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Ranger/Inquisitor would make for an awsome hunter type. Judgments+bane+favored enemy.

Gunslinger/Inquisitor screams steampunk bad^$$

Oracle(Possessed)/Summoner(Synthesist) Thematically they sound great together. You and your eidolon being a true gesalt type being.

Sorcerer/Monk Had a chance to play this gesalt once, and it was just fun. Lots of magic, and little or no squishiness.


Was written back in the 3.0 days. Never really got around to updating it as the most common use has been little more than let me pull a rabbit out of my hat kind of stuff. I think my wife actually used the spell twice in a serious way, conjuring up a cat to help cover a failed stealth check, and once around level 4 using the squirrel as an improvised weapon. She rolled a 20 so I said it bit and latched on to the gnoll's nose.

As for the Salmon, I don't know... May have been a long day, or pehaps dinner time. Was trying to think of critters that would have little if any combat value, but might be useful.


I have had this spell in my game setting for a long time.
Summon Monster 0

Spoiler:

Conjuration (Summoning) [see text]
Level: Brd 0, Clr 0, Sor/Wiz 0
Components: V, S, F/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round +1 round/2 levels max 3 rounds
Saving Throw: None
Spell Resistance: No

This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane).

It must have 1/2hd or less and be either tiny or dimunitve in size. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

The spell conjures one of the creatures from the 0 level list on the accompanying Summon Monster table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.
Arcane Focus: A tiny bag and a small (not necessarily lit) candle.

Sample Monsters
0 Level
Celestial Mouse LG
Celestial Frog LG
Celestial Rabbit NG
Celestial Cat CG
Celestial Canary CG
Fiendish Rat LE
Fiendish Squirrel LE
Fiendish Bat NE
Fiendish Monstrous Scorpion, Tiny CE
Fiendish Salmon CE (see below)
Fiendish Snake, Tiny viper CE


Batman or any superhero for that matter is hard to build in a D20 system, because it just does not scale like that.

If I were to try and make the Batman in pathfinder it would probably go something like this.

Dex and Int probably in the low to mid 20's. The comics/cartons I have seen him in, he is extremely agile constantly dodging attacks or doing acrobatic stunts an olympic gymnist would be proud of. Many of his gadgets are of his own making, and appears to be educated in, if not an expert in just about every field of science.

Str and Con way above average. He can hold a grown man up with just 1 hand, but there are a lot of bad guys, even generic ones that outclass him in the strength department. He is also very durable, but can be beaten down, and/or be knocked out with various drugs/poisons.

Cha and Wis slightly above average. He can be personable as Bruce Wayne, but the hanger ons like him for his money. As the Batman he relies on props and psychology, but still has a pretty solid personality. He falls for to many traps and tricks to have a high wisdom score, and he would jump on darkseids back, and try and put him in choke hold after watching old red eyes just pancake superman through a wall.

As far as classes go, I would say pretty much everything has to be gesalt in order to get all the skills and abilites he needs without making him insanely high level.
Maybe...
Gesalt Ranger (Skirmisher)/Monk (Martial Artist) 8
Gesalt Alchemist/Artificer (4winds game one) 5, but no mutagen
Inquisitor 1 limited to spells that are swift actions

A belt that acts like a hewards haversack is a must.
Some kind of silenced chain mail to make up the costume.


Cleric - Just never liked the class. From a game mechanic look their fine, but it never made sense to me from a flavor stand point that all the various gods/goddess/powers that be all have pretty much the same chain mail clad servant.

Monk - Boring

Ninja and Samurai - just don't fit my vision of the game.

Used to feel the same way about the Gunslinger and Alchemist, but I have decided to use Eberron as my next game setting, and will be redoing it as a steampunk style setting, and I see both of those classes fitting in nicely.
"Holy C*&$, that Warforged has gatling guns mounted on its arms."

Summoning classes. I love playing them, and like the flavor of the summoner, but I will concede if the table is full of people and/or the person playing it is not prepared, then summoning will bring a table to screeching grinding halt.


Summoner: lets me channel my inner evil overlord. "Go forth my minions"

Inquisitor: All around useful class, and has kind of an edgy feel to it.

Oracle/Sorcerer: Just like the flavor of the classes.

Yes I like my spontaneous casters, so I giving a shout out to the Bard as well, especially now that there is an official archtype that is not a song and dance man. (Looking forward to playing an archaeologist)


While I can understand the GM in your game not wanting a summoner because they are (overpowered, too weird, slow the game down, just to awsome for his game, etc...) It would seem he/she should just say so, instead of saying you can make one, but your just going to be killed by a crazed mob.

On the other hand though, I always thought classes were meta game knowledge. Even in a world of magic, would Joe the farmer actually know the difference between a wizard, sorcerer, witch, bard, summoner. All of them use magic on a regular basis, and no one is wearing "Hi I am Bob the Summoner" name tags. The eidolon might freak them out, but probably not much more than a druid walking into town with a wild animal in tow.


Very nice trailer. This looks like a great product. My game is still kicking around in the birthright setting, and the shadow world plays an integral part of the setting, so some fresh ideas on how to expand on that part of the game would be awsome.


Looking at it 1 and 3 are both rather nasty people, but in my world neither would probably rate an alingment, at least not one strong enough to be detected by the paladin. (I usually restrict powerful alignments to supernatural creatures like outsiders or undead, or certain classes where it seems appropriate) The ultra good paladin may "feel" something when he looks at 1 and 3, but under most circumstances would not be doing "good" if decided to take some kind of direct action against them. More likly he would feel nothing but contempt for #1, and dislike for #3. #2 may not seem himself as evil at all, even if the sherrif is good, and the money rightfuly belonged to the nobels, since he is justifying as helping the poor.

Now an iquisitor might be another story, since they are a little on the judgmental side :)


You could always throw some undead or undead like incorporal things.
Shadow Critters, or a pumped up Shadow Demon with a whole pack of lesser nasty critters, might be good choice. Animate Dreams can be wicked as well.

Unless you think it would be too much, keep track of the Ammo even with magic quivers you only have some much handy at any one time.

Also pump up the AC some it seems like from your description the archer hits with every shot.


Maybe throw your players a bone and allow them to throw rocks (or bones, maybe even puppies) at the bad guys. :)


One of the hard parts of a low magic game, is the game itself assumes a certain amount magic, and bases combat off that assumption. Also all of the campaign worlds I am familiar with tend to have a fair amount of magic in them. If there are enough potential spell casters out there to justify schools of magic and/or guilds of spell casters, than there will be a certain amount of magic in the economy as at least some of those magic types are not going to want to spend every day fighting for their lives as a mercenary/adventurer/evil overlord.

Even my beloved Birthright setting calls itself low magic, but when NPC's were stated out in it, they were handed magic items like there was a magic mart just around the corner.

Also it can be hard to envision a low magic world when multiple party members can use magic. My current game has a Summoner, Ranger (Spirit archtype), and Cavalier/Inquisitor. Even if none of them are full casters that is still a lot of magical skill in 1 little group of people.

One of the things I have been trying out in my current game is to use a kind of heroic/villianous advancment system to make up for removing a lot of the high end magic items.

Type....................Starting level..Bonus...Frequency
Luck Bonus to Saves.....3...............+1......every 4 levels
Luck Bonus to AC........2...............+1......every 2 levels
Attribute Bonus.........5...............+1......every 2 levels

Martial/Non-Magical Type BAB bonus (Fighters, Cavaliers, Ranger, Paladin, Barbarian, Monk, Rogue)
BAB Increase............4...............+1......every 4 levels

Sorta of Martial/Magic Types (Cleric, Druid, Inquisitor)
BAB Increase............5...............+1......every 5 levels

Feats and Traits can be granted in the place of magic items. If you are keeping track of WBL then maybe 5K for feats and 2.5k for traits However I did not want to table these out as they are at GM descretion. (Yes some feats are worth more than 5K and some are not worth 2 copper pieces.)

In general my players have ended up with about the same amount of gear as an NPC of the same level, but the above bonuses put them ahead of their not quite as heroic counterparts.

I also use a modified version of the item crafting rules, in the Sword and Sorcery system.
Brew Potion and Scribe scroll are pretty much unchanged.
Craft Charged item replaced craft wand. (Never made sense to me why charged items had to be wands.)
Enchant Item I to IV replace the other crafting feats (ring, staff, wonderous etc...) But they are level based.
Enchant Item I at LV 3 max value of 5K
Enchant Item II at LV 7 max value of 10K
Enchant Item III at LV 11 max value of 50K
Enchant Item IV at LV 15 max value of 100K

However, I only use the value of the item as a guide to how difficut it is to make the item. The more "valuable" it is, instead means the more rare and difficult/dangerous the ingredients are. YMMV
This works pretty well in my game world as most of the NPC caster types fall in the Adept, Magician, Priest classes. (Magician and Priest being NPC classes based of the Adept), and I usually limit NPC classes to LV 5.

The end result is lower end magic items and consumables are available, although more like the PCs would need to commission someone to make something, no magical walmarts.


These are all very creative. I really like the Starry Eyed Dancer and the City that Walks like a Man. I am going to have to adapt some of these for my game world.


The druid is a tier 1 class, and hard to compete with, but there are several things the summoner can do better.

First the Summoning SLA itself. While the summoner is probably only going to be able to do 7 to 9 times a day. When he does it, its good. SM has better critters than SNA. Its a standard action not a full round one. It last 1 minute per level, not 1 round, so they are going to be around for awhile. It is also at the highest level. The druid only gets their top summons a couple of times and is burning spell slots to do it.

The eidolon may only have 4 base forms, with evolution points and spells like evolution surge, it can be modified it a variety of ways that animal companions cannot, and as mentioned before if it is inconvenient to have around you, can send it back where it came from, and not have to worry about it.

Spell casting. The summoner does struggle here, having to pay a spell tax in order to keep their Eidolon healthy, but they do have several nice spells at a rather low level. Slow and Haste before anyone else does. Oh, and Summon Eidolon. Yes it is a full round to cast, but lasts 1 minute per level, and it does not matter what condition the Eidolon was in, its back at full strength. The level does not scale up with the caster, so even a very high level summoner, can summon their rather powerful Eidolon with just a 2nd level spell.

While a lot of people treat charisma as a dump stat, having a high charisma can in some campaigns come in very handy.


Bards top the list easy. Charisma, People skills, and an artist. May even have some money if they are any good. The women want him and the men want to be him.

The charisma casters (Oracle, Sorcerer, and Summoner) come in next. Their a little off, but with Charisma to spare, they will still have lots of ladies who overlook and may even like the vibe.

Aristocrats and the Gentlemen Thief come in next. Aristoract probably has money and sometimes thats enough. The cool, but dangerous thief has the bad boy feel.

The Paladin would be next assuming he can A. take the stick out, and B. is not one of the full plate fighters.

On the other end.
The Wizard... Lets face it your a nerd, you probably studied magic because the girls did not give you a 2nd look.

Most Witchs. Why is your Pet always.... Looking at me, and whats with those crazy evil eyes.

Full Plate Fighters (can actualy be any class that goes around all day wearing full plate armor.)

Random female NPC: Hey Sir Handle we left town over 10 hours ago, you never take that stuff off, and there is no pee hole. How can you hold it like that.

Full Plate Fighter: Hold It?

Random female NPC: Ewwwww....

Other Party Member: No wonder it always smells like a urinal wherever we go.


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Well its not really my creation, but a I added a feat to my game based on the deep pockets class ability of the pathfinder chronciler class. Was aimed and keeping my wife and brother-in-law's character sheets a little less clutered (pack rats in life and in game)

Deep Pockets (Ex)
someone with this feat collects items, picking up small amounts of this or that throughout her travels. As a result, she may carry unspecified equipment worth up to 25 gp per character level. This can be any kind of gear that can reasonably fit into a backpack, including potions and scrolls. As a full-round action, she may dig through her pockets to retrieve an item she specifies at that time, deducting its value from the allocated amount of cost. This item cannot weigh more than 10 pounds. When the total remaining cost reaches 0, the character can retrieve no more items until she refills her deep pockets by spending a few hours and an amount of gold to bring her total up to 25 gp per character level.

In addition, if she takes 1 hour to pack her gear each day, she gains a +4 bonus to Strength to determine her light encumbrance. This does not affect her maximum carrying capacity. The efficient distribution of weight simply encumbers her less than the same amount of weight normally should.


WPharolin wrote:
To me summoning is ass backwards. A conjuration(summon) spell forcibly calls a creature to you and puts it under your direct command without so much as a saving throw. Summon monster is essentially a teleport or plane shift effect followed by a short duration dominate monster. If anything, summoning celestial creatures should have the [Evil] descriptor since you are taking away their freedom of choice and enslaving them to your will. Logically summoning a demon shouldn't have a descriptor at all. Good casters choose to summon demons rather than celestial because they don't care about a demon's free will or about interrupting the demon's day. They do care about a celestial beings free will however and would be loath to summon them in all but the most dire of circumstances.

I had a similar feeling about the summoning of creatures, so my games run with house rule that Summons are not automatons that automatically obey. So conjuring an outsider whos alingment is radically different than your own is asking for problems. If asked to do something that conflicts with their normal behavior they can break free.

As to summoning evil being evil I would say yes. You are bringing something that hates and loaths your existance into the world and asking it for favors.


There is also a new adventure module called The harrowing, which according to the description has rules regarding the use of the cards. Looking forward to buying it Friday.

The harrowing


1. Summoner
2. Bard
3. Sorcerer
Something about the spontaneous casters I have always liked.
4. Tie between Ranger and Paladin.


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Recent conversation at our gaming group was to come up with a combination of classes and/or abilities that are legal, but so absurd no GM would allow it.

Anybody have anything.

Mine was kind of boring, but would be a logistical nightmare to keep track of it all. A Summoner with the master summoning archtype. He takes Eldritch Heritage - arcane to get a familiar, and improved familiar to create a little wand wielding freak. He also takes leadership as a feat and finds a druid, who also happens to have Eldritch Heritage - arcane and eventually improved familiar as a feat to make another wand wielding pest. The end result being a summoner with a lesser eidolon, an outsider (Probably mephit) familar, a druid with an animal companion, another outsider pet and nearly limitless summoning spells.


By RAW I would say no, since it only mentions summoned creatures, but thematically I would say it should. Of course with a generic name like protection from evil or magic circle against evil, thematically it should stop a whole lot of nasty things, but then it gets a little overpowered. :)


Currently, using Birthright as my setting of choice. It has a couple of things I really like. 1st the hard part IMO, of creating maps, naming places, and people and establishing a history is already done, but also vague enough to allow me to add just about anything homebrew or lifted from other settings. 2nd while Golarion and the old 2e Realms have a lot of great things, they come across as kind of busy. Every village worth a name, has some monster haunted ruin next door, underneath, or in town. While that makes the GM's job easier, it also seems to be a little bit of overkill. I want my players to feel they are unique. There may be other adventures/mercs/professional troubleshoters out there, but they are rare. Adventurer is not just a job.

I also like Ravenloft for short campaigns, but find it difficult to keep the horror going, when the characters start to hit mid to upper levels.

If I were a little more creative, I always wanted to run a homebrew world based off the Suikoden games, but I never could quite "get it right".


Kierato wrote:
I am not sure where but somebody created an archtype for the summoner that gave you 6 summons over the course of 20 levels, but only one at a time and they shared they same HP pool, I think...

Sorry I don't have the link right now, but it was called polysummon. The summoner gives up their summon monster SLA. In return they start with 2 eidolons and gain a new one every 5 levels. They share the same hit point pool based on the one with the lowest CON score.

Would make an interesting character. More like a fusionist than a summoner.

Edit adding link http://www.pathfinderdb.com/character-options/class-options/949-summoner-op tions-summoners-unleashed