Any interest in a stay-at-home Summoner?


Summoner Class


Pathfinder Lost Omens, Rulebook Subscriber

I was just thinking about quirky things that would be nice to achieve with the Summoner chassis and I came to the conclusion that I'd really like to see a "Stay-at-home" type summoner supported somehow.

Sitting in their armchair in the comfort of their own house while sending their Eidolon with the group. If the Eidolon gets poofed, they can resummon at a targeted item the group has.

Things get dicey, the Summoner puts on his pants and runs to the store to buy a healing potion. Chugging it in front of the shopkeep like a sports drink.

I don't know, anyone else with me??


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Pathfinder Rulebook Subscriber

Sounds like an NPC ;)

Seriously though, my experience playing Shadowrun in old editions with players running Hackers tells me that remote Player Characters don't work out well.

Everyone needs to be at least somewhat exposed to danger and have presence for everything to really work well. The 100 foot normal tether helps make that happen.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

I'd like something -similar-

Honestly, I just love the Eidolon fantasy and that being all my power.


Verzen wrote:

I'd like something -similar-

Honestly, I just love the Eidolon fantasy and that being all my power.

How about a working synthesist path instead?

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber
Charlesfire wrote:
Verzen wrote:

I'd like something -similar-

Honestly, I just love the Eidolon fantasy and that being all my power.

How about a working synthesist path instead?

I'd like both.

One of my favorite builds is Master blaster. I am weak, but I have a brute that does all my combat and I do all the skills.

Another fun build I like is the venom suit build where I wear the Eidolon as a full martial.


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Two words:

Cait Sith


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But in all seriousness, I don't think it would work mechanically for general play. It takes all the risk out of the character.

A permanent synthesis option would work better. But something would have to be done about not being able to use the Summoner's abilities while synthesized.


Then you are just playing the eidolon. The master is just back story, or how you get resurrected/reincarnated.

I think that type of thing is more in the GMs domain.


Gortle wrote:

Then you are just playing the eidolon. The master is just back story, or how you get resurrected/reincarnated.

I think that type of thing is more in the GMs domain.

lol "that time I got reincarnated as a eidolon"


I think the most you'll get is the summoner always hiding somewhere to chug potions and cast buffs.

On the other hand, if you play that up with them being a bit of coward but a useful skill monkey... I think you can get fun characters out of that.


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It might be best to make 'Monster: the class' (can't think of a decent name to propose) separately, fully and solely martial, and let the summoner focus on its own identity as a two-part PC. I would enjoy playing both of those.


Vallarthis wrote:
It might be best to make 'Monster: the class' (can't think of a decent name to propose) separately, fully and solely martial, and let the summoner focus on its own identity as a two-part PC. I would enjoy playing both of those.

A lot of these evolution would work great as racial feats. but if it was custom monster race. Most GMs would just go NOPE.


CrimsonKnight wrote:
Vallarthis wrote:
It might be best to make 'Monster: the class' (can't think of a decent name to propose) separately, fully and solely martial, and let the summoner focus on its own identity as a two-part PC. I would enjoy playing both of those.
A lot of these evolution would work great as racial feats. but if it was custom monster race. Most GMs would just go NOPE.

Could you elaborate on why? I am unclear on the reason.

It seems at least as easy to make a balanced class about being a freaky monster as it is to make a successful synthesist setup. Just off the top of my head I could imagine a Frankenstein monster with a sewing kit and a penchant for self improvement. I defy anyone to say that wouldn't be a hoot :)


Vallarthis wrote:
CrimsonKnight wrote:
Vallarthis wrote:
It might be best to make 'Monster: the class' (can't think of a decent name to propose) separately, fully and solely martial, and let the summoner focus on its own identity as a two-part PC. I would enjoy playing both of those.
A lot of these evolution would work great as racial feats. but if it was custom monster race. Most GMs would just go NOPE.

Could you elaborate on why? I am unclear on the reason.

It seems at least as easy to make a balanced class about being a freaky monster as it is to make a successful synthesist setup. Just off the top of my head I could imagine a Frankenstein monster with a sewing kit and a penchant for self improvement. I defy anyone to say that wouldn't be a hoot :)

the ideas are great.

Some of the GM complaints I've heard:
the monster must be part time after all the villagers will want to hunt you down and just to satisfy your want to play a monster the other players have to adapt to no cities/churches.

to "hard" on the GM to widen the walls of the dungeon or not use dungeons if large or bigger and things like society play is very inflexible.

treasure wont be balanced not as many magical or mundane items for monster or eidolon to use.

at least those are the ones I remember


breithauptclan wrote:

Two words:

Cait Sith

I think the two words you're looking for are,

"Bathroom psychic"

An infamous build from Mutants and Masterminds which can bust games where the party are under far fewer constraints with their powers. (It's by far not the only set-up that can do this, but it's one of the more widely known.)

Definitely GM territory rather than something I'd want to see become a player option. Could be fun for a one-session gag though.


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Pathfinder Rulebook Subscriber
Perpdepog wrote:
breithauptclan wrote:

Two words:

Cait Sith

I think the two words you're looking for are,

"Bathroom psychic"

An infamous build from Mutants and Masterminds which can bust games where the party are under far fewer constraints with their powers. (It's by far not the only set-up that can do this, but it's one of the more widely known.)

Definitely GM territory rather than something I'd want to see become a player option. Could be fun for a one-session gag though.

Mutants and Masterminds is a fantastic play experience for anyone wanting to know both how fun an unrestricted character palette is, and why point buy is terrible for creating a party of balanced characters. I had a lot of fun with the system, but the best games were the ones with stricter limits imposed on the players by the GM.

Otherwise, you get one or two someones who build some sort of un-engageable engine that is beyond the GM's ability to interact that is 'within the rules' and 'totally fair', but which clearly totally isn't.

Its a great experience for learning about game design.


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Pathfinder Starfinder Society Subscriber

I think having feats that increase the maximum range between summoner and eidolon could work, with the distance basically becoming infinite at 20th level. Then the "stay-at-home" summoner would be a capstone ability that would not affect play for very long.


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Pathfinder Lost Omens, Rulebook Subscriber
David knott 242 wrote:


I think having feats that increase the maximum range between summoner and eidolon could work, with the distance basically becoming infinite at 20th level. Then the "stay-at-home" summoner would be a capstone ability that would not affect play for very long.

That's kind of what I imagined it taking. Sort of like the PF1 "stay-at-personal-demiplane" type of wizard


KrispyXIV wrote:

Seriously though, my experience playing Shadowrun in old editions with players running Hackers tells me that remote Player Characters don't work out well.

Everyone needs to be at least somewhat exposed to danger and have presence for everything to really work well. The 100 foot normal tether helps make that happen.

Most people assume the 100' foot range link won't be able to do anything from the dungeon entrance, but what if they walk around on the surface, following the subterranean layout? Just how deep is this dungeon anyway?


Moppy wrote:
KrispyXIV wrote:

Seriously though, my experience playing Shadowrun in old editions with players running Hackers tells me that remote Player Characters don't work out well.

Everyone needs to be at least somewhat exposed to danger and have presence for everything to really work well. The 100 foot normal tether helps make that happen.

Most people assume the 100' foot range link won't be able to do anything from the dungeon entrance, but what if they walk around on the surface, following the subterranean layout? Just how deep is this dungeon anyway?

Miles upon miles of twisting corridors Muahahaha!!!

Oh wait is that just my games. Okay.


Pathfinder Starfinder Society Subscriber
Moppy wrote:
KrispyXIV wrote:

Seriously though, my experience playing Shadowrun in old editions with players running Hackers tells me that remote Player Characters don't work out well.

Everyone needs to be at least somewhat exposed to danger and have presence for everything to really work well. The 100 foot normal tether helps make that happen.

Most people assume the 100' foot range link won't be able to do anything from the dungeon entrance, but what if they walk around on the surface, following the subterranean layout? Just how deep is this dungeon anyway?

That could create issues for the GM or for adventure authors who often leave such things undefined. But as an abstraction, it might make sense to require the summoner to be at worst just off the battle map if there is a 100 foot maximum distance between the two. If the distance is (for example) increased to a mile, the summoner can be left behind with the horses as long as no long distance teleports occur.

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