Initial Impressions, Initial changes, and a sample build!


Summoner Class


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Initial Impressions:

i)I like the general mechanics of the class as far as controling a summoned entity is concerned. Tandem seems perfect, i have no issue with the shared HP pool, etc.

ii)The focus cantrips are something that i generall like in this edition, and the initial focus power seems impactful enough.

iii)The alternative spellcasting progression seems on point (although the *specific* amount of spells might need a slight tweak upwards, like 3/2 instead of 2/2, but that requires playtesting to figure out)

iv)the summoning side of the summoner seems... weak. While summoning X as a focus power may be too much, a seperate pool of summoning spells like the Healing Font may be good enough. The exact amount of how many of said free summonings would be good enough is a matter of playtesting though.

v)Evolutions. I'd like it if there were more of them. Apart from movement types and cosmetics (that are free) there doesnt seem to be much customization for the eidolon.

vi)Eidolon strength. I dont think the eidolons are balanced with each other. Dragon and Beast seem stronger than Angel and Phantom. Action economy enhancers are king in PF2 and both Dragon and Beast get them for free, the Dragon picking an AoE ranged attack as well, while the other 2 get some weak (comperatively) effects instead.
As an example, Phantoms could get the Flickering Evolution at 7 in addition to their level 7 power, and Angels could get the Shield evolution at 7 in addition to their Aura.

vii)Disadvantage to AoE. I feel that this is slightly too harsh of a penalty, as an initial impression. Wanting to play as someone riding your Eidolon seems like a suicide. Level 10 feat turning disadvantage to advantage is nice, but that's halfway throught your career.

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Initial Changes:

i)Remove some of the build in powers and put them back old school evolution wise:
As an example, every Eidolon has a Primary d8 attack and a secondary d4 agile attack. Every Eidolon has Darkvision (making me scratch my head on "sensory evolution text). Every Eidolon has 25 speed. Every Eidolon knows 1 language.

You can codify those to evolution points and let us distribute as we wish (with some additional powers applicable to your vision of a 1st level Eidolon)

ii)AoE disadvantage: I would simply change it so that if BOTH are inside an AoE, only the Summoner rolls (and the level 10 feat then adds the advantage effect as normal if you pick it up). If only one of them is in the AoE, then use that one's saving throw as normal.

iii)Synthesis: Allow focus spells. Add later on feats that make the Synthesis more cobmat oriented.

iv)Shared HP seems nice, but i don't know if they are enough. A normal Druid+companion have in between them 8+con+6+con, so 14+2xCon HPs. Maybe increasing HD to 12+Con would be better. But that one is something that i'm willing to give it a try with 10+Con and see how it plays out.

v)minor specific gripe: I absolutely dislike how "Summoner Shield Evolution" doesnt allow the Eidolon to "Raise Shield" for itself but only for the Summoner.

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Sample Build:

The Dark Knight

Level 15 Human Phantom Summoner.

A massive blackened animated full plate. Throught the gaps of it one can swear he can see nothing but the Void. Wisps of black energy dance along it surface, following intricate, long faded, carvings, as they flicker like having a mind of their own outwards. A Large longsword in one of it's hands and a massive Shield strapped on the other, both seemingly crafted from the same material as the armor and sharing the same insidious energy.

And, in the shieldhand, safely behind the black steel, one can see the armor... gently cradling a similarly armored human. If someone was to look closer, he could even notice how the black armor of the human almost perfectly matches the large animated one that's holding him.

When a young occultist found a suit of rusted armor brimming with otherworldy energies he couldn't contain himself from immediately trying to examine the faded carvings. A relic of ages long past, after all this time all the enchantments have faded from this once-legendary piece of gear. The only thing that kept it even together was the will and the regret of the sentient magic item. A will that has long since evolved to a full fledged phantom and a regret that it failed to protect its master. Feeling a sentient's life force, the phantom leapt out of it's old husk and immediately bonded with it. Vowing to never again let its master die under his protection.

Heritage: versatile Human: Light Armor
12/10/16/12/10/18
18/10/20/18/10/21

Level 1: Ancestry: Medium armor
Level 2: Sentinel Dedication
Level 3: Ancestry: Synthesis
Level 4: Alacritous Evolution
Level 6: Hulking Evolution, Armor Specialist
Level 8: Summoner Shield Evolution
Level 10: Protective Bond
Level 12: Mighty Bulwark
Level 14: Resilient Eidolon

(basic equip: +2 flaming holy greater striking handwraps, +2 greater resilient full plate, staff of providence, probably something for +Intimidation)

AC: 32 (34 when shielded)
HP: 247 (with Toughness)
F/R/W: +27/+24/+26

Eidolon:
20/20/20/10/16/10
Longsword attack: +27 3d8+11(+17 With Boost), +1d6 fire, +1d6 Good, Slashing
Shield Bash : +27 3d4+11(+17 with Boost), +1d6 fire, +1d6 Good, Bludgeoning

Ac: 35
F/R/W: +27/+25/+25 (+2 vs mental)

Typical rounds you are "riding" your Eidolon and have 4 actions due to Act together. You want Boost and/or Intimidate from you, you want Stride +2 Strikes from the Eidolon, Shield is nice but not mandatory. If you are targeted your Eidolon gets an extra Strike, if you are targeted with AoE use your reaction for Protection Bond instead.

Typical Buffs are Haste, Boost, Bless (you should have 8 charges of it from the Staff)
Typical debuffs are synesthesia, Dance

Haste, Dissapearence, Uncontrollable Dance, Synesthesia, maybe True target, and etc are all good spells to have, so choose the best 4 for you and go from there. Remember your Offensive casting is weak so dont rely on attack spells too much.

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