Would rather play anything else


Summoner Class

Sczarni

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Pathfinder Lost Omens, Rulebook Subscriber

I've been mulling this over all day, scouring the playtest and I just don't get any of the feelings or expectations I had about the summoner being met. It seems they are trying to be a martial with limited spellcasting capabilities. But I'd much rather just play a martial or a spellcaster over the summoner at this point. The liability of being front line with the Eidolon being pretty squishy worries me and I feel like the class is just not strong.

No offense but I feel like you guys were so afraid of making a strong summoner again that no one wanted to play a game with and just completely gimped it. Overly cautious, and you managed to make the action economy a bit worse since I cannot use act together to cast a spell (Most spells cost 2 actions). The only things I can do with my extra action is attack or move and if I attack, I waste my summons MAP. The animal companion doesn't use the characters MAP and as such they can attack twice at +0/-4 and then the character can attack twice with his own +0/-4 (with agile weapons).

The Eidolon is also pretty weak at level 1.

They get 10+2+1+3 = 16 AC compare that to any other martial who isn't a tank, like a rogue. Even a rogue has higher AC than the Eidolon at 16 dex. It would be 17 AC. Most rogues have 18 dex making them solidly at 18 AC. Putting the Eidolon at such low AC is like having a wizard with 16 dex wade into the front lines in terms of squishiness.

Their HP is okay since it is 8 + 10 + con (which will probably be 16) for a summoner, being 21. But that low AC actually makes their EFFECTIVE HP so much lower than that due to a much higher chance of crit which could potentially one shot you.

The summoner also does not jive with a lot of archetypes or dedications. If I want to have heavy armor and go bastion archetype, that wont effect my Eidolon at all and it would actually be easier to just deal with my Eidolon than it would be me.

Personally I think it should be written into the Eidolon that ANY increases to AC, attacks, increasing ranks, AC etc should also effect the Eidolon.

If I choose to take the bastion archetype and I get heavy armor, my Eidolon should reflect that increase in AC that I get for wearing heavy armor.

It's just too restricted. It doesn't jive will with other dedications much. I'd prefer to just play a fighter and if I want extra magic, then dedicate into sorc.

I think this was an overly cautious attempt, but in all honesty needs to go back to the drawing board just on the math alone.


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Quote:

Personally I think it should be written into the Eidolon that ANY increases to AC, attacks, increasing ranks, AC etc should also effect the Eidolon.

If I choose to take the bastion archetype and I get heavy armor, my Eidolon should reflect that increase in AC that I get for wearing heavy armor.

Hard disagree on this. The last thing I want is for the class to require me to go out and grab two general feats and an archetype dedication to get expected AC. Eidolons have comparable unbuffed AC to the Rogue levels 3-12, and it's actually higher at levels 5-9.


Pathfinder Rulebook Subscriber
QuidEst wrote:
Quote:

Personally I think it should be written into the Eidolon that ANY increases to AC, attacks, increasing ranks, AC etc should also effect the Eidolon.

If I choose to take the bastion archetype and I get heavy armor, my Eidolon should reflect that increase in AC that I get for wearing heavy armor.

Hard disagree on this. The last thing I want is for the class to require me to go out and grab two general feats and an archetype dedication to get expected AC. Eidolons have comparable unbuffed AC to the Rogue levels 3-12, and it's actually higher at levels 5-9.

Don't forget access to a Pseudo-shield via stacking Shield Cantrip and Reinforce Eidolon, for an action cost that actually matches everyone elses if you use Act Together for both.


QuidEst wrote:
Quote:

Personally I think it should be written into the Eidolon that ANY increases to AC, attacks, increasing ranks, AC etc should also effect the Eidolon.

If I choose to take the bastion archetype and I get heavy armor, my Eidolon should reflect that increase in AC that I get for wearing heavy armor.

Hard disagree on this. The last thing I want is for the class to require me to go out and grab two general feats and an archetype dedication to get expected AC. Eidolons have comparable unbuffed AC to the Rogue levels 3-12, and it's actually higher at levels 5-9.

? No they don't. They have the AC of a wizard until level 3.

Sczarni

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Pathfinder Lost Omens, Rulebook Subscriber

Rogues have AC 18 usually at level 1. Eidolons have AC 16.

At level 3, Rogues will have 20 AC and Eidolons will have 20 AC.

That's what he means. But AC of an Eidolon is just incredibly weak WITHOUT the strength or pew pewness of a wizard.

It's all glass, no cannon.


Pathfinder Rulebook Subscriber
Verzen wrote:

Rogues have AC 18 usually at level 1. Eidolons have AC 16.

At level 3, Rogues will have 20 AC and Eidolons will have 20 AC.

That's what he means. But AC of an Eidolon is just incredibly weak WITHOUT the strength or pew pewness of a wizard.

It's all glass, no cannon.

I'm all for moving Eidolon Expert Unarmored to level 1 so there's not a weird durability gap.

I'm not sure that making the Eidolon tougher than other martials is a great idea.


KrispyXIV wrote:
Verzen wrote:

Rogues have AC 18 usually at level 1. Eidolons have AC 16.

At level 3, Rogues will have 20 AC and Eidolons will have 20 AC.

That's what he means. But AC of an Eidolon is just incredibly weak WITHOUT the strength or pew pewness of a wizard.

It's all glass, no cannon.

I'm all for moving Eidolon Expert Unarmored to level 1 so there's not a weird durability gap.

I'm not sure that making the Eidolon tougher than other martials is a great idea.

I agree they don't need to be tougher. You have actions you can invest and use to make them tougher. But I also agree they should have expert unarmored at level 1.


Would it be crazy to let eidolons wear armor and give them light armor proficiency? That would meaningfully address this problem, no? (You'd still share the potency and resiliency runes.)

Sczarni

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

Rogues have AC 18 usually at level 1. Eidolons have AC 16.

At level 3, Rogues will have 20 AC and Eidolons will have 20 AC.

That's what he means. But AC of an Eidolon is just incredibly weak WITHOUT the strength or pew pewness of a wizard.

It's all glass, no cannon.

I'm all for moving Eidolon Expert Unarmored to level 1 so there's not a weird durability gap.

I'm not sure that making the Eidolon tougher than other martials is a great idea.

I agree they don't need to be tougher. You have actions you can invest and use to make them tougher. But I also agree they should have expert unarmored at level 1.

I'm not asking for Eidolon to be tougher. I'm asking for Eidolon to be balanced. We went from outshining ALL martials in PF1e to everyone literally outshining us.

Sczarni

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Pathfinder Lost Omens, Rulebook Subscriber
Orithilaen wrote:
Would it be crazy to let eidolons wear armor and give them light armor proficiency? That would meaningfully address this problem, no? (You'd still share the potency and resiliency runes.)

Honestly - No. What would fix this problem imo is giving Eidolons the monk progression of unarmored defense and allowing the summoner to wear light armor again. It would allow at level 1 the Eidolon to have 18 AC which is respectable for a front liner. ATM, 16 AC is lower than any other front liner by 2 AC which will inevitably hurt them quite a bit.


Verzen wrote:
Honestly - No.

Why not? With studded leather the eidolon has an AC of 18 at level 1.

Quote:
What would fix this problem imo is giving Eidolons the monk progression of unarmored defense and allowing the summoner to wear light armor again. It would allow at level 1 the Eidolon to have 18 AC which is respectable for a front liner. ATM, 16 AC is lower than any other front liner by 2 AC which will inevitably hurt them quite a bit.

You can get 18 AC with light armor. And there's nothing wrong with the summoner's AC as is--the summoner can be squishy, they won't be on the front line.

Sczarni

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Pathfinder Lost Omens, Rulebook Subscriber

Because allowing an Eidolon to wear armor doesn't fit the fantasy of what an Eidolon is.


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Pathfinder Rulebook Subscriber

More importantly, by making Eidolons Unarmored based you allow the Player to describe their defenses any way the player wishes. Angels can wear plate mail, a monster has impenetrable hide, a dragon has scales or a nymph is just too pretty to hit.

Tying their defense to armor impacts that.

Sczarni

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Pathfinder Lost Omens, Rulebook Subscriber

Yeah plus imagine trying to put studded leather on a dragon.

Dark Archive

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Wearing armor brings up all sorts of questions, especially for Eidolons who's body shape does not conform with typical humanoids. That said, the AC is a real problem. I just did a small playtest with it and the Summoner was on the ground twice while the fellow melee investigator stood up to the test without going down at all.

One time was due to a 26 critting him and taking him down (would have been a regular hit on the Investigator).

Expert at level 1 would solve this, or a monk AC progression perhaps. But something really needs to be done, otherwise Summoners will be hard pressed to even get to lvl 3 or beyond.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber
Invictus Novo wrote:

Wearing armor brings up all sorts of questions, especially for Eidolons who's body shape does not conform with typical humanoids. That said, the AC is a real problem. I just did a small playtest with it and the Summoner was on the ground twice while the fellow melee investigator stood up to the test without going down at all.

One time was due to a 26 critting him and taking him down (would have been a regular hit on the Investigator).

Expert at level 1 would solve this, or a monk AC progression perhaps. But something really needs to be done, otherwise Summoners will be hard pressed to even get to lvl 3 or beyond.

That's the math I did in my head. I knew that low AC would be a real hinderance.


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I think a big problem they have is that they made summoner and magus gimped casters... When casters were ALREADY rather heavily nerfed in the first place in the transition from 1e to 2e, which I somehow think they did not take into account.


ShikiSeiren wrote:
I think a big problem they have is that they made summoner and magus gimped casters... When casters were ALREADY rather heavily nerfed in the first place in the transition from 1e to 2e, which I somehow think they did not take into account.

Not strictly true though more true for summoner than Magus. Eidolon and Magus are martial classes with some caster light options. Issue is those options are weak on a bare martial chassis. So they are weak.


Martialmasters wrote:
ShikiSeiren wrote:
I think a big problem they have is that they made summoner and magus gimped casters... When casters were ALREADY rather heavily nerfed in the first place in the transition from 1e to 2e, which I somehow think they did not take into account.
Not strictly true though more true for summoner than Magus. Eidolon and Magus are martial classes with some caster light options. Issue is those options are weak on a bare martial chassis. So they are weak.

Hm... true. I've looked more into Summoner as I was really looking forward to it, but the little I've seen of Magus makes it look like a Channel Smite Warpriest is a better gish than it is X) But I'm probably wrong on that front.

Summoner though... I can't help but feel like it is put together worse than the ( 3rd party) Convoker in the "Faithful Few" supplemental book from SamuraiSheepdog. Eh. Guess I'll hope for changes. And that some things are simply not in the playtest, like an undead eidolon.

Scarab Sages

ShikiSeiren wrote:
And that some things are simply not in the playtest, like an undead eidolon.

If you read the intro blurb about Eidolons that's right before the bit about how to read a statblock, they call out a bunch of Eidolons that sound like they'll probably be in thr final book, includinv Construct and Amalgam (Alchemical by the sound of it) eidolons for Arcane, the expected Divine options, mention of other phantoms or otherworldly beings for Occult and Fey/Plant for Nature. Undead wasn't explicitly mentioned IIRC but the Phantoms do fill that niche to an extent, and one of the occult options might have more physicality, who knows.


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The Eidolon is slightly better than a well built druid animal companion, that's 5 feats worth of investment from a druid. The summoner gives up roughly 5 feats worth of multiclass spell casting in exchange for the Eidolon. So then the question is, does the core chassis plus feat choices equal out to what a druid +animal companion can do. I think the answer is no.
I like a lot of the mechanics for summoners, it just seems like they were terrified it could become too good, but I think the fact you share HP already fixes any issue with taking over a martials spot in the group, on top of not getting any martial core abilities or anything they can accomplish with feats.


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Oh, they were absolutely scared of them being too good. 1e summoners were broken as hell. UC summoner was still very strong.

I fully expect the final version of the class to have been buffed a bit. Part of the point of the playtest is finding out how much, if any, they need changed to be balanced, as well as what people do and don't like.

I think they did a pretty good job of it overall on the APG classes, so...

Sczarni

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Pathfinder Lost Omens, Rulebook Subscriber
Dubious Scholar wrote:

Oh, they were absolutely scared of them being too good. 1e summoners were broken as hell. UC summoner was still very strong.

I fully expect the final version of the class to have been buffed a bit. Part of the point of the playtest is finding out how much, if any, they need changed to be balanced, as well as what people do and don't like.

I think they did a pretty good job of it overall on the APG classes, so...

I don't want Eidolons to be as powerful as 1e. That was a little much. But I would have still liked the class fantasy of the 1e chained summoner. Just... toned down and readjusted.

RPG Superstar 2012 Top 32

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Yeah, I don't want the eidolon to be as powerful as it was in 1e either. However, the way they built the summoner for the playtest guaranteed that I won't playtest it at all. I tried to work out three separate builds for a character, and all of them turned out... I don't know how to put it right. I was frustrated and dismayed.

*Edits*

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber
Cydeth wrote:
Yeah, I don't want the eidolon to be as powerful as it was in 2e either. However, the way they built the summoner for the playtest guaranteed that I won't playtest it at all. I tried to work out three separate builds for a character, and all of them turned out... I don't know how to put it right. I was frustrated and dismayed.

You mean 1e? =P

But yeah. Same. I love the class fantasy of summoner and loved the feel of 1e. I just think it needs to be toned down from the 1e version. Even the unchained was okay. Just give us some semblance of uniqueness and choices with how to build our Eidolon.

RPG Superstar 2012 Top 32

Verzen wrote:

You mean 1e? =P

But yeah. Same. I love the class fantasy of summoner and loved the feel of 1e. I just think it needs to be toned down from the 1e version. Even the unchained was okay. Just give us some semblance of uniqueness and choices with how to build our Eidolon.

*edits* Yes, I meant 1e. *sighs*


I never played 1e so I have no reference there, I compare it to the other caster+pet and it seems to trade a lot of power for some gimmicks and rather fun thematic stuff.
There's so many different ways they could improve though, bumping certain things might hinder other ideas. I love the idea I can have a Dragon pet, or a spirit guardian like Aisling from Gigantic, or a toy that's magically brought to life similar to Anne from LoL, or a shifting character like Jake Long from American Dragon. Lots of interesting concepts to explore but how to get them to a place they can all feel good without stepping on each other's toes.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber
OrochiFuror wrote:

I never played 1e so I have no reference there, I compare it to the other caster+pet and it seems to trade a lot of power for some gimmicks and rather fun thematic stuff.

There's so many different ways they could improve though, bumping certain things might hinder other ideas. I love the idea I can have a Dragon pet, or a spirit guardian like Aisling from Gigantic, or a toy that's magically brought to life similar to Anne from LoL, or a shifting character like Jake Long from American Dragon. Lots of interesting concepts to explore but how to get them to a place they can all feel good without stepping on each other's toes.

1e had a lot of customization. A little bit too much. You could essentially design your Eidolon however you liked and could make them into gods. You had x evolution points and it would increase every level. These could be spent in any way you saw fit, which, imo, was a bit broken.

I just thought of a way that you could theoretically balance this kind of thing though.

Give back the 1e customization. Separate the evolutions via levels. Separate the offense, defense, and support into nested hierarchies. Each group is balanced among each other and every odd level, you pick one offense, one defense, one support and they all add different aspects to your Eidolon. That way you don't end up having the fiasco that is 1e having 8 tentacle attacks per turn or some other silliness. (Yes. I am aware PF2e ended that kind of stuff.


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Right now I am not seeing how the Summoner really competes favourably with a sorc + beast master or Druid or really any caster.

The fix for action economy is more trouble than its worth. A simpler solution would be the summoner and eidolon each get 1 action and then 2 floating actions that can either be used by the Eidolon summoner or 1 action each. Current solution is overbaked and interferes with spell casting. There is nothing that much inherently stronger about an Eidolon over an AC to limit spell casting that much. Beastmaster's ability to sacrifice 2 actions to give their minion 3 is a much better fix imo.

I think maybe asking the question of is this now a fun class? Is this more fun than Bard + Beastmaster or Druid? Thematically I love the idea of the summoner but I struggle with the playtest execution. I think 2 spells per level would have been a better outcome. I think the Eidolon's stats being based off of the summoners would have been better with mentals and physicals being reversed. So Summoner CHA = Eidolon's STR, Sum Int = Eid's Dex and they share CON and WIS. Would have worked better.

None of the evolutions feel all that impactful and some are downright 'could this just be a DM fiat as it doesn't really affect anything.' I think the Eidolon sharing the summoner's special senses (rather than having their own) would have been a better option with evolutions to improve it for both.

Synthesis not being able to support or pretty much be anything other than a sack is disappointing. What about that ability says that it is fun? Summoner should still be able to use conduit cantrips and spells.

For the record I didn't play a summoner in PF1 and while I ran games where they were a little strong (I agree on toning down) the mechanical implementation in PF2e playtest feels like a lot of housekeeping and work for a subpar outcome. The only cool bit about it is that I can shape my animal companion into a cool fantasy creature (looks wise) which I could pretty much ask my GM to have my wolf look like a dragon. The riding drake as an Animal companion + bard is basically a better combo right now.

I get what Paizo was going for I just feel the awkwardness of the action economy 'fix', lack of spells and ability to cast them most of the time means the summoner falls a little flat in terms of a fun playstyle. The Eidolon lacks the combat effectiveness of a standard martial, the Summoner lacks the power and sustainability of an MC caster and can't even touch a full caster. The shared HP pool while it solves one problem creates others that I don't feel are worth it. A d6/d8 split (Sum/Eid) with a life link and a drained penalty to the summoner if their eidolon dies I think works better.

I would like the summoner to have more focus spells to give evolution buffs during combat. The conduit cantrips feel like bandaid. I would rather a Conduit spell that they cast on round 1 of combat to determine the eidolon's role during the combat.

I initially like where this was going but a playtest session where we played different encounters from EC at different levels really just felt clunky and ultimately unrewarding for the investment. Cosmetically the summoner is cool, in play it felt meh. Early levels (1-3) Eidolon was too weak to be on the front lines. Later levels I didn't see the point of having the summoner, have the eidolon choose a conduit cantrip buff round by round and it would have had the same effect with less micromanagement. I didn't feel like I had a good opportunity to really use spells in combat because of the clunkiness of the action economy so having 4 or none didn't seem to matter. Too little about the Eidolon had any thematic link to the summoner as in it didn't matter for the most part what the summoners stats were so long as constitution was high. That didn't feel fun.

Sczarni

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Pathfinder Lost Omens, Rulebook Subscriber
Cyder wrote:

Right now I am not seeing how the Summoner really competes favourably with a sorc + beast master or Druid or really any caster.

The fix for action economy is more trouble than its worth. A simpler solution would be the summoner and eidolon each get 1 action and then 2 floating actions that can either be used by the Eidolon summoner or 1 action each. Current solution is overbaked and interferes with spell casting. There is nothing that much inherently stronger about an Eidolon over an AC to limit spell casting that much. Beastmaster's ability to sacrifice 2 actions to give their minion 3 is a much better fix imo.

I think maybe asking the question of is this now a fun class? Is this more fun than Bard + Beastmaster or Druid? Thematically I love the idea of the summoner but I struggle with the playtest execution. I think 2 spells per level would have been a better outcome. I think the Eidolon's stats being based off of the summoners would have been better with mentals and physicals being reversed. So Summoner CHA = Eidolon's STR, Sum Int = Eid's Dex and they share CON and WIS. Would have worked better.

None of the evolutions feel all that impactful and some are downright 'could this just be a DM fiat as it doesn't really affect anything.' I think the Eidolon sharing the summoner's special senses (rather than having their own) would have been a better option with evolutions to improve it for both.

Synthesis not being able to support or pretty much be anything other than a sack is disappointing. What about that ability says that it is fun? Summoner should still be able to use conduit cantrips and spells.

For the record I didn't play a summoner in PF1 and while I ran games where they were a little strong (I agree on toning down) the mechanical implementation in PF2e playtest feels like a lot of housekeeping and work for a subpar outcome. The only cool bit about it is that I can shape my animal companion into a cool fantasy creature (looks wise) which I could pretty much ask my GM to have my wolf look...

Pretty much my thoughts.


The eidolon really should start with expert in unarmored. I mean they get it pretty early at level 3 but that just means that level 1 and 2 will be rather gimped and that id only play a summoner from level 3 onwards.


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The Expert proficiency at level 3 is weird and cause problems imo.

I agree (with like everyone) that it should be at level 1 and have a sane armor proficiency advancement like it does for all the rest levels of it's career.


Verzen wrote:

Rogues have AC 18 usually at level 1. Eidolons have AC 16.

At level 3, Rogues will have 20 AC and Eidolons will have 20 AC.

That's what he means. But AC of an Eidolon is just incredibly weak WITHOUT the strength or pew pewness of a wizard.

It's all glass, no cannon.

How do people get 20 ac at 3rd level? I keep getting 18. 10 + 3 dex + 5 proficiency?


Pathfinder Rulebook Subscriber
Skelma wrote:
Verzen wrote:

Rogues have AC 18 usually at level 1. Eidolons have AC 16.

At level 3, Rogues will have 20 AC and Eidolons will have 20 AC.

That's what he means. But AC of an Eidolon is just incredibly weak WITHOUT the strength or pew pewness of a wizard.

It's all glass, no cannon.

How do people get 20 ac at 3rd level? I keep getting 18. 10 + 3 dex + 5 proficiency?

Expert Unarmored for Eidolons at level 3.


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"I would honestly rather play anything else" does not necessarily indicate a class is bad, just that it doesn't really jive with your personal preferences or current frame of mind.

I could say "I would honestly rather play anything else" about a Pathfinder 1st edition Wizard, but that doesn't mean the class is weak.


PossibleCabbage wrote:

"I would honestly rather play anything else" does not necessarily indicate a class is bad, just that it doesn't really jive with your personal preferences or current frame of mind.

I could say "I would honestly rather play anything else" about a Pathfinder 1st edition Wizard, but that doesn't mean the class is weak.

you just looking for nitpicks with this comment i feel


PossibleCabbage wrote:

"I would honestly rather play anything else" does not necessarily indicate a class is bad, just that it doesn't really jive with your personal preferences or current frame of mind.

I could say "I would honestly rather play anything else" about a Pathfinder 1st edition Wizard, but that doesn't mean the class is weak.

I would be one thing if that was the only statement he made: He made a fairly substantial post including mechanical reasons. I don't see what's bad with a "I don't like it because' statement.

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