Shargah-Katun

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I've thrown this idea out there in a couple of places and I didn't see a dedicated threat to discuss it. I think the class should be renamed in the final product.

A lot of people seem really dissatisfied with the lack of dedicated summoning abilities in the playtest summoner. I've heard it suggested in multiple discussion threads that they should get some kind of sommon monster focus spell, or even a "summon font" in-line with the divine font clerics have. Personally I'm against this idea because I think it eats up too much design space that I'd like to see reserved for the most interesting aspect of the class: the unique bond with the eidolon.

I do not blame people for coming away with this impression, because it makes sense. The class is called "the summoner," so why do I only get to summon one thing? Therefore, I propose a simple solution to this problem: don't call the class the summoner. I've heard suggestions for alternative names in the past, such as "binder" or "caller" or, my personal favorite, "invoker."

Mechanically, this would mean very little. I like that there are summoner class feats that play well with spells that summon creatures for those who like that kind of playstyle. I just think that being good at summoning creatures other than their eidolon should be something players should have to invest in instead of just getting for free as a consequence of the class' name.

Follow-up idea: what if "summoner" was a general archetype that any spellcasting class could take to get the kind of benefits players want from the "summoner" class?


Boar
Your companion is a tusked pig.
Size Small
Melee (A) tusk, Damage 1d8 piercing
Str 2, Dex 2, Con 2, Int -4, Wis 2, Cha 0
Hit Points 8
Skill Survival
Senses low-light vision, scent (imprecise) 30 feet
Speed 35 feet
Support Benefit Your boar kicks up debris, obscuring the vision of your opponent. Until the start of your next turn, as long as you are adjacent to your boar, you are concealed.
Advanced Maneuver Ferocity
Ferocity (R)
Frequency once per day
Trigger The animal companion is reduced to 0 Hit Points but not immediately killed.
The boar avoids being knocked out and remains at 1 Hit Point, but its wounded condition increases by 1.

Crocodile
Your companion is a crocodile or alligator.
Size Small
Melee (A) jaws, Damage 1d8 piercing
Melee (A) tail (agile), Damage 1d6 bludgeoning
Str 3, Dex 2, Con 2, Int -4, Wis 1, Cha 0
Hit Points 8
Skill Stealth
Senses low-light vision
Speed 20 feet, swim 25 feet
Support Benefit Your crocodile opens its jaws and hisses, intimidating your enemies. Until the start of your next turn, each time you hit a creature in the crocodile’s reach with a Strike, the creature becomes enfeebled 1 for 1 round.
Advanced Maneuver Death Roll
Death Roll (A)
Requirements The animal companion’s last action was a successful jaws Strike.
The crocodile makes another jaws Strike against the same victim. If it hits, the target is knocked prone.

Ram
Your companion is a sheep, goat, or other horned caprine.
Size Small
Melee (A) horn, Damage 1d6 piercing
Str 2, Dex 3, Con 1, Int -4, Wis 2, Cha 0
Hit Points 6
Skill Survival
Senses low-light vision, scent (imprecise, 30 feet)
Speed 30 feet, climb 10 feet
Special Your ram +1 status bonus to Acrobatics checks to Balance on narrow surfaces and uneven ground
Support Benefit Your ram’s sure footing helps you react more nimbly to enemy attacks. Until the start of your next turn, as long as you are adjacent to your ram, if you attempt a Reflex save and roll a critical failure, you get a failure instead.
Advanced Maneuver Headbutt
Headbutt (A)
[Flourish]
The ram makes a horn Strike. If this Strike hits, the target is also stunned 1.