Master Summoner: Putting some limits on the class


Homebrew and House Rules


This class needed some limits on its capabilities. Not sure why they weren't installed from the beginning, but I'm going to put some limits in. Too much battlefield flooding with unlimited summon monster spells active. The eidolon isn't so much better than the Master Summoner being able to cast limitless Summon Monster balances out the weaker eidolon.

Even a regular summoner can only have one active summon monster spell without an active eidolon. Not sure why the Master Summoner would be so much more effective than a regular summoner at summoning. Makes no sense given the Eidolon is effectively weaker even at lvl 20 than summon monster 9 or gate.

Summoning Mastery (Sp): Starting at 1st level, a master summoner can cast summon monster I as a spell-like ability a number of times per day equal to 5 + his Charisma modifier. The summoner can use this ability when his eidolon is summoned. Only one summon monster spell may be in effect while the eidolon is summoned. If the summoner’s eidolon is not summoned, the summoner can have two summon monster spells active. The master summoner may have an additional summon monster spell active for every 6 levels past first. He can have three active at 7th, four active at 13th, to a maximum of five active at 19th. This ability otherwise functions as the summoner’s normal summon monster I ability.

This ability replaces the summoner’s normal summon monster I ability and shield ally.


Ya, except no one is going to tell any other caster that they can only have one summon active at a time. And Master Summoner is literally the *Summoner* class. So I expect a Master Summoner not only be at least as good as Joe Witch/Wizard at summoning, but you know... better. Really the Master Summoner is only an above average class power wise so this strikes me as unnecessary.

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