Changes for the Summoner Class (steampunk HB setting)


Homebrew and House Rules

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I'm toying with the idea of a mostly urban steampunk campaign for the near future, and I've been struck with the idea of adapting the summoner class to the concept of stand-manifesting individuals (inspired by JoJo's Bizarre Adventures).

After some very basic tinkering, I've pinpointed the main hurdle to overcome in the monster (not eidolon!) summoning abilities and spell list, so, it would come down to just two points:
A) the summon-monster I-IX class ability
B) the spell list

A) it does not really fit with the main idea, it's just too "fantasy spellcaster" themed. I'd like to change this to something closer to the eidolon's summoning/link with the character, but right now I'm a bit burnt out on ideas - except granting more evolution points, which is something that I'd like to avoid.
Maybe a custom-fit version of the sorcerer bloodlines (no bloodline arcana, less powerful bloodline powers spread out in 9 levels)?

B) once again, the summoner's spells should be more focused on himself and the eidolon, thusly removing the Summon Monster I-IX (plus summon swarm and creeping doom) from the list and somehow having the few attack spells (acid splash, aqueous orb, but also wall of fire/ice and incendiary cloud) as magical effects generating from the eidolon - the summoner has the spell on his list, but the caster is the eidolon.
I'm all ears for suggestions on which spells would fit as replacements and how to implement the eidolon as the caster feature.

Regarding archetypes, all those presented in UM seem to work pretty fine except the Master Summoner (see reasons explained above).

Thanks!


In addition to removing the summon monster spells, I would suggest removing the spellcasting feature all together and implementing a new system that is specific to only the summoner. It could be something similar to the evolution points or just different entirely. In my opinion, Spells are just not something a summoner uses too often especially when there is a powerful eidolon doing all of the fighting for him.


I would probably start by swapping out the Summon Monster spells (which I think are a kind of boring part of the summoner anyway, I prefer the eidolon) for a variety of powers related to your eidolon.

I would probably start with the concept of an arc node from Warmachine - when you cast a spell, you can have the eidolon be the source point for the spell. It would have to be in range and such, probably a relatively short range to start with (Short, and then later on increase to Medium or the life link range for the eidolon).

I'd probably also give the Craft Construct feat at the appropriate level (whenever it's normally available) and some kind of construct-only Repair spell that you can cast on constructs, including your eidolon. You might also consider applying construct traits to yourself over time, allowing you to spend some of your evolution points on yourself.

From there, to change the spell list, I'd raid the Eberron artificer spell list, which had a number of construct-related spells. You can change the trappings on a number of spells to fit with your character, just describe them as mechanical or device-oriented rather than their normal description.

I did a version of the Eberron artificer a while ago that has some steampunky elements, including the option to have a construct eidolon and to slowly replace bits of themself with construct parts. You might check it out and see if there's anything useful there for you. There are also a number of spells that could be helpful.

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