RAW option to replace Summoner's Summon Monster ability?


Advice

Liberty's Edge

I want to play with an Eidolon, but I do not want to bog down play with summoned creatures. Since Summon Monster is the other major schtick of the Summoner, I was hoping there is a RAW option to replace that major ability. However, so far I have not found such an option.

Suggestions?

Cheers!


There's nothing without going to 3rd party stuff.


Nope. Nothing so far as far as I know.

It isn't really his big thing, though, since you can't use it at the same time as the Eidolon, meaning most of the time, you don't use it at all.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Lopke wrote:

I want to play with an Eidolon, but I do not want to bog down play with summoned creatures. Since Summon Monster is the other major schtick of the Summoner, I was hoping there is a RAW option to replace that major ability. However, so far I have not found such an option.

Suggestions?

Cheers!

You effectively "replace" the ability by having the Eidolon out. They're mutually exclusive.


Huh, looks like there isn't even 3rd party support for that character idea.

But as others noted, it's either summons or eidolon. Unless you're a Master Summoner. And I'm not sure why you'd be playing that if you don't want to deal with summoned monsters.


Lopke wrote:

I want to play with an Eidolon, but I do not want to bog down play with summoned creatures. Since Summon Monster is the other major schtick of the Summoner, I was hoping there is a RAW option to replace that major ability. However, so far I have not found such an option.

Suggestions?

Cheers!

Summoning does not bog play down if you are prepared.

1. Have the monster stats prepared ahead of time.
2. Roll multiple dice at once if a monster has multiple attacks.
3. Be able to make decisions quickly.

The only time I see summoning have a bad effect as far as taking up time goes is when the player is unable or unwilling to be prepared and make decisions quickly.

Liberty's Edge

Thanks for the search, Cheapy.

I am one of the more prepared players when I play (knowing my class-specific rules, being ready with summoned stats, etc). I have played Conjurers in the past with much fun and quick play. That's not really my problem.

I just want to experience playing a Summoner and their Eidolon. However, if my Eidolon is not around I wanted to know if there was another option available besides summoning more things.

Obviously I know the Summoner is meant to do just that, summon. I was hoping, though, that there was an archetype that focused on another option besides Summon Monster.

If there isn't, then I shall explore (hopefully) balanced House options. Such as a list of battlefield control spells that can be used 3+Cha mod/day. Like the Summon Monster ability, these spells could not be used if the Eidolon is in existence. So, the Summoner could choose between an offensive option (Eidolon) or defensive/control option (list of spells).

Anyway, that's for the House rules thread.

Thanks for your comments :D


There might actually be *some* 3rd party stuff. I have a book that might have it, since it has 2 summoner archetypes, but I haven't read it yet. Lemme check...

Actually, Grittier Rules has one. "Creator". Here's the fluff.

Quote:
"While a summoner brings life from another plane and the puppet master enslaves one, the creator makes life out of his own. It is no wonder some powerful creators believe themselves gods."

They get a homunculus instead of an eidolon. Same idea of the Eidolon though.

They get abilities related to constructs and creation. Mending, etc. For example, at 5th level, they get Craft Construct.

At 9th level, they can cast Major Creation 3+mCha times per day as a Spell-like.

Make Whole can be cast 3+mCha times per day, at level 3.

It's a bit on the powerful side. Due in part because these SLAs can be used when the Eidol-- Homunculus is out. It's a nifty idea though.

Also because they are really good SLAs.

Hmm, I've already made an Eidolon-less summoner. Suppose a Summoning-less ..."summoner" would work too.


I remember the first draft of the summoner, when both the Eidolon and SM SLA could be out at the same time.

It was soon changed to be only one or the other. So it is not the ability to do stuff when the Eidolon is out that is the balancing factor, but rather the sheer number of bodies out on the field.

So I don't see why it would necessarily need to be either SLAs or Eidolon. I know that kinda contradicts a bit of my previous post, but I changed my mind gorramit.


I know you wanted something official, but I don't think more options will do any harm. This is a homebrew archetype a guy made for Iron Kingdoms, but that can be used in any setting:

http://privateerpressforums.com/showthread.php?70929-Pathfinder-Summoner-cl ass-in-IK-Warlock-Archetype

It is not very "summon"er though...


Lopke wrote:

I want to play with an Eidolon, but I do not want to bog down play with summoned creatures. Since Summon Monster is the other major schtick of the Summoner, I was hoping there is a RAW option to replace that major ability. However, so far I have not found such an option.

Suggestions?

Cheers!

There are two archetypes only that change the Summon Monster SLA, Master Summoner and First Worldler, but they are not what you are looking for, because they both sacrifice the power of your eidolon.

If you are interested in trying homebrewed material I made this Summoner variant, have a look.


Lopke wrote:

I want to play with an Eidolon, but I do not want to bog down play with summoned creatures. Since Summon Monster is the other major schtick of the Summoner, I was hoping there is a RAW option to replace that major ability. However, so far I have not found such an option.

Suggestions?

Cheers!

I play a synthesist in a Savage Tide campaign. Since I rely heavily on having my eidolon on the field (given that I am one of two melee combatants), we took away my ability to summon other monsters and replaced it with healing abilities as per the healing domain. Granted, my party has no other reliable healer and my character's background (a son of Sarenae) is more or less divine in nature, so it makes sense story-wise.

I don't think there is anything in the rules that you can inherently change the power out for, so that would be up to your GM.


Cheapy wrote:
Hmm, I've already made an Eidolon-less summoner. Suppose a Summoning-less ..."summoner" would work too.

Interesting. Do you have a build up for this or is it no more specific than "Master Summoner with Superior Summoning"? What did you give your Eidolon?


nategar05 wrote:
Cheapy wrote:
Hmm, I've already made an Eidolon-less summoner. Suppose a Summoning-less ..."summoner" would work too.
Interesting. Do you have a build up for this or is it no more specific than "Master Summoner with Superior Summoning"? What did you give your Eidolon?

By "made an" I meant "made an archetype for an". It was for this product.

But since not everyone would be able to purchase it, the basic idea of the archetype is that you are a general of the gods. Divine spellcaster, can communicate with all of your summons, summons get some additional feats, and there are strong incentives to only have one "instance" of Summon Monster in play (by giving nice bonuses). It's powerful, but loses that all important extra action that the Master Summoner still has from his Eidolon.

As I mentioned, the Grittier Rules mentioned above has a decent attempt at a summon-less "Summoner".

To further butcher the Sorcerer, a simple solution could be to just give the Bloodline Arcana / Powers of a sorcerer. The summoning ability is really the most powerful feature the Summoner has (although, strangely, the Eidolon is the "main" feature). Just the bloodline powers would be fine. The arcana are just added frosting.

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