The Essence Shaper, a Summoner / Druid Hybrid based on Synthesist


Homebrew and House Rules


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Pathfinder Rulebook Subscriber

Before you collectively sigh and say "But we already have a hundred Synthesist patches, fixes, and reborns." let me say, this is not really a fix/patch/revamp of Synthesist, but a re-imagining. I love the idea of the Synthesist, but I really don't like how it was implemented. Paizo worked so hard to get away from the "replace physical stats" crap-shoot that was 3.5 polymorphing, then they go and bring it back in the form of the Synthesist? No...Just, no...

This is my first attempt at writing a class. I have been DMing in Pathfinder for years, but never dabbled in this aspect before, so I probably made mistakes. If you see something that could be improved, or needs to be toned down, etc... please let me know, but if all you want to say is "u suck an ur class sucks lol", do us all a favor and go somewhere else. I am looking for constructive criticism.

Here is the link to it: Essence Shaper

The most basic point of the class is to merge druid's wildshaping with the summoner's evolutions. The class does seem a bit bare to me in places, so input on whether it needs to fill in any dead levels is appreciated.

Items I am unsure about:


  • Is the Aspect ability too powerful? I am thinking the delayed access of Merged Form, coupled with the decreased evolution point pool balances this out. It seems racial traits will get you abilities on par with most of the 1-point evolutions.
  • Dead levels?
  • Filler abilities?

To do:


  • Write a better intro description
  • Nail down the role (the access to evolutions make the options go bananas)

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The class is just so...bare. Even at 1st level, they get almost no class features. You don't get the main class feature until 4th level. Would anyone play a magus if they didn't get spellstrike and spell combat until 4th and 5th level?

I'm not a fan of merged form. It's way too complicated, which is one of the big problems with the original synthesist.

I'm not crazy about the planar shift ability, either. The name needs changed because it sounds too similar to plane shift and has nothing to do with changing planes. Also, it grants dimension door one level earlier than the wizard.


Pathfinder Rulebook Subscriber
Cyrad wrote:
The class is just so...bare. Even at 1st level, they get almost no class features. You don't get the main class feature until 4th level. Would anyone play a magus if they didn't get spellstrike and spell combat until 4th and 5th level?

I knew it was bare. I want to add more to it, but I'm not sure what would be appropriate power wise and thematically.

Other options I was thinking of was:
Merged Form at level 1, smaller bonuses until later, lasts all day

Merged Form as a sort of Barbarian's Rage mechanic. Still get the stat bonuses as you level, but more limited uses each day. (Also it'd make it a Summoner/Barbarian hybrid, not a problem, just pointing it out)

Cyrad wrote:
I'm not a fan of merged form. It's way too complicated, which is one of the big problems with the original synthesist.

Another good point. The Eidolon feature of Summoner is already complex enough. I want to simplify it somehow, but not sure on exactly how.

Cyrad wrote:
I'm not crazy about the planar shift ability, either. The name needs changed because it sounds too similar to plane shift and has nothing to do with changing planes. Also, it grants dimension door one level earlier than the wizard.

I suppose calling it Maker's Jump, like Synthesist called it, wouldn't be a horrible thing. Synthesist gets that ability at 6, but I agree that it probably shouldn't be obtained sooner than a Wizard. I hadn't considered that. I'm thinking move that to 8th level, then.

I suppose I should have put a disclaimer on the original post explaining that it wasn't completed and I was looking for input on how to flesh it out.

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I understand that, but I feel the existing mechanics need a lot of work.


Pathfinder Rulebook Subscriber
Cyrad wrote:
I understand that, but I feel the existing mechanics need a lot of work.

I renamed Planar Shift to Maker's Jump and moved it back to 8th.

I moved Merged Form to 1st level and reworked it to try to simplify it. I think I could do more to simplify it, but I can't think of anything else at the moment.

Edit: Rereading it, I'm not satisfied with it. Maybe there's just too much going on in Merged Form to have it be one ability. Maybe I could break it up and simplify it that way.

I still need to come up with other abilities to fill in the dead levels.


Pathfinder Rulebook Subscriber

A thought occurred to me: Why does it have to be a ritual that summons it? Why not just have it be the essence shaper permanently merges the patron's essence with his body and it's always there?

My idea is:
Ditch the whole ritual and summoning and initial bonuses.
The essence summoner gradually takes on more traits of the essence (gaining evolution points and Str/Dex bonuses as he levels) until at level 20, he becomes a true outsider.
Only form option would be bipedal for base form. That would normally mean protean is out, but I think it can be fudged there.
Doesn't gain the base form evolutions, but gains the Base Evolutions for that form as he levels based on the subtype chosen.

There's probably more to it, but that's what I've got so far.


Pathfinder Rulebook Subscriber

I reworked it with my latest ideas in mind. I dropped Merged Form entirely in favor of Aspect and Evolution. I also added a couple higher level abilities.

I am thinking about giving the class a familiar (at 2nd, maybe?) and improved familiar at 7th or 11th (limited by the patron's subtype) as a sort of mentor/guide kind of thing.


This looks like a promising project. Some suggestions:

1) A level 1 dip in this class is very powerful: Base evolutions of unchained eidolons (worth at least 3 evolution points), 1 more evolution point, +1 attack & damage with natural weapons and +2 natural AC. Probably the base evolutions are already enough at first level.

2) I really like the idea of a familiar bound to the patron and you. However, it's kind of weird to get a temporary normal familiar at level 2. Perhaps the Essence Shaper should get the improved familiar early on - but without the usual resistances, damage reduction etc.. Or it won't fight for him until he has proven his worth (at level X).

3) Share Essence is a great idea also. Why not make it an important secondary class feature, allowing it early on? It could also be implemented by simply allowing to use Evolution Surge on other creatures. While this may sound overpowered first, keep in mind these spells are in competition to the usual summoner buffs (Bull's Strength, Cat's Grace, Heroism etc.).

4) Is being a skill monkey an intended route for this archetype? If yes, the usual Skilled evolution (+8) might work well to give him an edge. If not, maybe completely ban it.

5) As far as I got the standard rules, Ability Increase evolution works only once per ability. +2 charisma via evolution is not gamebreaking, in my opinion.


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First of all, thank you! i've always wanted to play a synthesist based on fenix, from starcraft (where his eidolon was his dragoon), but i always felt the base class had too much that i didnt care for. granted, the summoning of units has a lot to do with the protoss, and the spells could be reimagined as templar powers, but i digress.

I've always wanted to see this, kinda like an aegis from dreamscarred press but with the flexibility and theme of the eidolon evolutions, so im really excited to see someone doing it.

I really like the idea of the familiar being more active than the usual wizard familiar, in this case the creature would kinda be like the summoner and you would be the eidolon XD so it would be nice to see that interaction expanded.

for example, maybe the essence shaper has no spells, his familiar has them, obviously it couldnt be as powerful as a caster pc, but i imagine it like a little drone that flies around you and gives you small buffs or heals, maybe give it a simple spell list (0-4?) and fewer spells per day, with maybe a mechanic where youd have points that you can either spend to get evolutions in the middle of combat or replenish your familiar spells.

Another thing you could do is give your familiar a "mini-eidolon", at high levels he could also transform and gain some abilities, but that would probably be too much. i still prefer the idea of switching roles and having your familiar cast spells while you fight on the frontlines XD.

Really looking forward to see what you do with this class, good luck :)

Sovereign Court

Comments and possible filler powers

Scaling bonus to save vs effects that target the summoner's type ( humanoid).

An ability to burn evolution points as an immediate action to reduce/prevent damage. Have the points either gone for the day or return at 1 a minute after the character is fully healed.

Maybe an alignment detection power based on patron alignment.

I agree on the temp familiar feeling odd I would move the improved down or make the starting an improved with no sp, su, or ex abilities beyond what being a familiar adds.

Make share essence more simple and preferably break it up into smaller bits that you gain over levels.

At high level give plane shift as a sp limited to the patron's plane.

Maybe once daily free transmogrify that lasts until you regain spells at first when you get it you have less evolution points after the change then it upgrades to full.

Other odd ball ideas give it reduced spell casting by 1 a level so you can boost and or balance the class abilities since that is what is really unique about this.

Add a cost to some of the abilities that you pay by spending evolution points that return in the morning. Kind of like the playtest Occultist this could overcomplicate the class if you want simple, but could be an interesting more advanced archetype.

Look at the spiritualist for ideas.

Forgive spelling sent from my phone.


Why does he need untyped bonuses to to hit and damage, and a natural armor bonus to AC, all at 1st level? Is there a duration on this ability? It seems to me that gaining just natural attacks and spellcasting at 1st level is already pretty good.

Sovereign Court

Ciaran Barnes wrote:
Why does he need untyped bonuses to to hit and damage, and a natural armor bonus to AC, all at 1st level? Is there a duration on this ability? It seems to me that gaining just natural attacks and spellcasting at 1st level is already pretty good.

Yeah I meant to bring up the attack thing in my post.


Pathfinder Rulebook Subscriber

First of all, thank you all for your suggestions! I really want this to be something cool, which is why I asked for input.

SheepishEidolon wrote:
1) A level 1 dip in this class is very powerful: Base evolutions of unchained eidolons (worth at least 3 evolution points), 1 more evolution point, +1 attack & damage with natural weapons and +2 natural AC. Probably the base evolutions are already enough at first level.

There is a lot front loaded here. What if I moved Aspect down to, say, 3rd level? That would delay the attack and NA bonus. Getting a few evolutions, some spell casting, and a familiar doesn't seem so bad. What do you guys think?

SheepishEidolon wrote:
2) I really like the idea of a familiar bound to the patron and you. However, it's kind of weird to get a temporary normal familiar at level 2. Perhaps the Essence Shaper should get the improved familiar early on - but without the usual resistances, damage reduction etc.. Or it won't fight for him until he has proven his worth (at level X).

I was feeling iffy about giving a familiar at 2nd level in the first place. It seemed odd to get it at 2nd, instead of 1st. Thematically, I want the essence shaper to get the familiar very soon, maybe even at 1st (with Aspect being pushed to 3rd), so that he has the patron's watchful eye right from the get go.

Sid, The Half One-Eyed wrote:
I really like the idea of the familiar being more active than the usual wizard familiar, in this case the creature would kinda be like the summoner and you would be the eidolon XD so it would be nice to see that interaction expanded.

I like the idea of the reversed roles, but then, how is it really any different from the regular summoner? Not trying to rag on your idea, I'm just not sure how to make that work and not be just like the regular summoner.

One of the points of this class is to have the evolution stuff without the huge increase in action economy that the summoner has. Getting 2 turns per round is crazy good.

SheepishEidolon wrote:
3) Share Essence is a great idea also. Why not make it an important secondary class feature, allowing it early on? It could also be implemented by simply allowing to use Evolution Surge on other creatures. While this may sound overpowered first, keep in mind these spells are in competition to the usual summoner buffs (Bull's Strength, Cat's Grace, Heroism etc.).

I like the idea of being able to cast evolution surge on others. That would simplify the ability.

SheepishEidolon wrote:
4) Is being a skill monkey an intended route for this archetype? If yes, the usual Skilled evolution (+8) might work well to give him an edge. If not, maybe completely ban it.

I image being a skill monkey as somewhat of a possibility with this class. You are limited to 4+ skill points, meaning you will have to invest a fair number of your evolution points to really make it work. I really don't like the idea of getting a massive +8 bonus straight off, especially at level one. I think a smaller bonus, initially, that improves is a better way of handling it for balance purposes.

Another idea I had for the Skill evolution was to have it work like a Headband of Intelligence, meaning you are considered to have full ranks in that skill.

SheepishEidolon wrote:
5) As far as I got the standard rules, Ability Increase evolution works only once per ability. +2 charisma via evolution is not gamebreaking, in my opinion.

The way I read it, the eidolon could take it once for Str at level one, an extra time at 6th, an extra at 12th, etc... Then he could also do that with Con. Meaning for a whopping cost of 16 points (possible with the extra evolution feat) he could get +8 Str AND +8 Con. +2 Cha isn't game breaking, but +8 on top of magic and level ups could be unbalancing at the least. Now, if the GM rules that it really is limited to only +2 per score ever, then I see no problem allowing it.

Mad Alchemist wrote:
An ability to burn evolution points as an immediate action to reduce/prevent damage. Have the points either gone for the day or return at 1 a minute after the character is fully healed.

That would be an interesting mechanic, but that would increase your paperwork as you have to keep track of which evolutions you lose, how that affects your character in the moment. Also, what happens if you want to burn only 1 evolution point and you only have 2-point evolutions?

Mad Alchemist wrote:
Make share essence more simple and preferably break it up into smaller bits that you gain over levels.

I'm glad people like the Share Evolution ability. I'm thinking, give it earlier, and have it work like Evolution Surge (lesser) at first (improving to the regular, then greater later on), but I would like to keep the alignment restrictions. I'm thinking, only works on creatures that share your patron's alignment, on those that are 2 or more steps away, it causes the nauseated/sickened effect.

Mad Alchemist wrote:
Scaling bonus to save vs effects that target the summoner's type ( humanoid).

I like this idea. It would make a good filler that is nicely in line with you slowly becoming more than human(oid).


Pathfinder Lost Omens Subscriber

play the sphere of power based shifter class

like seriously, its amazing at doing this. 3/4 BAB 3/4 Casting, but 100% crazy shapeshifting monstrosity.

i'm not saying to stop with your class or anything, but really if you want one that's already pretty well done spheres of power does it great, so anyone who comes to the thread can also look SoP up. Also, it could be worth a look if you in general want a tighter approach to magic.


Pathfinder Rulebook Subscriber
Bandw2 wrote:

play the sphere of power based shifter class

like seriously, its amazing at doing this. 3/4 BAB 3/4 Casting, but 100% crazy shapeshifting monstrosity.

Well, this class is isn't really about shape shifting anymore. Unfortunately, the title is a bit misleading now as the main ability of the class has (pardon the pun) shifted.

On another note: I was wondering if this class should have a better BAB. While you can go more of a skill-based route, most evolutions are geared toward melee combat, as is the Aspect ability.

If I were to bump this up to a full BAB class, how much should I take away from the casting? Bloodrager, Paladin, and Ranger are the only full BAB classes with casting and they are all limited to 4th level spells and unique spell lists, but they have some powerful abilities other than full BAB.

Option 1: Make sure the class' other abilities are toned down enough to allow for 6 levels of casting (maybe with 1 less spell slot per spell level per day).

Option 2: Make sure the class' other abilities are up to par with Bloodrager, Paladin, and Ranger and reduce the spellcasting to 4 levels using the summoner list (maybe come up with a unique list?).


If you want 6-level casting and the shapechange thingy, 3/4 BAB is perfect.


Given that there are no iterative attacks and no two-weapon penalties with natural weapons, 3/4 BAB is already good. If someone uses manufactured weapons with many arms, most attacks won't be iteratives either. Further, you can easily compensate -1 to -5 attack bonus with a single spell (if you find the time to cast it).

Familiar from level 1 and scaling skill bonus sounds good. Skilled evolutions as full ranks is an interesting alternative - but keep in mind not everyone plans everything from the beginning. They might put several precious ranks into the skill, then decide to take Skilled and therefore end up with some wasted ranks. A player friendly version would be free retraining of the skill in question - fitting to the freedom of exchanging evolutions at least once per level. However, it doesn't feel like a must - Core bard with Versatile Performance doesn't offer it either.

I'd rather stick with the Unchained summoner spell list. It seems rather balanced and has a few nice extra options like creating pits. If you want to stick with it: What effect do Summon Eidolon and (Lesser) Restore Eidolon have?

If I understand it correctly, the summoner doesn't get extra HP (opposed to normal synthesist), does he?


Pathfinder Rulebook Subscriber
SheepishEidolon wrote:
Given that there are no iterative attacks and no two-weapon penalties with natural weapons, 3/4 BAB is already good. If someone uses manufactured weapons with many arms, most attacks won't be iteratives either. Further, you can easily compensate -1 to -5 attack bonus with a single spell (if you find the time to cast it).
Ciaran Barnes wrote:
If you want 6-level casting and the shapechange thingy, 3/4 BAB is perfect.

I was mainly considering the lower attack bonus, and not iterative. What spell are you referring to that can make up for the lost 1-5 attack bonus? There's Magic Fang, but that only affects one attack (not even one type of attack, just one of the two claws, for example). Greater gives a +1 on all natural attacks, but that's it.

SheepishEidolon wrote:
Familiar from level 1 and scaling skill bonus sounds good. Skilled evolutions as full ranks is an interesting alternative - but keep in mind not everyone plans everything from the beginning. They might put several precious ranks into the skill, then decide to take Skilled and therefore end up with some wasted ranks. A player friendly version would be free retraining of the skill in question - fitting to the freedom of exchanging evolutions at least once per level. However, it doesn't feel like a must - Core bard with Versatile Performance doesn't offer it either.

I'll have to give that more thought. Right now, I am leaning toward +4 (+8 at level 11+) racial bonus from Skilled.

SheepishEidolon wrote:
I'd rather stick with the Unchained summoner spell list. It seems rather balanced and has a few nice extra options like creating pits. If you want to stick with it: What effect do Summon Eidolon and (Lesser) Restore Eidolon have?

I like the summoner list as well, especially when it comes to buffing a natural attack focused creature. I would figure that Summon Eidolon and Restore Eidolon do nothing for this class. I suppose I could put in a mention about these spells, but not having an eidolon should get the point across for most.

SheepishEidolon wrote:
If I understand it correctly, the summoner doesn't get extra HP (opposed to normal synthesist), does he?

I was always iffy on getting an extra pool of hit points, even if you can only heal those through Restore Eidolon. But, this is a front-line fighter and needs HPs to survive. That's why I upped the HD from d8 to d10. He's not going to have as much HP as a barbarian, but he'll be comparable to a fighter, with about the same AC.


You are right, I somehow had Greater Magic Fang for any attack in mind.

And yes, too many hitpoints would impact the balance with normal martial classes.

Hmm, the level progression has some sequences of levels without class feats, especially from 5 to 7 and 17 to 19.


Pathfinder Rulebook Subscriber
SheepishEidolon wrote:
Hmm, the level progression has some sequences of levels without class feats, especially from 5 to 7 and 17 to 19.

I ran a few more tweaks to the class based on input and suggestions. That has filled in some of those dead levels, but not all of them.

At 7th, you get +1 BAB, +1 Evolution point, and 3rd level spells, so I don't want to give too much more at that point.

15th and 19th level are very much dead levels. Any ideas?

If I give a limited Improved Familiar at level 1, maybe 7th, and 15th would appropriate levels to give the familiar back his stuff.

How about at 19th, your familiar gains the ability to become a twin of you, much like the Twin Eidolon ability of summoner?


I kind of want to reflaver it with 1D8 HD and wisdom based hunter spells. I've looking for a loosing himself to the beast type class. :)


Pathfinder Rulebook Subscriber
Lastoutkast wrote:
I kind of want to reflaver it with 1D8 HD and wisdom based hunter spells. I've looking for a loosing himself to the beast type class. :)

That could be interesting. I've had thoughts of a Druid/Barbarian hybrid (similar to Bloodrager) that wildshapes while raging. I could see that working well for someone who wants to play a werewolf.


I'm in a gesalt campaign where I'm playing a Druid/barbarian so this is perfect.


Maybe pick one animal and trade the evolution ability with a vary limited wild shape ability, 4th lvl small cat,8th Med cat,12th tiger,16th huge dire tiger?


Pathfinder Rulebook Subscriber

More tweaks. I changed the Familiar ability and added progression to it to fill in some of the dead levels. I also gave the familiar something akin to the Twin Eidolon ability at 19th level.

Also, I'm thinking of changing the name, as Essence Shaper isn't quite right anymore. What do you guys think of Planar Emissary?

Lastly, is there a way to change the title of this thread? It really isn't an appropriate title anymore.


How about for the 19th level ability you can do an altered familiar melding spell, like your two forms gain the benefits of both?


Also the familiar progression is great.


Patron's Protection is a nice addition.

At level 18, probably some restriction could be lifted - but I'd stick with the subtype restrictions, they make picking evolutions more interesting.

Further, there might be a balance problem with getting permanent flight at level 5.

EDIT: Given it's pretty much an alternate class now (as Antipaldin / Ninja / Samurai), I'd go for an one-word name. Planarshaped? Essencer? Evolutioneer?


Pathfinder Rulebook Subscriber
SheepishEidolon wrote:
At level 18, probably some restriction could be lifted - but I'd stick with the subtype restrictions, they make picking evolutions more interesting.

How about allowing Share Essence to affect creatures up to 1 step away in alignment at 18th level?

SheepishEidolon wrote:
Further, there might be a balance problem with getting permanent flight at level 5.

That is a good point... What if I were to modify the evolution to require 10th level, or there abouts? What level is appropriate for permanent flight? The Druid can do it at level 8. (3 uses of wild shape per day at 8 hours a piece)

SheepishEidolon wrote:
EDIT: Given it's pretty much an alternate class now (as Antipaldin / Ninja / Samurai), I'd go for an one-word name. Planarshaped? Essencer? Evolutioneer?

How about just "Emissary"?


Pathfinder Rulebook Subscriber

I am thinking about changing the spellcasting to something more like the witch, where the familiar actually holds the power and the essence shaper has to commune with the familiar each day to gain his allotment of spells per day.


Instead of D8s, perhaps Toughness, regenerating temporary HP, or a CON boost would be in order? Perhaps a scaling bonus to CON or something as you increase in levels (+2 at 6th, +4 at 12th, +6 at 18th)?


https://docs.google.com/document/d/12ZCWoRaybQorr97RS-wlHvU9NBDQz-Mr7vCQ-aG G_RU/edit?usp=docslist_api

Made a few changes for a nature based class as we talked about before. I still need to do some major reflavoring.

Liberty's Edge

Quick dotting for interest.


Pathfinder Rulebook Subscriber

I have decided to use the name Emissary for now. I also updated some of the wording.


Pathfinder Rulebook Subscriber

Thank you all for the input and the help with this labor of love. Due to the name change and the distinct shift in the core concept of the class, this thread, with its now inappropriate title, is done. I will still use the same link that the top, but I will be continuing the conversation at this new thread under a better title, so as to avoid confusion.


Tricnic you have inspired me to make this class.

1D8 HD

Class Skills
The hunter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level
6 + Int modifier.

Weapon and Armor Proficiency
All simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

1st
Chosen animal:
An animal you summon with a summon nature's ally spell remains for 1 minute per level instead of 1 round per level. Your chosen animal acts as an animal companion for the purposes of feats, spells, items, and abilities that would affect animal companions. You cannot have more than one summon nature's ally spell active in this way at one time. If this ability is used again, any existing summon nature's ally immediately ends.
The summoned animal does not gain Link or Share Spells

1st level
Wild Empathy (Ex)

1st level
empathic link

4th level
improved empathic link,

6th
Beast Shape (Su)
At 6th level, the class can use his wild shape ability (gained at 4th level, as normal) to assume the form of his beastly self. This effect functions in a similar manner to a shapechange spell with the following exception. The beast form is unique, representing his personal evolution.
He may pick one of the eidolon's base forms, one chosen it can not be changed. He gains an evolution pool as summoner -4 levels to apply to his beast form. He maybe only pick evolutions from the list below. He can cast verbal spells in this form, but cannot cast spells with other components without metamagic or feats such as Natural Spell. This otherwise works like and replaces wild shape
You may not take the following evolutions.
1-point evolutions: basic magic, magic attacks, skilled (while the eidolon can select this evolution, it can only do so with the following skills: Acrobatics, Climb, Escape Artist, Fly,Intimidate, Perception, Survival, and Swim), unnatural aura;
2-point evolutions: channel resistance, energy attacks, head, immunity, minor magic, undead appearance, weapon training;
3-point evolutions: damage reduction, frightful presence, major magic;
4-point evolutions: breath weapon, dimension door, incorporeal form, lifesense, no breath, spell resistance.

14th level
Greater empathic link

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