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Different spell list, Inquisitor tends to be more self-buff and Summoner is buff general. General buffs like Haste, Barkskin, Shield.
The Eidolon. Though you can kind of fake it with the right inquisition to get a mount or animal companion... but you don't share your teamwork feats with it. You also don't get the Eidolon buffing stuff, like sharing HP, granting bonuses while within reach, teleporting to each others squares, sharing evolutions.
Inquisitor gets Bane, some skill-related class features and bonus teamwork feats.
Basically, Bane vs Eidolon and teamwork feats vs evolutions as far as I am concerned.
A Summoner can wade into melee, the only difference is medium armor(and shields) vs light, and simple vs a couple martial ranged(deity's favored) for weapons. But Summoners can buff shield bonus to AC a couple of ways plus the general buffing I mentioned already. Both are 3/4 BAB and are likely to spend a feat(or gold) on proficiency on a good weapon anyway.

Apple123 |

Summoner or Master Summoner (archetype)? Because the main feature of the Monster Tactician Inquisitor is the Summon Monster SLA ability - and that ability cannot be used by the Summoner while the Eidolon is active and vice versa (some special exceptions apply to that rule).
General things:
- The Summoner has an arcane spell list with things like Haste, Invisibility, Overland Flight or Dominate Monster. While being a 6th level caster he has a squished 9th level spell list. Both spell lists are powerful, with perhaps a light advantage in "general utility" for summons for the Summoner.
- The (full) Eidolon is a very solid combat chassis, with flight, reach, pounce etc build-in depending on the build and the level. A bit over a combat animal companion, but not by much. Depending on your build it can be a decent frontliner for your group if your players do not want to cover that role.
- One uses Charisma, the other Wisdom as casting stat. Both have their advantages.
- The out-of-summoning utility of the Summoner is almost non-existent. The MT is still an Inquisitor with a lot of mechanical features to provide utility and power inside and outside of combat.
- The Inquisitor is MAD, the Summoner is SAD and can be played this way without loosing too much, while of course he can be build to fulfill a secondary role (like melee with a long spear), but then would have to balance the different attribute requirements. A strictly spellcasting oriented Inquisitor? Sure, but perhaps not the best idea.
If you are however talking about the Summon Monster SLA, there is the Master Summoner (Summoner) archetype.
- The MS starts with [5 +ChaMod] charges of his daily Summon Monster SLA, the MT with [3 +mod].
- The MS can have multiple max level Summon Monster SLA active. The MT only 1. Which means for the MT 1 max level creature or 1d3 / 1d4+1 lower level creature. If you have (just as an example) 20 Charisma and you are level 7 (Summon Monster 4), 10 Hound Archons can fight at your side. This is one of the reasons while the Master Summoner is so infamous: many players cannot handle and are not used handling multiple summons. There are literally apps like the "Master Summoner" app making that feature usable at a normal table.
- As the Master Summoner will probably more specialize in summoning he will probably use more of the summoning feats like the full Expanded Summon List feat or the Evolved Summon feat. And his ability to have more summons can lead to insane results. Like summoning up to 6 Vulpinals at level 13 (with one single Summon SLA, and at that level you will have 10-12 uses per day), each of them is invisibile, has a ton of support spells ... and each can heal 18d6 hitpoints.
- The eidolon of a Master Summoner is not a combat creature. The mini-eidolon of a Master Summoner can be a surprisingly good rogue/scout-replacement if your players do not want to cover that area. Magic Trap finding, avian flight, darkvision and multiple +8 bonuses to rogue/scout skills like stealth, perception and disable device can come in quite handy.
SYL

Melkiador |

I really don't feel the summoner is any less MAD than the monster tactician. The monster tactician can be built and played as a full caster. They just have more options to branch out from that, than the summoner has.
I'd also say being wisdom based is a little more powerful than being charisma based. Wisdom will help with common things like will saves and perception checks. Charisma is mostly just for some social skills which will be of variable use.
Another minor bonus to the MT is having a good fortitude save. Between having that good fortitude and a really good will save, it will be very hard to quickly take a monster tactician out of a fight.

Apple123 |

The monster tactician can be built and played as a full caster.
In theory sure, but consider: some of the remaing MT Inquisitor abilities are still heavily combat oriented like Bane and teamwork feats. And the second main feature of the MT, the summoned creature teamwork feats requires either the MT fighting with summoned creature (Outflank for example) or summoning lower level summons (1d3 / 1d4+1) which can sometimes be extremely powerful, but often weakens the summoned creatures due to the gap in CR/HD. So in order to use these class abilities you would need the weaken your caster stats and vice versa.
The Summoner, indirectly, has a bit more "freedom" in that regard, as he has the Summon Monser SLA, then a good spell list with very good buff/control spells and then the combat focused eidolon, taking care of wrecking stuff, allowing the Summoner to focus on the caster side. And the Master Summoner simply has more Summon Monster SLAs.
But yes, the MT Inquisitor is a very good, very powerful and very well designed package, that is true.
Edit: ah, yes another major advantage for the MT Inquisitor: he is actually accepted at the gaming table. How many DMs start with "No Summoner! No Master Summoner! Oh yea, Inquisitor is fine!!!". *sign*
SYL

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Edit: ah, yes another major advantage for the MT Inquisitor: he is actually accepted at the gaming table. How many DMs start with "No Summoner! No Master Summoner! Oh yea, Inquisitor is fine!!!". *sign*
Frankly I'll never understand GMs being paranoid about the summoners. They're far from overpowered. Comparing similar concepts, I would say from experience, an oracle or a cleric with an animal companion is worse because of the bigger spellcasting. The eidolon might still be stronger, but not by much. The only real problem is more on length sessions, having a character, a companion and summon monsters active at the same time don't help.
Otherwise, Summoners are more reliant on the party for their own usefulness, Monster Tacticians are more "selfish". But none are inherently stronger than the other.

Derek Dalton |
Pazio banned Synthesist Summoner from Official gameplay. I'm playing one and he isn't over powering at all. It was his Pit Spell that did more damage then his fused Eidolon. He attacked a double of his fellow party member never came close to hitting her. My AC is actually lower then three Tank PCs. His damage output is lower as well. Medium Eidolon's max normal damage is a D6 without spending evolution to improve it. You can increase that to a D8. And half their attacks are secondary gving that attack a minus 5 to hit.
The spell selection of a Summoner is also to be blunt sucks. A specialized wizard gets more variety and they can cast those opposed schools at a higher cost. The minute per level at low levels is sweet but at higher levels not so much really. It makes a difference in some cases but not always.
After playing a synthesist summoner would I play one again? No. I've wanted to experiment with one. After playing with him I'm not impressed at all. His cohort an archtype of a Warpriest is way more fun and effective then him. I have a dwarf rogue wizard specializing in Conjuration who is more effective with his spells and monsters. His rogue level combined with his monsters allows him plenty of back stabbing opportunites.

Derklord |

being divine so you can wade into combat alongside them is huge.
Is it? I ocne calculated the damage gain form my SUmmoner's Haste, and ended up with a number on part with the damage output of one of the party's martials. With Haste and the Eidolon, my Summoner provided the damage output of two good martials.
Overall, as pretty much always the case, what's best depends on what you actually want. If you want a martial (or rather gish) character that summons some extra bodies, Monster Tactician is best. If you want a purely summoner focussed character, Master Summoner is best. If you want to add a powerful melee presence and damage boost to a group with some martial/gish characters, vanilla Summoner is best. All of these are among the most powerful Pathfinder has to offer in the 6/9 casting range.
Unless you have someone who has nothing better to do than cast Haste first round of every combat (Bard/Skald), that spell alone pretty much makes Summoner have a better spell list. That goes double for cSummoner, which gets many spells at the same character level as full casters; e.g. Haste, Greater Invisibility, Overland Flight, Teleport, Wall of Stone, Greater Teleport, Maze.
- The (full) Eidolon is a very solid combat chassis, with flight, reach, pounce etc build-in depending on the build and the level. A bit over a combat animal companion, but not by much. Depending on your build it can be a decent frontliner for your group if your players do not want to cover that role.
I presume you're either talking about unchained Summoner, or have never seen a proper Eidolon. A well-build Eidolon is so much better than an animal companion it's not even a competition, and blows 98% of all martial characters out of the water, too!
Frankly I'll never understand GMs being paranoid about the summoners. They're far from overpowered. Comparing similar concepts, I would say from experience, an oracle or a cleric with an animal companion is worse because of the bigger spellcasting.
You don't see the issue because you're making the wrong comparisons. Sure, compared to a Oracle or Cleric, Summoner isn't problematic, but what about a martial? From their viewpoint, you have someone in your party who's class feature is (probably) better than your entire class, and the guy still has 6/9 casting with an amazing spell list on top of that! Even for a Barbarian, having to spend three rage powers and waiting until 10th level when the Eidolon can just get pounce for 1 evolution point at first level, and likewise having to spend three rage powers to get a few rounds of flight per day at a time where the Summoner has cast Overland Flight on the Eidolon for all-day-long flight, can easily feel unfair.
The problem with Summoner has never been power level, but spotlight stealing power. Synthesist is the same thing on crack, having the same issues but lacking the feel good effect martials get form recieving Haste every combat (which is why Synthesist is even more hated despite being a huge downgrade in power). I Wizard buffing the melee, and teleporting the melee around, and using spells to prevent enemies from hitting the melee, is way ahead in power, but that doesn't feel bad from a melee's perspective. Someone who just does more damage than a melee without having the same problems with flying or invisible enemies may be much weaker, but can still feel much more overshadowing.
In effect, the Summoner's biggest problem is not the class itself, but the large number of atrociously made martial classes that get outclassed by the Eidolon. Brawler, Cavalier, Samurai, Gunslinger, Swashbuckler, and cMonk lack selectable class features, which no class in the game should lack. Fighter, Rogue, Cavalier, Swashbuckler, Ninja, and Samurai only have a single good save, something no pure martial class in the game should have. Rogue, Ninja, and Stalker Vigilante are even behind an Eidolon on BAB three quarters of the time because they have medium BAB, something no pure martial class in the game should have. And to add insult to injury, most of these classes also don't have an easy fix to the "can't move plus full attack" sickness that plagues the game, while Eidolon does.
@Derek Dalton: Let me get this straight, you say Synthesist is weak because you pick crappy attacks and don't pick the options to increase your AC, and because the casting of a 6/9 caster isn't stronger than a Wizard's? You're a few months late for April Fools' Day, you know?

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When I played a vanilla original summoner, I found the Eidolon to be far more powerful than summoned creatures. It felt like my character was 3/4 of a full caster, with a pet that was 3/4 of a martial, each with their own standard actions. The Eidolon was a bipedal with weapon proficiency: greatsword and the Reach evolution. It also had Disable Device and the Skilled Evolution for +8 on the checks. I used the summon monster SLA mostly for out of combat utility.

Derek Dalton |
My point is the base Eidolon no matter how well designed lacks the hitting power a martial class can achieve. Even using evolution gets main attacks at d8 and secondary at d6. Well designed martial class can do higher. Yes the advantage of an Eidolon is they get more natural attacks compared to martial. My Eidolon has five attacks I attacked a Paladin evil clone in our party missed ten times two attacks sequences. Our archer attacked twice with three attacks each hit four times. His BAB was higher as well as his damage output. AC wise even with picking all the AC boost allowed by level and spells our fighter and paladin still have a higher AC. Mine with Eidolon spells and magic items hit at 44.

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My point is the base Eidolon no matter how well designed lacks the hitting power a martial class can achieve. Even using evolution gets main attacks at d8 and secondary at d6. Well designed martial class can do higher. Yes the advantage of an Eidolon is they get more natural attacks compared to martial. My Eidolon has five attacks I attacked a Paladin evil clone in our party missed ten times two attacks sequences. Our archer attacked twice with three attacks each hit four times. His BAB was higher as well as his damage output. AC wise even with picking all the AC boost allowed by level and spells our fighter and paladin still have a higher AC. Mine with Eidolon spells and magic items hit at 44.
Its kind of amusing that you think the damage dice are important to an Eidolon.
Was your Eidolon Huge or larger? You can get Huge from level 8 with simply 4 points spend on Large evolution(or Evolution Surge it) plus the enlarge person spell. Its not the best form of huge, but it gets you there. Or just lose the enlarge person since it doesn't really add much but reach and a couple average points of damage(dice upgrade, +2 str).
Just doing a quick write up and realized I was putting way to much effort into it and then realized you were talking about a Synthesist instead of a normal eidolon.
But most of the stuff is the same anyway. So I am looking at a Str 36 BAB +7 Eidolon(chained) at level 9 with 5 primary natural attacks, rend and pounce. Evolution Surge for Large, Enlarge Person for Huge(not a great huge, -2 to attacks from size), Haste, Greater Magic Fang (+1 to all, not a single). With just power attack for feats you are looking for at least a +18 to hit 1d8+18 damage with the claws and if you hit with 2 claws deal another 1d8+26, though its not clear if you can get rend multiple times per round if you hit with all 4 claws. Then +18 to hit 2d6+26 on the bite, with Haste for another Bite. And... it's normally medium sized when you need it to get into a dungeon entrance.
Maybe not the best archer, but a level 9 fighter archer (starting 18 str/dex, +2 level to dex) with a +2 composite longbow for example and belt of str/dex +2/each is looking at something like +18/18/13 for 1d8+16 on their full attack and they only get 3* without haste. *Technically, Manyshot does damage as 2 if the first hits.
So, the Eidolon is around the same accuracy at the first attacks from the archer, but has 3 more attacks at full BAB(before haste), rend, reach and pounce. And that's not even getting into more complex routines like losing a claw and gaining grab/rake (so effectively 6 attacks, though they count as 5 for max attacks), or the Serpentine form with grab on all its attacks and constrict (so effectively 10 attacks). Or Reduce Person(-2 str, +2 dex, +1 attack) on a Huge based Eidolon(+16 str/etc) for final size of Large. Though its best to just Evo-Surge the size change since then ability score increase evolution doesn't cost twice as much.

VoodistMonk |

Monster Tactician gets teamwork feats. They may not have Tactician to hand out those teamwork feats to the party, but they can via Rings of Tactical Precision (which they can craft themselves if they are so inclined). Best part about those particular rings is the bonus from Aid Another goes up. Now you stick Harrying Partners in those rings.
What if the Monster Tactician is a Helpful Halfling (or at least was once Adopted by Halflings and learned to be Helpful)?
You could even VMC Cavalier to get Tactician/Greater Tactician and actually hand out your teamwork feats to everyone. Take the Order of the Dragon for Aid Allies. Oh my...

Apple123 |

So I am looking at a Str 36 BAB +7 Eidolon(chained) at level 9 with 5 primary natural attacks, rend and pounce.
I am not sure if I missed something. The Enlarge Person spell does not give you the full strength increase of the Huge Size, only +2.
So that´s 14 base for the pouncing quadruped form, +2 for the strength evolution, +3 for the eidolon level, +8 for being large (via spell or evolution point choice) and +2 for the Enlarge spell So that´s around 29 Strengthor? Still beefy of course.
You can of course spend 10 evolution points on the Huge evolution, which gives you the full +16 strength ... but only at level 13.
For the archer fighter (your example): you may add a bit more, depending on your choices. Example Warrior Spirit bane (turning the +2 bow into a +7 bow doing 1D8+2d6 + str/other bonuses), flight at level 7 and 50% increased HP.
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I presume you're either talking about unchained Summoner, or have never seen a proper Eidolon. A well-build Eidolon is so much better than an animal companion it's not even a competition, and blows 98% of all martial characters out of the water, too!
There are certainly some weaker martial characters, but as you stated: it is not a problem of the summoner or the eidolon, as it would be the same for the Oracle or Cleric, it would be a problem of the corresponding class being weak in general and not well designed.
Regarding the Animal Companion: it certainly depends on the context and situation, but some AC classes like the druid have some powerful buffs for their ACs like Animal Growth. Using that on an appropriate combat AC is actually surprisingly strong.
But yes, if would require multiple buffs, that is not always usable, and as a "base" form the eidolon is certainly stronger than an AC.
SYL

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Quote:So I am looking at a Str 36 BAB +7 Eidolon(chained) at level 9 with 5 primary natural attacks, rend and pounce.I am not sure if I missed something. The Enlarge Person spell does not give you the full strength increase of the Huge Size, only +2.
So that´s 14 base for the pouncing quadruped form, +2 for the strength evolution, +3 for the eidolon level, +8 for being large (via spell or evolution point choice) and +2 for the Enlarge spell So that´s around 29 Strengthor? Still beefy of course.
You can of course spend 10 evolution points on the Huge evolution, which gives you the full +16 strength ... but only at level 13.
Actually, instead of the belt/bull's strength, I completely forgot about Augument Summoning and Summon Eidolon, which incidentally lets you use your SLA on actually summoning monsters. So 3 ways the eidolon could have +4 enhancement bonus to strength.
For the archer fighter (your example): you may add a bit more, depending on your choices. Example Warrior Spirit bane (turning the +2 bow into a +7 bow doing 1D8+2d6 + str/other bonuses), flight at level 7 and 50% increased HP.
Flight? Yeah, Mutation Warrior I suppose, though I should have considered that since my only actual fighter was a mutation warrior too. Though, it was also an eldritch guardian 'monk' and not an archer.
Warrior's Spirit:Bane. Sure, did you make the knowledge check to know which bane to choose? Ok, someone else in the party did so. Depending on your GM you might have to wait until their initiative(and can take actions) to tell you. How about that standard action to activate the ability since its an SU ability with no listed action type? I don't know about your games, but door opening protocol typically doesn't let you know in advance what is on the other side, just that something probably is.
*more numbers* Ok, 2 rounds of attacking without bane vs an AL+3(AC27) target is less damage than taking a round to use bane and full attacking once with haste.
All that said, I think at higher levels (like 13+) the Eidolon is almost an afterthought compared to the SLA. But then again, I also think Summoners are the best party healers at that level.

Apple123 |

Thanks for clarifying the strength setup.
However, you are now using multiple spells (enlarge person, bulls strength, summon eidolon, evolution surge, depending on the exact setup), and they are 1/min range, so 9min. I am not counting things like Barkskin or Greater Magic Fang as they indeed on the long timer).
So longer than a battle will last in Pathfinder, but not necessarily long enou8gh to cover multiple battles or an entire dungeon exploration. That however is very depending on the scenario. In my personal experience it is often possible for a fighter to activate Warrior Spirit right before the combat, more often than for caster to bring out multiple spells. Your (GM) experience may vary of course).
(And strictly speaking about the rules: you do not need to pass a knowledge check to activate the corresponding warrior spirit bane (or any other enchantment. You can simply select by guessing it. You can be of course wrong.)
And yes, I was referring to the the Mutation Warrior / Eldritch Guardian / Protector Familiar combo. With the Shield Other effect through a Protector Familiar the fighter is quite durable. I was referring to that familiar ability with the 50% (and later 100%) HP increase (although the correct description would be 50% more effective HP). This effect can partially be recreated with the Lifelink ability of the Summoner.
Don´t get me wrong: the chained eidolon is very strong, and compared to some of the badly designed martial classes it can certainly be more powerful. And if you only had the books available when the Advanced Player Guide (with the Summoner introduced) came out you were certainly a bit wondering about the balance abilitie3s of Paizo. That however has changed with things like Advanced Weapon Training or Dire Tigers with Animal Growth.
SYL

Derklord |

There are certainly some weaker martial characters, but as you stated: it is not a problem of the summoner or the eidolon, as it would be the same for the Oracle or Cleric, it would be a problem of the corresponding class being weak in general and not well designed.
While it can happen with an animal companion, the chance for a melee to be overshadowed is much, much greater when it comes to an Eidolon. That is the main issue.
Overshadowing/spotlight stealing requires similarity. Unlike an animal companion, an Eidolon is a talking, intelligent creature. It has a PC class like progression (unlike an animal companion), and competes for the same party jobs as a melee PC. An Eidolon could legitimately by a PC class, and would reign among the top of martial classes.
In effect, a Summoner player is pretty much controlling two full fledged PCs, and if one of them is just like your character only better, that breeds bad feelings.
Also, it's not just the weak martial classes. Between levels 4 and 9 an well build Eidolon outdamages almost every melee (including the likes of a raging Barbarian), because pounce reigns surpreme, and most melees actually never catch up at all. And that's with maxed out Improved Natural Armor evolution, and Haste as the only active spell.
Regarding the Animal Companion: it certainly depends on the context and situation, but some AC classes like the druid have some powerful buffs for their ACs like Animal Growth. Using that on an appropriate combat AC is actually surprisingly strong.
Regarding the Eidolon: it certainly depends on the context and situation, but the summoner has some powerful buffs for their Eidolon like Greater Invisibility. Using that on an appropriate combat Eidolon is actually surprisingly strong.
A while ago I compared the numbers for a pouncing Big Cat animal companion buffed with Animal Growth and Haste to an Eidolon buffed with just Haste, and the Eidolon still came out on top (at 9th level, when the impact of the spell is greatest). Without Evolved Companion, though.When I played a vanilla original summoner, I found the Eidolon to be far more powerful than summoned creatures.
At higher levels, summoning a bunch of creatures of a lower list can be very powerful (with Augmented + Superior Summoning). Especially once you hit 13th level and can summon multiple celestial dire tigers, which have an unusually high attack roll and HD - with smite and pounce, that can result in a lot of damage.
It felt like my character was 3/4 of a full caster, with a pet that was 3/4 of a martial, each with their own standard actions. The Eidolon was a bipedal with weapon proficiency: greatsword and the Reach evolution.
Next time, pick a quadruped with maxed out primary natural weapons, and the Eidolon is 5/4 of a martial! I'm not even exaggerating...
Even using evolution gets main attacks at d8 and secondary at d6. Well designed martial class can do higher.
You measure martial classes by the size of their weapon damage dice? Seriously?
*supresses the urge to make a "size comparison" joke*
If you're genuinly interested in the topic I can explain why weapon damage dice negligible, what makes for a well build Eidolon, and how it compares to various martial builds.

Mysterious Stranger |

Another benefit of the inquisitor is they actually get skills. Not only do they get 3 times the amount of skill points they also get bonuses to multiple skills. They also have a much better class skill list then the summoner. CHA is the summoners primary stat and they have only two CHA based skills on their list
The inquisitor also gets two good saves vs one. And since they are often getting into combat will probably have a higher CON which will make their Fortitude save even higher. They also get medium armor and shields. Overall this is going to boost their durability over the summoner.

Sysryke |
@MysteriousStranger, all true, but many of those advantages you listed become mitigated, or maybe matched is a better term, by the summoner's eidolon. The eidolon gets its own skills, which are effectively skills for the summoner to use. The eidolon can act as the summoner's guard or proxy in combat, that's basically its job. Out of combat, it can use its various abilities and skills for the summoner, or aid another to help with skills it lacks.
Depending on builds, levels, and other circumstances either class could be superior at different jobs or categories. The doubled action economy that comes with an eidolon is a powerful advantage though.

avr |

Overshadowing/spotlight stealing requires similarity. Unlike an animal companion, an Eidolon is a talking, intelligent creature. It has a PC class like progression (unlike an animal companion), and competes for the same party jobs as a melee PC. An Eidolon could legitimately by a PC class, and would reign among the top of martial classes.
Once upon a time there was a guy who wrote a 3rd party archetype for the barbarian which got evolution points instead of the usual rage bonuses. Just when raging, mind. It was called the Masquerade Reveler & yes it was fey-themed. Since Rogue Eidolon later got a job at Paizo he might be thought to be reasonably in tune with their ideas of balance.
@Melkiador, IMO a pouncer might want to put some thought into being able to deal with rough terrain and maybe allies in the way of a charge. Walls being in the way are another matter of course.

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Thanks for clarifying the strength setup.
However, you are now using multiple spells (enlarge person, bulls strength, summon eidolon, evolution surge, depending on the exact setup), and they are 1/min range, so 9min. I am not counting things like Barkskin or Greater Magic Fang as they indeed on the long timer).
So longer than a battle will last in Pathfinder, but not necessarily long enou8gh to cover multiple battles or an entire dungeon exploration. That however is very depending on the scenario. In my personal experience it is often possible for a fighter to activate Warrior Spirit right before the combat, more often than for caster to bring out multiple spells. Your (GM) experience may vary of course).
Ok, lets play it out. Warrior's Spirit with +2 Weapon Training (sans gloves of dueling) at level 9 means 3 fights where its up. Since its only 1 minute (not minute per level) there will basically be no overlap between fights. For the Summoner, let's say, Enlarge Person(1st), Summon Eidolon(2nd) w/Augment Summoning (or bull's strength 2nd), and Evolution Surge(3rd). 20 Cha starting, say +2 headband. The Summoner would have 7 1st, 6 2nd, and 4 3rd per day. Greater Magic Fang will take one of the 3rd, so the Summoner can easily cover 3 fights per day, and on average at least 1 of those sets of buffs should last for 2 fights. Also, Extend Metamagic Rods are only 3k. Plenty of left over slots for Mage Armor, Shield, Barkskin, etc.
There is certainly the argument of being surprised and then buffing in combat. The example Summoner is spending at least 3 rounds to buff their Eidolon, but generally, that is all the Summoner does anyway...
(And strictly speaking about the rules: you do not need to pass a knowledge check to activate the corresponding warrior spirit bane (or any other enchantment. You can simply select by guessing it. You can be of course wrong.)
I thought that was assumed, but that the fighter wouldn't want to waste a round doing something that has a good chance of no effect. Considering there are 13 options for Bane not including the subgroups of Humanoid or Outsider, so more like 30+. Sure, metagaming and character experience (all these guys we've been fighting for 4 levels have been orcs and these look the same) do play a role.
Don´t get me wrong: the chained eidolon is very strong, and compared to some of the badly designed martial classes it can certainly be more powerful. And if you only had the books available when the Advanced Player Guide (with the Summoner introduced) came out you were certainly a bit wondering about the balance abilitie3s of Paizo. That however has changed with things like Advanced Weapon Training or Dire Tigers with Animal Growth.
SYL
Dire Tigers were Bestiary 1 and Animal Growth was Core Rulebook, so not sure about that part. But yeah, power creep is a thing that affects basically all games that release content after the the initial release. Otherwise, if its not better in some way (which includes fun) no one will buy new material.
Personally, the Unchained version wasn't really much of a power downgrade for the Eidolon(unless you are relying on Pounce, which goes to 3 points from 1), mostly it just forced the Eidolon to be a little more varied. It changed the spell list of the Summoner directly(no/fewer early access spells) and didn't touch what I consider the most powerful aspect, the SLA. Sure you have 'specific evolutions' you have to take, but overall it's pretty close to the same power-wise. Again, sans Pounce.
For example, max attacks, BAB, Str, Armor, etc are all the same, just fewer evolution pool(about half). At 9 unchained, you have 7 pool (vs 13 chained) and if you pick a subtype that gets +1 pool at 4th/8th, you have 8 pool. Ability Increase x2, Limbs(Arms), Claws x2 is 8 points. So you don't get the str x1.5 on the bite(or pounce), but you can get stuff you wouldn't like Lay on Hands and some immunities or flying without wings. Honestly, Evolution Surge for Large is the only really unbalanced aspect since you don't have to pay the premium for Ability Increase.
Speaking of, does anyone know if you already had 2 Ability Increases at level 6, and your Eidolon was the Archon subtype(of course can't be a quadruped), which grants another Ability Increase at 8. Do you have 3 that can apply to the same ability score since the Archon 8 says "applied to an ability score the summoner chooses"? Not explicitly overwriting the restriction but could be read as such?

Scavion |

I think pounce gets really overvalued in these discussions. There are so very many times where there isn't a clear charge lane. And a majority of rounds, the enemies are just a five foot step away, anyway. Sure, pounce will come in useful some rounds, but it really isn't game defining.
Many times, I think Pounce isn't valued ENOUGH. A full attack is often enough to drop an enemy. Every pounce puts you up like 4-5 attacks on a non-pounce character. You have reach and in class flight so difficult terrain is often less of a problem for you than others. The summon eidolon spell can also drop it into the perfect position as well.

Apple123 |

Ok, lets play it out. Warrior's Spirit with +2 Weapon Training (sans gloves of dueling)
I would definitely argue that a Warrior Spirit Fighter would try to get the Gloves ASAP as they are an incredible power boost. So both his "staying power" and the actual power of the Warrior Spirit selection is increased. But yes, the fighter certainly have to limit the usage of WS to the important fight, similar to the summoner who has to decide on what to buff for each fight (large evolution vs some more easy encounters for example). And yes, Extended Rods are as important for a Summoner as the gloves for a Fighter.
Dire Tigers were Bestiary 1 and Animal Growth was Core Rulebook, so not sure about that part.
Yeah, but later you got things like Atavis, Animal Growth (even Animal Growth alone put a the AC on Str 32), Aspect of the Wolf, Celestial Servant (giving Smite to the AC), Strong Jaw, Thorn Body, Vine Strike, Evolved Companion, AC specific feats and archetypes - and even Divine Power and Righteous Might (if you manage to be a Cleric, Inquisitor or Oracle with an AC). It is depending on your class, build and if you even have access to these feats and spells, but I believe between an AC back in the Advanced Player Guide age and today there is a power difference. I do not dispute the fact that a well build combat eidolon will be superior to a combat AC (especially considering easy flight access and human-like intelligence vs animal tricks), only that the difference may not be that great anymore compared to previous years.
And for higher levels the magic items slots (shared on the eidolon vs limited on the AC) will be a completely different topic as well.
SYL

Scavion |

Firebug wrote:Ok, lets play it out. Warrior's Spirit with +2 Weapon Training (sans gloves of dueling)
I would definitely argue that a Warrior Spirit Fighter would try to get the Gloves ASAP as they are an incredible power boost. So both his "staying power" and the actual power of the Warrior Spirit selection is increased. But yes, the fighter certainly have to limit the usage of WS to the important fight, similar to the summoner who has to decide on what to buff for each fight (large evolution vs some more easy encounters for example). And yes, Extended Rods are as important for a Summoner as the gloves for a Fighter.
The crucial difference here would be the Gloves of Dueling are a third(15,000 gp) of the Fighter's wealth at 9th level(Per Character Advancement) and a Rod of Lesser Extend is a 46th(1000 gp) of the Summoner's wealth.

Scavion |

You're right on the prices that's my bad. My experience playing Pathfinder and a few different APs there is typically not enough gold to grab something like the Gloves of Dueling until 10th level and up. It's a very large bulk investment.
So no matter how nice the gloves are, we're still unlikely to have them unless the entire party is giving us their cut of the loot.

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Summon Eidolon btw has a casting time of 1 round, making the summoner/eidolon loose 1 round of damage if you go this way.
SYL
A Lesser Quicken Metamagic Rod is about the same cost as the Gloves of Dueling (17.5k vs 15k).
But I do see your point if you were in an ambush situation. Alternatively, if you didn't have the Summon Eidolon spell known and didn't have your Eidolon summoned the normal way, you are losing 10 rounds of damage. So you are likely to have your Eidolon out, but not benefiting from Augment Summoning most of the time if you weren't expecting a fight.

Derek Dalton |
Two things brought about combat just now. Space and time. Most dungeons are small to medium rooms. So you can't fit a large or huge creature in. A problem with Cavalier and Paladin mounts as well. Most combats your Eidolon will need to be small or medium or you can't have it.
The second problem is time. A well organized and designed group can end combat fairly quickly. I read one example of buffing the Eidolon took like five even six spells. That's rounds spent buffing one combatant while others are actually fighting or battle field control. That's also assuming the Summoner has the time and space to do just that. Two well organized designed Martial classes will more then likely drop a single monster in a round maybe two depending on the monster. A character with Cleave could kill several smaller monsters himself in that time. A tag team of a Martial and Rogue will drop monsters pretty quick as well. That's even taking a round in account for the rogue to get into position. Let's assume the fight is all but over the spells cast most have a limited duration. So the choice is search the room or rush to the next combat or come back and search later. You could knock off a round by having Mage armor already cast it's an hour a level.

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When I played a Summoner, my first round was sometimes: cast Haste + full attack with Eidolon. My (medium sized) Eidolon was almost always already summoned. Sometimes I cast Evolution Surge on the first round instead.
I find that one or maybe 2 rounds buffing is all you can afford. I chose to keep my Eidolon medium size, for the reasons Derek Dalton mentions above, and use Eidolon Surge for a temporary size boost.

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I have The Emerald Spire Superdungeon. Most of the rooms are small to medium with maybe a room or two per level large enough for a large creature. It's the last two high level are the rooms massive enough for a huge creature. Even in some cases a room might be large but the passage leading into it.
Really? Because just looking at the maps most of the passage ways are plenty big enough for a large creature, theres a few places it would have to squeeze, mainly doors.

Melkiador |

A large eidolon should be able to enter most game areas by squeezing. Huge is a problem though. If you’ve gone huge, then you are going to be using summon eidolon to bring it into most combats.
Alternatively, you can cast Alter Self on your eidolon, before entering narrow doors. You can even ready an action to dispel it after the eidolon enters a door if you’re doing an ambush.

VoodistMonk |

See, this is probably why Monster Tactician is "better"... you have skills that are useful, two good saves, and class abilities that are still useful outside of summoning BS.
It does mean that you, yourself have to contribute to the party outside os summoning, though. So your stats have to match... archery is strong for an Inquisitor, works with Monster Tactician just the same. Every party needs an archer anyways.

Scavion |

A large eidolon should be able to enter most game areas by squeezing. Huge is a problem though. If you’ve gone huge, then you are going to be using summon eidolon to bring it into most combats.
Alternatively, you can cast Alter Self on your eidolon, before entering narrow doors. You can even ready an action to dispel it after the eidolon enters a door if you’re doing an ambush.
You could even do something silly and toss a hat of disguise greater on it.

Scavion |

See, this is probably why Monster Tactician is "better"... you have skills that are useful, two good saves, and class abilities that are still useful outside of summoning BS.
It does mean that you, yourself have to contribute to the party outside os summoning, though. So your stats have to match... archery is strong for an Inquisitor, works with Monster Tactician just the same. Every party needs an archer anyways.
Summoner has a much stronger spell list and acts as a party force amplifier.

Scavion |

Haste is a creature per level and is a 2nd level spell on the Summoner's list. Third on unchained. You can hit the whole party with one cast by 5th level or 4th(chained) if you exclude someone.
The offensive spells are also nothing to sniff at. Black Tentacles, Slow, Create Pit spells, Glitterdust etc.

Derek Dalton |
Inquisitor spells are more buffing then offensive. The Inquisitor is made to be an offensive class. I have played an Inquisitor as a ranged and melee and they are pretty good. They can wear medium armor use a shield and weapon selection is actually pretty decent.
Summoners can wear light armor. Without their Eidolon summoned they can summon monsters at a minute per level. That is nice. But without either, yes that is the classes power they are not impressive spell casters.

Melkiador |

The summoner can do offensive spells, but has a couple problems with it. Lower base DCs from being a 6th level progression. And typically less focus on casting stat, again from being a 6th level progression. Also not many spells per day, once again from being a 6th level progression, but also no good source of bonus spells, like the magus spell recall ability.

avr |

The APG summoner's spell list handles buffing, protection and summoning about as well as a sorcerer of the same character level, and they can do a bit of battlefield control (including no-save effects) too. Then they have awesome utility ranging up to and including simulacrum and the full teleport line from dimension door up to teleportation circle, again at about the same character level as a sorcerer.
It's a lot like seeing a god wizard stripped down to the essentials.
An inquisitor has a whole lot of healing spells, buffs, debuffs and utility but not generally at reduced levels. It was intended to support a sneaky cleric and a battle cleric as concepts and it does that.
It looks a lot like a cleric with an interesting domain or two but a few character levels behind, perhaps because of significant multiclassing.
Both of these are valid PF characters and it's possible to make situations where either can shine, but one lends itself to a higher level of optimisation than the other. To be clear that's the summoner tho' the inquisitor wins DPR contests.

Derek Dalton |
After playing both a Summoner and an Inquisitor I'd stick with an Inquisitor. Here's another vote for them. Inquisitions can in some cases give you either a full on mount or a gun with skills to use and maintain it. That plus spells plus the ability to summon monsters makes them a bit more offensive then a summoner and his Eidolon. I know some will say Eidolon will at higher levels will do more attacks and damage. But a gun hit's touch AC and a musket does a D12. Get a double Barrel you are now doing 2d12 hitting with Touch.

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But a gun hit's touch AC and a musket does a D12. Get a double Barrel you are now doing 2d12 hitting with Touch.
I mean, that's just an ioun stone away for anybody(including an Eidolon). Sure, reloading times, but just buy more guns. Also, the range increment on the Double-barreled musket is 10', meaning its only a touch attack when you are in that distance. You are probably better off going with quick draw and regular muskets as they have a range increment of 40' and you can full attack with iterative attacks or rapid shot for more (and more accurate) shots.
Also, firing both barrels uses the standard action 'Attack Action' at -4 to both attacks, so you don't get to double all of your attacks if that is what you were implying. And without Musket Master, Rapid Reload and Paper Catridges, you are looking at a full-round action to reload each barrel. Which makes this a 'cool trick' once a fight or a higher level trick when you have 2,500 gp to spare on extra guns and not the big six.
At higher levels, 2d12 is probably not worth the standard action... Heck, using a 4th level slot on Insect Plague (a terrible spell) affects 12 squares with automatic no-save no-attack-roll 2d6 damage plus poison and distraction(granted low save DC), that sticks around for at least 10 minutes.