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Posting this in multiple forums.
I'm trying to come up with a way for a Summoner to have two Eidolons and I need some advice. I'm thinking there should be a feat that allows you to do so, but I can't decide whether it should be two base forms with less Evo points or two lesser forms with full Evo points.
Example with arbitrary numbers:
Let's say at some point a Summoner gets to summon an Eidolon with 10HD and 20 EP. Should Split Eidolon give him 2 10 HD Eidolons with 10-15 EP each, or two 5-8 HD Eidolons with 20 EP each?

mdt |

Posting this in multiple forums.
I'm trying to come up with a way for a Summoner to have two Eidolons and I need some advice. I'm thinking there should be a feat that allows you to do so, but I can't decide whether it should be two base forms with less Evo points or two lesser forms with full Evo points.
Example with arbitrary numbers:
Let's say at some point a Summoner gets to summon an Eidolon with 10HD and 20 EP. Should Split Eidolon give him 2 10 HD Eidolons with 10-15 EP each, or two 5-8 HD Eidolons with 20 EP each?
I put up some homebrew suggestions here.

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Polysummon Summoner
This archetype allows a summoner to make more than one pact with an otherworldly entity. The summoner cannot summon more than one eidelon at a time, but, they may switch out their eidelons as needed. The downside being that all the eidelons the summoner makes a pact with share a common pool of hp.Benefit: At first level, the summoner may make a pact with one additional eidelon (two at first level). At 5th level, and each additional 5 levels (10th, 15th, 20th) the summoner gains the ability to form a pact with one additional eidelon. Note, however, that the eidelon's forms are less changeable than a normal eidelon's. The eidelons cannot be affected by the spell transmogrify.
In addition, the eidelon's all share a common HP pool (the summoner only calculates HP once for all eidelon's using the lowest CON of all his eidelons). If one eidelon is injured, then replacing it with a different eidelon results in summoning an injured eidelon. For example, a summoner (level 10) may have one quadruped eidelon with natural attacks that have fire, a serpentine that has ice natural attacks, and a biped with acid natural attacks. If the lowest CON was 12 amongst the three, the HP would be calculated for all 3 as if they had a 12 CON (although fort saves would be calculated normally for each).
To switch out an eidelon for another, the summoner may take a full round action that provokes an attack of opportunity to banish and replace an already summoned eidelon. If the summoner doesn't have an eidelon summoned, they must use the normal 1 minute long ritual to summon one first. The summoner may not use the Summon Eidelon spell to summon a 2nd eidelon while he already has an eidelon summoned. He may, however, switch out his eidelon's using a full action as specified above when the spell is already in use.
Archetypes that affect the eidelon, and only the eidelon, may be taken specifically for each individual eidelon. Thus, at first level, a polysummon summoner could have one eidelon that is normal, and one that is clockwork.
Replaces: This archetype replaces the summoners Spell Like Ability to summon monsters.
If I understand this correctly, using the example I gave above, you could produce two Eidolons with 10 HD and 20 EP, but only half HP?

mdt |

The rules I put up only allow one eidelon at a time. However, if your GM allowed it (or if you're the GM and want your summoners to work that way), then yeah, you could put out at 1st level 2, each with HP = 1/2 the max HP you are allowed. You'd have no SLA.
I can't suggest such a thing unless you're strictly making utility eidelons, skill monkeys with no combat purpose. As that much of a HP cut will make them uber squishy.