Why the separate hit point pool is important


Summoner Class

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TheGentlemanDM wrote:

It's because the eidolon isn't just a summoned creature.

You can summon expandable minions if you want. They're weak.

But for the eidolon to be truly, legitimately powerful, a little something extra needs to be given back.

Yes and that is the action economy isn't it?


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So you all really don't see the issue with a summoner having (6/level) 56 hp and the eidolon having its own (6-8/level) 56-74 hp at level 6 with full Martial Stats, when most Fighters may themselves only have 80-86 or so?

Thats so mind blowingly overpowered in my mind I'm not clear how its acceptable to anyone.

Theres more or less no way that happens and we retain an Eidolon with anywhere near the current capabilities.


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KrispyXIV wrote:
Temperans wrote:

There is no reason why the Eidolon and Summoner does not have separate HP pools!

Other than balance. The reason is balance.

That is pretty easy to fix up. Give the Summoner d6 hitpoints, the Eidolon d8. Maybe even through in a reaction for the summoner to sacrifice half his hitpoints to give them to the Eidolon. If the Eidolon Dies, it comes back on quarter hitpoints if you resummon it before the next day. Done

It doesn't have to be any more complex than that. Test it. tweak it a bit - maybe look at the CON of the eidolon.

Yes as a unit they have better hitpoints. But they are two bodies to be attacked without any of those special advantages they have in this playtest.

No one has to look up special rules for how they get damaged. Everyone heals normally.

I suspect something like this was considered, but Paizo want us to test this new complex variant.


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KrispyXIV wrote:

So you all really don't see the issue with a summoner having (6/level) 56 hp and the eidolon having its own (6-8/level) 56-74 hp at level 6 with full Martial Stats, when most Fighters may themselves only have 80-86 or so?

Thats so mind blowingly overpowered in my mind I'm not clear how its acceptable to anyone.

Theres more or less no way that happens and we retain an Eidolon with anywhere near the current capabilities.

The current Eidolon does not have full martial stats. It falls far short of any of the martials. But this is not a discussion about their offensive ability.

1) The Summoners defenses are crap
2) Two separate buckets of hitpoints are just not the same as one pool. There are a lot of things they will both take damage from. They will often need to be healed separately.
3) They have one action pool, shared MAP. They really are still effectively one character.
4) The fighter has a hit and probaly AC bonus which really counts

No I don't see it as being overpowered.


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Gortle wrote:
KrispyXIV wrote:

So you all really don't see the issue with a summoner having (6/level) 56 hp and the eidolon having its own (6-8/level) 56-74 hp at level 6 with full Martial Stats, when most Fighters may themselves only have 80-86 or so?

Thats so mind blowingly overpowered in my mind I'm not clear how its acceptable to anyone.

Theres more or less no way that happens and we retain an Eidolon with anywhere near the current capabilities.

The current Eidolon does not have full martial stats. It falls far short of any of the martials. But this is not a discussion about their offensive ability.

1) The Summoners defenses are crap
2) Two separate buckets of hitpoints are just not the same as one pool. There are a lot of things they will both take damage from. They will often need to be healed separately.
3) They have one action pool, shared MAP. They really are still effectively one character.
4) The fighter has a hit and probaly AC bonus which really counts

No I don't see it as being overpowered.

Sorry, you're correct. A non-shared hp pool will undoubtedly result in being even further behind martial offense for the portion of the summoners career where they are behind currently.

2 - You're correct. In many cases where the summoner is vulnerable, their exposure to damage actually potentially doubles because they can now be damaged twice, which actually increases time and resource drain for healing, which is a significant quality of life impact for the whole party. The duo is still massively more durable for the majority of cases though.

4 - where is this Fighter AC bonus relative to the Eidolons after level 3? Eidolons spend significant time on the Monk AC curve, and then a good portion of their later levels on par with the Fighter. I doubt we retain this if the Summoner + Eidolon picks up another 60-80% HP due to separate hp pools and adding the Eidolons con to the new one.


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If you don't want an emotional connection to your eidolon, you shouldn't be playing a summoner.


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KrispyXIV wrote:


4 - where is this Fighter AC bonus relative to the Eidolons after level 3? Eidolons spend significant time on the Monk AC curve, and then a good portion of their later levels on par with the Fighter. I doubt we retain this if the Summoner + Eidolon picks up another 60-80% HP due to separate hp pools and adding the Eidolons con to the new one.

It is in the shield, the heavy armour, or in some of the feats. Edilodons are doing d8 offensively, not d10 or d12 or a flurry.

The actual hitpoint numbers are not the point. What I put out was just a suggestion. The CON of the Eidlon would have to drop, maybe even the hit dice. Maybe start at 10. A balance would have to be found, not a total equavalence but some sort of reasonable balance.


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Grankless wrote:

If you don't want an emotional connection to your eidolon, you shouldn't be playing a summoner.

The eidolon is my dog in the fight. Of course there is an emotional connection


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I think the point is for the eidolon to be seen as, and to be treated as, something more than an expendable "dog in the fight." Again, I see why linking HP totals gets this point across.


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Linking HP doesn't get that point across. All its doing is making the Eidolon less of a creature.

The fact that I have an Emotional Connection does not mean we should share HP.

I can have an emotional connection with a familiar, I wont suddenly start bleeding if he gets hurt. Is shouldn't be bleeding if my eidolon gets hurt.

Heck people in pathfinder lore have used Eidolons for Fleshwarping experiments. That is not something you do if you share HP. Remember its supposed to be a different not an extension of yourself.

All the eidolon is right now is an extension of yourself that you can treat as a marionette.


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What I want is to play a Summoner.

If you asked a group of people who were interested in Fantasy but knew nothing about Paizo, to describe a Summoner and his Summons. Shared life force or any such concept would not show up.

Complex healing and damage rules are just bad for play and acceptance.

Paizo are going in a new and interesting direction here. Its just too far from the source for me to connect with.

PF1 Summoner overlapped enough with a classic summoner, this is something else.


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Temperans wrote:

Linking HP doesn't get that point across.

All its doing is making the Eidolon less of a creature.

The only thing making it less of a creature is you denying that it is one.

It has a unique name, backstory, description and personality.

Moreover since it seems as though the roleplaying aspect of things is dismissed out of hand by some, it has unique stats, attacks and capabilities.

It does not play like "less of a creature" because it shares a hp pool.

EDIT: Gortle, I asked my table how they felt about shared HP at the end of session last night. "Less of a character", "not like a summon" or "liability" didn't come up, but "important limitation on having two characters for balance" did.


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I think the issue is that different people want different things from the class, and it's only a single class, it won't scratch every itch. So what variation would satisfy the majority, while doing what it can to minimize how it might rub others the wrong way.


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It does like less of a creature. That is what shared HP and shared action does.

I got hurt I used those actions. If the Eidolon was an independent creature it would not be getting hurt. It would still have its actions.

The fact that you like think this system is interesting does not make it a good fit for the Summoner.


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Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

One advantage of the shared hit point pool is that the summoner or another party member can more easily heal the eidolon without going near the front line by healing the summoner.

Also, I always played my summoner as feeling his eidolon's pain when the eidolon took enough damage to be banished. I think I would actually have preferred the new mechanic over the old one for that purpose.


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Temperans wrote:

It does like less of a creature. That is what shared HP and shared action does.

I got hurt I used those actions. If the Eidolon was an independent creature it would not be getting hurt. It would still have its actions.

The fact that you like think this system is interesting does not make it a good fit for the Summoner.

How many people that think the system is interesting would it take to make you think it's a good fit for the summoner? More to the point, how many people would sway the devs?


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Ruzza wrote:
Temperans wrote:

It does like less of a creature. That is what shared HP and shared action does.

I got hurt I used those actions. If the Eidolon was an independent creature it would not be getting hurt. It would still have its actions.

The fact that you like think this system is interesting does not make it a good fit for the Summoner.

How many people that think the system is interesting would it take to make you think it's a good fit for the summoner? More to the point, how many people would sway the devs?

The way I read Temperans position, there is no interest in how the ability is in play - only the position that it is wrong, does not fit, and must be changed.

That's the really frustrating part. If I playtest it and over time it proves to be an issue, I'll change my position.

Temperans seems to have already decided, and does not appear to allow any room for, "Oops, experience shows its actually good."


There has been enough discussion on this issue that I would expect something to change between playtest and release, though I really couldn't say what that would be.

Dark Archive

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I'm coming in late to this thread so this may have already been said, but I want to voice my opinion and experience here. I LOVE the shared HP pool.

1. I don't feel like it takes away from the idea that I am summoning a unique outsider at all.

2. Honestly, it makes me feel more like I'm summoning, not less. It makes it very clear that I, as a Summoner, have a unique and rare ability that other casters do not. Sure, a Wizard, Witch, Sorceror, etc. can summon a creature, but I'm the only one who can reach out and attach my lifeforce to such a unique and powerful being.

3. I think it is a good thing that the Eidolon can't be used as a meat shield and sacrificial pawn. This only goes to show even more it is unique from the other minions I summon and is a partner rather than a dutiful servant

4. I think there needs to be a bit more support for summoning regular creatures (I'm still an advocate for a Summoning Font or Conduit Spell to summon), but the link with the Eidolon is my favorite part of this class.


An idea to support both sides.

When you summon your eidilon, you lose half your current hit points, and it gains that many as it's maximum hit points.
When you end the summon, you gain any remaining hit point it has.

That way, it can be used as a sacrifice, but also "hurt" you when it happens. Healing between battles is still simple as well.


Deriven Firelion wrote:

For those who have not read the original summoner class from PF1, please go give it a read first. Some people seem to think Paizo hasn't already established this class's lore and abilities. It is a well-established and popular class.

PF1 Summoner

PF1 Unchained Summoner

This what we summoner fans played in PF1. I played both a 1st release summoner and an unchained Summoner Inevitable and Elemental eidolons.

Super fun classes, both of them.

Neither of those is a link to a lore book. Those are setting agnostic rules. Maybe you should read the setting books for an idea of the actual lore of the class. That can help you understand the direction the summoner rules are taking.

God Caller wrote:
For each god caller, and for those who looked to these magic-users as leaders, an eidolon was not just a mysterious being brought forth by magic—it was an embodiment of the divine, the manifestation of a being they believed to be a true god.


Mellored wrote:

An idea to support both sides.

When you summon your eidilon, you lose half your current hit points, and it gains that many as it's maximum hit points.
When you end the summon, you gain any remaining hit point it has.

That way, it can be used as a sacrifice, but also "hurt" you when it happens. Healing between battles is still simple as well.

So in this instance you're no longer sharing HP? It seems like you're opening yourself up to a world of pain with this. Now you're definitely taking double damage from AoE and your frontliner has less health while you are two separate people for healing purposes.

I'm not sure that this "split the middle" is going to be agreeable to either side here.


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Oh, actually. A much simpler way.

Quick Dismiss, Free Action, Focus Spell 1.
Trigger: your elidion is about to take damage
You dismiss your elidion, avoiding the damage.
You can also cast this spell on your turn.

There you go. Keep the shared HP and you can throw it into a death trap.


Mellored wrote:

Oh, actually. A much simpler way.

Quick Dismiss, Free Action, Focus Spell 1.
Trigger: your elidion is about to take damage
You dismiss your elidion, avoiding the damage.
You can also cast this spell on your turn.

There you go. You can throw it into a death trap.

Slap that on a feat, I'm sure it'll go far. I know people that would love it and others that would avoid it, but it seems fine to me.


David knott 242 wrote:


One advantage of the shared hit point pool is that the summoner or another party member can more easily heal the eidolon without going near the front line by healing the summoner.

Also, I always played my summoner as feeling his eidolon's pain when the eidolon took enough damage to be banished. I think I would actually have preferred the new mechanic over the old one for that purpose.

Yes. May well be that the new common hitpoint mechanic is workable. Its clearly not too far from it. From a purely intellectual point of view it is odd and interesting.


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PSA: We don't define what a summoner is and what it isn't. There's no universal definition or a handbook that says what Paizo can call a class or not, nor what it has to do to qualify for a certain title.

It doesn't even really matter what the summoner was in 1E. They can retcon (or not) anything from 1E. They've done it before with Unchained and it shouldn't surprise anyone that a 2E summoner might look more like the unchained summoner than the original one.

And that's okay!


You forgot the next paragraph.

God Callers wrote:
God callers are aptly named, as they were traditionally held by the people of Sarkoris—laymen in matters of arcane and divine magic, but no more ignorant than most commoners—as the only mortals able to communicate with and conjure their “gods.” In rural Sarkoris, the distinctions between deities, demigods, powerful outsiders, summoned entities, and pure fictions blurred to such an extent that summoners were considered spiritual leaders, and stood alongside the druids, clerics, witches, and clerics that guided the clans of that land. Each eidolon is different, conjured as much from the strange realms where those creatures originate as from the imaginations, history, and tales of the Sarkorian people...

And all Unchained Summoner subtypes had a bit of lore connected to that type of Eidolon.

Lets also look take a look at 2 archetypes.

Devil Binder Unchained Summoner wrote:
Unlike those of most summoners, a devil binder’s eidolon does not willingly serve its master due to a similar philosophical bent. While some devil binders (especially those who do serve Hell) seek more amicable relationships with these infernal servants, others treat their eidolons as mere tools, remorselessly ordering the devils into battle. The nature of the summoner’s magical bond is irrevocably altered by their style of invocation. A devil binder borrows extraplanar quintessence from her eidolon, gaining strange abilities for herself and evolving her eidolon’s magical powers.
Chained Story Summoner wrote:
Story summoners rely on the harrow to weave the paths they walk, turning their tales into reality. They channel magic through their harrow decks to influence the strange extraplanar beings they summon, bringing familiar and fateful characters to life. Some focus on the more whimsical figures of the harrow, while others bring its darkest icons into the real world.


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Rp wise yes it's a seperate entity.

Mechanically it often is not.

If you only need fluff descriptors to feel it's a seperate being. That's fine.

Many of us are not sold on this at all because the mechanics of the game is also considered in our concept of said game.


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Eidolons are close enough to what most people would think of when they hear "summoner", since I can guarantee 95% of people are thinking of Yuna and actual FF10 summons aren't gonna happen. They're also relatively close to FF14 summons, which is most of the current zeitgeist wrt the subject.


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Grankless wrote:
Eidolons are close enough to what most people would think of when they hear "summoner", since I can guarantee 95% of people are thinking of Yuna and actual FF10 summons aren't gonna happen. They're also relatively close to FF14 summons, which is most of the current zeitgeist wrt the subject.

This really assumes everyone's player a final fantasy game

I have not


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I think WoW Warlocks first, Yuna second


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FF14 summoners are basically WoW locks, so there's that. ;P

Also, while I favor a "summoning font" for Summoner because it's cool and in the name, I really don't want to see a return of their crazy megasummons from 1e, which honestly barely related to the eidolons in the first place.


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Uchuujin wrote:
I think WoW Warlocks first, Yuna second

Anyone else remember Mages in Everquest?


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In the end everything will go to the survey anyway. If more people like the shared HP than not then it will be the most likely the way that the class will go, with the opposite also being true.

I personally like the shared hit points bond that it have, feels very flavorful and will be what I will say in my survey, unless further testing prove otherwise. But the session that I had until now I liked it a lot.


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I never played any of the FF games so I dont even know how does work. What I have played is Pathfinder Summoner and I would hope that Pathfinder Summoner would play like Pathfinder Summoner. Even if there are some changes because different system.

Right not that is just not the case.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I like the shared hp pool. It's far simpler and less of a hassle than the previous edition. What's more, it allows me to have a powerful eidolon without having to worry so much about stepping on anyone's toes.


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Ravingdork wrote:
I like the shared hp pool. It's far simpler and less of a hassle than the previous edition. What's more, it allows me to have a powerful eidolon without having to worry so much about stepping on anyone's toes.

Absolutely easier to track one HP pool.

A powerful eidolon that the summoner can also treat as expendable just doesn't sit right. (And the 24 hour lockout from PF1 was a frustrating mechanic). A single hp pool is the best decision for this class.


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Its not hard to track 2 HP bars.


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The shared hp and action is an example of the Synchronization trope. So no I don't think it makes it looks like the same creature. It only feels that way if you only define eidolons by its hp and ability to take action. The concept of a summoner that feels the pain of what they summon is found in pop culture, so saying it not a summoner is ridiculous to me. The shared action and hp help make it interesting and set it apart not only in power but flavor than another summons. If we gave them different actions and hp they would likely be regulated to how minion act in the game and that will severely weaken it. There are benefits and drawbacks to sharing these. I like the tandem feats and expect to see more when the class is released and with shared hp it easier to tack and heal. It also requires you to think and be creative about how you act which I really like.


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Ruzza wrote:
Mellored wrote:

Oh, actually. A much simpler way.

Quick Dismiss, Free Action, Focus Spell 1.
Trigger: your elidion is about to take damage
You dismiss your elidion, avoiding the damage.
You can also cast this spell on your turn.

There you go. You can throw it into a death trap.

Slap that on a feat, I'm sure it'll go far. I know people that would love it and others that would avoid it, but it seems fine to me.

Right, as a level 2 feat.

So people who want a disposable/tank Eidolon can have it, while still keeping the simpler shared hit points a base mechanic. Build around manifesting it more often.

To toss out another idea...

Independent Manifest: Feat 1
When you manifest your Eidolon, you can choose to make it more independent by weakening your connection to it. It gains the Minion trait, getting 2 actions and needs to be commanded the same as any other minion, though you can do so mentally. It gains it's own hit points equal to its 3+it's Con per level and you take irreducible damage equal to half of that. It cannot benefit from any Tandem feats or shared damage or healing while manifest in this way. It still benefits from any Item bonus. If you unmanifest it while in this form, you regain hit points equal to half of its current hit points.


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Pathfinder Lost Omens, Rulebook Subscriber

I personally felt the shared hit point pool didn't really clash with the summon aspect of the class because I am imagining it as the Summoner using their very lifeforce to help power the spell that's brought a fragment of a much greater entity into this world.

That "fragment of a greater being" solves a lot of problems, like dragons not being able to fly (you haven't trained enough to be able to bring through its magical abilities that assist flight).

It also is *more* like a summon than normal summoning spells which just generate a generic copy of the entity you're summoning that has no memory or persistence outside of the summon.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

That's a good point, WatersLethe.

An eidolon never forgets.

:P


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Both the Summoner and Spiritualists in 1E had the ability for summoners to sacrifice hit points for their eidolons/phantoms. What this meant in practice was that in a split HP pool situation, you either had to completely burn down the Eidolon and *then* the Summoner to challenge the pair. That also gave the summoner the opportunity to then bring out even bigger summons endlessly.

Challenging a player with that set up meant actually targeting the summoner. They were the weak link. But as a GM, that's also kind of s!!~ty to directly target them aggressively all the time. This method bypasses that, but it's also a strength to the summoner themselves because it removes them as the obvious weak point. Even if they have slightly less defenses than other characters (and I'm not sure they do), they still share the whole HP pool. You can't just incapacitate the summoner and then have the eidolon take a nap.

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