[Homebrew] Help Stating a new Summoner Archetype


Homebrew and House Rules


Hello everyone,

I am trying to make a summoner archetype that replaces magic, And most if not all of these listed below.

Summon Monster I (Sp)

Maker’s Call (Su)

Transposition (Su)

Aspect (Su)

Life Bond (Su)

Merge Forms (Su)

Greater Aspect (Su)

Twin Eidolon (Su)

I would also make it so that when the creature is created, YOU MAY NOT CHANGE THEM AT LEVEL UP.

They can get normal evolutions and such added on but this will mean no drastic changes and what not.

Anyone able to help me?


What issue are you trying to solve?
What is the ultimate purpose?


darkwarriorkarg wrote:

What issue are you trying to solve?

What is the ultimate purpose?

I want to basically make the human be a jack of all trades that

1. Creates items and Equipment for himself and his eidolon
2. Can create "potions" or special "foods" to help heal and such
3. Have them be able to wield weapons and fight alongside their eidolon
4. maybe give them extra feats from a specific list to choose from at every other level.

I basically want to just get rid of the magic of the class and kind of do a more mundane thing.


GM_Artifex wrote:
darkwarriorkarg wrote:

What issue are you trying to solve?

What is the ultimate purpose?

I want to basically make the human be a jack of all trades that

1. Creates items and Equipment for himself and his eidolon
2. Can create "potions" or special "foods" to help heal and such
3. Have them be able to wield weapons and fight alongside their eidolon
4. maybe give them extra feats from a specific list to choose from at every other level.

I basically want to just get rid of the magic of the class and kind of do a more mundane thing.

This is basically a ranger with boon companion feat and some item creation feats.

You can even swap out spell casting with some archetypes.


Gignere wrote:
GM_Artifex wrote:
darkwarriorkarg wrote:

What issue are you trying to solve?

What is the ultimate purpose?

I want to basically make the human be a jack of all trades that

1. Creates items and Equipment for himself and his eidolon
2. Can create "potions" or special "foods" to help heal and such
3. Have them be able to wield weapons and fight alongside their eidolon
4. maybe give them extra feats from a specific list to choose from at every other level.

I basically want to just get rid of the magic of the class and kind of do a more mundane thing.

This is basically a ranger with boon companion feat and some item creation feats.

You can even swap out spell casting with some archetypes.

I don't want just a normal animal, I want the evolution and the Eidolon stuff but without the summoning and such. Make them permanent.


Ranger, boon companion

Animal Companion is a magical beast (give mental attributes of base eidolon)

Gain evolution points as a summoner instead of a combat style. The eidolon IS the combat style)

Keep ranger spell casting, but take item creation feats.

Reskin Create Potion to "Craft Kibble"


darkwarriorkarg wrote:

Ranger, boon companion

Animal Companion is a magical beast (give mental attributes of base eidolon)

Gain evolution points as a summoner instead of a combat style. The eidolon IS the combat style)

Keep ranger spell casting, but take item creation feats.

Reskin Create Potion to "Craft Kibble"

Can you help me make a mock up of the character?

IE

LV 1: Blank, Blank

Lv 2: Blank, Blank

To see how this would work out? So far it doesn't make sense to me.


GM_Artifex wrote:
darkwarriorkarg wrote:

Ranger, boon companion

Animal Companion is a magical beast (give mental attributes of base eidolon)

Gain evolution points as a summoner instead of a combat style. The eidolon IS the combat style)

Keep ranger spell casting, but take item creation feats.

Reskin Create Potion to "Craft Kibble"

Can you help me make a mock up of the character?

IE

LV 1: Blank, Blank

Lv 2: Blank, Blank

To see how this would work out? So far it doesn't make sense to me.

Also, Spell casting won't work since it will be more of a modern esq setting with no magic. That is why I was trying to make it no magic period.


Take a ranger, remove spell casting and nature's bond, replace with Eidolon class feature from Summoner.
Reskin his nature falvored stuff with planar or outsider flavored stuff.


Kryzbyn wrote:

Take a ranger, remove spell casting and nature's bond, replace with Eidolon class feature from Summoner.

Reskin his nature falvored stuff with planar or outsider flavored stuff.

Interesting, what if they don't count as planar creature or outsiders? What should I give them it they are genetically made things?


Good question.
Is he the guy making them, or a guy who uses them to 'hunt' other things, or used as a commander for such?


Kryzbyn wrote:

Good question.

Is he the guy making them, or a guy who uses them to 'hunt' other things, or sued as a commander for such?

http://pastebin.com/xL7gmSRu

Has the basic premise of the game but you basically have it from level one and I don't want them to be mystical but they do have a psychic link to you.

You basically get an egg, a mechanical Egg not an actual egg, that has stuff in it and it links with your mind and pops out a creature. Usually they start small for the first 24 hours but they will grow to medium size if that is the form they wished for their creature to be.

OOC: You can keep it small or Medium since the rules state those don't cost Evo points.


Hmm
That is a pretty cool setting.
I'd reskin the handle animal stuff to handle Neugen pet. The Eidolon itself has a psychic bond already. The favored terrain could be redone to handle diffrent kinds of arenas, or include urban or natural settings still...will think more on this. May want to add/replace some other ranger for summoner class features where appropriate.
Another direction to take this would be to have the pet as an animal companion that's able to take evolutions. The flavor being, what originaly pops out is still somewhat modeled after a natural crature, then as it ages under the influence of the psychic bond it manifests other...things either from the subconscious of the master, or a desire of the creature to be better at combat, or both...
Mechanicly, this gives you a creature that doesn't go away when you sleep, doesn't need to be summoned, and can still look like a scientist's nightmare.


Kryzbyn wrote:

Hmm

That is a pretty cool setting.
I'd reskin the handle animal stuff to handle Neugen pet. The Eidolon itself has a psychic bond already. The favored terrain could be redone to handle diffrent kinds of arenas, or include urban or natural settings still...will think more on this. May want to add/replace some other ranger for summoner class features where appropriate.
Another direction to take this would be to have the pet as an animal companion that's able to take evolutions. The flavor being, what originaly pops out is still somewhat modeled after a natural crature, then as it ages under the influence of the psychic bond it manifests other...things either from the subconscious of the master, or a desire of the creature to be better at combat, or both...
Mechanicly, this gives you a creature that doesn't go away when you sleep, doesn't need to be summoned, and can still look like a scientist's nightmare.

Cool, and thank you. if you'd like I could keep you open for Play testing and such. I plan on trying to publish this as a setting or campaign module or something.


Sure. I like designing stuff like this.
Once you determine what the pet will do (mechanicly and thematicly) it'll be easier to decide what the rest of the class does/is like.
Do they use guns? Are they melee only? etc.


Kryzbyn wrote:

Sure. I like designing stuff like this.

Once you determine what the pet will do (mechanicly and thematicly) it'll be easier to decide what the rest of the class does/is like.
Do they use guns? Are they melee only? etc.

I was thinking that they would start with Simple weapon proficiency and maybe give a small list of bonus feats that they can choose from like:

Craft Potion
Martial Weapon Proficiency
Exotic Weapon Proficiency
Skill Focus
Extra Evolution

And just kind of go from there so they can make whatever they really want to play. From Skill Junkie to full on barbarian or whatever, maybe not rage but you know the kind of player.


GM_Artifex wrote:
Kryzbyn wrote:

Sure. I like designing stuff like this.

Once you determine what the pet will do (mechanicly and thematicly) it'll be easier to decide what the rest of the class does/is like.
Do they use guns? Are they melee only? etc.

I was thinking that they would start with Simple weapon proficiency and maybe give a small list of bonus feats that they can choose from like:

Craft Potion
Martial Weapon Proficiency
Exotic Weapon Proficiency
Skill Focus
Extra Evolution

And just kind of go from there so they can make whatever they really want to play. From Skill Junkie to full on barbarian or whatever, maybe not rage but you know the kind of player.

Guns would most likely be available as well as Common Place Gun rules in Pathfinder so it will be easy to find guns and ammo however it will not be so easy that everyone in the world can use a gun proficiently.


Hmm...so a base class with a lot of options, or a few archetypes.
This could be dangerous territory, as pets like these will be pretty tough. So options to make them tougher should be designed with caution.
To fit the story, if these guys are being trained as spec ops types, at least 3/4 BAB(d8) at a minimum with some stealth. You could design MOS's or skill packages the players could choose from to specialize from there...


We'd also need to restrict the evolutions available. Some allow spells or spell like abilities. Allowing some of those evolutions could be granted later as part of an archetype or PRC, perhaps.


Kryzbyn wrote:
We'd also need to restrict the evolutions available. Some allow spells or spell like abilities. Allowing some of those evolutions could be granted later as part of an archetype or PRC, perhaps.

I want to keep the class pretty free and available and no the spec ops would be the gunslingers archetype or something.

The Educers are just average ordinary people and if they will get skill points as such. I see normal people having more skills and less combat.


Ok no problem.


I'm working on a Summoner archetype OSW's Racial Archetypes that is kinda similar mechanically to your base concept - though he still gets spells he loses the summon monster suite of powers and spells. Basically I wanted an "Eidoloner", who summons an eidolon companion and can cast spells, but doesn't gate in or summon hordes of critters.

Long story short: I applaud your initiative. I'll link to mine when I post it and you can take a look...


This is what I have s far for the class, the first 4 levels.

LV 1

+0 BAB +0 fort +0 Ref +2 Will

Nugeneggs: Works as the eidolons class feature

except for these: The Eidolon does not get

desummoned when the Summoner is unconcious or

dead/dying. It does not go away when you fall

asleep. You may NEVER redo points for the eidolon

even at level up. You may keep a hold on evolution

points till later level to achieve higher

abilities.

2 + int per day +2 TO hit and +2 Damage

+1 per level

Level 2:

The Summoner Archetype may pick from any of the

following list of feats: Then list

Item Creation feats, Skill Focus, Master Craftsman

Level 3:All Craft skills bonus to equal their class

level.

Level 4: Extra evolution at 4, 8, 12, 16, 20

Shield Ally: Per the Summoner ability

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / [Homebrew] Help Stating a new Summoner Archetype All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules