthesyst focused summoner. Allowing them to fill most niches and tropes.

    Sczarni

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    Pathfinder Lost Omens, Rulebook Subscriber
    KrispyXIV wrote:
    demon321x2 wrote:
    The Eidolon/Summoner combo is not powerful enough to outshine other characters even without that weakness.

    Determining this in play is the point of the playtest.

    I'm not convinced of this level of weakness - a lot of the negative scenarios people are contemplating just don't happen in my experience.

    I'm already preparing my explanations for my fellow players as to why its balanced that my pet has the same AC and attack bonus as them, because most people don't see that as appropriate for another players pet.

    The math alone shows it.

    Fighter vs Eidolon
    Chance to hit 65%/35%
    Damage done (avg) 10.5/around 9 depending
    Chance on crit 15%/5%

    Do the same with Barbarian, barbarian will get a slightly higher chance to hit than the Eidolon, but more AC. However where the barbarian really outshines is the damage output.

    Using a two handed 1d12 and a rage bonus of +4.

    1d12+8 = 9 to 20 damage per hit. 14.5 dmg on avg.

    Rangers are probably comparable since they get multiple attacks at a reduced rate.

    Rogues? They get sneak attack for added damage.

    All martials deal a lot more damage, have higher AC, higher attack than the Summoner AND they don't suffer from the AOE weakness the summoner suffers from.

    I am not convinced the limited spells they get will be able to make up for that.


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    Pathfinder Rulebook Subscriber
    Martialmasters wrote:
    KrispyXIV wrote:
    demon321x2 wrote:
    The Eidolon/Summoner combo is not powerful enough to outshine other characters even without that weakness.

    Determining this in play is the point of the playtest.

    I'm not convinced of this level of weakness - a lot of the negative scenarios people are contemplating just don't happen in my experience.

    I'm already preparing my explanations for my fellow players as to why its balanced that my pet has the same AC and attack bonus as them, because most people don't see that as appropriate for another players pet.

    The one consistency I've seen from your posts is you have a very lenient DM that will suspend logical decisions by the enemies to make you feel like you are doing better. There are times for that narratively. But it isn't all the time.

    The important thing is to divorce the straw man attempt that any difference or worry is down to DM style. Because yes any DM can ruin your day or make you godly.

    Rather the concerns I have and expressed are ones I've routinely witnessed in some form and that's not the DM having it out for us, it was him role playing the encounters.

    numerically, the eidolon is a non raging barbarian who didn't put his main stat to 18 and doesn't wear armor. He gains mild defensive feats and action economy boosters to fix the awkward summoner eidolon relationship though it doesn't alleviate it.

    They don't get anything interesting to do in combat. They are actually weaker then any other martial. While also having the weakness that if they attacked the second body, they will have an even easier time hitting and critting.

    It might be balanced in how many numbers it has, but 2e has been making the mistake that just because you have the same amount of numbers distributed within the classes, that it makes it balanced, without factoring the impact of those numbers due to where they are located.

    I mostly run games, and I run encounters as they are printed from a roleplaying perspective and not from a hardcore tactical minis game perspective (I do that too, in minis games).

    I also run primarily published material.

    And I can tell you that in published material, the number of times that the players face off against professional soldiers in superior numbers to themselves is minimal.

    Mostly in those situations, theyre facing cultists, thieves, or other rogue elements held together by single individuals with extreme power or force of will, and limited and disloyal manpower. Not exactly special forces.

    More often, players are facing independent or unintelligent creatures, where basic tactics like flanking are reasonable but "prioritize the summoner over the eidolon" are not.

    Otherwise, theyre facing smaller numbers of foes where the players have a tactical advantage, and they quickly isolate, immobilize, and restrict the options of badguys making it essentially impossible to do the sort of backline targeting everyone is talking about without it being instant suicide due to AOOs and ending up in a tactically worse position because they just spent an additional action moving as opposed to reducing incoming threats.

    Everyone seems to be acting like the Summoner and their party are just going to walk into a fight like a moron and everyone is just going to stand there and watch them die.

    Thats... not how this game works? The summoner is going to stand two move actions back, be extremely inconvenient to get to based on positioning, and Take Cover from ranged attacks while their eidolon does a good Martial impression.

    Id really like for Summoners to not be OP or excessively complicated so that when I do get to play, my not so lenient GM isnt going to tell me to pick something else.


    Martialmasters wrote:


    They don't get anything interesting to do in combat. They are actually weaker then any other martial. While also having the weakness that if they attacked the second body, they will have an even easier time hitting and critting.

    The caster is no easier to hit or crit than the Eidolon and the Eidolon has on par AC with everyone else starting at 3rd (No reason its not 1st).

    A barbarian will have level + 2 for trained + 5 from dex + armor.
    An Eidolon gets level + 4 for expert + 3 from dex.
    Summoner gets level + 2 from trained + 5 from dex + armor (for one general feat)

    A summoner with one general feat in light armor will keep on curve till 13th since they will have dex and at 15th they get back on the curve with 20 dex. If they want they can even pick up the Dex Apex item later since they really don't need Charisma and put themselves on par with heavy armor.

    Casters are not more vulnerable ACwise than martials in this edition for the cost of one general feat (or none if they get any armor proficiency). Casters die in melee because they have 6-8 HP per level, the Summoner has 10, and unless your GM intentionally goes out of their way to do one attack per person (which is holding back) the Summoner is not getting attacked in any situation where a character with one body couldn't be attacked twice.

    Sczarni

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    Pathfinder Lost Omens, Rulebook Subscriber
    Quote:
    Casters are not more vulnerable ACwise than martials in this edition for the cost of one general feat (or none if they get any armor proficiency). Casters die in melee because they have 6-8 HP per level, the Summoner has 10, and unless your GM intentionally goes out of their way to do one attack per person (which is holding back) the Summoner is not getting attacked in any situation where a character with one body couldn't be attacked twice.

    Even though the summoner has 10 HP, the effective HP is much lower than that due to the lower AC. They have a much easier time being crit.

    Sczarni

    3 people marked this as a favorite.
    Pathfinder Lost Omens, Rulebook Subscriber
    Quote:
    Id really like for Summoners to not be OP or excessively complicated so that when I do get to play, my not so lenient GM isnt going to tell me to pick something else.

    No one is asking for it to be overpowered or excessively complicated. But we would like it to be tuned a bit upwards and have more focus/customization. Part of the fun of the summoner in 1e was being able to control a monster. I felt like I was able to command a DRAGON and instead in PF2e playtest we got Nall from Lunar: Silver Star Story.


    Verzen wrote:
    Quote:
    Casters are not more vulnerable ACwise than martials in this edition for the cost of one general feat (or none if they get any armor proficiency). Casters die in melee because they have 6-8 HP per level, the Summoner has 10, and unless your GM intentionally goes out of their way to do one attack per person (which is holding back) the Summoner is not getting attacked in any situation where a character with one body couldn't be attacked twice.
    Even though the summoner has 10 HP, the effective HP is much lower than that due to the lower AC. They have a much easier time being crit.

    Did you skip the first sentence? By 3rd level casters and martials should have the same AC and casters have more free feats to get scaling heavy armor if they really want. It's not until 19th that casters have a lower AC than martials. Your average bard, druid, and rogue will have the same HP and AC until 19th. Half the casters are not particularly squishy outside bad saves. If anything summoner has a bonus because if there are 5 monsters on 4 players someone is flatfooted. With 5 monsters on 5 players no one is. There need to be 10 monsters for everyone to be flatfooted and for someone to not be getting saved from flatfooted for the Summoner existing.


    Verzen wrote:
    KrispyXIV wrote:
    demon321x2 wrote:
    The Eidolon/Summoner combo is not powerful enough to outshine other characters even without that weakness.

    Determining this in play is the point of the playtest.

    I'm not convinced of this level of weakness - a lot of the negative scenarios people are contemplating just don't happen in my experience.

    I'm already preparing my explanations for my fellow players as to why its balanced that my pet has the same AC and attack bonus as them, because most people don't see that as appropriate for another players pet.

    The math alone shows it.

    Fighter vs Eidolon
    Chance to hit 65%/35%
    Damage done (avg) 10.5/around 9 depending
    Chance on crit 15%/5%

    Do the same with Barbarian, barbarian will get a slightly higher chance to hit than the Eidolon, but more AC. However where the barbarian really outshines is the damage output.

    Using a two handed 1d12 and a rage bonus of +4.

    1d12+8 = 9 to 20 damage per hit. 14.5 dmg on avg.

    Rangers are probably comparable since they get multiple attacks at a reduced rate.

    Rogues? They get sneak attack for added damage.

    All martials deal a lot more damage, have higher AC, higher attack than the Summoner AND they don't suffer from the AOE weakness the summoner suffers from.

    I am not convinced the limited spells they get will be able to make up for that.

    One thing I don't get is why you keep showing a fight between a Fighter and a Summoner. Just seems like a weird comparison. Wouldn't it be better to talk about the Fighter and Summoner each against the same enemy? In which case, the Eidolon's to-hit is 15% lower than the Fighter's, or 5% lower than any other martial with an 18 in their main stat.

    Sczarni

    Pathfinder Lost Omens, Rulebook Subscriber
    demon321x2 wrote:
    Verzen wrote:
    Quote:
    Casters are not more vulnerable ACwise than martials in this edition for the cost of one general feat (or none if they get any armor proficiency). Casters die in melee because they have 6-8 HP per level, the Summoner has 10, and unless your GM intentionally goes out of their way to do one attack per person (which is holding back) the Summoner is not getting attacked in any situation where a character with one body couldn't be attacked twice.
    Even though the summoner has 10 HP, the effective HP is much lower than that due to the lower AC. They have a much easier time being crit.
    Did you skip the first sentence? By 3rd level casters and martials should have the same AC and casters have more free feats to get scaling heavy armor if they really want. It's not until 19th that casters have a lower AC than martials. Your average bard, druid, and rogue will have the same HP and AC until 19th. Half the casters are not particularly squishy outside bad saves. If anything summoner has a bonus because if there are 5 monsters on 4 players someone is flatfooted. With 5 monsters on 5 players no one is. There need to be 10 monsters for everyone to be flatfooted and for someone to not be getting saved from flatfooted for the Summoner existing.

    Uh no? Casters innately fall around 2 AC below any martial and that's IF you put a lot of points into dex. If you have 10 dex, for example, your AC is only going to be 13 compared to say a champion wearing heavy armor is at 19 (without the shield) or a monk is at 18 with 16 dex or 19 AC with 18 dex.. Rogue is at 18 AC.

    The most you're hoping to get from a caster is 16 AC if you put a lot of your stats into dex. So 13-16 AC doesn't really compare with 18-19 AC.

    If you want comparable AC at 3rd level, you need to devote a feat to make it work. A feat that no martial needs to devote. PLUS that feat that you devote doesn't get natural progression. They finally get expert in their unarmored defense at level 13, where a martial gets expert in their armored expertise at around 13 (at least for rogues) but they can STILL wear armor from it, making their progression innately higher. Since dex is a main stat for rogues AND they wear armor AND they get the ranks up at the same time, it will innately be higher than caster will ever get.

    And as far as I know, that general feat will only net you light armor. In order to get heavy armor proficiency as a caster you need to devote 3 entire general feats to that unless you wish to go dedication into champion at level 2. But I don't think finding such a niche workaround excuses the idea that casters "don't have less AC than any other class"

    They innately do.

    Sczarni

    Pathfinder Lost Omens, Rulebook Subscriber
    BACE wrote:
    Verzen wrote:
    KrispyXIV wrote:
    demon321x2 wrote:
    The Eidolon/Summoner combo is not powerful enough to outshine other characters even without that weakness.

    Determining this in play is the point of the playtest.

    I'm not convinced of this level of weakness - a lot of the negative scenarios people are contemplating just don't happen in my experience.

    I'm already preparing my explanations for my fellow players as to why its balanced that my pet has the same AC and attack bonus as them, because most people don't see that as appropriate for another players pet.

    The math alone shows it.

    Fighter vs Eidolon
    Chance to hit 65%/35%
    Damage done (avg) 10.5/around 9 depending
    Chance on crit 15%/5%

    Do the same with Barbarian, barbarian will get a slightly higher chance to hit than the Eidolon, but more AC. However where the barbarian really outshines is the damage output.

    Using a two handed 1d12 and a rage bonus of +4.

    1d12+8 = 9 to 20 damage per hit. 14.5 dmg on avg.

    Rangers are probably comparable since they get multiple attacks at a reduced rate.

    Rogues? They get sneak attack for added damage.

    All martials deal a lot more damage, have higher AC, higher attack than the Summoner AND they don't suffer from the AOE weakness the summoner suffers from.

    I am not convinced the limited spells they get will be able to make up for that.

    One thing I don't get is why you keep showing a fight between a Fighter and a Summoner. Just seems like a weird comparison. Wouldn't it be better to talk about the Fighter and Summoner each against the same enemy? In which case, the Eidolon's to-hit is 15% lower than the Fighter's, or 5% lower than any other martial with an 18 in their main stat.

    With much lower AC (2 AC lower) and lower damage output. Everyone will literally outperform us.


    Boost and Reinforce should mostly cover the damage gaps. Boost is functionally giving you a one-handed d12 weapon to smack things with. Reinforce gives AC and resistance to everything.

    I think the only thing I would change is making the base eidolon stats more flexible to allow them to have better mental scores for skill usage. I don't really think they're going to underperform long-term when they have a dedicated buff bot.

    I'm waiting to see how people report back after running them at various levels. Nothing beats actually playing them.


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    The argument about eidolon ac isn't a huge issue so long as they move their expert ac to level 1.

    If they don't do that, you have two levels where your eidolon is a bigger liability than it should be.

    After that in a lot of ways it functions as a generic fighter puppet without the extra attack proficiency or abilities.

    It's ac doesn't fall back again until level 19. By that level you have multiple ways to help deal with this deficiency. Just not at levels 1 and 2.

    As for your reply krispy. It all assumes perfect tactics and your party having the leg up and initiating the combat themselves.

    Conversely many naysayers take the other extreme. Where they never have the leg up or the tactical advantage.

    Rather then using either of these hyperbolic scenarios, even if they can exist consistently if you have a questionable DM. Look at it as the bell curve. In Wich you will be in either scenario roughly 50 percent of the time to various degrees. Wich is about normal. In these instances, the summoner is punished more relatively speaking and has to spend feats to even shore up this weakness.

    Reality is. You could make the eidolon Wear heavy armor and get to legendary in it by endgame. Either by chance or a semi intelligent enemy, all they have to do is hit the expert in unarmored defense second body. To say that will always happen is of course unrealistic. Just as saying it won't ever is also. But when it does happen it's a glaring weakness that must be acknowledged and not downplayed.

    Sczarni

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

    Boost and Reinforce should mostly cover the damage gaps. Boost is functionally giving you a one-handed d12 weapon to smack things with. Reinforce gives AC and resistance to everything.

    I think the only thing I would change is making the base eidolon stats more flexible to allow them to have better mental scores for skill usage. I don't really think they're going to underperform long-term when they have a dedicated buff bot.

    I'm waiting to see how people report back after running them at various levels. Nothing beats actually playing them.

    I already did the math. Even with boost we are like 2 dmg on avg below someone using a 1d12 at level 1.

    You can't use reinforce the same turn as boost and it's just like raise a shield action, but slightly better.

    Plus you need to devote a level 2 feat to that.


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    My main issue with the current Evolution pool is that they are mostly just movement options or incredibly mundane ones (large/huge, smell, etc).

    We need more stuff like Eidolon covered in an energy form (flaming wyrms and etc), grabbing and constricting snakes, healing angels, mesmerising fey, and etc

    In short, current evolutions are bland for lack of better word.

    Sczarni

    Pathfinder Lost Omens, Rulebook Subscriber
    Martialmasters wrote:

    The argument about eidolon ac isn't a huge issue so long as they move their expert ac to level 1.

    If they don't do that, you have two levels where your eidolon is a bigger liability than it should be.

    After that in a lot of ways it functions as a generic fighter puppet without the extra attack proficiency or abilities.

    It's ac doesn't fall back again until level 19. By that level you have multiple ways to help deal with this deficiency. Just not at levels 1 and 2.

    As for your reply krispy. It all assumes perfect tactics and your party having the leg up and initiating the combat themselves.

    Conversely many naysayers take the other extreme. Where they never have the leg up or the tactical advantage.

    Rather then using either of these hyperbolic scenarios, even if they can exist consistently if you have a questionable DM. Look at it as the bell curve. In Wich you will be in either scenario roughly 50 percent of the time to various degrees. Wich is about normal. In these instances, the summoner is punished more relatively speaking and has to spend feats to even shore up this weakness.

    Reality is. You could make the eidolon Wear heavy armor and get to legendary in it by endgame. Either by chance or a semi intelligent enemy, all they have to do is hit the expert in unarmored defense second body. To say that will always happen is of course unrealistic. Just as saying it won't ever is also. But when it does happen it's a glaring weakness that must be acknowledged and not downplayed.

    Off topic but is your name a play off of Marshall Mathers?


    Pathfinder Rulebook Subscriber
    Verzen wrote:


    You can't use reinforce the same turn as boost and it's just like raise a shield action, but slightly better.

    Can you cite the first half of this statement?

    So far as I can see, you can use both so long as you reinforce second. Its action intensive, but doable.

    As well, Eidolons can both be reinforced and use the shield cantrip - resulting in a pseudo shield with shield level AC.

    Sczarni

    Pathfinder Lost Omens, Rulebook Subscriber
    KrispyXIV wrote:
    Verzen wrote:


    You can't use reinforce the same turn as boost and it's just like raise a shield action, but slightly better.

    Can you cite the first half of this statement?

    So far as I can see, you can use both so long as you reinforce second. Its action intensive, but doable.

    As well, Eidolons can both be reinforced and use the shield cantrip - resulting in a pseudo shield with shield level AC.

    "You focus deeply on the link between you and your eidolon

    and reinforce your eidolon’s defenses. Your eidolon gains a +1
    status bonus to AC and saving throws, plus resistance to all
    damage equal to half the spell’s level. Your eidolon can benefit
    from either boost eidolon or reinforce eidolon, but not both. If
    you cast one of them during the other’s duration, the newer
    spell replaces the older spell"

    In particularly, "Your eidolon can benefit
    from either boost eidolon or reinforce eidolon, but not both"

    Sczarni

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    Pathfinder Lost Omens, Rulebook Subscriber

    You know, with reinforce and boost, I think they should just bake those into the actual class and you pick which one they go into much like stances. I think that could help a lot as well.


    1 person marked this as a favorite.
    Verzen wrote:
    You know, with reinforce and boost, I think they should just bake those into the actual class and you pick which one they go into much like stances. I think that could help a lot as well.

    Given how action starved/hungry this class is I'd be one to agree.


    Pathfinder Rulebook Subscriber
    Verzen wrote:
    KrispyXIV wrote:
    Verzen wrote:


    You can't use reinforce the same turn as boost and it's just like raise a shield action, but slightly better.

    Can you cite the first half of this statement?

    So far as I can see, you can use both so long as you reinforce second. Its action intensive, but doable.

    As well, Eidolons can both be reinforced and use the shield cantrip - resulting in a pseudo shield with shield level AC.

    "You focus deeply on the link between you and your eidolon

    and reinforce your eidolon’s defenses. Your eidolon gains a +1
    status bonus to AC and saving throws, plus resistance to all
    damage equal to half the spell’s level. Your eidolon can benefit
    from either boost eidolon or reinforce eidolon, but not both. If
    you cast one of them during the other’s duration, the newer
    spell replaces the older spell"

    In particularly, "Your eidolon can benefit
    from either boost eidolon or reinforce eidolon, but not both"

    Right, your quote says explicitly what happens if you cast them in the same turn.

    Meaning -

    Action 1 - Act Together, cast Boost Eidolon, Eidolon Strikes
    Action 2 - Eidolon Strikes
    Action 3 - cast Reinforce Eidolon

    Is totally valid once your Eidolon is stuck in the fight. Boost ends... after its already been relevant.

    Single attack routines where your eidolon strides on action 1 are totally valid versus scary single foes, as well.

    Sczarni

    Pathfinder Lost Omens, Rulebook Subscriber
    KrispyXIV wrote:
    Verzen wrote:
    KrispyXIV wrote:
    Verzen wrote:


    You can't use reinforce the same turn as boost and it's just like raise a shield action, but slightly better.

    Can you cite the first half of this statement?

    So far as I can see, you can use both so long as you reinforce second. Its action intensive, but doable.

    As well, Eidolons can both be reinforced and use the shield cantrip - resulting in a pseudo shield with shield level AC.

    "You focus deeply on the link between you and your eidolon

    and reinforce your eidolon’s defenses. Your eidolon gains a +1
    status bonus to AC and saving throws, plus resistance to all
    damage equal to half the spell’s level. Your eidolon can benefit
    from either boost eidolon or reinforce eidolon, but not both. If
    you cast one of them during the other’s duration, the newer
    spell replaces the older spell"

    In particularly, "Your eidolon can benefit
    from either boost eidolon or reinforce eidolon, but not both"

    Right, your quote says explicitly what happens if you cast them in the same turn.

    Meaning -

    Action 1 - Act Together, cast Boost Eidolon, Eidolon Strikes
    Action 2 - Eidolon Strikes
    Action 3 - cast Reinforce Eidolon

    Is totally valid once your Eidolon is stuck in the fight. Boost ends... after its already been relevant.

    Single attack routines where your eidolon strides on action 1 are totally valid versus scary single foes, as well.

    I think that's a whole other can of worms. You found a way that, I believe, is not intended by paizo to be able to do. You're effectively gaining both benefits from them which is suppose to be unintional.


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    Pathfinder Rulebook Subscriber
    Verzen wrote:
    KrispyXIV wrote:
    Verzen wrote:
    KrispyXIV wrote:
    Verzen wrote:


    You can't use reinforce the same turn as boost and it's just like raise a shield action, but slightly better.

    Can you cite the first half of this statement?

    So far as I can see, you can use both so long as you reinforce second. Its action intensive, but doable.

    As well, Eidolons can both be reinforced and use the shield cantrip - resulting in a pseudo shield with shield level AC.

    "You focus deeply on the link between you and your eidolon

    and reinforce your eidolon’s defenses. Your eidolon gains a +1
    status bonus to AC and saving throws, plus resistance to all
    damage equal to half the spell’s level. Your eidolon can benefit
    from either boost eidolon or reinforce eidolon, but not both. If
    you cast one of them during the other’s duration, the newer
    spell replaces the older spell"

    In particularly, "Your eidolon can benefit
    from either boost eidolon or reinforce eidolon, but not both"

    Right, your quote says explicitly what happens if you cast them in the same turn.

    Meaning -

    Action 1 - Act Together, cast Boost Eidolon, Eidolon Strikes
    Action 2 - Eidolon Strikes
    Action 3 - cast Reinforce Eidolon

    Is totally valid once your Eidolon is stuck in the fight. Boost ends... after its already been relevant.

    Single attack routines where your eidolon strides on action 1 are totally valid versus scary single foes, as well.

    I think that's a whole other can of worms. You found a way that, I believe, is not intended by paizo to be able to do. You're effectively gaining both benefits from them.

    Id be inclined to agree if the text of the spell didn't explicitly address this scenario and what happens. It would have been easy to say you can't cast both in the same turn, and that's not what it says.


    Yeah I'm not seeing any problem with Krispy's suggestion. You aren't benefitting from both simultaneously and you're spending two actions a round to do it which is quite a bit.


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    Nah, you definately can "cantrip dance" between the two of them, but it comes with a hefty action cost.

    For me, Boost is the option of choice IF you get to attack twice.

    If i could only attack once, i would use Reinforce and use the freed action for something else (like Intimidate, and etc)


    3 people marked this as a favorite.
    shroudb wrote:

    My main issue with the current Evolution pool is that they are mostly just movement options or incredibly mundane ones (large/huge, smell, etc).

    We need more stuff like Eidolon covered in an energy form (flaming wyrms and etc), grabbing and constricting snakes, healing angels, mesmerising fey, and etc

    In short, current evolutions are bland for lack of better word.

    Honestly, same here. The eidolon already isn't as customizable as a lot of people would like. And the fact that a lot of the customization you can do is so boring just makes the problem feel even worse than it already is.

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