SUMMONER CLASS GUIDE - Pathfinder 2e
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- Опубликовано: 6 сен 2024
- The summoner has quickly become my favorite class in pathfinder 2e! Let's talk about what exactly goes into making one and what they can really do at every level from 1-20 in this class guide!
Watch Part 1 Here: • SUMMONER EIDOLON GUIDE...
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Eidolons do not have their own spell DCs or spell attack rolls. They always use the Summoner's (Eidolon Spells, page 58).
This also means that if you take Meld into Eidolon and Magical Understudy, you can essentially max out your charisma and con, get your dex, ac, and movement abilities from your "battle form" Eidolon, and still blast scaling cantrips like Electric Arc, where it is useful to do so.
That’s actually kinda brilliant.
It’s also like a weird mix of an Animal and Wild druid in a way.
You basically become a discount 1e Synthesist.
Meld into Eidolon could also be handy if you enter an environment where the summoner has issues, but the Eidolon does not. Example: You need to explore underwater and there isn't enough Water Breathing to go around the party. Your Eidolon can water breath, but your summoner cannot. Meld in, and you don't have to worry about the leash and you don't need to worry about Water Breathing for your character.
Or, for example, you can just make a really fun roleplay situatons for people that do not understand what is Eidolon (aslo non-playable characters). I really interested in human-type Eidolon tricks
so its value is reflected as a traverse mechanism in hazarous enviroments or if you have to deal with stuff your eidolon is resistant, i think that is a good compromise for a lvl 1 feat tbh
It can also help when the enemy is trying to kill the summoner, as your eidolon likely has much better defenses than the summoner (ac wise)
The burrowing speed looks much more interesting then. You could swap with him instead but with low range, now you can just visit Golarion core (and actually meld)
a good example wil be: your eidolon have resisstenz against fire or so and you know, melt into your eidolon, walk though that fire and life a nice life as a eidolon
I think you underrated shrink down, I think the real value of this feat is being able to turn a large/huge eidolon into a small or medium sized creature if you're dungeon crawling or in an enclosed space
That's jumping through too many hoops though. Imo just don't take the enlarging feats and simply use Evolution Surge if you want your Eidolon to be big so that it's medium/small by default.
Granted you can do a full build with miniaturize if you want your Eidolon's size to constantly be changing. Sure. Sounds fun.
I am really new to pathfinder but would anyone really take permanent huge? Coming from other games it would basically never fit in most spaces, or if it does fit make it a pain in the butt for the other characters to maneuver. Hey once you have master transmogrify as an option for a day when you know you are on a wide open area, go for it. It just seems like you are taking multiple feats, 2 to get big one to get small for something you will rarely get to use.Too bad you can't dual trample with twin eidolon, or can it i don't really get act together yet.
@@Ahglock I'd consider it on a plant eidelon as a huge plant eidelon can cover a 25 foot area in it's Attacks of opprotunity that also stop movement and drop enemies prone lmao
@36:00 Actually, spells cast by your Eidolon DO use the Summoner's Spell DC. I know the feat calls them "Innate Spells," but the general Eidolon rules say that all spells cast by an Eidolon use the Summoner's Spell DC. Not sure why Paizo decided to call Eidolon spells Innate Spells, since it can be kind of confusing.
My apologies, I did not see this.
I was scrolling down to the comments to say this. Page 58:
"An eidolon normally can't Cast a Spell; however, some feats or abilities can grant it this capability. An eidolon that has spells also gains the Cast a Spell activity. It doesn't have its own spell DC or spell attack modifier; if it needs to Cast a Spell, it uses your spell DC and spell attack modifier."
Yes this is not as obvious as it should/needs to be. The caster stat blocks are mostly there for skill usage so you don't need your pet to have good caster stats for them to cast good if they have the option for it.
I beleave they call it Innate Spell because the Eidolon do not use spell slot, the way a see it if you say the Eidolon gain spell slot when you apply the feat that allow the summoner cast the Eidolons Spell you sudden have more spell slot that you can use as you want... but as they are Innate Spell you only can cast those spell.
I missed this looking at builds. A strong eidolon benching the door one minute and 7th level casting the next is funny.
19:35 - 21:20 personally will Meld into Eidolon (and to a extend Twin Eidolon) is really feat dependent I think it fills a nice niche. As some have stated having Amphibious Form too use the eidolon: swim Speed & water breathing for underwater combat. But feats like: Airborne Form, Burrowing Form, Expanded Senses & Vibration Sense too give yourself different senses/movement speeds or have Miniaturize too get into stealth shenanigans and maybe get some of the Tiny PC rules in the Special Rules section in Ancestry Guide pg. 66 if you're gm allows it. Meld into Eidolon can also help with so negative status effects like the Anger Phantom Eidolon's Anger Aura (and maybe Ostentatious Arrival but i'm not sure) besides all that I just like the flavor and image how you combine with you're Eidolon. Putting on a Angel Eidolon Cassisian on your head like a helmet and vanish into bright light, getting enveloped by a raging aura that turns into your Anger Phantom Eidolon or having your Construct Eidolon turn into a titan from titanfall grabbing you and puts you in a pilot seat compartment. Also Nonat: you can't take this feat at level one Me:laughs in human with Natural Ambition.
I guess the difference between the inventor capstone and True Transmogrification is also that the inventor can change its subclass, the summoner can not. The summover can change the evolutions of its eidolon but not the type of eidolon.
Summoner: can I copy your homework?
Bard: yeah, just change it up a bit so it’s not obvious.
Summoner: ok. (Proceeds to copy inspire courage, inspire defense, lingering composition, hymn of healing, and eternal composition)
Shhhhh. But they're all *slightly* stronger and only affect one target 😂
Great video! Just some things that spring to mind. I think Paizo's decision for Burrow Speed being such a high level is that you can hop in your Eidolon with Meld Into Eidolon and potentially bypass multiple layers of a dungeon. Sure, eventually the DM will just say, "nope, you've just hit solid rock." But I can see why they might feel it is a bit overpowered.
As for Grasping Limbs, Grapple is more versatile than trip, and depending on what creatures you are fighting, can be better. In addition to inflicting the Flat-Footed condition (the -2 to AC) that Trip does, Grabbed also inflicts the Immobilized condition, preventing the target from using any action with the Move trait. (Move traits include: Balance, Burrow, Climb, Crawl, Drop Prone, Fly, Leap, Sneak, Squeeze, Stand, Step, Stride, Swim, and Tumble Through). Your target is basically left to either Attack you or try and use the Escape action. Casting a spell with a Somatic component adds the Manipulate trait, so a caster would need to succeed at a DC 5 flat check or have their attempt automatically fail. As for extended versatility, characters can potentially grapple a flying creature (if they can reach it), either forcing it to spend its actions trying to Escape or fall to the ground. Really it's just about the creatures a party is fighting, and the best tactics to use. If you're fighting spellcasters or the like, Grapple can be better than Trip, as it targets what will likely be one of their worst saves.
But I'll say one thing for certain. The Plant Eidolon, when given both the Trip trait when choosing its damage type and the Grapple trait when picking up Advanced Weaponry, and then Evolution Surge-d up to Huge-size at level 9, has an obscene grab reach of 20 feet, and trip reach of 25 feet (when using Tendril Strike). You can't use Tendril Strike with Eidolon's Opportunity, but that's still a reach of 15-feet for Grapple and 20-feet for Trip on a Reaction. That's nuts.
I've personally found unfetter eidolon way more useful than I expected. It gives your party a scout that can just disappear if needed, and who if knocked out leaves a dying body back in the safety of the party. I've also used it to have a large threatening creature chase my eidolon away from the party only to unsummon the eidolon. It's also a nice low level way to gain another focus point.
This is the most thorough and in-depth dive into the class that I've been looking for ever since rolling up my 2e Summoner. This video helped me understand the class greatly, and shape my character design into exactly what I see it to be. Thank you for the great content!
Actually, Eidolons use your Spell DC and Spell attack as per the Eidolon Spells entry.
Quote: "It doesn't have its own spell DC or spell attack modifier; if it needs to Cast a Spell, it uses your spell DC and spell attack modifier."
Grabbed > Prone. Also remember that Knockdown / Grab monster actions are a) Actions with cost of 1 action b) Needed to be lead by Strike action. Not AoO action. Strike one.
I don't think that's how True Transmogrification works, NoNat. Appropriate level, by my reading, means that if you're pulling out a level 2 feat you replace it with a level 2 feat.
I second that.
I feel like it’s meant to be like “of the same level or lower” so that it doesn’t have to be a lateral move every time.
By appropriate level they mean same level or lower, so you if you replace your level 8 feat, you can take any feat of the same level or lower just like you can when selecting a feat at level up. Having one feat letting you replace all your other feats to those of your highest level would be unbalanced to say the least.
@@brutusthecat6044 Then why didn't Paizo say so? They've done it before with other rulings.
I think it means any feat that you could have taken at the time. Meaning if you took a level 2 feat at level 4 you can replace it with either lvl 4,2 or 1 and not just 1 or 2. Not sure though that's just what seems right.
Auto Shove has it's Niche if you are in an encounter on a small bridge or by a pit, anything that has uneven terrain where you can shove an enemy and force them to fall. But that's situation vs convenience when comparing to the Auto Trip. Love seeing these video's as they really make you think!
Elemental heart is a fun first evolution, I got sonic damage on attacks and it's really neat. Very few creatures resist sonic for one thing, but also the idea of my golem-like construct companion just slamming their fists together and the shockwave of that discombobulating someone is pretty dang cool
True that the Summoner by default can't take the Meld with Eidolon feat at level one, however if your ancestry has a 1st level feat that allows you to take an additional 1st level class feat (i.e. Natural Ambition for Humans) then you can get it at level one. It works amazingly for concepts like Shazam, Hulk, or Guyver inspired builds.
40:15 Actually, autoconfirmed knockdown is only level 6 for a Monk (Wolf Drag)... so level 10 is sort of late compared to that. And a Monk can already have Stand Still by then (I think).
Too bad I don't have time to play currently cause this is exactly what I want from a class. It looks so cool
Why do you consider knockdown better than grab?
They both impose flat footed, have a moderate offensive penalty, and waste an action to end, but creatures can actually fail to escape a grab on their turn, and it costs them MAP to attempt to do so.
Probably because standing up from Prone can trigger Attacks Of Opportunity.
I think one thing that may have been missed about the merciless rend is I am pretty sure that works with dragons fury if your dragons secondary attacks are slashing. So you have a chance to potentially swing have 3 attacks and 1 auto hit if your two secondary attacks hit. Fun for dragon berzerker type builds where if the stars align you can really go to town on something.
The level 19 Instant Manifestation has a nice trick that you can use it to unmanifest your Eidolon and then manifest it again adjacent to you for a 2 action eidolon teleport. Imagine Act Together, dragon eidolon does a breath attack, then unmanifest it then use your last action to manifest it next to you to get your eidolon out of danger without provoking attacks of opportunity and from distances over its speed.
Wouldn't appropriate level include required level for True Transmogrification? It allows you to trade up and down, but only up to the maximum level the feat slots individually support.
Still amazing, btw
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God I was not expecting that at 28:26 but that's why we love your editing
You keep mentioning this class called the "Ranger" yet I cant find proof it exists. Are you able to show proof of this mythical "Ranger" or what it might possibly look like?
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Pushing Attack is a nice trick to to push targets into snares that you setup with your Summoner getting a nice damage spike.
I think it's interesting that the summoner can, technically, use the Wellspring Magic archetype. I really want to do this with my next character, even at the cost of slowing spell level progression by a whole level and only having two spell slots per day- max. This really benefits from the Fey eidolon, compensating for character shortfalls.
Mine was a Wellspring summoner! Sadly never had any surges, but it's a really fun way to get around the small number of spell slots. That extra slot per encounter is really satisfying!
@@Nonat1s What was your experiance with the slots and their effects lasting only 3 rounds? I am planing on making a support summoner but the short duration is buming me out
35:41 I was ALREADY chomping at the bit wondering if I should make Bruce Banner/The Hulk then they give me this, FINE PAIZO I'LL DO IT!!!
I also kind of want to make Batman too, and some others but I think we might start there!
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Looks cool just what I needed for my upcoming campaign that I'm running for my friends
For Meld into eidolon its just a wild shape for this class, probably in a future will exist feats to power up this style of gameplay, but Im pretty ok with that feat, even if you lose an action, now youre a monster at level 2. And so many actions of act together are used to move both characters, in that case dont lose any actions because now you only have to move once
Concerning Blood Frenzy: It's still a status bonus to damage, so boost eidolon won't have an effect unfortunately.
As for the choice of why certain Feats are placed at the level that they are: keep in mind, that there's also the Summoner Archetype, that can take Feats of up to 10th level. So I guess it's also a way to balance that out. That goes for all the classes and class feats
In the case of the summoner, with Pushing Attack, Weighty Impact und Grasping Limb:
imo, being pushed 5 ft or being Knocked Prone are much less fatal than being Grabbed (I had fights were I couldn't do anything because I was being grabbed... that was frustrating!). Therefor, denying Archetype Summoners access to Grasping Limbs just by making it a higher level Feat makes a lot of sense game balancing-wise.
Grab is better then prone. Both generally cost a action to the afflicted and make it flat footed. But Grab can cost more then one action and adds to the map. They have dc to do manipulate actions. Also my favourite it kinda makes you a take aggro from the creature since the creatures best option is just deal with you
I'm a little late to the game, but regarding blood frenzy; Reinforce Eidolon says that your eidolon can not benefit from boost and reinforce at the same time, and blood frenzy states that your eidolon benefits from boost.
Random thought: if a summoner has an animal companion, could the eidolon Command Animal it?
What if the Eidolon uses a Nature check to Command an Animal? Since the animal should recognize it as belonging to it’s master, wouldn’t it have an easy DC check? But wouldn’t it’s next turn be the same turn as the one that issued it?
these customizable maps are actually badass!
The 'spend an action to do this without roll' are all creature special abilities given to creatures: Rend, Constrict, Grab, Knockdown, Push, and Trample.
As for auto-trip vs auto-grab: both make the target flat footed.
Grasping Limbs takes an escape action to break (but the eidolon can't move), other attacks during the turn take MAP, and can be refreshed next turn with no roll.
Weighty Impact takes a stand action to recover from (which is a trigger for move-based reactions)
Grasping Limbs is better for keeping one target away from the Summoner. More discussion about Grapple: ruclips.net/video/PKgZXvzqOG8/видео.html
Edit: I mixed up the name of the two feats. Grasping Limbs is grab, Weighty Impact is trip. Sorry If I confused anyone.
You say if both you and eidolon fail the save against a fireball, you takes the greatest amount of damage between the two (eidolon took 26 and summoner took 15?) but damage for AoE spells is only rolled once, not for each target, so there wouldn’t be two different levels of damage.
In this game most aoe spells have each player character roll a saving throw and take damage and status effects based on level of success or failure. And summoner and eidolon roll separate saving throws.
I was wondering if you were going to be discussing some fun pathfinder 2e builds, using some of these books. For example, how about a chain sword inventor, or a construct mounted inventor, a Kobold Dracomancer Dragon Summoner.
Question. Is there any reason why you can't tandem move or tandem strike multiple times in a round?
I want to make an onmyoji type summoner who has a yuki-onna eidolon. Start with Anger Phantom and get Energy Heart (cold).
Can you please explain the act together action? So first is it an optional amount of actions used on the process? Can I choose to use 1 or 2? What's the point of using it to cast a spell of 2 actions then have eidolon attack with 1, would you get the same benefit by just using your 3 actions? Or is it saying you cast a spell and now have 2 extra actions 1 of which must be done by your eidolon?
summoner class: you have an eidolon and then next to it a army of summoned creatures and you buff all of them,
yeah the name of the class fits it perfectly
I'm not understanding why it's such a big deal that the idle on can have a tack of opportunity and the knockdown ability. Attack of opportunity is a reaction that doesn't normally happen on your own turn. So the Idol on wouldn't be able to use an action to use knockdown after using the reaction to use a tack of opportunity.... am I missing something
Well sir let me just say. Our preferences DO NOT have to makes sense to other people; and if it so happens that our preferences DO NOT make sense to us either they will still be and will always be our preferences. But seriousness aside, I watched your class tier vid and Alchemist and Summoner were both S. I was torn which to play when I do start to play... this video just helped decide. Thanks.
Dual Studies with dragon Eidolon -> Pick Medicine. You have a fucking dragon that...heals people. You are a gnome with a Dragon 5 times your height, and the dragon is putting a cast on you or treating your poison.
I love it.
So instant manifestation is "'free" in the sense that the manifest it leverages gives your eidolon a 'free' action to take? or no?
Meld Into Eidolon allows you to play as a dragon... worth it.
Also, it allows you to dump your str and dex, prioritizing con and cha.
You don't have a ton of power as a summoner and Eidolons are often stronger and tougher than you are.
I suppose that you can make a build around it.
Would be nice if Paizo made some "become a beast" class, which focused on this melding, but, so far, i see it being useful as "you, the summer, focus on out of combat spells, while your Eidolon is focused on combat".
The whole "you cannot pick this feat at 1st level" suck tho... although, if you are playing as your eidolon in combat, you probably could convince your dm to allow you it at level 1.
Having built a character/set of characters like this (specifically sharing hit points, action economy, status effects) using homebrew in 5th edition, I'm actually really excited that there is now an official way to do this, even if it's not in 5e. I rebuilt the original character/s (a pair of ratfolk twin mystics) as a ratfolk summoner with a ratfolk fey eidolon, and I really can't wait to find somebody to play it with.
I did this but without fey eidolon. Did beast eidolon as a giant rat for my Ratfolk summoner, also using it as a mount, with a racial rat familiar, and using ratspeech to talk to rats (cuz they’re everywhere) for my gather information activity. It’s a lot of fun with the things I can do with all of that. 😁
I really like the flavor of Meld into Eidolon - it just feels like it's missing some feats that allow you to do *some* stuff as if you hadn't melded away, like give me a lvl 4ish feat that lets you cast your Link Spells while Melded into my Eidolon or something and a lvl 12ish feat that lets you cast you other spells - alternatively maybe do a chain of feats that let you disembark/reembark an Eidolon for less than three actions or something...
Lve 19 does it for one action
As far as Magical Adept goes, or Magical Understudy @36:00, since the Eidolon doesn’t use your spell dc, it uses it’s own, wouldnt the best options be to take support and buff spells instead of offensive spells, that it can use without having to worry about dc checks?
Summoner is my brother's favorite class. We're doing malevolence for Halloween and he's got a psychopomp eidolon named Poe with energy heart, it has a sonic heartbeat attack.
Oh the Caul will have fun with him...
The Summoner sounds so much like the Familiar mechanics in The Nino Kuni Video Game
Meld into eidolon is really good for exploration and flight
i don't get it... if you are an Armor inventor, you can then become a Construct inventor, thus turning your suit of armor into a construct or your construct into armor, right? that's like Mecha armor if you wanna twist the functionality of a construct around or am i getting this all wrong?
Which Eidolon would be the easiest to homebrew/change to be an Elemental? I'd like to play a Summoner in an upcoming long campaign, but there isn't an Elemental option by default.
I feel like True Transmog is gonna got "appropriate level" changed to "same level" in errata, if it hasn't already been at this point. That just seems like the intent of this kinda feat, looking at equivalents from other classes.
Quick question: It didn't seem like it was explained very well if you put it in, but I'm not entirely sure how the spell slots work. Do you lose the low level spells you know, or do you keep the and just heighten the level? Say for instance, I have Ray of Frost as one of my 1st level spells, and I just reached 5th level where I lose my 1st level spell slots. Does that mean I know longer know Ray of Frost? Or do I have to relearn it at a different level? Does losing the spell slot mean I forget the spell?
When a summoner gains a new spell slot, they have the option to replace the lower level spells in their repertoire. However, remember that the summoner also has unlimited signature spells. So even if you keep that level one Magic missile, you can still heighten it to 3rd level for free.
@@Nonat1s thanks for the clarification! I just wasn’t sure if I had to relearn the spell at a different level. I figured I’d just collect my spells as I usually do and keep them as they are, just cast them at whatever level spell slots I have.
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im in the same boat as you when it comes to true transmog but i know why i like it more then the inventor feature. its optional and its effectas are limmited.
With True transmog you only can effect Evo feats fo if you dont have any Evo feats your screwed.
While the inventor is basicly, oh was i originaly a weapon or construct inventor does not mater casue im BOTH.
Question @34:25 in regards to Boost Summons. Unless I am mistaken, in order to help combat flow and keep things smooth and not get bogged down, none of the summoning spells in PF2E summon more than one creature anymore, right? So to really get the mist out if this, you have to summon a creature every round with your expanded summoning slots for a couple rounds to really get the most bang for your buck. For example, my Ratfolk Summoner with a Giant Rat beast eidolon decides to use the spell Conjure Beast that I got at level one to summon more Giant Rats. I only get one giant per summon spell, right? So I would have to use both my “summon slots” from Master Summoner to summon 2 extra Giants Rats to fight with my eidolon, right?
Honestly Meld Into Eidolon is only worth it with a fey eidolon as they can cast spells right from the start.
If Meld Into Eidolon made it so that your eidolon has access to your spells, but NOT your focus spells, it’d be a much better feat
It is still pretty useful. Its a good travel option also there are a fair amount of times where hiding the squishy can be useful. Basically it is your defensive stance you are lowering your spell casting options to gain armor and defenses. If you like this power you can also get the spell casting options on non fey too just a level later and you have to take a feat for it. It is not something you should use all the time but it is a very useful option to have.
I think the main reason you like True Transmogrification but hate the 19th Level Inventor Class Feature is because while True Transmogrification let's you change up the feats improving your Eidolon it's still the same Eidolon you chose at Level 1, you can change out the evolution feats, but you can't change a Dragon Eidolon into a Psychopomp for example
13:51: The Summoner gets UNLIMITED Signature Spells, which is a lot better than the Sorcerer's very limited Signature Spells ;)
So question can meld and polymorph into eidolon allow a summoner to use their eidolons casting? (Follow up: if yes do you get a refreshed version of the slots meaning you can turn into them cast their summon spells then do it again next time you turn into them)
No, you would use the summoners slots and casting abilities if your eidolon has the ability to cast(which it only can cast cantrips)
True Transmogification does not work as you think it does. You can't trade level 1 evolution feat for level 18th one as it is not level appropriate. It just Means that you could trade level 18 feat for level 18/16/14/12 etc. If it was the same level then you would only be able to trade 18th level feat for 18th level feat. Which can be dumb as some levels do not have a lot of Evolution feats.
Insert Jojo's reference
This must be the work of an enemy Summoner!
I posted my reference but is gone... I think i was victim of「Crazy Talk」
@@nicolasvillasecaali7662 The HYPEST eidolon in Pathfinder!
The hidden beauty of automatically succeeding on Shove/Trip/Grapple attempts is that you're not subject to Crit Failure. And critical failure on those things, especially Trip and Grapple, can really wreck your day..
Additionally, auto success on Shove and Trip attempts mean you can retrain and dump your Athletics proficiencies into something better suited for your character if you're rocking a Dex-based Summoner. It's generally best to max the Athletic proficiencies at every available opportunity, so your Eidolon has a better chance at success. Auto success avoids that stuff. It's not prudent with the Grapple trait, as you still need your Athletics proficiencies as high as you can for the inevitable Escape checks.
I don't like true transmogrification. Same complaints as the inventor. You've spent so much time building up this special, unique creature and now it doesn't matter at all. The fact that it's optional does make it better in my opinion because you don't have to take it if you don't want to but I'm still a little disappointed it takes up an 18th level feat that could've been used for something more interesting.
Wait a minute...this isn't a summoner. THIS IS A STAND USER!
In PF 1 meld into eidolon was very strong then again eidolons functioned very differently
welp, I did it, I found my second favorite class after Witch
I thought of a fun idea for Meld into Eidolon at least.
Kobold with Dragon Eidolon who keeps it manifested with Meld into Eidolon all it can and pretends it's an actual dragon. No way it's anything else, you're crazy.
Dragon has a bag that the Kobold hides in until it gets that feat.
True Transmogrification doesn't work the way you say. They only work with "evolution" feats, not any feat. So, yes, you can shrink you eidolon to allow it to breath underwater, but you can't make it suddenly cast magic, as that's not an evolution feat.
44:20 you forgot, that you can't be flanked by enemies that are lower as itself,
Idk I think the first Summoner was better , but this is neat
Meld into Eidolon is a great flavor feat. It changes the idea of somebody summoning a monster into somebody turning into a monster. If you want to play as an actual dragon, this is a way to fake that.
Not sure when it was announced (whether before or after this), but I'm pretty sure there's a third-party source making dragon ancestries as in actual dragons, not draconic dragonborn, not kobold, not half dragons, proper frickin dragons
@@GoblinLord I'll look for that. Though my GM is very cautious about 3pp
It's good to point out, the Act Together ability; He describes at the end that "1 action for one person, and 1-to-3 actions for the other."
This is correct, but specifically, the character that takes the '1-to-3' side of it can only perform one 'Action or Activity' using the same number of actions used for Act Together.
This means Act Together restricts both the Eidolon and Summoner to performing a single activity each.
Meaning the Eidolon can't attack multiple times, while you stride, by using Act Together.
I was under the impression that act together would still allow one or the other of the Summoner or eidolon to use the other actions not originally used by the one, two, three action activity. So if the Summoner used act together to have his familiar use dragon's breath, the dragon would then be able to strike afterwards as a one action while the Summoner used one action to boost eidolon period
True Transmogrification doesn't switch out your Eidolon, while the Inventor can change their Innovation. Inventor can change their Armor into a Hammer, but the Summoner will have the Eidolon they chose.
Tandem strike makes it easier to pull of the killer bee double lariet from Naruto, let me roleplay an anime character even better. Probably would have to be a summoner dedication though.
Considering how broken the synthesist summoner archetype was in 1st edition, it’s no wonder they made it suck this time around.
I think the True transmogrification feat it's worded on a way instead of swapping a lvl 1 to a lvl 18 feat, you can trade a lvl X feat for a lvl X or lower feat. At least, reading it, it makes more sense to me.
I can confirm auto Knockdown with attack of opportunity is nasty. Anyone that's gone through book 3 of Age of Ashes knows what I mean. My players HATED that NPC.
Would it work with AoO? It states that the last ACTION but be a success with a strike. I guess a reaction counts? Or not?
@@pango4425 sorry I should clarify, the NPC had both Knockdown and AoO. So he would knock the players prone, then hit them when they stood up.
Twin Eidolon = Fang over Fang.
The Moonlight Maps are Colorforms... from the 70s.
Yeah but solve an argument: does Legendary Summoner work with Summon Kaiju?
30:07 FINE! But I'm putting my own twist on this blood I show you:
Sangre Sangre Sangre Sangre Sangre Sangre Sangre Sangre Sangre Sangre Sangre Sangre Sangre Sangre Sangre Sangre Sangre Sangre Sangre Sangre Sangre Sangre Sangre Sangre Sangre Sangre Sangre Sangre Sangre Sangre Sangre Sangre
I think that's enough blood, that might even be TOO MUCH! I think we lose our PG-13 rating now! ;)
This is how you make a Stand user, kids.
May I have a Succubus as Idolon? Asking for my Senpai...
yep, tempter demon :)
Ranger.... Deep dive... Kobold snares...
I allow my players to use all summoner stuff while you meld into eidelon
Why is this almost an hour
Fate stay night Master and servant vibes
So with this class I become either a power ranger or jojo
You and your eidolon share hp. This is a stand your eidolon is a stand
Love your videos, but imo you should lay off the "blooper" cuts a bit. There's definitely a place for them, but I feel like they're used so often they can break up the rhythm. If this is an unpopular opinion, feel free to ignore and stick with the more popular style
If you think prone is better then grab I would encourage you to watch this video ruclips.net/video/PKgZXvzqOG8/видео.html it has some great tactical advantages that prone does not provide
Howardy
Screeee
Eidolons Wrath ist crap because it's somatic and the eidolon has to cast it next to the enemys...
Only if the enemy has an ability to make an attack of opportunity against targets using a Manipulate action.
The Summoner is casting the link spell of Eidolon's Wrath. The effect is on the Eidolon, but it is not the one providing the spell components.