Is there really that great of an advantage to Summoner ? I don't see it.


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My question is with all of the restrictions on the Summoner and Eidolon (same health pool, limit on actions, limit of spells) how is it any better than a normal full caster with an Animal Companion. Please bear in mind I haven't run a Summoner but I have been in groups with them but again I fail to see a huge benefit overall.

Grand Archive

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The main benefit is act together. With it you effectively have 4 actions per turn. You just can't combine a 2 action activity with another 2 action activity.

It's also better to see the summoner and eidolon as the same PC, rather than a PC with a minion. It's one character that occupies 2 spaces with a lot of versatility in the actions you can take thanks to act together. Plus they have different stat arrays so you have versatility in how effective you are with your skills.


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First, the eidolon is way, way stronger than an animal companion. An animal companion nice, but not a replacement for a martial, while an eidolon is with its substantially better attack, AC, and damage. The total hp between the caster and the companion will be higher, but with the summoners higher base hp, its not that much higher, plus they only get hit by AoEs once, are twice as easy to be healed (you can battle medicine each one) and the hp will go to whoever needs it the most.

The main thing however is how flexible it is. more than even a minion, a summoner really has 4 actions in a round with act together, and the eidolon is much more capable of doing various actions than a minion. you really are two characters on the map, capable of doing so many creative things


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J R 528 wrote:
My question is with all of the restrictions on the Summoner and Eidolon (same health pool, limit on actions, limit of spells) how is it any better than a normal full caster with an Animal Companion. Please bear in mind I haven't run a Summoner but I have been in groups with them but again I fail to see a huge benefit overall.

Biggest benefit is act together - it allows the summoner to be a gish, different than the magus but much more flexible.

Your turn can basically be move (both of you if you get tandem move), eidolon hit, summoner cast. Which is much better than what other gishes can do since:
1) You can both move, cast and hit
2) As a summoner, you're usually out of harm's way which means you don't care about AOOs like other gishes do.

As for your eidolon, it has martial progression and can benefit from runes and apex bonuses, which means that it's much more accurate.

At level 14, where your animal companion is at the peak of its power, it can get +6 dex and expert proficiency, so +24. In comparison, the eidolon has +5 str and master proficiency and +2 rune for +27. A +3 difference in PF2E is a HUGE thing. And the gap only widens from there.

At level 20, your AC still has 6 dex and expert proficiency, so +30.
Your eidolon, meanwhile, now has 7 str, master proficiency and a +3 rune, which is +36.

It also benefits from your skills, so it can be legendary in athletism for instance, or legendary in intimidation, whereas an animal companion won't ever get more than expert in a couple skills.

And that's not counting the fact that your eidolon could be huge, and fly, and explode, and might have reach, or draconic frenzy, or can cast spells, and many other reasons it's better than an animal companion (which is good in itself, don't get me wrong, but nowhere near an eidolon ^^).


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Another thing is that an Eidolon is much flashier than an animal companion, you can build your Eidolon do make ranged attacks, cast spells, use skills, control space with reach or trip/grapple, etc.


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The words versatile and flexible are starting to become trigger words for me, every time i hear versatile, flexible, viable, ok etc... in a class discussion I 'm starting to assume its horrible.


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1. Eidolon scales better at high level.

2. Eidolon can be improved with feats.

3. Eidolon's AC, saves, and damage are affected by your items including weapon property runs.

4. Eidolon has scaling special abilities.

5. Eidolon gets Juggernaut and Resolve.

6. Eidolon and summoner have a 10 point hit point pool.

7. Eidolon and summoner can be healed at two different points allowing a summoner to stay in heal range while the eidolon goes forward.

8. Eidolon can be improved with Evolution Surge with a focus point.

9. Eidolon stats scale and gets a free Apex item bonus as part of a class feature.

Does this make the summoner with eidolon better than a full caster with an animal companion? Depends on what you want to do. The eidolon is definitely a better martial than an animal companion by a good measure, but the summoner is a worse caster.

In play, I find the summoner plays like it caster-martial hybrid. So its power remains in that range.

I think the class does fine. It's power level is properly set. Some players have a lot of fun running them.

You have to decide if you like the combination and know how to use it well.


Yet still have an disadvantage. Summoners have less spellslots and their spell DC/spell attack progress up master only instead of reach legendary and progress a bit slowly (a full caster becomes expert at level 7, master at level 15 and legendary at level 19 while summoner becomes expert at level 9 and master at level 17).

Yet even being a little worse caster the eidolon action togheter compensates. Also Act Together has a great flexibility to summoners and eidolon actions you basically can do anything with both actions when you need. If you want to cast a 3-actions spell and want to Shove an enemy into it you can. If you want to drink a potion (2 separated actions) while your eidolon Breaths into enemies (2-action activity) you can.

There's no other class with such action flexibility.

The summoner HP is also pretty high and the shared HP give some interesting too give a big disadvantage initially when you and your eidolon falls in an damage affect the hits you both because the hit/save is rolled twice and uses the worse damage (for example if you and your eidolon was hit by a fireball and it rolls a success but you roll a failure will be used the failure damage).
But for other side healing opportunities are doubled. If you drink a healing potion a safe position, far from reactions, your eidolon will be healed too. If someone uses a Battle Medicine into you, you becomes immune but your eidolon not so someone can apply Battle Medicine to your Eidolon too to recover the HP twice (this is valid to all haling effects with cooldown like healing versatile vials or kineticist healing).
At level 10 you can get an reaction that inverts the damage logic of saves affecting you both. If you both rolls the same damage save you use the lowest damage (so if are lvl 11 and a fortitude damage effect affect both you and your eidolon both of you roll and if you or your eidolon gets a success you take no damage). It's better than a fortune reroll and also can apply fortune check too like hero points.

So in practice summoner and eidolon aren't devastated by AoE effect like companions are and are way more easier and efficient to recover HP.

Deriven Firelion wrote:

1. Eidolon scales better at high level.

2. Eidolon can be improved with feats.

3. Eidolon's AC, saves, and damage are affected by your items including weapon property runs.

4. Eidolon has scaling special abilities.

5. Eidolon gets Juggernaut and Resolve.

6. Eidolon and summoner have a 10 point hit point pool.

7. Eidolon and summoner can be healed at two different points allowing a summoner to stay in heal range while the eidolon goes forward.

8. Eidolon can be improved with Evolution Surge with a focus point.

9. Eidolon stats scale and gets a free Apex item bonus as part of a class feature.

Does this make the summoner with eidolon better than a full caster with an animal companion? Depends on what you want to do. The eidolon is definitely a better martial than an animal companion by a good measure, but the summoner is a worse caster.

In play, I find the summoner plays like it caster-martial hybrid. So its power remains in that range.

I think the class does fine. It's power level is properly set. Some players have a lot of fun running them.

You have to decide if you like the combination and know how to use it well.

Summoners also is super flexible with support and healing archetype but eidolons doesn't get benefits from archetypes that gives extra actions/activities like Vicius Strikes.

  • Summoners with Alchemist/Herbalist archetypes can selfheal with elixirs (using 2 separated actions to draw and drink) while Eidolon could use the other 2 action to fight normally or can improve the Eidolon AC to heavy armor with Drakeheart Mutagen (alchemist only).
  • Summoners with Witch archetype can not only get some extra spells but also craft temp potions too (are less than alchemist yet you can also craft with money too).
  • Summoners with Bard archetype can mix Courageous Anthem and Boost Eidolon/Reinforce Eidolon to improve eidolon attack and damage at same time or eidolon attack and defense while you keep improving the allies attack too while get some extra spellslots.
  • Summoners with Kineticist archetype can be benefit from healing impulses twice before becomes immune.


  • Pathfinder Adventure Path Subscriber

    Unfortunately death happens. If an animal companion dies you need to spend a week of downtime finding a new one. If your eidolon ‘dies’ because you’re knocked unconscious, once you are brought up to positive hit points you spend three actions to summon it again.


    Not exactly. If summoner/eidolon dies you need to be ressurected as anyone (something very expensive).

    But what is more common is dying condition. If you reach 0 HP your eidolon umanifests and you fall dying. This can be good or bad depending from the situation. Can be good if your eidolon was in a dangerous position and/or you are close to healer or can be bad if you are too distant from the healer.

    Companions also falls dying too and can be healed like any other character. They doesn't inst die like monsters.


    Pathfinder Adventure Path Subscriber

    I put eidolon dies in quotation marks because that’s not what really happens. What I meant is that your hit point pool drops to zero, you start dying, and your eidolon disappears. Once you are brought back to positive hit points it is a lot easier to just resummon your eidolon.

    If an animal companion starts dying, you likely have to spend actions trying to save it. With an eidolon that’s not the case.


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    R3st8 wrote:
    The words versatile and flexible are starting to become trigger words for me, every time i hear versatile, flexible, viable, ok etc... in a class discussion I 'm starting to assume its horrible.

    Then... every class in PF2 is horrible.

    Which is a reasonable thing to think, I guess. May your adventures be wild.

    But PF2 is designed such that your choice of class and selection of build options are not going to put one character at a significant power advantage or disadvantage compared to other characters. Some people like that design. Some people don't. But that is the PF2 design.


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    J R 528 wrote:
    My question is with all of the restrictions on the Summoner and Eidolon (same health pool, limit on actions, limit of spells) how is it any better than a normal full caster with an Animal Companion. Please bear in mind I haven't run a Summoner but I have been in groups with them but again I fail to see a huge benefit overall.

    It's not. It's different, but its not "better". It could be worse, if you make a poor Eidolon selection, and there are definitely poor Eidolon selections. Spellcaster Eidolons in general are not great, which is why so many of the people talking up Summoner are talking about more martial focused Eidolons.

    Summoner gives up a lot of casting power in exchange for a significantly more capable of companion in the Eidolon and more action flexibility. Not more actions, though: a full caster with a mature animal companion has the same number of actions. Summoner is just a lot more flexible in how they get split up, and Tandem actions let you get more out of them.

    One often overlooked feature here is that Summoner can take two Exploration activities at level 1, since both the Summoner and Eidolon get one. This can be quite helpful since you can do things like have two checks to find things, have one track while another scouts, etc.

    Animal companions fall off at high level while Eidolons do better at keeping up. Conversely, Summoner has fewer and less potent spells than a full caster at those same levels.

    I had one in one of my Ruby Phoenix games and it was an effective character, but didn't have some grand advantage over everyone else in most situations. Aside from the weaker Eidolon options acting as something of a trap, I think the class is in a pretty good place where it offers something unique without balance issues.

    (I also don't think casters tend to get a ton out of animal companions. The Rogue got more out of his than any caster I've ever seen with one.)


    Now that Tridus pointed about two Exploration activities. There's another thing that eidolon does that companion doesn't Speak and Interact!

    Eidolon are intelligent creatures, not necessarily humanoids that share your skills, can interact with objects (but cannot use non-eidolon items) and with people.

    Needs to RK something about Arcana but you failed in the RK check? Try it again with you dragon eidolon maybe it can remember something. Wanna a bonus to not fail a craft check? As you construct eidolon to Aid you. Needs to Treat Wounds and want's to try a high medicine DC ask you plant eidolon for help to Aid you holding the patient in place or providing you some herbs wanna help the party rogue to Disable a trap but you dex isn't to good make you fey eidolon to Aid him.

    Eidolon share skills with you and can do a large set of things or just Aid both with physical and mental skills using their own attributes.

    Summoner perception is pretty bad and both summoner and eidolon usually doesn't have a high wis but you both together have 2 chances to notice things in exploration allowing to both search (2 rolls) improving your chances to notice something.


    R3st8 wrote:
    The words versatile and flexible are starting to become trigger words for me, every time i hear versatile, flexible, viable, ok etc... in a class discussion I 'm starting to assume its horrible.

    It's not out-of-combat vesatility or flexibility, which can vary greatly, that's being talked about here, though. The Summoner has an effective 4 actions, like the monk, and it's martial half (the eidolon) hits about as hard as martials with no damage boosters (again, like the monk). Unless you think the monk is a bad class, the summoner is in the same ballpark, except it has built in ways to use the other 2 actions - the summoner can cast damaging save spells, use 1-action skills their eidolon doesn't have the stats to use effectively, or simply use Boost Eidolon and become a regular damage boost martial at the cost of their floating free action.

    It's not a 1-to-1 comparison, because the Summoner pays for this by having all defensive abilities be half as effective on them, since you can always hit the other one, but we're not talking about shuffling around prepared spells here, this is a class with 4 actions per turn in combat and baked in ways to use them well.


    Powers128 is right: the advantages of a second body are balanced out by the drawbacks of sharing the same actions, HP, and MAP, so the bulk of your power as a Summoner comes from having effectively four actions to play with each turn, as well as the two exploration activities you can undertake simultaneously as Tridus mentions. Make no mistake: having two bodies to work with means you get to do a lot of things no other classes can do, and your effectiveness as a Summoner will come from leveraging that along with the distinct advantages of your martial and caster halves. The bulk of your power, however, will come from your superior action economy, which which you'll need both your halves to leverage fully.


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    I would say they invert the relationship of an animal companion. A Druid is primarily contributing to combat via their spell slots, with the companion providing support/supplemental damage. A Summoner is primarily contributing via their eidolon's strikes, with the summoner's magic providing support/supplemental damage.

    Summoners are a martial class dressed up as spellcasters. (Their spells are absolutely relevant, you just need to ration them out. But opening a fight with a Fireball before switching to strikes to clean up, or throwing a heightened Heroism on the eidolon before it charges in can be very effective)


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    It's also worth pointing out thay while an Eidilon and a Mature/Advanced Conpanion have the same base number of actions shared with their master (4, not counting additional tandem actions), Eidilons don't have any restrictions on what they can use a single action for, whereas a conpanion that isn't commanded can only stride* or strike- Stepping, demoralizing, and using single action special anilities are all things only rhe eidilon can do in this situation.

    *Technically, this would mean a companion that isn't commanded shouldn't be able to use special movement speeds, but this seems to be near universally ignored for being pointlessly cruel, especially to companions at the risk of falling or ainking.


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    Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

    I didn't see this mentioned before: eidolons are considered separate creatures for most game effects.

    Among other things, that means you can bypass all kinds of limitations. IE, being able to demoralize the same creature twice in the same encounter; once from the summoner and once more from the eidolon.


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    Finoan wrote:
    R3st8 wrote:
    The words versatile and flexible are starting to become trigger words for me, every time i hear versatile, flexible, viable, ok etc... in a class discussion I 'm starting to assume its horrible.

    Then... every class in PF2 is horrible.

    Which is a reasonable thing to think, I guess. May your adventures be wild.

    But PF2 is designed such that your choice of class and selection of build options are not going to put one character at a significant power advantage or disadvantage compared to other characters. Some people like that design. Some people don't. But that is the PF2 design.

    I would stipulate, that's the goal and intention.

    Arguably some classes fall a little short but on average, yes I agree.


    At the most basic level, most people likely give AC's far more autonomy then the rules give them. They are not their own living beings, they are a low impact resource that you need to spend actions on to do anything with. This includes exploration activities. They also don't scale very well after level 14, with STR based ones being much worse.

    While the Eidolon is a fully intelligent character tied to another. Eidolon's can do everything (except maybe use tools or kits depending on how your GM rules) that a player can do. They can aid you in the task your doing, do the same task at the same time such as RK, they can be in a different room talking with another character. They can learn spells, they can fly, you can potentially ride them, they share all your skills, they can pick up a few skill feats, and they scale up to level 20 properly. They can get one of the best offensive focus spells, though it's difficult to use.

    An AC gives your group more health for enemies to take away, while a summoner is easier to heal since you can heal/battle medicine both the summoner and eidolon. This becomes a bigger issue in the later levels when your Eidolon has martial armor class and your AC can be up to 4 points behind depending on type. Eidolons get apex boost in their offensive stat to maintain equality with martials, while an AC will be 2-5 points behind and do noticeably less damage.

    You need to invest up to 5 feats to keep an AC at maximum capability, while a summoner already is balanced to have a martial component by having wave casting.


    Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
    OrochiFuror wrote:
    At the most basic level, most people likely give AC's far more autonomy then the rules give them. They are not their own living beings, they are a low impact resource that you need to spend actions on to do anything with.

    Please share the rule(s) that clearly state (1) animal companions are not living beings and (2) are wholly unable to act unless commanded.

    I am quite certain your assertions are incorrect.


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    Like in terms of realism, as a GM, if someone was totally unwilling to spend actions commanding their animal companion, the most plausible thing for "a wild animal" do it in a context in which people are screaming and throwing fire around is "go hide somewhere until it's safe."

    The *unrealistic* thing for an animal to do, which requires training since an animal probably wouldn't do it on its own, is "go attack that bandit archer over there."


    Ravingdork wrote:

    I didn't see this mentioned before: eidolons are considered separate creatures for most game effects.

    Among other things, that means you can bypass all kinds of limitations. IE, being able to demoralize the same creature twice in the same encounter; once from the summoner and once more from the eidolon.

    This is super handy for Battle Medicine. You can get silly with it if you get Godless Healing on your Eidolon. And if your Eidolon is one with hands and your GM falls on the "Eidolons can use mundane items but not magical ones" side of that... well, have fun!

    OrochiFuror wrote:
    At the most basic level, most people likely give AC's far more autonomy then the rules give them. They are not their own living beings, they are a low impact resource that you need to spend actions on to do anything with. This includes exploration activities. They also don't scale very well after level 14, with STR based ones being much worse.

    I think I get what you're trying to say, but Animal Companions are Animals, which are very much living beings per the rules. Otherwise you wouldn't be able do things like use Treat Wounds on them, which you most definitely can.

    You're correct that they don't get exploration activities and until Mature can't act at all without their controller spending actions. But I'm not sure this is actually a thing people are doing wrong in large numbers?


    Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
    PossibleCabbage wrote:

    Like in terms of realism, as a GM, if someone was totally unwilling to spend actions commanding their animal companion, the most plausible thing for "a wild animal" do it in a context in which people are screaming and throwing fire around is "go hide somewhere until it's safe."

    The *unrealistic* thing for an animal to do, which requires training since an animal probably wouldn't do it on its own, is "go attack that bandit archer over there."

    I agree.

    The rules are clear that you need to command your companion during combat. What I don't believe is supported by the rules is the notion that an AC will simply stay in place and starve to death if its master abandoned it.

    They are, and behave like, autonomous living creatures when left up to their own devices.

    Edit: Unless it's something like a construct or undead companion. Then it may very well sit around forever.


    OrochiFuror wrote:
    At the most basic level, most people likely give AC's far more autonomy then the rules give them. They are not their own living beings, they are a low impact resource that you need to spend actions on to do anything with.

    This is not the case in my experience. Everyone seems to understand that young animal companions don't do anything in combat when uncommanded besides run out of dangerous terrain (which the rules for Minions say all minions should do), and the general consensus is that if you want your animal companion to do anything more complicated than follow you around/carry you in exploration or downtime you need to be actively commanding it.


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    Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
    Squark wrote:
    OrochiFuror wrote:
    At the most basic level, most people likely give AC's far more autonomy then the rules give them. They are not their own living beings, they are a low impact resource that you need to spend actions on to do anything with.
    This is not the case in my experience. Everyone seems to understand that young animal companions don't do anything in combat when uncommanded besides run out of dangerous terrain (which the rules for Minions say all minions should do), and the general consensus is that if you want your animal companion to do anything more complicated than follow you around/carry you in exploration or downtime you need to be actively commanding it.

    Yep. Most GMs I know allow the animal companion to participate in Exploration activities, but when they do their master can't. It's either/or, unlike with the summoner, which can both participate simultaneously.


    Squark wrote:
    OrochiFuror wrote:
    At the most basic level, most people likely give AC's far more autonomy then the rules give them. They are not their own living beings, they are a low impact resource that you need to spend actions on to do anything with.
    This is not the case in my experience. Everyone seems to understand that young animal companions don't do anything in combat when uncommanded besides run out of dangerous terrain (which the rules for Minions say all minions should do), and the general consensus is that if you want your animal companion to do anything more complicated than follow you around/carry you in exploration or downtime you need to be actively commanding it.

    Hasn't been my experience, and several times here on the forums it's come up how people want them to do things that normal animals and pets might do that aren't supported by the rules. Mechanically, they can survive on their own but for you as a player to benefit from them you need to use actions to do so. That's the important thing, you have to spend actions to get a benefit from them as a class resource, and not just in combat, your beloved companion isn't going to stand over your unconscious body to defend you even though that feels right.

    The big issue with them is they are designed tightly so that you don't get free benefits from them. That leaves them feeling less like their own creature and more like a pawn you control. When you don't have control the GM does, and that leaves a lot of room for differences in experience. I've been in groups where your AC just leaves the story when you can't control them for a while, and I've been in groups that will send an AC on a multiple hour long command.


    OrochiFuror wrote:
    I've been in groups where your AC just leaves the story when you can't control them for a while, and I've been in groups that will send an AC on a multiple hour long command.

    Wow, both of those extremes seem neither RAW nor RAI to me. "An animal companion is a loyal comrade who follows your orders." Loyal comrades don't just leave...your dog doesn't just up and leave because you didn't talk to it today.

    On the other end, taking the Command an Animal action is 2 seconds out of each 6. The description of the action says: "It forgets all commands beyond what it can accomplish on its turn." So nope, unless there is a specific rule that lets it do something longer term, multi-hour commands are not RAW or RAI. Using the dog example again, I might allow something longer if it made sense, like a bloodhound being commanded to tracking someone by scent. But ACs are not at all human intelligent, so it would have to be something the animal would typically do anyway for me to buy into such a player request.

    Eidolons, otoh....not minions, and not dumb animals. So there, the biggest barrier is likely the range limitation (and the 1 min limitation for unfettered)


    OrochiFuror wrote:
    At the most basic level, most people likely give AC's far more autonomy then the rules give them. They are not their own living beings, they are a low impact resource that you need to spend actions on to do anything with. This includes exploration activities. They also don't scale very well after level 14, with STR based ones being much worse.

    Yes, this is a fact, companions, in addition to consuming 4 mandatory talents to improve their chassis, which is quite punishing in itself, end up with a chassis considerably weaker than that of an Eidolon that uses the chassis of a martial.

    In terms of attacks:

  • To begin with, companions start with only +3 in the attack attribute, while the eidolon starts with +4, and both start trained in their unarmed attacks and both can cause up to 1d8 + strength (normally 2 or 3 depending on the type of companion).
    The eidolon, in turn, initially causes a little more damage and hits more (1d8+4 and the same proficiency).
  • At level 4, when you take a feat to make them mature, they become large if they are medium, but the range does not change. They gain +1 to strength, constitution, dexterity and wisdom, which improves the attack attribute to +4 and increases the damage die by one die, causing up to 2d8 + strength (now 3 or 4 depending on the type of companion).
    While the eidolon receives the item bonuses of its weapon, it gains +1 to hit at level 2, and an extra damage die because of the Striking rune. This basically keeps it with +1 to hit over the companion.
  • At level 8, you take the feat to make the companion nimble/salvage, gaining +2 to hit in the attack attribute and +2/+3 additional damage respectively for nimble and salvage.
    While the eidolon at level 5 becomes a specialist in unarmed attacks, gaining +3 to hit over the companion until level 8, when they return to +1 to hit compared to the companion, they also gain +2 damage because of their Weapon Specialization, and at level 8 they can benefit from +1d6 from an elemental damage rune, dealing considerably more damage than the companion.
  • At level 14 they take the last feat to improve the companion's chassis, making them specialized. The proficiency of the attacks finally increases to expert, here the nimble companion stands out because they gain +2 in dex against the +1 in str of the salvage, they gain another damage die in addition to doubling the extra damage bonus, reaching 3d8 + strength +6.
    While the eidolon at level 10 increases the item bonus to +2, and can add another property rune, gaining +1d6 damage and increasing the attack attribute by +1. At level 12, the eidolon gains the Greater Striking rune, increasing the base damage by one more die. At level 13, the eidolon gains Unarmed Mastery, increasing the proficiency bonus by +2, which also increases the damage of Weapon Specialization to +3. In total, at level 14, it is dealing 3d8 + 5 (strength) +3 (Weapon Specialization) + 2d6 from the property runes, which is significantly more than the companion.
  • At level 16, it is possible to take another feat from a specialized companion to increase the dex/str by +1, thus increasing the hit and perhaps the damage if it is salvage.
    While the eidolon increases the Weapon Specialization bonus to Greater Weapon Specialization at level 15, doubling the bonus to +6. In addition, at level 16, it increases the item bonus to +3 and takes another property rune. Now totaling 3d8 + 5 (strength) +6 (Greater Weapon Specialization) + 3d6 from the property runes.
  • At level 18 it is possible to take the last feat of specialized companion to increase dex/str by +1, thus increasing the hit and perhaps the damage if it is salvage.
    While the Eidolon gains his Apex increasing the hit and damage attribute by +1. Now totaling 3d8 + 6 (strength) +6 (Greater Weapon Specialization) + 3d6 from the property runes.
  • Companion no longer gains any base progression after level 18, but the Eidolon gains the Major Striking rune at level 19 increasing his damage to 4d8 + 6 (strength) +6 (Greater Weapon Specialization) + 3d6 from the property runes and at level 20 he gains the last improvement in the attribute increasing strength to +7.

    At the end of the levels, calculating everything, the Eidolon is on average 2x stronger.

    A very similar situation happens with AC. It starts out very low because of the cost of the companion's armor and the high strength requirement. And at the end of the day, when the dexterity bonus is higher than it, you have to throw it away.

    Making proficiency without level to make it easier:

  • At level 1, the dex-based companion has AC 10 + 2 (trained) +3 (dex) = 15.
  • At level 2, if you're willing to spend a good amount of money on his heavy armor, it goes up to AC 10 + 2 (trained) +3 (dex) +3 (item) = 19. However, he has -10ft speed due to the armor penalty. And he's basically stuck there until level 13!
  • At level 14, the unarmored defense becomes expert and the dexterity bonus goes up to +7, which makes it better to throw the armor away, and it has AC 10 + 4 (expert) +7 (dex) = 21.
  • At level 16, you can take your second specialization feat and increase your dex by +1, becoming AC 10 + 4 (expert) +8 (dex) = 22.
  • At level 18, you can take your last specialization feat and increase your dex by +1, becoming AC 10 + 4 (expert) +9 (dex) = 23.

    Compared to this, the Eidolon follows the basic AC progression of a martial, including runes:

  • At level 1, it is AC 10 +5 (from the sum of dex + armor) +2 (trained) = 17
  • At level 5, it is AC 10 +5 (from the sum of dex + armor) +2 (trained) +1 (rune) = 18
  • At level 11, AC 10 +5 (from the sum of dex + armor) +4 (expert) +2 (rune) = 21
  • At level 18, AC 10 +5 (from the sum of dex + armor) +4 (expert) +3 (rune) = 22
  • At level 19, AC 10 +5 (from the sum of dex + armor) +6 (master) +3 (rune) = 24
    * You can increase all these ACs by +1 with the Drakeheart Mutagen, but then it depends on the MC or an alchemist friend.

    Which in the end is interesting because the companion's AC can keep up with the martial ones, but if your companion is Savage, then forget about the AC because it locks at 19+lvl at level 4 and never increases again.

    And finally, the HP, which is complicated to compare because the eidolon shares its HP with the summoner.
    But basically the companion is 6 + (6 + con) x lvl, with the companion's con being 2 at level 1, 3 at level 4, and 4 at level 8. Totaling 206 at level 20.
    While the summoner starts with something around 8 + (10 + con) x lvl, considering that the summoner starts with 1 con (because he needs to invest in charisma and dexterity), but since it is not uncommon for the player to compensate by choosing an ancestry that allows for bonuses in dex+con+cha, we will increase this to 2 con. Considering that con will increase to 3 at level 5, 4 at level 10, and 5 at level 20. In total, the summoner will have 308, which can go up to 328 if the summoner also gets Toughness. In other words, despite being shared, in the end it is still 50% more HP.

    Conclusion

    In the end, the eidolon ends up having a much stronger offensive power than the companion and this without costing you an absurd 6 feats!

    Honestly, if you are a caster and want to have a "companion" then you should seriously consider playing as a summoner. Because you will probably regret spending so many feats on a companion and receiving so little.

    But if you want to play as a martial then the situation may be different. I would honestly recommend that you consider playing as an inventor because his companion receives many more benefits and is a true construct, with all the immunities that a construct would normally have, and is Repaired instead of Healed, which can be a problem to "heal" him in battle, but with Quick Repair, from level 7 onwards you can heal him without spending resources in a very efficient way. Besides, if he is destroyed, you can rebuild him the next day.


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    YuriP wrote:

    Conclusion

    In the end, the eidolon ends up having a much stronger offensive power than the companion and this without costing you an absurd 6 feats!

    Honestly, if you are a caster and want to have a "companion" then you should seriously consider playing as a summoner. Because you will probably regret spending so many feats on a companion and receiving so little.

    But if you want to play as a martial then the situation may be different. I would honestly recommend that you consider playing as an inventor because his companion receives many more benefits and is a true construct, with all the immunities that a construct would normally have, and is Repaired instead of Healed, which can be a problem to "heal" him in battle, but with Quick Repair, from level 7 onwards you can heal him without spending resources in a very efficient way. Besides, if he is destroyed, you can rebuild him the next day.

    Not sure if anyone else feels this way, but I tend to think of the summoner as the "companion" and the Eidolon the actual character, at least as far as comparing proficiencies goes. Not sure if I ever checked point for point, but I recall the summoner's proficiencies winding up somewhere near a companion.

    So basically you get a companion that can use scrolls.


    In fact, this feeling comes from the fact that the summoner only has standard access to 4 spell slots and his spell CD progression is 2 levels lower, preventing him from becoming legendary, along with the fact that almost all class feats are to improve the eidolon.

    But in practice it is a middle ground, especially if you note that external feats such as general and archetype feats only improves and gives abilities to the summoner and not to the eidolon, for the eidolon you already have almost all of your class feats focused on it, but it cannot take advantage of external feats with the stances of a monk for example.

    The summoner is actually quite divided, you are not as good a caster as a sorcerer, but you are definitely a true caster, your eidolon is not as good as a martial, but it definitely has the full chassis of a martial and many of martial feats.
    Summoner shines in the point where it has a martial dedicated to it, which is the eidolon, it will be where you think best, act in the way you want it to act and so on, and the opposite is also true, the eidolon has a caster dedicated to it, he will give the buffs and healing that the eidolon needs most, will complete its attacks and provide all kinds of magical assistance.

    So much so that for many years I defended that the summoner was probably the best option for those who wanted to make a combat healer, including being one of the best ways to play with him. As the summoner is easily able to both heal the eidolon by healing himself, as well as having great flexibility to move around the battlefield healing and providing support to his allies.

    In fact, many of the criticisms and complaints I saw from summoner players came precisely when they tried to dedicate themselves to just one side and forgot about the other. Only when they remembered that the idea was for the two to complement each other and started to choose feats, spells and tactics in order to explore the two acting together did they start to really like the class.

    For example, one of the most curious builds I've ever seen is the grandeur champion summoner build where the summoner can use his champion reaction even on the eidolon itself, protecting it and the rest of the party while staying in a safer position, especially after you get Expand Aura at level 12.

    It's a great class for creative optimizers who have good ideas for it.

    The really curious contradiction of the summoner for me is that of the available caster classes, it is the one that is least useful for summoning creatures.

    This is because the way summoned creatures were designed in PF2e makes them not good for fighting for you, but rather for completing that third action that you don't really know what to do with it.

    For example, one of the most effective and common uses I know of for summoned creatures is to summon a dragon so that (non-summoner) casters can cast their fireballs and similar spells while your dragon helps allies flank, distracts opponents and helps complete your DPR with breath weapons and Draconic Frenzy.

    But the summoner doesn't need this, his economy of actions is already complete, since his "third action" is already the eidolon whose attack with map-5 already has the same hit rate as a summoned creature. Even having feats like Master Summoner, Legendary Summoner, it is not usually worth it, except if used for incarnations.

    Liberty's Edge

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    This thread has me very interested in playing a Summoner, though I probably won't get a chance to for quite some time. That said, I might be able to talk a player into trying one.


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    AnimatedPaper wrote:

    Not sure if anyone else feels this way, but I tend to think of the summoner as the "companion" and the Eidolon the actual character, at least as far as comparing proficiencies goes. Not sure if I ever checked point for point, but I recall the summoner's proficiencies winding up somewhere near a companion.

    So basically you get a companion that can use scrolls.

    A companion that can cast Moment of Renewal. ;)

    I view them as two halves of a whole. Playing the class optimally requires setting yourself up to get the most out of both of them. It's not really the same as with a companion, where if you don't quite get it into position this turn because you want your actions for yourself, its not that big a loss. Companions are useful, but they're very much secondary.

    The Summoner by itself is a weak caster. The Eidolon by itself is a weak martial. What makes them work is that they can be both things at the same time, in a single turn.

    That's what I saw out of the one in Ruby Phoenix. A turn where you Weighty Impact hit/trip the big bad while also putting out a big Heal on the Fighter is a good turn.


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    "Two halves of a whole" I think is definitely the philosophy for playing a Summoner. The caster body on its own is surprisingly decent for its spell DC, but not great for spell output, and the martial body on its own is bare-bones, but together and with their superior action economy they become more than the sum of their parts. Simply being able to cast a cantrip and make a melee Strike each turn, even two sometimes, makes for decent baseline damage output, and that's without counting the utility you can produce from spell slots or Athletics maneuvers, in a game where most characters are generally good at only one or the other. The Summoner gets to have the best of both worlds, and their power specifically comes from leveraging the full ability range of a martial and caster class, adapting to the situation as needed. Often, you'll want your summoner to use Act Together on a two- or three-action activity, but sometimes you'll want your eidolon to move in and make a Furious Strike instead while your summoner Demoralizes, and that's the kind of flexibility you can't get out of an animal companion.


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    Tridus wrote:
    AnimatedPaper wrote:

    Not sure if anyone else feels this way, but I tend to think of the summoner as the "companion" and the Eidolon the actual character, at least as far as comparing proficiencies goes. Not sure if I ever checked point for point, but I recall the summoner's proficiencies winding up somewhere near a companion.

    So basically you get a companion that can use scrolls.

    A companion that can cast Moment of Renewal. ;)

    I view them as two halves of a whole. Playing the class optimally requires setting yourself up to get the most out of both of them. It's not really the same as with a companion, where if you don't quite get it into position this turn because you want your actions for yourself, its not that big a loss. Companions are useful, but they're very much secondary.

    The Summoner by itself is a weak caster. The Eidolon by itself is a weak martial. What makes them work is that they can be both things at the same time, in a single turn.

    That's what I saw out of the one in Ruby Phoenix. A turn where you Weighty Impact hit/trip the big bad while also putting out a big Heal on the Fighter is a good turn.

    This was my experience too, down to the Weighty Impact. It felt to me like I had a spellcasting hand and a martial hand, and the point was figuring out which went where. Once you have positions down the rest kind of slots into place, spells for your castery side, and fancy striking for your martial side.

    It also just feels really good to occupy two wildly different squares and be able to interact with the environment. There were times my summoner or eidolon was in position to pick something up or interact with the scenery that made our lives easier, like closing and locking doors to head off some mobs of mooks, making the fight smaller, that no other character would have been able to do because they were all embroiled in fighting said mooks.

    Grand Lodge

    It might help to think of playing a Summoner as like playing Yuna from Final Fantasy 10.


    Total PF2e n00b here so apologies if this is a silly question but I figured I'd ask seeing as how there is a rare confluence of circumstances (me coming to the PF forums AND an active Summoner thread!). I've always wanted to try a summoner as my first PF2e character with a specific build that isn't possible in that other d20 fantasy game in that I'd like to have dual characters that play (whether naturally or artifically) differently using the eidolon mechanic similar to "twinned" characters in pop culture like Wily Kit and Wily Kat in the Thundercats or the Wonder Power Twins in the old Justice League cartoons. I was thinking that the fey eidolon along with a similar character like an elf or gnome where depending on which skill was being used then either the eidolon or summoner would actually be doing the check; the same would go with roleplaying where they'd obviously have their own personalities.

    I'm not particularly concerned with power (and it doesn't sound like the summoner is considered broken or OP anyways given the topic above) but rather the feeling of playing two characters sort of but not. Is this a pipe dream by someone with no practical knowledge of pf2e (let alone experience of any kind with the summoner specifically!) or something that is possible? I'm a former on and off GM in multiple systems including D&D 3.x for years so I'm not particularly worried about the crunchiness of the system playing with two semi-characters but obviously I don't know if I should be.


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    I mean fey and elves aren't related in Pathfinder, but I guess yeah it could work. You could also take one of the phantom eidolons and reflavor them as your ideal self or something like that. Let's say your character is a scrawny and weak individual but the eidolon is a brawny and muscular version of you. You don't really need much guidance than that since this is mostly a flavor thing and not something mechanically, unless you want to have your character literally twinned and have to characters with exactly the same two stats and abilities.


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    Play a Skeleton with a phantom eidolon that's your own ghost, your choice whether it's more motivated by anger or devotion.

    Shadow Lodge

    Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

    There was an archetype for that in 1E.

    For 2E it is absolutely possible to make that work, although the Eidolon will be marked with a rune that identifies it as an Eidolon.


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    PossibleCabbage wrote:
    Play a Skeleton with a phantom eidolon that's your own ghost, your choice whether it's more motivated by anger or devotion.

    Or play a skeleton with an undead eidolon that's a zombie, or rather what's left from your body and organs. Or any race and the eidolon is your skeleton.


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    Pathfinder Lost Omens, Rulebook Subscriber
    pH unbalanced wrote:

    There was an archetype for that in 1E.

    For 2E it is absolutely possible to make that work, although the Eidolon will be marked with a rune that identifies it as an Eidolon.

    You both get the rune.


    exequiel759 wrote:
    I mean fey and elves aren't related in Pathfinder, but I guess yeah it could work. You could also take one of the phantom eidolons and reflavor them as your ideal self or something like that. Let's say your character is a scrawny and weak individual but the eidolon is a brawny and muscular version of you. You don't really need much guidance than that since this is mostly a flavor thing and not something mechanically, unless you want to have your character literally twinned and have to characters with exactly the same two stats and abilities.

    Thanks as I didn't know that (re: fey and elves in PF). One thing I completely forgot to mention was that I didn't want the world/other player characters to necessarily know the other sub-character wasn't "real". I'd reveal that as needed during roleplay hence why I chose the fey one as it can simply be a humanoid style creature (but obviously with a dual arcane mark on it and the summoner). Apologies as that is a key element to the exact build I wanted that probably should be mentioned. And, yes, I'd pick the eidolon build that was most different attribute wise to the summoner so that each could have its own strengths (pun intended).


    SITZKRIEG! wrote:
    I was thinking that the fey eidolon along with a similar character like an elf or gnome where depending on which skill was being used then either the eidolon or summoner would actually be doing the check; the same would go with roleplaying where they'd obviously have their own personalities.

    Summoners are cool, and you will have fun. But...Summoner-eidolon skills don't work that way. They share skill proficiencies yes but they have their own attributes. Thus if Alice the Summoner is trying to open a door while 50' away Bob the eidolon is talking to a merchant, Alice uses her Str+Athletics while Bob uses his Cha+Diplomacy. The Athletics and Diplomacy will be the same in both cases, but the Str and Cha won't (necessarily) be.

    But don't let that stop you! They're fun and you can definitely get that 'two partners' role play experience.


    pH unbalanced wrote:

    There was an archetype for that in 1E.

    For 2E it is absolutely possible to make that work, although the Eidolon will be marked with a rune that identifies it as an Eidolon.

    Thanks and I'll have to look that up on the wiki page for guidance/ideas. From my reading, it looks like the rune is obvious but not necessarily specific to a summoner/eidolon (though I'd guess some sort of a lore check might indicate that). I have no idea if there is any further info from an FAQ or subsequent book that clarifies or changes this from the wiki as this entry is my only source for the idea.

    "This, combined with the way that the two of you clearly act in tandem, makes it readily apparent to an intelligent observer that the two of you are connected in some way, even if the person has never encountered a summoner before."

    https://2e.aonprd.com/Classes.aspx?ID=18

    edit: I looked up the archetypes for the summoner/eidolon on the wiki but it looks like it's coming up blank in my browser. Sometimes I have issues with the wiki but the rest of the entries seem to have been working this evening.

    https://www.aonprd.com/Archetypes.aspx?Class=Eidolon


    shepsquared wrote:
    pH unbalanced wrote:

    There was an archetype for that in 1E.

    For 2E it is absolutely possible to make that work, although the Eidolon will be marked with a rune that identifies it as an Eidolon.

    You both get the rune.

    One of the alternate builds I thought of was an undead but with my almost complete lack of knowledge regarding the world/setting of pathfinder I figured that NPC attitudes towards undead might be too much to deal with combined with my equally almost complete lack of experience with te rules, lol.


    Easl wrote:

    Summoners are cool, and you will have fun. But...Summoner-eidolon skills don't work that way. They share skill proficiencies yes but they have their own attributes. Thus if Alice the Summoner is trying to open a door while 50' away Bob the eidolon is talking to a merchant, Alice uses her Str+Athletics while Bob uses his Cha+Diplomacy. The Athletics and Diplomacy will be the same in both cases, but the Str and Cha won't (necessarily) be.

    But don't let that stop you! They're fun and you can definitely get that 'two partners' role play experience.

    That was my impression on the interaction as well so it definitely wouldn't stop me. As I said, this isn't a power build (is that even a thing with PF2e?) by any stretch and I don't doubt that a dedicated character would be better than my split character/split focus version. I was planning on deviating the stats between them somewhat significantly to give each a subspecialty (though there will be some overlap). On the RP end, I would tend to default consistently to either the eidolon or the summoner to perform each skill in game (with the other potentially aiding). It's silly, overly complicated, and basically gives me two glorified NPCs to run but it's something that I wanted to try someday and wasn't sure if it was truly feasible (it's definitely NOT in D&D). I'm a bit disappointed to hear that there won't be a Player Core 3 book that remasters the class though but it wouldn't stop me from trying if I actually got into a PF2 game locally.


    The summonner doesn't really need a remaster besides a few things that still work like they used to pre-Remaster. Its not like the remastered classes are that much different from their original counterparts anyways (except for swashbuckler. That one was really bad pre-Remaster and is fantastic now).

    Back to the twinned idea. I guess you are going for something like playing two twins (not literally, but I understand that's what you want other players to believe). In that case I guess the closest would be something like your original idea of fey and elves but with the existing eidolons. Angel and demon eidolon would pair well with a nephilim, beast with some of the animal-like ancestries or beastkin, construct with automaton or android, dragon with dragonblood, elemental with any of the genie-kin, plant with ghoran or leshy, psychopomp with duskwalker, and undead and the phantom eidolons with skeleton, dhampir, or any of the undead archetypes if you take one of those. Btw, I just noticed there's a Twin Eidolon feat for summoners, but its 20 level. Not like it would work in this instance since you transform into your eidolon and not backwards. I hope someday someone makes a class archetype around that feat.

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