
KrispyXIV |
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Let's Talk about Evolution Surge, one of my favorite things about the 2E Summoner playtest.
On a schedule, my Eidolon gains access to several abilities which cover a range of things that are situationally appropriate, which may not be worth spending permanent resources on. I see it less as adding new features, as "turning on" eidolon features that are situational or not always needed.
Its such a potent mechanical and narrative option.
And every single Summoner/Eidolon has access.
While it isn't currently an issue (presumably not all Eidolons will have Darkvision, the answer to the question "Can your Eidolon see in the dark?" Is always an action away, through whatever justification you like.
Scent as an imprecise sense is hugely flexible, and can be described as pretty much any exotic sense when the difference between that sense and scent isn't material. Or it can be flavored in interesting ways, like my muse themed Eidlon being able smell peoples talents - or lack thereof.
Swim speed on demand? Especially appropriate for those eidolons with serpentine forms or which "Don't need to breathe anyway, due to composition."
Who doesn't like a burst of speed with +20 movement? Plus - the descriptive options are endless. My angelic lillends lazy demeanor vanishes, and she strikes with a viperish burst of speed.
At 5th level the third level heightening adds a couple more potent options.
If I need my Eidolon to ferry me about, the increase in size may be less about duplicating an Enlarge spell than about my Eidolon and myself sharing a single, larger area as she ferries me about.
A climb speed is essentially a fly speed when it comes to bypassing many obstacles related to height, or ascending and descending relative to obstacles. Wings or limited flight are easily represented several levels early here in narrative.
As a fifth level heightened spell, we get two more options.
Everything about large continues for Huge, except that the area threatened by the eidolon becomes truly enormous. At this point, it can control the battlefield simply by filling up space, and is a threat to entire encounters at the same time.
As well, proper flight opens up one single spell level up, on a rechargeable resource available every encounter for those eidolons where enabling Flight is thematically critical.
I dont know that this Focus spell has gotten enough positive press yet, because it really does a ton for the Summoner and enabling Eidolon concepts. If you view it as a completely free (well, mostly free) way to declare new Eidolon traits at will ("Wink, remember my Eidolon can sense life energy, wink.") It gives the class unparalleled narrative power with mechanical hooks attached.
Edit: I just totally realized that you could have Evolution Surge be the vehicle for sharing Skill Feats with an Eidolon by adding a single entry to it.
What other minor additions would be reasonable, but do heavy lifts for the class?

cavernshark |
3 people marked this as a favorite. |
I agree that evolution surge is pretty great the way it's designed. It feels like the kind of focus power that feels good because it's very strong when you need it and it scales up well. If anything, so many of the powers it grants are even better than the evolutions since the alternate movement speeds and senses are mostly only situationally useful.
That said, minimally throwing +20 movement speed onto your eidolon at the start of the fight is basically giving them nearly an extra stride each round so it feels good.
I actually wish that Boost Eidolon felt more like Evolution Surge, just on a shorter time span where you make relevant combat choices each round. This might be possible if evolution surge automatically baked in the damage boost, which really feels like a math fixer anyway, and then boost eidolon gave you choices like "gain reach for a round, change your damage type (versatile B/P/S) for a round, or boost the eidolons AC by 1/2". Subsequent feats could add options like energy damage.
Your rotation might be Evolution Surge at the start of a fight(give it movement and the passive damage boost sort of how rage adds temp hp and a damage boost for 10 rounds), and then act together to each move into position or strike if appropriate. Then in subsequent rounds, you can use Boost Eidolon to give it one of the per round temporary powers you got baseline, or unlocked through other feats. Boost eidolon would be more like a minor surge than a small numerical boost.
I also like your idea of adding a way to let the eidolon use your skill feats, though I admit that feels more like a good candidate for a permanent feat rather than something I'd want to do temporarily.