
Martialmasters |
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graystone wrote:You shouldn't have to contrive situations so that the summoner doesn't get attacked while the 'pet' is 100' away 4 rooms away because 'that's how all the adventure do it'.
I'm not contriving anything. I'm basing my position on having played in or run various APs, and my observations from the setups therein.
In published material, situations where you can employ these tactics are all over the place.
I didn't just arrive at this position randomly - its based on actual experiences.
On a kind GM and perfect scenarios. I'm not sure if your metric is a reliable basis

Gortle |

citricking wrote:The summoner is not exactly rigid every round. They can cast electric arc when an enemy is next to the eidolon are in range.With your lower spellcasting stat? It might do ok damage, but I tried this as a monk with the lower spellcasting stat and a maxed out wisdom with adapted cantrip. Let's just say it did not equal the damage done by other martials combined with a flurry attack. It was in fact quite sad.
This casting DC is lower by 2 compared to an optimised specialist caser in only 50% of levels, but this is also occuring at the same time that the Eidolon is getting its single best attack in with no MAP. And the summoner still has a spare action.
Looks pretty good to me.
Gortle |

I already stated where I think it should go. They should model it on the Magus and Summoner of PF1.
1. Spell strike being a round to round 2 action ability usable cantrips.
2. Eidolon as separate independent creature with its own hit point pool, actions, and the like.
Hit points I agree with - I would like to see it with its own hitpoints. Maybe still factor it off the summoners hit points. Even reduce the summoner back down to d6 hitpoints per level. Give it half hit points if you bring it back within ten minutes of it dying and maybe a large pool of temporary hit points.
Own actions - no I just don't think that works. It would be far too strong especially if the got rid of shared MAP. It is apparent that they are trying hard to stop the Summoner and the Eidolon from casting a 2 action spell each per turn. I can't see how giving it any more actions would be reasonable.
3. 4 slot casting out. 2 slots of every level up to 7th and 1 8th and 9th level slot. Or keep the 2 slots of 8th and 9th level with slot of every lower level slot. Give you room for casting those lower level buffs and spells that add a little utility.
I'm just not getting the reason for the intensity of your objection here. I'd much rather have these 4 top slots than any others. You still have access to all the other ways of getting extra magic slots, including in the eidolon itself, ancestry feats, items.
4 per day plus cantrips is not so bad. I don't want them to drop the martial or the spell casting skill any more.
Spell strike four times a day due to 4 slot casting mucho bad.
Fine that I agree on but this is a summoner thread.
Eidolon with shared hit point pool where you just fall on your face if it goes down scouting mucho bad. That's not how a summoner player is supposed to view his eidolon as some expendable thing that knocks him out because it was killed scouting for some group to get him back up with medicine because the rules say he can.
The hit point thing again. Yeah I agree here. It is the whole fricken point of a summoned creature. If it can't be replaced relatively cheaply, if you take damage when it is hit - where is the central story of the summoned creature?
The summoner might be a reasonable class, but its not a summoner.
graystone |

graystone wrote:You shouldn't have to contrive situations so that the summoner doesn't get attacked while the 'pet' is 100' away 4 rooms away because 'that's how all the adventure do it'.
I'm not contriving anything. I'm basing my position on having played in or run various APs, and my observations from the setups therein.
In published material, situations where you can employ these tactics are all over the place.
I didn't just arrive at this position randomly - its based on actual experiences.
Then you didn't understand my post: it means that not only must it be true of current adventures but it'd have to be true for both future adventures AND home made ones too: you have to "contrive situations" or the creators of the adventures have to to keep this the status quo for new ones made.
So I wasn't disagreeing with your current experiences, just that that to keep those experiences the same it forces a certain set of conditions into every single adventure to come to do so. Summoner shouldn't be designed based solely on what published adventures have previously been made.

KrispyXIV |
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No class should be designed based on how adventures are made they should be designed to fit the system regardless of the the GM chooses to run them.
Based on Mark's comments earlier about why Flight is restricted, and the system having certain breakpoints based on how much of an adjustment or 'lift' it is for a GM to accommodate certain strategies, I don't think this is going to work out how you like.
They are clearly designing things based on how adventures are designed and how they expect GMs to run them.

graystone |

Temperans wrote:No class should be designed based on how adventures are made they should be designed to fit the system regardless of the the GM chooses to run them.Based on Mark's comments earlier about why Flight is restricted, and the system having certain breakpoints based on how much of an adjustment or 'lift' it is for a GM to accommodate certain strategies, I don't think this is going to work out how you like.
They are clearly designing things based on how adventures are designed and how they expect GMs to run them.
There is a LOT of difference between 3D combat and you might have random encounters or be attacked from 2 directions at once". One is a level based concern and the other if pure combat tactics. IMO, it's apples and oranges.

Temperans |
Temperans wrote:No class should be designed based on how adventures are made they should be designed to fit the system regardless of the the GM chooses to run them.Based on Mark's comments earlier about why Flight is restricted, and the system having certain breakpoints based on how much of an adjustment or 'lift' it is for a GM to accommodate certain strategies, I don't think this is going to work out how you like.
They are clearly designing things based on how adventures are designed and how they expect GMs to run them.
There is a deference between "this is were we expect abilities to be" and "this is how we design adventures".
The former is independent of the adventure no matter how you design the adventure the abilities will work the same.
The latter on the other hand is extremely variable. With Paizo, GMs, and 3rd party sellers all having different ideas on how to make an adventure. All of them valid (to some extent).