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General Tabletop Discussion
*Pathfinder & Starfinder
PRPG Advanced Player's Guide Playtest: Summoner and Witch
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<blockquote data-quote="Celtavian" data-source="post: 5022266" data-attributes="member: 5834"><p><strong>re</strong></p><p></p><p>Still not much damage compared to a constant stream of offensive spells such as <em>fireball</em>, <em>horrid wilting</em> and direct killing spells like <em>wail of the banshee</em> or <em>disintegrate</em>. You'll get a small number of attacks per round from a creature that can be killed fairly easily if focused on if it isn't properly buffed and equipped.</p><p></p><p>Most heal spells will be targeted on the player characters. The class can't heal its own summoned eidolon, which leaves him at the mercy of the PC cleric. The fighter will do more damage. The rogue will probably do more as well. </p><p></p><p>I get the feeling the summoner will become a less effective part of the group as the party gets higher level unless he is allowed to collect magic items like a melee character that enhance his eidolon. Even then he may well lag in damage and the ability to effect a combat outcome with the lack of potent, encounter changing spells.</p><p></p><p>I would have rather seen the base abilities of the summoner such as hit points, BAB, and the like lessened to make the eidolon into a creature just less powerful than a fighter in melee combat. I would rather see the summoner as pure wizard type with very powerful and focused summoning abilities than this strange hybrid summoner that is expected to enter melee. That combination rarely works effectively, especially at high level unless they have access to the same type of magic items the melee classes are vying for. </p><p></p><p>The BAB of such hybrids is usually too low to land blows as often as a fighter. And they hit for less damage even when they do hit than the fighter or rogue, substantially less damage which makes them less and less effective as they rise in level.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 5022266, member: 5834"] [b]re[/b] Still not much damage compared to a constant stream of offensive spells such as [i]fireball[/i], [i]horrid wilting[/i] and direct killing spells like [i]wail of the banshee[/i] or [i]disintegrate[/i]. You'll get a small number of attacks per round from a creature that can be killed fairly easily if focused on if it isn't properly buffed and equipped. Most heal spells will be targeted on the player characters. The class can't heal its own summoned eidolon, which leaves him at the mercy of the PC cleric. The fighter will do more damage. The rogue will probably do more as well. I get the feeling the summoner will become a less effective part of the group as the party gets higher level unless he is allowed to collect magic items like a melee character that enhance his eidolon. Even then he may well lag in damage and the ability to effect a combat outcome with the lack of potent, encounter changing spells. I would have rather seen the base abilities of the summoner such as hit points, BAB, and the like lessened to make the eidolon into a creature just less powerful than a fighter in melee combat. I would rather see the summoner as pure wizard type with very powerful and focused summoning abilities than this strange hybrid summoner that is expected to enter melee. That combination rarely works effectively, especially at high level unless they have access to the same type of magic items the melee classes are vying for. The BAB of such hybrids is usually too low to land blows as often as a fighter. And they hit for less damage even when they do hit than the fighter or rogue, substantially less damage which makes them less and less effective as they rise in level. [/QUOTE]
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PRPG Advanced Player's Guide Playtest: Summoner and Witch
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