"revamping" summoner


Homebrew and House Rules


Summoner (original and unchained) has always been my favorite class in PF1, the fantasy of being a master conjurer than can shape magic to bring forth creatures to do his bidding sounds amazing. So when I saw that PF2 transitioned the class from a system to another I was hyped..... Was is the right word, because to be entirely honest, the whole class feels like a glorified martial class Jojo stand instead of a specialised caster. So I thinkered a bit and I want some opinions and extra ideas. Mybgoal is to revamp the class to feel like the original while following PF2 general rule design.

Here's what I got

1st- Bring back [summon monster] as a class feature.

Summoner used to not only be about his eidolon, he had a lot of versatility both in fights and exploration activities thanks to 3+CHA free spell like summons. The feature would work very similarly than it does in PF1, but I would make it a focus spell instead so it is more limited in combat and more free form outside of it.

2nd- remove the shared HP
You monky gets clapped, you get clap. It feels bad even if you are the "caster" with the most HP in the game. I would reduce the PC's HP to 6 and change the eidolon's HP based on it's type. Bear/plant? 10. Dragon? 8. Fey? 6.

3rd- give actual spell casting instead of a small 4 spells max at all time. Something similar to psychic's 2 spells per tiers seem more than enough considering you're based on summoning instead of pure raw casting (tbh, it's mostly to make up for the 6 hp and not feel useless after using your focus spell)

4th- either bring back evolution points or separate the eidolon's feats to the Caster's feat.
Some of the non eidolon's feats are great, but by picking them you basocally nerf your Jojo stand, it feels bad.

Anyway, that's what I taught of to revamp the class to feel more like the PF1 version. Does it seem close enough? Do you have other ideas?

Also, if you like the current version of the class, good for you, you are entitled to your subjective tastes, but I personally don't like it. That doesn't stop you from maybe giving cool ideas to revamp the class!


minipivi wrote:
Summoner (original and unchained) has always been my favorite class in PF1, the fantasy of being a master conjurer than can shape magic to bring forth creatures to do his bidding sounds amazing. So when I saw that PF2 transitioned the class from a system to another I was hyped..... Was is the right word, because to be entirely honest, the whole class feels like a glorified martial class Jojo stand instead of a specialised caster. So I thinkered a bit and I want some opinions and extra ideas. Mybgoal is to revamp the class to feel like the original while following PF2 general rule design.

It's an interesting idea but a little hardier to implement in a balanced way.

minipivi wrote:

1st- Bring back [summon monster] as a class feature.

Summoner used to not only be about his eidolon, he had a lot of versatility both in fights and exploration activities thanks to 3+CHA free spell like summons. The feature would work very similarly than it does in PF1, but I would make it a focus spell instead so it is more limited in combat and more free form outside of it.

3+CHA feels too much, specially when we compared to things like Cleric Divine Font. Probably the correct option here is just CHA bonus with minimum 1.

I also feel that this need to be balanced removing some summoner/eidolon ability to compensate. Probably removal of Eidolon Abilities can be enough but this will greatly mischaracterize the most eidolons.
minipivi wrote:

2nd- remove the shared HP

You monky gets clapped, you get clap. It feels bad even if you are the "caster" with the most HP in the game. I would reduce the PC's HP to 6 and change the eidolon's HP based on it's type. Bear/plant? 10. Dragon? 8. Fey? 6.

Despite that be very flavorful I hardly see this as an advantage. Shared HP is usually more benefit for both summoner and eidolon than a limitation. For summoner this allow to have a really greater HP, for eidolon it's allow to be more easily healed. Also summoner looses mostly of it's base power without eidolon so allow the eidolon to fall independently don't fells really as too good benefit.

minipivi wrote:
3rd- give actual spell casting instead of a small 4 spells max at all time. Something similar to psychic's 2 spells per tiers seem more than enough considering you're based on summoning instead of pure raw casting (tbh, it's mostly to make up for the 6 hp and not feel useless after using your focus spell)

Make sense but I just don't fell this worth. In general I think that spellslots bellow the 3 top levels are just useful for some buffs/debuffs. Rarely they are too attractive to me.

minipivi wrote:

4th- either bring back evolution points or separate the eidolon's feats to the Caster's feat.

Some of the non eidolon's feats are great, but by picking them you basocally nerf your Jojo stand, it feels bad.

It's good but also may fall in too OP. The shared feats already are a way to avoid the Eidolon and summoner become stronger at same time and possible making the Summoner too strong.

IMO to make summoner to have a more summoner like feeling makes more sense just change the Master Summoner to be a Focus Spell similar to how Wild Shape feat works for Forms. Instead of just add extra spellslot to summon, it mais add summon a creature as focus spell to summon type of your choice of same tradition and add an special to allow to buy it more times to increase the summon options.


YuriP wrote:
It's good but also may fall in too OP.

I'd rather say would.

But I also consider OP every single modify.

I can't see any drawback.
It seems just a try to bring the old summoner from p1 into p2, regardless the balance.


HumbleGamer wrote:
YuriP wrote:
It's good but also may fall in too OP.
It seems just a try to bring the old summoner from p1 into p2, regardless the balance.

I mean, that's pretty much the point. First, change some mechanics around to make the class play similarly to the p1 version, then you tweak numbers around to make it more balanced.

What I want is to play anactual masster summoner, not a Jojo reference


My main concern is that given how this 2e works, you won't be able to tweak numbers around.

In my opinion, the summoner class has already anything compared to others:

- higher pool of actions ( 3 against 4, with actions tandem actions)
- 2 exploration activities
- 2 characters at once ( you can increase stats of either summoner and eidolon, resulting in a way better spell casting DC than a magus, better saves, better hp pool, etc..., while maintaining the same weapon proficiency)
- effortless concentration ( a must for summoners)
- 3 highest level summons per day ( like the majority of pure spellcasters). Up to spell lvl 10.
- endless but temporary fly speed by lvl 9 and permanent flying speed by lvl 14
- consistent damage ( because of boost eidolons and a mix of strikes and cantrips)

It may indeed have issues against aoe effects, whether they are damaging effects or mental ones, but it can be dealt with positioning and other stuff ( for example, protective bond turns your reflex disadvantage into an advantage roll, allowing you to score a success more often than any other existing character).

Stuff like extra free spell slots, a non spell bound progression ( like the psychic) and doubling the feats ( separate feats for either eidolons and summoner), not to mention having them as entirely separate characters with 2 separate hp pools, would not be able to be tweaked.

It would be like having a dual class split into 2 characters a single player commands.

Can't think of a way to balance something similar.


I agree. That's why I said before it's a little hardier to implement in a balanced way.

Due so many good features it's basically mandatory to remove a similar feature every time that a homebrew want to put another in order to try to keep the minimum balance.

The OP want a summoner more like a summoner than a Digimon Master to feels more like a class that specializes into summon creatures. That's why I suggested to change Master Summoner feats to work with Focus Spell instead (that's happen to Druids to allow the to be "unlimited" Shapeshifters). It's easily to do (it's just copy the Wild Shape feats and change them to work with Summon Spells instead) and removing the Master/Legendary Summoner feats. This allows the player to basically summon in every encounter without need to do too much class changes.

The all other 3 OP questions/suggestions is more like "I don't like how much Eidolon and Summoner are so intimately linked", "I don't like it don't a full caster" and "I don't like to sacrifice my feats to improve my eidolon".

That's why I explained. That Eidolon/Summoner link isn't really a bad or weird thing, isn't be a full casters isn't so much problematic (also the PF1 summoner aren't full casters, since the beginning they are limited to 2/3 casters like PF1/3.5 bards) and allow improve casters and eidolon fully separated is too OP (even companions requires feats to them be improved).

IMO just change the Master/Legendary Summoner to focus points is enough to make summoner more like a creature summoner specialized class. Any other change is too complicated to balance and may risk to nerf the class.


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I really wish we got Summoner and not just the Manifester. I agree whole heartedly with your post minipivi.

Some changes to make it with balance better:

• Make Summon Monster 1+Cha, this will make it the same as Cleric Divine Font, and auto-heightened to 10th level.
• Make it so that the Eidolon is a "summoned" creature and not a "manifested" creature.
• Make it so you can only have Eidolon or Summoned Monster up, not both. This will curtail some of the "this is too much".
• Again to curtail some of the "this is too much" make it so you cannot resummon the Eidolon if they die, while adding a low level spell to resummon it.
• To bring things back to the "buffer" role, cap regular spell slots to 8th level.
• I see no issue with 8 HP considering that tag team Summoner was a thing.


Temperans wrote:
• To bring things back to the "buffer" role, cap regular spell slots to 8th level.

How many spell slots would you give it? 2 slots per spell tiers like the psychic or a bit more?


minipivi wrote:
Temperans wrote:
• To bring things back to the "buffer" role, cap regular spell slots to 8th level.
How many spell slots would you give it? 2 slots per spell tiers like the psychic or a bit more?

I'll be honest. I don't see an issue with giving them 3 spells per tier like the Witch. However, people would complain about "how OP that is" and so 2 spells per tier would stop those complaints.

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