| Matrixryu |
I've been mulling over an idea for a set of archetypes for summoners. Basically, they would replace the summoner's 'summon monster' class abilities with a series of bonus abilities to the eidolon itself. These bonus abilities would be meant to help the summoner apply a 'theme' to his eidolon without having to use up all of its evolution points.
The only thing that I'm unsure of is this: roughly how many evolution points do you think those summon monster class abilities are worth? Applying certain themes or templates to an Eidolon require a huge number of evolutions, and I want to make sure that I don't go overboard.
Here's a perfect example of why something like this is necessary. Let's say that I create a dragon themed Summoner Archetype. It takes a lot of abilities to create a dragon. Energy Immunity, Breath weapon, Wings, Blindsense, Frightful Presence, Spell Resistance. That's probably around 18 evolution points...More than half of what the summoner gets through his entire level 20 career, and the thing still would barely even seem like a dragon because it is missing other abilities and attacks. The thing would also be a horrible fighter since no points were spent on natural attacks or armor.
Of course, just giving a 'Dragon Summoner' 18 points worth of evolutions in trade for those summon monster abilities might be a bit much, even if the evolutions aren't all combat related. How many do you think would be the right amount?
In the end, I'm thinking it would be cool to create a list of 'summoner archetypes' based on a bunch of the sorcerer bloodlines so that the Eidolon could be Celestial, Draconic, Infernal, Fey, Shadow, Undead...or have any other theme without having to give up half of its evolution points on only halfway useful abilities to do so.
| Matrixryu |
You could just give it a pool of bonus Evolution points based on the level of the Summon Monster SLA they're giving up (1 or 2 per spell level) that can only be spent on certain evolutions. That may or may not skew the balance too far, however.
Yea, that sounds like an idea. As for the balance, I think it will be fine as long as very few abilities that would be used to optimize the eidolon for damage are on the list. I mean, how often are people going to take the immunity evolution (immunity to one energy type)?
As for the total number of points that should be in this pool...I'm leaning towards no more than 10. That would still increase the evolution pool by 30%.
| AlQahir |
You could give them evolutions at certain levels instead of giving them evolution points. Give them certain things that are ubiquitous to dragons, but not the most powerful abilities. You can give out natural armor improvement since it is only one evolution and maybe give the dragon wings for free at level five. Leave the other details to the player and how they want to interpret the dragon.
You could also balance it by placing restrictions on the eidolon. For example dragons wouldn't get an ability and then later loose that ability, so add the restriction that all evolutions are permanent. That way if a character wants wings, breath weapon, or large size then they have to save up their evolutions for it. I would also take away certain evolutions since they are not in keeping with a "quintessential" dragon.
Incidentally I think you can make a pretty good dragon now. I have a dragon rider character that I am going to be playing in an upcoming kingmaker campaign. It follows RAW and I have just changed some of the fluff. It isn't quite as powerful as other summoner builds, but I think it is going to be a lot of fun to play.
| AlQahir |
This is my dragon:
Quadruped 40 ft S- 14, D- 14, C- 13, I- 7, W- 10, Ch- 11
Skills: Knowledge Planes, Perception, Fly, Climb, Survival, Stealth
Evolutions/ Feats/ Ability Increases
Level 1: Claws, Improved Damage (claws), Mount [3 EA/3], Power Attack
Level 2: Pounce [4EA/4], Strength/Dexterity
Level 3: None [5EA/4], Toughness
Level 4: None [7EA/4]
Level 5: Wings, +20ft Flying [8EA/7], Strength/Dexterity/Constitution
Level 6: None [9EA/7], Dodge
Level 7: None [10EA/7], Strength/Dexterity
Level 8: Large [11EA/11], Strength/Constitution S-25, D-15, C-18
Level 9: Claws [13EA/12], Mobility
Level 10: Energy Attacks [14EA/14], Strength/Dexterity/Intelligence
Level 11: None [15EA/14], Wingover
Level 12: None [16EA/14], Strength/Dexterity
Level 13: None [17EA/14]
Level 14: Gore [19EA/16], Combat Reflexes
Level 15: Fast Healing [20EA/20], Strength/Dexterity/Strength
Level 16: +20 Flying [21EA/21]
Level 17: Skilled (Flight) [22EA/22], Cleave, Strength/Dexterity S-30, D-19, C-18, I-8
Level 18: +20 Flying [23EA/23]
Level 19: Fast Healing +1 [25EA/25] Bloody Assault
Level 20: +20ft Flying [26EA/26], Strength/Dexterity