| siegfriedliner |
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So I was looking at the eidolons and some seems just better than others.
The Angel seams the clear weakest and the primal plant and beast have the best abilities by a country mile in my opinion (I value simple effective things very highly) and action economy and reach are as simple and effective as benefits come in pathfinder 2e.
I like the occult spell list the most for summoners (heroism, greater invisibility, mirror image, and synesthesia come to mind) but all of the phantoms have very double edged mechanics, a -2 to ac for a front line character can be deadly and a mechanic that encourages you to be within 15ft of your eidolon (less than 1 move and within most blast spells) is encouraging a really damgerous stratergy for the summoner with weak AC and the risk of pseudo disadvantage on spells saves.
Dragon Eidolons are OK, it's a shame their breath weapon are pretty lame (less damging than electric arc and harder to target for on average hitting the same number of enemies) but that's rectified at 17th and dragon fury is pretty solid.
Fey get magic their fine
Psychopomps seem to be angels but slightly better.
Constructs are customisable which is what people want them to be.
My favourite is probably plant they have really taken root on me, how about you ?
| Kyrone |
Angel is probably the best divine one though, their lvl 1 ability is way better than the psychopomp and demon on the average campaign as it's good damage meaning that trigger weakness often and both the lvl 17 from psychopomp and demon a lot more situational.
I find plant better than Beast, because the reach that it can have is pretty insane and dragon is probably the best.
| Sanityfaerie |
I like plant a lot, but that's just because I'm really into grapple/prone controller types, and they're just about perfect for a grab/prone controller. Worth noting that plants are pure-bludgeoning in their "suggested weapons", which means that if you want to use any other damage type (for example, if you want Bloodletting Claws or Merciless Rend) you're going to need buy-in from your GM.
Angel is weirdly situational. If you run into a lot of enemies who are vulnerable to Good damage and/or you care about environmental effects a lot and/or you find yourself often wanting to subdue rather than kill, I could see them being really valuable. They also have full-on darkvision rather than low-light vision, which could be nice. If none of those specific things is particularly useful to you... you don't get as much out of them.
For Beast... I haven't seen any of these in action, but a lot of these powers seem like they're less useful than you'd like them to be. Beast's Charge largely requires that you be more than a full move from the enemy you want to engage with. Primal Roar requires that the beast be able to effectively intimidate with a starting Charisma of 10. Whirlwind Maul is okay... but it feels like Field of Roots (the equivalent on the Plant side) is better in multiple ways. I'm not all that impressed by beast.
Construct...? Well, how much do you like your feats? Given what the Summoner has to offer, I could see people deciding that they really liked their feats quite a lot. For those people, there is Construct. I'm not there myself, but if we get another tranche or two of summoner feats that are of the same quality as this set, I might well get there.
Anger Phantom is very flavorful, and very smitey. He wants to be in the enemy's face, handing out the pain. Furious Strike feels like a useful workhorse power to me, in a way that the beast powers kind of want o be, but don't quite get to.
Demon... Demonic Strikes and Blasphemous Decree are only useful when you're fighting good things, which really isn't ideal for most campaigns. On the flip side, if you can get Visions of Sin to stick on a major enemy, that can be huge as far as cutting down on their ability to harm the party.
Devotion Phantom is potentially quite interesting for those summoners who want to be in the thick of things themselves. Dutiful Retaliation is pretty signfiicant. Putting that together with Tandem Strike and maybe Steed Form, you *almost* have a build. I'm not sure how viable it is, though. Also, it's not like the Summoner doesn't have thigns to do with their reaction already. Eidolon's Opportunity is *really nice* once you've got a bit of reach. I suppose that Devotion Phantom is for those people who don't want to invest in size?
Dragon feels like it's almost mocking you a little by offering access to electric arc and then giving you a bunch of two-action eidolon powers to play with. Still, Breath Weapon is potentially pretty solid, either as a 60-foot snipe or a way to punish foes who let themselves get into fireball formation. worth noting that it's less damaging per-target than electric arc at first, but it increases in damage faster. Really, though, I think this one is... for people who want a dragon. Like, if your character *really* wants a dragon, then this is a perfectly respectable dragon for you to use. It's viable, it's functional, it's not a mistake, and it represents "dragon" really pretty well. I don't think I'd ever pick it for any reason other than explicitly wanting a dragon, but for those that do, there's nothing wrong with it.
Fey is the "more magic, please" eidolon. As someone who is interested in Summoner in spite of their access to spells, rather than because of it, this one is clearly not for me. I'm not qualified to judge it beyond that.
Psychopomp gets a bit of extra damage to everybody up front (especially undead), a bit of invisibility in the middle, and a fair bit of hate for incorporeal targets clean through. If you expect to deal with a lot of incorporeal foes over the course of campaign, there's some obvious advantages there. Otherwise... well, Invisibility 1/hour at level 7 is certainly interesting. I'm not sure how worthwhile it is, though. It's a 2nd-level spell, after all. How many times per adventuring day would you expect to cast it? Also, how this interacts with the whole sigil thing starts being pretty important. I admit, this one doesn't thrill me, but I can imagine the sort of person who might hear "invisibility 1/hour" and start getting really excited, so....
I'm honestly not sure about which spell list is better for summoner. That's the sort of thing I'd have to look into a lot more deeply than I have. Again, "has spells" is not the part of the summoner that really interests me.
| NielsenE |
I'm debating between Construct and Fey for the one I'm making, but I already had a concept in mind; and those are the two that fit. I think I'm planning to multi-class so both of them getting some free feats ends up being especially useful for making various options happen.
| HumbleGamer |
Toughest choice ever...
-Beast and Dragon suffer a lot from the Two-Action abilities. They are not that bad, but I think that high level being able to cast a spell as a summoner while giving 2 strikes with the eidolon would always be the best a summoner may achieve.
- Angel is the most solid choice a summoner could get.
- Fey is really good for the 2 extra feats, but is missing the STR variant. Being able to take spells from the arcane list is amazing. It gives extra feats
- Construct is the most versatile ( Excellents stats block, extra feats and arcane list ). It gives extra feats
- Demon is probably the worse among the ones
- Psychopomp is very good in terms of flavor, but it's just an outdated version of the angel one ( his abilities are too niche, like the spirit barbarian ).
- Plant is the must have for those who want to exploit reach
-Phantoms Anger/devotion are good ( probably the anger one is a the worst among those 2 ).
...
I'd really want to go with the dragon one, but it feels way underpowered in terms of possibilities when I compare it to construct, fey, angel and Plant.
I have to check either feat combinations and mechanics, because it's more complicated than any other class.
| Perpdepog |
I'm not sure which I like best, plant, construct, and dragon are all contenders, but rn I'm making a dragon summoner. I like them for some of the reasons people have already mentioned; plant's got some real solid passive abilities, constructs let you be super versatile so you can play the guessing game that casters do which I enjoy, and dragon eidolons give you a pair of helpful actions for mixing up what you do turn by turn.
I personally like eidolons that grant you actions. It lets you mix up your routine and can give you more interesting possible things to do.
Another lil interesting thing with the dragon eidolon's breath weapon, it doesn't trigger AoO, at least, not as far as I can tell.
| Squiggit |
Kinda underwhelmed by the divine eidolons in general. Alignment damage means you don't even get a feature against a lot of enemies... Then at level 7 the angel gets... a minor bonus to traveling overland? Man that's lame. Psychopomp gets damage most consistently, but it's still a pretty boring ability in general. In general I'm kind of bias toward abilities that give you stuff to do and a bunch of flavors of +1 damage is kinda lame.
Beast is cool, but three two-action abilities means there's no line of synergy and they all directly compete against your cantrips for your attack routines... getting an Intimidate feature on a character that starts with 10 Cha is a little awkward too.
Devotion is probably the best pick for a melee summoner, though melee summoners kinda suck so YMMV.
I kinda like Fey for the expanded spell access and Plant for the ridiculous reach you can pick up, I guess.
Leomund "Leo" Velinznrarikovich
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I made an Anger eidolon summoner for mechanical reasons. The Furious Strike adds another weapon damage die with its ability. As Boost Eidolon gives a +2 per weapon damage die, you are adding more static damage. Pile magic weapon on that at level 2, and yet another +2 static. And, if you choose for your primary attack to be either fatal or deadly (they are both considered weapon damage dice) you are hitting the Boost Eidolon cap in bonus static damage on crits.
| Squiggit |
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Unfortunately, that's not how 'per damage die' abilities work. You only calculate based on striking runes, not abilities that add more die.
Leomund "Leo" Velinznrarikovich
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| 1 person marked this as a favorite. |
Unfortunately, that's not how 'per damage die' abilities work. You only calculate based on striking runes, not abilities that add more die.
I missed that completely. Thank you for that.
| Paradozen |
Fey is my favorite so far, but that's not particularly focused on the mechanics. I haven't read the class too closely (I won't play one for a good while, so I don't need to), but I like fey as a creature type thematically and I like getting some extra spell slots and cantrips for the character to gain utility when I imagine most wavecaster slots would go to combat-appicable spells. I'd probably grab the low charisma statblock and some spells that don't key off ability score for the eidolon and keep the blasting to the summoner.
| Dargath |
Yeah I would say mine are based on concept over power. I knew the moment Summoner came out in playtest, with no previous experience in Pathfinder 1, I wanted to make 3 characters. One is a demonology warlock inspired by world of Warcraft but ironically I think maybe anger phantom does this better than the demon.
I wanted to make a Tigrex and ride it. That’s pretty easy. I wanted to make a Rathalos and ride it. I know Rathalos only has feet and wings so it’s a Wyvern and not a true dragon but the closest one is the Dragon Eidolon. I like that poison claws spell too that’s great for my concept because Rathalos has poison claws and breaths fire ez.
What’s weird though is that I’m not 100% sure I can make a demonology warlock who is a heavy caster. Than again it was a lot of spamming shadow bolt so maybe chilling touch is pretty close and spamming that with an eidolon strike would be a good turn.
| HumbleGamer |
Is the dragon lacking in potential? Draconic Frenzy seems like one of the best eidolon attack abilities from a damage perspective.
I like draconic frenzy too, but it doesn't allow me to cast a spell ( either as a summoner or eidolon) and then strike once or twice ( assuming haste or speeed rune).
Or even 2x secondary strike ( 1 from quickness ) + merciless rend + summoner casting a 2 action spell.
| TheGentlemanDM |
Angel seems way better than people are giving it credit for. It's a little niche, but an excellent pick for campaigns where any of the problems that it solves will arise.
Sure, the good damage and nonlethal damage are situational 1st level features. But when they're good, they're really good.
The environmental protection from the 7th level aura is a bit niche, but immunity to being flanked by mooks is not. (It makes the angel eidolon one of the better users of Eidolon's Wrath; drop into the middle of a crowd and let loose.)
Straight up immunity to environmental hazards, regardless of where you are, is a very good feature for a campaign which is now at the level where interplanar travel is liable to be online and plot relevant. Having easy removal for diseases, curses, fear and paralysis is not bad either.
| Kyrone |
Is the dragon lacking in potential? Draconic Frenzy seems like one of the best eidolon attack abilities from a damage perspective.
In turns that the Eidolon have to move per example, 2 strikes with boost is better than 1 strike + electric arc. So you gain even more with Eidolon Strike then Act Together (Boost + Draconic Frenzy) than the Act Together (Electric Arc + Strike).
Basically every time that the Dragon would make only one strike in a round because you are casting a cantrip, it is actually better to use Draconic Frenzy and the summoner do either boost or something else if the creature is already boosted like a demoralize.
| bloomonday |
I love the idea of an Anger Phantom that is the embodiment of the rage of a character who has learned to suppress their feelings through meditation. It would look like a shadow version of the character with red eyes.
Furious strike looks great as a one action ability. But the frenzy ability looks so dangerous though with -2ac I could be dead quickly.
I suppose I could take the reinforce eidolon feat and the fast healing feat to compensate...
| Ravingdork |
I love the idea of an Anger Phantom that is the embodiment of the rage of a character who has learned to suppress their feelings through meditation. It would look like a shadow version of the character with red eyes.
I would call them Mugen and Jin. Mugen would be the chaotic, half-hazard rage-olon, and Jin would be the calm, collected--but no less deadly--summoner.
XD
| Curaigh |
rnphillips wrote:No clue about the differences between the eidolons but I want to play a gnome construct summoner and ride around in (or become?) my battle mech.This idea occurred to me as well.
Me too. Even the gnome.
Lets find two more.And switch to amurruns.
I can't believe how long it took to me to consider a character with an anger phantom and Meld Into Eidolon.
"You, wouldn't like me when he's angry..."
I want to do this with my draco-pixie summoner & dragon eidolon!
Invictus Fatum
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I'm a sucker for reach, so the Plant Eidolon is perfect for me. Give is AoO and larger size and it is great.
I also like that it DOESN'T have a 2 action ability until high levels. The thing I don't like about Beast and Dragon is that using their ability locks you out of using a spell or cantrip. Plant has no such ability.
| Ravingdork |
The thing I don't like about Beast and Dragon is that using their ability locks you out of using a spell or cantrip. Plant has no such ability.
Why would that lock you out of using a spell or cantrip?
| Sagiam |
Invictus Fatum wrote:The thing I don't like about Beast and Dragon is that using their ability locks you out of using a spell or cantrip. Plant has no such ability.Why would that lock you out of using a spell or cantrip?
because summoners can't use two 2-action abilities, even with act together
| Kyrone |
Dragonic Frenzy is better than Strike + Cantrip and still leaves open your act together for something else, it is only worse than Cantrip + 2 strikes but that literally requires your entire turn.
So dragon usually is better in opening turns as you:
- Stride + Act Together (Boost + Draconic Frenzy)
Then 2° turn (also works if the creature moves to the eidolon first turn)
- Extend Boost + Act Together (Draconic Frenzy + Summoner Action/Demoralize).
And after playing and seeing people play summoner like 3-4 times now something that I noticed is that if you are trying to optimize, the hard thing is to choose when use Extend Boost as you can't use it inside Act Together (as it's a free action without trigger, or before it as the next action is act together).
Beast also have a decent opening turn as it let you use:
- Extend Boost + Act Together (Beast Charge + Summoner Action).
Invictus Fatum
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Dragonic Frenzy is better than Strike + Cantrip and still leaves open your act together for something else, it is only worse than Cantrip + 2 strikes but that literally requires your entire turn
Good point and it does have it's place for people who want that. That said, doesn't it use regular MAP though? Taking that last attack at -10 or -8 just doesn't seem worth it most of the time.
Would love if I'm wrong, but if not then I see using a spell/cantrip better in most cases. That 3rd attack just isn't worth the effort most times.
| Ravingdork |
Ravingdork wrote:because summoners can't use two 2-action abilities, even with act togetherInvictus Fatum wrote:The thing I don't like about Beast and Dragon is that using their ability locks you out of using a spell or cantrip. Plant has no such ability.Why would that lock you out of using a spell or cantrip?
*Scratches head*
What? Summoners can take two-action activities just like anyone else.
Even with Act Together and the eidolon using a 2-action activity, there are still 1-action spells out there the summoner can cast.
| HumbleGamer |
I am not sure that 1 stride would be enough to get close to the enemies.
Also, the third attack ( -8 MAP ) is unlikely to hit, though aganst -1 lvl flanked creatures may easily land. More than before I mean.
And given that the breath is not so useful until lvl 17, when it's really really strong, you'll be tied to once per 10 minutes, so the breath reset on a critical hit would be not so useful.
I'd rather prefer 2 separate strikes, mostly because one of them can be achieved through the quickened condition ( 30g per scroll if you run out of spells ), leaving the summoner from 2 to 3 actions to cast a spell ( eventually, the eidolon would be able to stride and strike twice, while the summoner would cast a spell or cantrip ).
Invictus Fatum
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Sagiam wrote:Ravingdork wrote:because summoners can't use two 2-action abilities, even with act togetherInvictus Fatum wrote:The thing I don't like about Beast and Dragon is that using their ability locks you out of using a spell or cantrip. Plant has no such ability.Why would that lock you out of using a spell or cantrip?*Scratches head*
What? Summoners can take two-action activities just like anyone else.
Even with Act Together and the eidolon using a 2-action activity, there are still 1-action spells out there the summoner can cast.
Unfortunately not the case. Act Together is specially worded to prevent that. It is a 1-3 action activity that grants either the Summoner or Eidolon an activity of the same amount of actions as was used for Act Together, and the other one gets a single action (which cannot be used as part of an activity)
Except the 1 action spells of course, but those were not what we were talking about. Sorry if initial wording confused you on the intent.
| Kyrone |
Kyrone wrote:Dragonic Frenzy is better than Strike + Cantrip and still leaves open your act together for something else, it is only worse than Cantrip + 2 strikes but that literally requires your entire turnGood point and it does have it's place for people who want that. That said, doesn't it use regular MAP though? Taking that last attack at -10 or -8 just doesn't seem worth it most of the time.
Would love if I'm wrong, but if not then I see using a spell/cantrip better in most cases. That 3rd attack just isn't worth the effort most times.
It's mostly because how strike damage works compared to cantrips.
Here the EXAMPLE.
And this even gives advantage to Electric Arc because the tool uses full caster proficiency.
| Deriven Firelion |
Ravingdork wrote:Sagiam wrote:Ravingdork wrote:because summoners can't use two 2-action abilities, even with act togetherInvictus Fatum wrote:The thing I don't like about Beast and Dragon is that using their ability locks you out of using a spell or cantrip. Plant has no such ability.Why would that lock you out of using a spell or cantrip?*Scratches head*
What? Summoners can take two-action activities just like anyone else.
Even with Act Together and the eidolon using a 2-action activity, there are still 1-action spells out there the summoner can cast.
Unfortunately not the case. Act Together is specially worded to prevent that. It is a 1-3 action activity that grants either the Summoner or Eidolon an activity of the same amount of actions as was used for Act Together, and the other one gets a single action (which cannot be used as part of an activity)
Except the 1 action spells of course, but those were not what we were talking about. Sorry if initial wording confused you on the intent.
That severely limits actions. The example indicates what you say, but the wording of Act Together indicates you get a single action to do something with.
Wouldn't using a single action to add to a remaining single action allow a 2 action activity?
If you did Act Together 2 actions, then the eidolon could use 2 actions and you would have a 1 single action from act together and an 1 action from only using 2 actions with Act Together, giving you a total of 2 actions left?
In PF2 actions are just actions? You can use them for whatever. If you get a single action that doesn't mean you have to do a single action activity with it, right?
The example indicates using a single action, but the example is not a limiter and is explanatory text?
Is there anything stating you are limited with what you can do with that single action? If you only use 2 actions with act together, you still get a single action and you would still have 1 action remaining from only spending 2 actions on Act Together?
That is how I was reading it given actions are open-ended.