Josiah Knight
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This post assumes that the synthesist class needs to be reduced in power in certain ways. Please do not respond with posts about why this assumption is incorrect.
I like the synthesist class, but after debate decided that for my homebrew campaign it would need to have some specific house rules to lower it's strength. I would love comments and suggestions about how I have done so.
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Summarized adjustments:
- Eidolon natural armor/armor bonus may not exceed the creatures natural armor bonus (and never above +10)
- No improved natural armor evolutions.
- Ability improvements may only be applied to Strength.
- Shield spells will not work with the eidolon.
- Mage armor does not stack with the eidolons natural armor/armor bonus.
- While merged, a synthesist gains only half of the Eidolons hit points as temporary hit points.
- While merged, a synthesist cannot cast spells (other than healing spells and cantrips). If the Eidolon has not been dismissed, then it may be suppressed as a swift action (thereby allowing spells to be cast, but gaining no eidolon benefits) and re-merged as a full-round action.
- If the merged form has higher physical Ability Scores than the summoner alone, then any improvements are considered Enhancement modifiers (and thus do not stack with other Enhancement modifiers like Bull Strength). The merged base form may only a Strength, Dexterity, or Constitution 2 higher than the summoner's (for example, a Summoner Str 10 merging with a Biped Str 16 would have a base Str 12. Ability score increases after this work as normal.
