Custom Summoner Archtype: Soulbound Legionist


Homebrew and House Rules


The concept came about when devising a new character to meet the criteria of a supportive character. I've never been a huge fan of playing the "healbot", and thus I decided to lean towards Summoner. While the powers of summoning creatures most definitely should be in pathfinder, and are, when your attempting to party with a group of 4 or more PC's, having the Summon Monster spell-like ability, in addition to the Eidolon, can really bog down the game. This archtype I've devised sacrifices the Summon Monster spell-like ability, as well as a couple of others, to better the combative capabilities of the Summoner itself.

Description: The Soulbound Legionist, while true to his capabilities of summoning a creature, has decided upon their self that they would stand beside that companion and only that companion. To better benefit their Eidolon, they have taken up arms additionally to assist if need be.

Martial Weapon Specialist - At 1st level, the Soulbound Legionist chooses one martial weapon. The Summoner gains the martial weapon proficiency feat and Weapon Focus Feat for that weapon. This replaces Summon Monster 1 and Cantrips.

Ally in battle - Devoting resources to one another, the summoner and the eidolon can choose to attempt to work in unison. Starting at level 3, and at every three levels after (example 6, 9, 12...) up to level 18, the summoner takes a feat from the following list. The summoner does not need to meet the prerequisites for it.
Duck and cover, Coordinated Maneuvers, Coordinated Defense, Escape Route, Pack Attack, Paired Opportunists, Shielded Caster.

Starting at level 6, the list expands to include these.
Back to back, Feint Partner,Precise Strike, Allied Spellcaster.

Starting at level 9, the list expands to include these.
Combat Medic, Broken Wing Gambit, Seize the moment.

In addition, as a swift action, you may have the Eidolon act as though it has a teamwork feat that you have for one round. You may use this swift action up to 3 + the summoner's charisma modifier times per day.

This replaces Summon Monster 2, 3, 4, 5, 6, 7, 8, 9, Gate, and Merge Forms.

Thoughts on this archtype would be greatly appreciated.


I don't think the Summoner sacrifices enough for this.

Most Summoners keep their eidolons out 90% of the time, so losing summon monster (a benefit they only reap when their eidolon is not around) and gaining a benefit they always possess (bonus feats) seems a bit off balance. Yeah, your eidolon only gains the feat a certain number of times per day as a bonus, but he could take those feats normally, or your allies can, and the Summoner gains the full benefit of these bonus feats while sacrificing almost nothing.


From the description I thought of giving the summoner/eidolon teamwork feats which only works if both attack the same enemy, not as temporary feat but as bonus feat. Also I would keep merge form, as it's the ultimate combination of "cooperative fighting"

Fight as One:
Every X levels the summoner can choose one teamwork feat. If the eidolon fight against the same enemy as the summoner, it get's this feat too.


If you explicitly stated the feats only work with eidolon, that would be better.


You guys might be right on this... It is probably true that the summon monster doesn't get used too often, at least not with the majority of these archtypes that the Summoner currently has.

While in its current state, I actually do not see too many people ever grab teamwork feats unless players have outright made it their goal from a flavor standpoint to be in sync with one another (such as two half-orc brothers raging together). This said, I think it might be okay to have it as a standard feat for the player to somewhat demonstrate or emphasis the summoners ability to cooperate tactically, while having the swift action to have the eidolon benefit from it temporarily, however an increased cost in something would probably be needed to balance this out.

Off the top of my head, potential other downsides that come to mind...

A. One fewer spell known each level similar to a crossblooded sorcerer.
B. -1 evolution point every 4 levels (maximum of -5) from the total number of evolution points available.
C. reduce the HD of the eidolon to 1d8 instead of the normal 1d10.

Not sure which combination of these additional downsides would make it a bit better balanced, if any.

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