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![Goblin](http://cdn.paizo.com/image/avatar/Pathfinder1_02a.jpg)
After reading the summoner, I had two thoughts/concepts that can't quite be done with the class as is, and wanted to suggest they be added as options, feats, or whatever.
1) Can Eidolons be other alignments than summoner? Either for NPC story reasons or to play a character with more of an adversarial relationship with their eidolon (i.e. a demon bound to a good character that grants them power, but often causes acts of evil)? Maybe a feat – which grants bonus evolution points in exchange. This would be hard to adjudicate, since behavior would be based on DM. Perhaps a 5% chance per encounter to do something detrimental to PC, or 1% chance per round cumulative during combat or stressful situations, which re-set once out of combat or stres (similar mechanic to a golem going berserk.)
2) Could additional base forms be added? In particular, I thought of having an eidolon as a weapon or item, that could use evolution points to grant special abilities (this could potentially add an option to the class to make it more of a "gish" type class, as many people on the boards have been looking for lately.) In addition, once flight without wings is available, you could effectively have a dancing weapon eidolon. The concept I had in mind was actually more along the lines of Stormbringer towards the end of the Elric saga. This might work best as a feat to allow this form as another option.
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![Automaton](http://cdn.paizo.com/image/avatar/PZO92104-Automaton_500.jpeg)
I'm loving the summoner, but there are still some options that I feel could be explored or expanded upon.
1) The Frankenstein's Monster concept - perhaps a feat or option to bind the eidolon into either a corpse or construct. The summoner loses the ability to dismiss and resummon the eidolon, and instead must make sure that the corpse or construct remains in good health. (Also granting them the inflict, or repair spells to do so). This was mentioned as an option previously and it'd be cool to see the option brought back. It would change the eidolon's type to undead or construct, changing their HD, skills, bab and saves to match their new type.
2) The Swarm/Hivemind Eidolon - Treated as a single creature the summoner would bond with a swarm of tiny eidolons (which upgrade to small/medium at higher levels). The swarm would be treated differently from a standard eidolon (using the swarm style of attack etc), but it'd be cool to have my own personal swarm of crazy pictsties, boggles, gremlings or flying monkeys at my disposal.
I know it seems weird to be asking for even more from an already stellar class, but I'm really psyched by the flexibility and niftiness of this class.
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Dezren |
2) The Swarm/Hivemind Eidolon - Treated as a single creature the summoner would bond with a swarm of tiny eidolons (which upgrade to small/medium at higher levels). The swarm would be treated differently from a standard eidolon (using the swarm style of attack etc), but it'd be cool to have my own personal swarm of crazy pictsties, boggles, gremlings or flying monkeys at my disposal.
i like the idea of the swarm eidolon
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Epic Meepo RPG Superstar 2009 Top 16, 2012 Top 32 |
In particular, I thought of having an eidolon as a weapon or item, that could use evolution points to grant special abilities (this could potentially add an option to the class to make it more of a "gish" type class, as many people on the boards have been looking for lately.)
Great minds think alike. Weapon-shaped eidolons were the first thing that popped into my mind when I read the summoner class spell list.
In addition to the pet option, it would be cool if the class could be used to build a guy who performs a ritual calling forth the Lady of the Lake to hand him an eidolon weapon named Excalibur. (Or insert your own interpretation of summoning a weapon here.)
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Eric Campbell 633 |
i am running a summoner in my friend marks game. it is a off the wall and experimental character. i mixed summoner from pathfinder with sand shaper from sandstorm. the flexibility of the spells as well as a companion outsider are great. and of course we can not forget about the ability to summon monster as a spell-like. but i was thinking of making summoner more balanced. maybe since it gets the ability to cast in light armor remove the armor spells from the list to choose from. and if anyone has any options for the summoner that i might not have thought of i would love to hear them. espesially for my summoner now, i am looking into more combat based classes for it.
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DragonMunchie |
![Vimanda](http://cdn.paizo.com/image/avatar/A14-Viminda.jpg)
I thought of afew altered familiar feats that might be nice additions to the summoner, conjurers, and druids alike.
Alternate Eidolon
General Feat
Prerequisite: Summoner level 1, Charisma 13.
Benefit: Through a varient of the primary summoning ritual, the summoner may summon an alternate eidolon, forging a link with the new entity built upon the same amount of evolution points as his or her primary eidolon. This entity is forged, sculpted, and prepared as an alternative to the first, though not a replacement.
To summon this alternate eidolon, the summoner must expend one of his uses of the Summon Monster class ability during the ritual, adding an additional six seconds (full round action) to the casting time.
This alternate eidolon still counts towards the once per day limit of the original eidolon.
Special: A summoner may take this feat multiple times, though for each additional eidolon taken increases the prerequisite Charisma by +2.
Masters’ Might
General Feat
The binding energies from summoned creature to master are strengthened when they are within your presence.
Prerequisite: Spell Focus (conjuration).
Benefit: Whenever summoned monsters you control are within 60 feet of you, they are physically inspired force of will and magical might, and gain a +2 enhancement bonus on their attack rolls and saving throws.
Masters’ Presence
General Feat
Creatures summoned by you react faster and more nimble than normal.
Prerequisite: Spell Focus (conjuration)
Benefit: Each creature summoned by either Summon Natures Ally or Summon Monster spell gains a +4 bonus on initiative checks and a 10-foot increase to its base land speed.