Summoner / Eidolon Quality Of Life Issues


Summoner Class

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PossibleCabbage wrote:
Considering the sheer number of abuses of the synthesist archetype in PF1 I'm pretty okay with Synthesis being a thing that a character would do purely for the aesthetics of it, and not for any sort of mechanical efficiency.

And yet there's a good chunk of the summoner fan base that want to go all synthesist...


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Charlesfire wrote:
Voss wrote:

Honestly, the easiest change to synthesis is to allow the combined creature to cast conduit spells and self targeting spells from the summoner's spells known, using the summoner's slots.

And that any effect on the summoner migrates to the new combined creature.

That might not be enough. Having to spend 1 action / turn to compete in melee and not having a fourth action might make them not competitive option compared to martial classes. I would be more in favor of getting the bonus given by Boost Eidolon if you're merged with your eidolon (I assume synthesis would be a class path and not a feat).

I think that's a general issue with the conduit cantrips themselves.


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Charlesfire wrote:
PossibleCabbage wrote:
Considering the sheer number of abuses of the synthesist archetype in PF1 I'm pretty okay with Synthesis being a thing that a character would do purely for the aesthetics of it, and not for any sort of mechanical efficiency.
And yet there's a good chunk of the summoner fan base that want to go all synthesist...

Agreed. It's a very appealing fantasy. It's the heroic version of the villain summoning a demon lord into their own body, etc.

While my personal interest is heavily in the build-a-monster side of things I think Synthesist should get a little more support so that it's viable. Getting flat out 4 actions may be too much, but it needs some kind of action economy booster. Getting the full mental stats of the summoner needs to wait as a higher level feat (see Twinned Eidolon at 18, but) for balance, but some degree of the summoner's magical ability should be available still because otherwise the summoner may as well just hide and project senses.


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Charlesfire wrote:
Voss wrote:

Honestly, the easiest change to synthesis is to allow the combined creature to cast conduit spells and self targeting spells from the summoner's spells known, using the summoner's slots.

And that any effect on the summoner migrates to the new combined creature.

That might not be enough. Having to spend 1 action / turn to compete in melee and not having a fourth action might make them not competitive option compared to martial classes. I would be more in favor of getting the bonus given by Boost Eidolon if you're merged with your eidolon (I assume synthesis would be a class path and not a feat).

Oh, I don't disagree- but assessing focus spells is a huge problem for me personally, they never seem like they do enough (the oracle was and is a huge problem, as I'd almost never consider casting a focus spell being worth the penalties invoked)

So, yeah, conduit spells likely need tweaking, but I'm definitely not the person to do it.

But synthesis bringing the hammer down on everything else your class does seems obviously way too much, especially given how limited you are in 'everything else' just to have the eidolon at all.

Just the action cost to go in and out of synthesis makes it rather prohibitive to even attempt janky things in play.


Dubious Scholar wrote:
Charlesfire wrote:
Voss wrote:

Honestly, the easiest change to synthesis is to allow the combined creature to cast conduit spells and self targeting spells from the summoner's spells known, using the summoner's slots.

And that any effect on the summoner migrates to the new combined creature.

That might not be enough. Having to spend 1 action / turn to compete in melee and not having a fourth action might make them not competitive option compared to martial classes. I would be more in favor of getting the bonus given by Boost Eidolon if you're merged with your eidolon (I assume synthesis would be a class path and not a feat).
I think that's a general issue with the conduit cantrips themselves.

I think an easy fix is to treat the Summoner like an Intelligent Item while using synthesis by allowing them to do non-physical actions. Add in the ability to ignore casting components [replace with Concentrate] for spells targeting the Eidolon and it seems workable.

This allows the summoner to do things like Recall Knowledge, which they can't do otherwise, and support with Summoner Cantrips. It just seems really sad that the Summoner in synthesis can't even Recall things as-is.


I like the concept behind Dual Studies, but it doesn't feel right as a class feat. I would like to see it worked into your initial proficiencies. Maybe a summoner-specific skill feat.

Liberty's Edge

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PossibleCabbage wrote:
Considering the sheer number of abuses of the synthesist archetype in PF1 I'm pretty okay with Synthesis being a thing that a character would do purely for the aesthetics of it, and not for any sort of mechanical efficiency.

I would be 100% fine if this were how it worked. It being on par with a normal Eidolon is the goal, frankly.

At the moment, it's much, much, worse than that. At the moment, going Synthesis as a primary combat style is mechanically a lot like playing a Barbarian and never raging. You can do it, it's even good very occasionally, but it is a terrible life choice well over 90% of the time. It is actively bad and not viable.

Having the Feat can be fine for the specific cases in which t is useful (mostly non-combat stuff), but its use as a primary combat style is not remotely viable.


PossibleCabbage wrote:
Considering the sheer number of abuses of the synthesist archetype in PF1 I'm pretty okay with Synthesis being a thing that a character would do purely for the aesthetics of it, and not for any sort of mechanical efficiency.

I agree, but I'd like it to specify that you use the physical, not mental, statistics of the eidolon so you don't become worse at will save and mental skill checks during synthesis.


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Xenocrat wrote:
PossibleCabbage wrote:
Considering the sheer number of abuses of the synthesist archetype in PF1 I'm pretty okay with Synthesis being a thing that a character would do purely for the aesthetics of it, and not for any sort of mechanical efficiency.
I agree, but I'd like it to specify that you use the physical, not mental, statistics of the eidolon so you don't become worse at will save and mental skill checks during synthesis.

No. Using both sets of stats has to be kept off at low levels at least. That was one of the big drivers of 1e synthesist being crazy broken - you just never split so you had a character with far more stats than anyone else could ever have.

The existing Twin Eidolon feat at 18 does allow using your mental stats, but still has the other issues of synthesis (and, oddly, synthesis isn't a prereq either)


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PF1 Summoner had better stats but they still had a worse BAB and worse spells (in general) than other classes.

The 2 benefits PF1 Synthesist had over the other classes were: Better Attributes, and Monster abilities (mainly pounce). Thats it.

It was broken because natural attack and charge builds were broken. Not because having high stats for mental and physical was broken.

Sczarni

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Pathfinder Lost Omens, Rulebook Subscriber
Dubious Scholar wrote:
Xenocrat wrote:
PossibleCabbage wrote:
Considering the sheer number of abuses of the synthesist archetype in PF1 I'm pretty okay with Synthesis being a thing that a character would do purely for the aesthetics of it, and not for any sort of mechanical efficiency.
I agree, but I'd like it to specify that you use the physical, not mental, statistics of the eidolon so you don't become worse at will save and mental skill checks during synthesis.

No. Using both sets of stats has to be kept off at low levels at least. That was one of the big drivers of 1e synthesist being crazy broken - you just never split so you had a character with far more stats than anyone else could ever have.

The existing Twin Eidolon feat at 18 does allow using your mental stats, but still has the other issues of synthesis (and, oddly, synthesis isn't a prereq either)

I don't think that is necessarily as big of an issue as it was in PF1e because of the nature of how we get stat bonuses and what our stats are used for. In PF2e, the stats the Eidolon can give are significantly less than the ones they gave in 1e. Remember, I can give myself enhanced strength several times with evolutions or I can make myself huge which gives me a whopping +8 strength bonus, plus the idea that in PF1e you could literally take a 7 in str, con, dex, to beef up your mental stats to 14, 16, 18.

That PLUS allowing us to keep our mental stats while replacing our physical stats with the Eidolons made it broken. But I am not convinced, with the way PF2e is set up, that doing that with synthesis this time around will cause those issues.


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As a summoner, the normal turn would go: 1a - Boost, 1b - eidolon attacks twice (2), 3 - Reinforce. Act Together bundles the Boost with the first attack, which is nice.


Astrael wrote:
As a summoner, the normal turn would go: 1a - Boost, 1b - eidolon attacks twice (2), 3 - Reinforce. Act Together bundles the Boost with the first attack, which is nice.

LOL looks eerily familiar unless movement was required. ;)


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Astrael wrote:
As a summoner, the normal turn would go: 1a - Boost, 1b - eidolon attacks twice (2), 3 - Reinforce. Act Together bundles the Boost with the first attack, which is nice.

This sounds like monk ki strike, flurry, raise shield.

Blech. Not what I want in a summoner. I want more of an offensive power house than a tank. Give me more barbarian than monk.


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Astrael wrote:
As a summoner, the normal turn would go: 1a - Boost, 1b - eidolon attacks twice (2), 3 - Reinforce. Act Together bundles the Boost with the first attack, which is nice.

This is similar to my experience. My issue with the Summoner was largely that the summoner itself basically wants actions in one-action packages (to work with Act Together), so I have very little interesting to do that's not "move" or "math boost for your Eidolon".


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Additionally, one thing I would like to see- all Eidolons should have at least one activity or action they can perform as part of their combat routine outside of the normal "strike, stride, step" trifecta.

Beast and Dragon Eidolons start with one, and get more later, but the Phantom only gets a reaction and the Angel just has passive abilities until 17th level when it gets innate spells.

It can be something that's shared between all Eidolons, giving Eidolons more stuff, or through evolutions but I want something to do with an Eidolon's actions that aren't plain old strikes or moving.

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