
Korthis |
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Hey guys, I had an idea for an archetype that I wanted some opinions on. It's a fusionist summoner. I'm pretty sure that this is the right place?
The essense of the Fusionist Summoner doesn't split between an Eidolon and a summon monster ability, it forgoes the eidolon altogether and forms a closer bond between the summoner and his chosen summons.
Summon Monster (Sp)
Starting at 1st level, a fusionist can cast summon monster I as a spell-like ability a number of times per day equal to 5 + his Charisma modifier. Drawing upon this ability is taxing to the summoner and as such he can only have 3 Summon Monster SLA active at a time. This ability otherwise functions as the summoner’s normal summon monster I ability.
This ability replace the Eidolon ability.
Evolution points
A fusionist’s class level is halved (minimum 1) for the purposes of determining his evolution pool. He chooses evolutions when he gains a level but they only manifest when fused with a monster (except as detailed below).
Fusion (Su)
Starting at 1st level, a fusionist can fuse with any adjacent monster summoned via his SLA. Fusing with a monster is a swift action. While fused the summoner gains the monster's physical attributes and abilities and retains his own mental abilities.
Favored Summons (Ex)
Starting at 1st level, a fusionist chooses one monster as his favored summon. When fused with a monster of this type the summoner manifest all of the evolutions "purchased?" from the evolution pool. He gains a new favored summon at 5th, 10th, 15th, and 20th levels.
Augment summoning
At 2nd level, a fusionist gains Augment Summoning as a bonus feat. He does not have to meet any requirements for this feat.
This ability replaces bond senses.
Perfected Summoning
At 4th level, you gain Moonlight summons as a bonus feat. At 12th level you gain Starlight Summons as a bonus feat.
This ability replaces Shield Ally and Greater shield ally
Fusionist’s Call (Su)
At 6th level, as a standard action, a summoner can call a favored summoned monster (made by his SLA) to his side. This functions as dimension door, using the fusionist’s caster level. When used, the monster appears adjacent to the fusionist (or as close as possible if all adjacent spaces are occupied). The fusionist can fuse directly with the monster called, if he/she chooses, in the same standard action. The summoner can use this ability once per day at 6th level, plus one additional time per day for every four levels beyond 6th.
Transportation (Su)
At 8th level, a fusionist can use his fusionist’s call ability to warp to the location of one of his favored monsters and fuse directly with it. If the monster that he is fused with is slain (unsummoned do to damage) then he can use this ability to teleport into another of his favored monsters (if one is summoned) that is within 30 feet.
Aspect (Su)
At 10th level, a fusionist can manifest up to a 2 point evolution on himself that functions even while he isn't fused.
Life Bond (Su)
At 14th level, a fusionist’s life becomes linked to his monsters. As long as he has any monsters summoned he is protected from harm. Damage in excess of that which would reduce him to fewer than 0 hit point is instead transferred to the nearest summoned monster. This damage is transferred 1 point at a time, meaning that as soon as all of his monsters are dismissed do to damage, all excess damage remains with the summoner.
Effects that cause death but not damage are unaffected by this ability. This ability does not affect spells like baleful polymorph, flesh to stone, or imprisonment, or other spells that do not cause actual damage.
Greater Aspect (Su)
At 16th level, as a full-round action, a fusionist can manifest evolutions using up to a 6 evolution points on himself that function even while he isn't fused. Also, He can give any of this summoned monsters that are already summoned when he uses this ability up to 2 points. All of these points are taken from the total evolution pool.
Fusionist Transposition (Su)
At 18th level, whenever a fusionist would be harmed by a spell, attack, skill, or ability he and his nearest summoned monster can switch places. If he has no summoned monsters then he can not use this ability.
Master Fusionist (Su)
At 20th level, A fusionist can fuse with any unintelligent monster or summoned creature and take it over. While fused the fusionist manifests all of his evolutions as normal. If he fuses with a summoned creture with intelligence there is a battle of wills to see who controls the body (dc to be decided/ up to the gm) unless the creature was summoned via his SLA in which case he automatically gains control.
Let me know what you think

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Very Cool Idea, When I think summoner I think summon monster. i don't like the eidolon it's too vague of a concept(its anything and everything you want..really)
I am developing a Master Summoner and love the class. Yeah there are some ways to screw up the game( I summon monster 10 times and send them into the dungeon beforehand) What fun is that.

Oceanshieldwolf |

Very cool concept.
* Maybe give the fusionist the option to rechoose his favored summons at some point.
* Fusion, being the central thematic power needs a LOT more thought. For example, I feel the flavor text or the description of "fuse with any adjacent monster..." needs a little more clarity - do the two truly become one? If so:
- which square is the new fused creature in?
- what saves does the new creature have? The monster's Fort and Reflex but the fusionist's Will?
- does the fusion only last as long as the monster fused with's duration by he SLA? That would make sense, and put a cap on the power.
- what can split the two apart - spell effects? unconsciousness or other conditions? massive damage? dispel magic?
- if the fused beings are split, how is any damage incurred apportioned?
- can the new fused being still cast summoner spells or spells from another spellcasting class?
* Augment summoning for bonded senses seems a little too much. Now I know Augmet Summoning is "only" a feat, bu considering the utility it will provide a fusionist (who gains the augmented monster's physical stats) I'd be concerned by the feat itself, let alone getting it free for an ability that is vestigial. At least he doesn't get it until 2nd level.
* Fusionist's Call seems pretty powerful as merely one standard action.

Korthis |

Replying on my phone so no quotes;
Thanks for the feedback everyone, it'll help me flush out the ideah
I'll respond to your comments by number.
1. He can fuse with any monster he summons, but only gets evolutions on his favored summons. Some monsters have cool abilities as is and I wanted to make the fusionist think carefully where he wanted to add more power/ versitility.
2. I would say that since originally you took up both squares that you choose which one you end up in.
3. Probably as you describe
4. Actually for duration I originally intended for the fusion to be "until no longer fused or original (1 min per lvl) expired."
5. Anything that would normally cause a summoned monster to disappear, except I would probably add a will or fort save to resist because of the fused state. Antimagic field and the like would work normally.
6. Since he is a combination, I would say 1/4 th dmg goes to him, 3/4ths to his temp hit points (summoned monster) if enough dmg dismisses his fused monster while fused any fly stays on him and he is staggered for 1d3 rounds.
7.Good catch, could be a trouble dip class. Original idea was that you could cast normally with the right (feral speech?) Feat, but even with the feat I'd still limit it to summoned spells.
8. Any competent summoner would go straight for that feat first thing anyway, and master summoner gets it free with the same exchange. I CAN see your concern. Perhaps give spell focus conjuration as free feat (tax feat for augmented) and let's the fusionist use a feat for it

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Hey guys, I had an idea for an archetype that I wanted some opinions on. It's a fusionist summoner. I'm pretty sure that this is the right place?
** spoiler omitted **...Summon Monster (Sp)
Starting at 1st level, a fusionist can cast summon monster I as a spell-like ability a number of times per day equal to 5 + his Charisma modifier. Drawing upon this ability is taxing to the summoner and as such he can only have 3 Summon Monster SLA active at a time. This ability otherwise functions as the summoner’s normal summon monster I ability.
This ability replace the Eidolon ability.
You do know that the standard summoner can ony have ONE SLA active at at a time. It takes an archetype to breach that limit.

Oceanshieldwolf |

Sorry, I only realised later this may have been your intent, and not an error.
Still worries me:
So he could use three SLA summon monster II's (or any summon monster II or greater that allows for multiple creatures per summon) and have all those creatures running about? Exciting conceptually and cinematically, though I'd be scared for the GM and pity the fusionist player's tablemates never getting an action... Maybe you could make an app for all the monster's actions. ;)

Oceanshieldwolf |

Another thought - if you do have more than one monster (or set of monsters) and you fuse with one, what happens if you decide to fuse with a new one? Is the original fused monster gone?
Also, how many times/day can you use Fusion/fuse with a summoned monster, or is it necessarily limited by the use of the SLA? This would make using the multiple summons version an interesting case of "watch me summon many mooks that I will protect in case I want to fuse with".
Sorry to be difficult - if I didn't like the concept I'd likely be less interested and less thorough.

Korthis |

No need to apologize, input helps flush out ideas. The monster lasts its normal summoner length unless currently fused. The idea was to, at later levels , be able to jump around from one summon to another. Also, the fusion originally was limited by summon SLA, but in hind sight you are probably right and there should be a limit. Perhaps 5 plus charisma uses per day.
Mind you, I am rather new to Pathfinder and doubt this would ever see use at my table (gm wouldn't allow) or any table for that matter. If you want to hack it up and use it feel free. I just had the idea and wanted to share because it seemed cool.

Korthis |

This fusion doesn't work on gate does it?
Edit: i mean creatures summoned by gate.
Yes, yes it does. However...
If he fuses with a summoned creture with intelligence there is a battle of wills to see who controls the body (dc to be decided/ up to the gm)
Actually I should probably add this caveat to his entire fusion ability: If he tries to fuse with anything with 3 or more intelligence there is a scaling DC check to try to take control over the body. It scales by the amount of intelligence and by difference of alignment.
Also, if you fuse with that has intelligence of three or more the duration reverts to 1 minute per level.So YES you could possibly fuse with a creature summoned via gate however, if it takes control of the body and rampages killing your party and disappears while assaulting the nearest town or settlement... well you have some 'splainin to do.
This would open up some interesting rp stuff too. Your chaotic neutral character fuses with a hound archon which promptly takes over the body and is lawful good and controlled by the GM.

Korthis |

Alright after some discussion this is what it looks like now.
Summon Monster (Sp)
Starting at 1st level, a fusionist can cast summon monster I as a spell-like ability a number of times per day equal to 5 + his Charisma modifier. Drawing upon this ability is taxing to the summoner and as such he can only have 3 Summon Monster SLA active at a time. This ability otherwise functions as the summoner’s normal summon monster I ability.
This ability replace the Eidolon ability.
Evolution points
A fusionist’s class level is halved (minimum 1) for the purposes of determining his evolution pool. He chooses evolutions when he gains a level but they only manifest when fused with a monster (except as detailed below).
Fusion (Su)
Starting at 1st level, a fusionist can fuse with any adjacent monster summoned via his SLA. Fusing with a monster is a swift action. He can choose which square to remain in after the fusion between the original monster's square and his original square . If he fuses with a large monster it takes up both. While fused the fusionist resembles an amalgamation of both creatures (like a werewolf). When he takes damage, 1/4 th goes to him, 3/4ths to his temp hit points (summoned monster's hp). If enough damage dismisses his fused monster any remaining damage goes to the fusionist. If the fused state is forcibly ended for any reason he is staggered for 1d3 rounds.
While fused the summoner gains the monster's physical attributes and abilities and retains his own mental abilities and has the the monster's reflex/ fort saves and his own will save. A monster that he is fused with has no duration until he is no longer fused in which case it reverts to it's original 1 minute per level duration. Anything that would normally cause a summoned monster to disappear will split the two apart unless the fusionist suceeds at a will save. Antimagic field and the like work normally with no save.
If he tries to fuse with anything with 3 or more intelligence there is a scaling DC check to try to take control over the body. It scales by the amount of intelligence and by difference of alignment. Also, if you fuse with something that has intelligence of three or more the duration reverts to 1 minute per level.
Favored Summons (Ex)
Starting at 1st level, a fusionist chooses one monster as his favored summon. When fused with a monster of this type the summoner manifest all of the evolutions "purchased?" from the evolution pool. He gains a new favored summon at 5th, 10th, 15th, and 20th level.
Moonlight summoning
At 2nd level, a fusionist gains Moonlight summons as a bonus feat. He does not have to meet any requirements for this feat.
This ability replaces bond senses.
Fusionist casting
At 4th level, you gain WIld Speech as a bonus feat. You do not have to meet any requirements for this feat.
This ability replaces Shield Ally
Fusionist’s Call (Su)
At 6th level, as a standard action, a summoner can call a favored summoned monster (made by his SLA) to his side. This functions as dimension door, using the fusionist’s caster level. When used, the monster appears adjacent to the fusionist (or as close as possible if all adjacent spaces are occupied). The fusionist can fuse directly with the monster called, if he/she chooses, in the same standard action. The summoner can use this ability once per day at 6th level, plus one additional time per day for every four levels beyond 6th.
Transposition (Su)
At 8th level, a fusionist can use his fusionist’s call ability to warp to the location of one of his favored monsters and fuse directly with it. If the monster that he is fused with is slain (unsummoned do to damage) then he can use this ability to teleport into another of his favored monsters (if one is summoned) that is within 30 feet.
Aspect (Su)
At 10th level, a fusionist can manifest up to a 2 point evolution on himself that functions even while he isn't fused.
Perfected Summoning (Su)
At 12th level you gain Starlight Summons as a bonus feat.
This replaces Greater Shield Ally
Life Bond (Su)
At 14th level, a fusionist’s life becomes linked to his monsters. As long as he has any monsters summoned he is protected from harm. Damage in excess of that which would reduce him to fewer than 0 hit point is instead transferred to the nearest summoned monster. This damage is transferred 1 point at a time, meaning that as soon as all of his monsters are dismissed do to damage, all excess damage remains with the summoner.
Effects that cause death but not damage are unaffected by this ability. This ability does not affect spells like baleful polymorph, flesh to stone, or imprisonment, or other spells that do not cause actual damage.
Greater Aspect (Su)
At 16th level, as a full-round action, a fusionist can manifest evolutions using up to a 6 evolution points on himself that function even while he isn't fused. Also, He can give any of this summoned monsters that are already summoned when he uses this ability up to 2 points. All of these points are taken from the total evolution pool.
Fusionist Transposition (Su)
At 18th level, whenever a fusionist would be harmed by a spell, attack, skill, or ability he and his nearest summoned monster can switch places. If he has no summoned monsters then he can not use this ability.
Master Fusionist (Su)
At 20th level, A fusionist can fuse with any unintelligent monster or summoned creature and take it over. While fused the fusionist manifests all of his evolutions as normal. This abiliy allows you to fuse with any unintelligent creature and manifest all of you evolutions; this ability works on natural (not summoned) creatures, creatures summoned by you, and creatures summoned by someone else.
He can also fuse with any intelligent summoned creature (whether by you or someone else) but still has to succeed the battle of wills in order to control the fused body..
Also, major changes are here (for those who don't want to read the entire build again...
Starting at 1st level, a fusionist can fuse with any adjacent monster summoned via his SLA. Fusing with a monster is a swift action. He can choose which square to remain in after the fusion between the original monster's square and his original square . If he fuses with a large monster it takes up both. While fused the fusionist resembles an amalgamation of both creatures (like a werewolf). When he takes damage, 1/4 th goes to him, 3/4ths to his temp hit points (summoned monster's hp). If enough damage dismisses his fused monster any remaining damage goes to the fusionist. If the fused state is forcibly ended for any reason he is staggered for 1d3 rounds.
While fused the summoner gains the monster's physical attributes and abilities and retains his own mental abilities and has the the monster's reflex/ fort saves and his own will save. A monster that he is fused with has no duration until he is no longer fused in which case it reverts to it's original 1 minute per level duration. Anything that would normally cause a summoned monster to disappear will split the two apart unless the fusionist suceeds at a will save. Antimagic field and the like work normally with no save.
If he tries to fuse with anything with 3 or more intelligence there is a scaling DC check to try to take control over the body. It scales by the amount of intelligence and by difference of alignment. Also, if you fuse with something that has intelligence of three or more the duration reverts to 1 minute per level.
The fusionist can use this ability 5 times per day + charisma modifier
Moonlight summoning
At 2nd level, a fusionist gains Moonlight summons as a bonus feat. He does not have to meet any requirements for this feat.
This ability replaces bond senses.
Fusionist casting
At 4th level, you gain WIld Speech as a bonus feat. You do not have to meet any requirements for this feat.
This ability replaces Shield Ally
Perfected Summoning (Su)
At 12th level you gain Starlight Summons as a bonus feat.
This replaces Greater Shield Ally
Master Fusionist (Su)
At 20th level, A fusionist can fuse with any unintelligent monster or summoned creature and take it over. While fused the fusionist manifests all of his evolutions as normal. This abiliy allows you to fuse with any unintelligent creature and manifest all of you evolutions; this ability works on natural (not summoned) creatures, creatures summoned by you, and creatures summoned by someone else.
He can also fuse with any intelligent summoned creature (whether by you or someone else) but still has to succeed the battle of wills in order to control the fused body.