| Balir, The "Partially" Insane |
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Might I add a simple fix for players and GM's alike. We're playing Skull and Shackles at the moment and this build seemed quite fun (except for the lack of evolution pool... immediate turn-off for this class archetype in my opinion as a DM).
Since Druid's get full lvl 1-9 spell casting, why not just give them an evolution pool at a slow progression instead of a medium progression? Ex: just follow the BAB of a wizard 0, 1, 1, 2, 2, 3, 3, etc. That would also line up nicely with large unlocking at 8th level and huge unlocking at 12th level. I would however take away Elemental Magic though to avoid unnatural spells from druids, making gargantuan elementals running around haha.
Because, let's be honest, the main attraction of Eidolon's is clearly their growth in size... who would want 4 (possibly large with animal growth) medium or small sized elementals doing your dirty work.
Also, adding a smidge more thoughts to this post... why did they stop giving the class things at level 4? If we're making a class similar to summoner and ALSO taking away wild shape, I'd add way more things to raise the appeal of it. last time I checked, Nature's Bond, Wild Empathy, Wild Shape and Resist Nature's Lure were most of the druid's abilities; gotta love that trackless step :P
Why not just give this archetype a new class altogether and add it to the HYBRID classes (Druid + Summoner) then make it a pure caster with elemental summons, evolution pool, aspect, merge forms and nature's ally summons. And just for flavor's sake, instead of having 20th level ability of twin eidolon, have a 1/day "Elemental Convergence" where you summon all 4 of your Eidolon's into the area as a full round action and they hang out for a minute to cause pure elemental chaos to your foes :D
Just my thoughts... *ahem* last I checked, this wasn't the homebrew section, BUT this is one of the only sections on this class that I've come across lately... So for those Googling this class, I hope ya'll come across this.