I was looking at the summoner class recently and thought it sounded awesome. I was quite interested in the Synthesist archetype as it thematically fit the halfling character that I was building.
The idea was a character that was weak physically and lazy. He mastered the spell for summoning the eidolon, but had reduced spell casting, increased emphasis on the eidolon and lacked the summon monster spell like ability. The rational for that was just making thematic changes and creating a class that would be fun for me to play (I normally place arcane ranged, so this essentially pure melee class sounded like a blast).
What follows are the changes that I have made to the Synthesist archetype and Summoner class.
Please provide me with your thoughts, opinions, critiques and suggestions to keep it balanced.
Spells Per Day: This Summoner has a diminished spell capacity compared to other Summoners.
1st 2nd 3rd 4th 5th 6th
1 - - - - -
2 - - - - -
3 - - - - -
3 0 - - - -
3 1 - - - -
3 2 - - - -
3 2 0 - - -
3 3 1 - - -
4 3 2 - - -
4 3 2 0 - -
4 3 3 1 - -
4 4 3 2 - -
4 4 3 2 0 -
4 4 3 3 1 -
4 4 4 3 2 -
4 4 4 3 2 0
4 4 4 3 3 1
4 4 4 4 3 2
4 4 4 4 3 3
4 4 4 4 4 3
Summoner Cantrips Known: These are the number of cantrips known per level. As usual, the summoner may cast the spells as often as they like.
level 1: 2
level 2: 2
level 3: 2
level 4: 3
level 5: 3
level 6: 3
level 7: 4
level 8: 4
level 9: 4
level 10: 4
level 11: 5
level 12: 5
level 13: 5
level 14: 5
level 15: 6
level 16: 6
level 17: 6
level 18: 6
level 19: 6
level 20: 6
Replaced abilities: Summon Monster, Twin Eidolon
Summon Monster (X): The Summoner does not gain the Summon monster ability.
Level 1: Journeyman Summoner: By devoting his time towards mastering the spell to call his Eidolon he is able to shorten the summoning time from 1 minute to two rounds. While summoning his Eidolon he may take no other actions (not even free ones like talking as it takes all of his concentration). If he takes damage he must make a concentration check or have to start over.
Level 6: Focused Summoner: At this point in his specialization the Summoner is able to summon his Eidolon as a full round action that requires all of his concentration. He may make no other actions (not even speaking or making any skill check that requires his focus, such as perception or sense motive.)
Level 12: Expert Summoner: At this point in his specialization the Summoner is able to summon his Eidolon as a standard action.
Level 18: Master Summoner: Now the Summoner can summon his Eidolon as a quick action.
Level 5: Eidolon Focus: As a result of focusing on his Eidolon to the exclusion of his spell casting and spell-like abilities, he gains more evolution points to spend. At levels 5, 10, 15 and 20 he gains an additional 2 evolution points.
Level 20: Perfected Eidolon: At 20th level the Synthesist has perfected his Eidolon. The Eidolon receives +4 to one ability score and +2 to a different ability score, as assigned by the summoner. This ability replaces Twin Eidolon.
I have a few other things in place thematically for my character to help prevent him from being overpowered.
1. He will not cast damaging spells. In his mind the Eidolon is the perfect spell and he will prove it by destroying all in his path with his perfected spell.
2. No summoning spells. He sees no reason to summon inferior creatures when he can create on that is superior to everything else.
Thoughts? Suggestions? Criticism?