evolved fighter / summoner hybrid class


Advice


I was thinking about creating a hybrid class combining the evolutions of summoner with fighter. He/she could evolve their selves as a summon can evolve their edilons. They would not get any spells at all, no edilon not as many feats as a fighter maybe 6 over the 20 levels they will have good fort and will and be a full progression class. Can I get some input please.


There are already classes that do extactly this...

1. Primal Companion Hunter that does not have an animal companion can apply the evolutions to itself.
2. Synthesist can wear his eidolon and applies so the evolutions to himself.

Both classes are quite powerfull. Makeing a new class with no spells and more or allways active evolutions and full bab will be most likly impossible to balance...

Breiti


Rite Publishing put out a barbarian archetype named the masquerade reveler which does something like this. Written by Mark Seifter IIRC who is now a developer for Paizo.


Also, the Mutation Warrior does something similar, albeit with mutagens rather than evolutions.


I Think it Sound like a fantastic idea but i have no advice about how to make it balanced. I suggest you Mock up some rules and try them out and go from there.


Here is what I have so far for the class it is a link to my Dropbox.

Please give me some feedback on what you think.


-Evolver's Agility doesn't really fit.
-As a general rule the game tries to avoid dead levels for non-casting classes (even for casting classes, a level with no ability is almost always a level at which new spells are gained).
-You are aware that you're massively restricting the evolution options by only allowing a trade-out once every four levels, right? It's going to be very tricky to build this because the character is almost totally locked into one-point evolutions.

Personally, I would tweak it so the evolutions can be swapped out every level, maybe every other level if you're feeling ornery, and add back in the Eidolon's Natural Attack limit.


kestral287 wrote:

-Evolver's Agility doesn't really fit.

-As a general rule the game tries to avoid dead levels for non-casting classes (even for casting classes, a level with no ability is almost always a level at which new spells are gained).
-You are aware that you're massively restricting the evolution options by only allowing a trade-out once every four levels, right? It's going to be very tricky to build this because the character is almost totally locked into one-point evolutions.

Personally, I would tweak it so the evolutions can be swapped out every level, maybe every other level if you're feeling ornery, and add back in the Eidolon's Natural Attack limit.

The reason for the 2 dead levels is I can't figure out what to put in those 2 levels.

Now that I look at it I agree with you saying it is 2 restricted by only allowing it to be changed out every 4 levels. I will change it so it can be done every level. Any Idea what I can replace evolver's agility with.


Here is the new updated Evolver.

Please give me some feedback on the class.


wintersrage wrote:

Here is the new updated Evolver.

Please give me some feedback on the class.

Please take a look at my evolver class.


bump


I think i would put the bonus feats at level 4 and every 4 and then sprede out stuff to avoid dead levels.
I would skip the fortification and crit immunity and give them 2 more skill points. I would properly also put in somthing like the curse thing from oracles because "evolving" your self to a monster is a dangerous thing to do.
But i will see if i gat a chance to try it out. My group is not a paragon of stability ATM. Kids and work and stuff.


Cap. Darling wrote:

I think i would put the bonus feats at level 4 and every 4 and then sprede out stuff to avoid dead levels.

I would skip the fortification and crit immunity and give them 2 more skill points. I would properly also put in somthing like the curse thing from oracles because "evolving" your self to a monster is a dangerous thing to do.
But i will see if i gat a chance to try it out. My group is not a paragon of stability ATM. Kids and work and stuff.

I have updated the class again here is the link once again


Bump


As it is now it is very powerfull. I think all evolutions need to be looked at individuelle if it is gonna be a finished produce. I also think you should consider to have most of the evolutions always on. At the very low levels one minuts pr level is a restriktion but after level 6 ish it is not. That and proberbly lowering the number of evo points a bit or pehaps going Down to 3/4 bab and getting rid of the figther specific feat acces.


Cap. Darling wrote:
As it is now it is very powerfull. I think all evolutions need to be looked at individuelle if it is gonna be a finished produce. I also think you should consider to have most of the evolutions always on. At the very low levels one minuts pr level is a restriktion but after level 6 ish it is not. That and proberbly lowering the number of evo points a bit or pehaps going Down to 3/4 bab and getting rid of the figther specific feat acces.

cap I'm going to make it so you can make changes to the file please make the changes you think are needed and upload another version of the file with a different name.

I will need your email address so I can give you specific access to make changes to the folder.


wintersrage wrote:
kestral287 wrote:

-Evolver's Agility doesn't really fit.

-As a general rule the game tries to avoid dead levels for non-casting classes (even for casting classes, a level with no ability is almost always a level at which new spells are gained).
-You are aware that you're massively restricting the evolution options by only allowing a trade-out once every four levels, right? It's going to be very tricky to build this because the character is almost totally locked into one-point evolutions.

Personally, I would tweak it so the evolutions can be swapped out every level, maybe every other level if you're feeling ornery, and add back in the Eidolon's Natural Attack limit.

The reason for the 2 dead levels is I can't figure out what to put in those 2 levels.

Now that I look at it I agree with you saying it is 2 restricted by only allowing it to be changed out every 4 levels. I will change it so it can be done every level. Any Idea what I can replace evolver's agility with.

I don't think this class has any dead levels as it gets evolution points every level the Evolver can apply to himself.

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