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View Full Version : D&D 3.x Class The Endocist: Synthesist Summoner as a Base Class (3.5, PEACH)



Grod_The_Giant
2015-02-02, 10:03 AM
A few months back I made a PrC (http://www.giantitp.com/forums/showthread.php?354130-The-Endocist-Synthesist-Summoner-as-a-PrC-%283-5%29)out of the Synthesist Summoner from Pathfinder. However, it was pointed out to me that the idea might work better as a base class. Then I got distracted by something. But now I've found the old thread, and have updated from PrC to base class. So, without further ado...

The Endocist

Alignment: Any
Hit Die: d10
An Endocist’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Speak Language, Spot (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.

Pathfinder Skill List: Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Planes) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Swim (Str).



Level
BAB
Fort
Ref
Will
Special
Evolution Pool
Max Attacks


1st
+0
+2
+0
+2
Fusion, Eidolon (1st), Detect Extraplanar
3
3


2nd
+1
+3
+0
+3
Planar Intuition
4
3


3rd
+2
+3
+1
+3
Two Minds at Once
5
3


4th
+3
+4
+1
+4
Eidolon's Armor
7
4


5th
+3
+4
+1
+4
Eidolon (2nd)
8
4


6th
+4
+5
+2
+5
Dimensional Contacts (Lesser)
9
4


7th
+5
+5
+2
+5
Absorb Extraplanar
10
4


8th
+6/+1
+6
+2
+6
Planar Authority (Dismissal)
11
4


9th
+6/+1
+6
+3
+6
Dimensional Contacts (Moderate)
13
5


10th
+7/+2
+7
+3
+7
Eidolon (3rd)
14
5


11th
+8/+3
+7
+3
+7
Planar Wanderer
15
5


12th
+9/+4
+8
+4
+8
Dimensional Contacts (Greater), Planar Authority (Banishment)
16
5


13th
+9/+4
+8
+4
+8
Two Minds as One
17
5


14th
+10/+5
+9
+4
+9
Dominate Extraplanar
19
6


15th
+11/+6/+1
+9
+5
+9
Eidolon (4th)
20
6


16th
+12/+7/+2
+10
+5
+10
Planar Authority (Disruption)
21
6


17th
+12/+7/+2
+10
+5
+10
Planar Traveler
22
6


18th
+13/+8/+3
+11
+6
+11
Instant Fusion
23
6


19th
+14/+9/+4
+11
+6
+11
Sacrifice Eidolon
25
7


20th
+15/+10/+5
+12
+6
+12
Secondary Eidolon, Eidolon (5th)
26
7



Weapon and Armor Proficiency: An Endocist is proficient with all simple weapons, with light armor, and with shields (except tower shields). He is also proficient with any natural weapons his Eidolon might grant him.

Eidolon: An Endocist forms a link with powerful spirits, known as an Eidolons. Eidolons count as having the same number of hit dice, and the same base attack bonus and the same base save bonuses as the Endocist.

An Eidolon has its own mind, even if it doesn't have a proper body on the material plane. An Eidolon begins play with expertise in four skills, and gains expertise in additional skill for every five Endocist levels its master possesses. It does not possess actual ranks in the skills, and it cannot make checks by itself; its "expertise" can only be expressed via aid to its master (see Fusion).

The true power of the Eidolon, however, lies in his Evolution Pool. Points from this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the Eidolon, known as Evolutions. Whenever the Endocist gains a level, he gains a number of new points, as shown on the table above, and can spend these points to change the abilities of the Eidolon. Additionally, he may re-assign a number of Evolution Points equal to his Endocist level; however, this total applies across all Eidolons he can contact, rather than being per Eidolon.

The list of Evolutions may be found here (http://www.d20pfsrd.com/classes/base-classes/summoner/eidolons). The Endocist counts as a Summoner of his Endocist level when it comes to qualifying for Evolutions, feats, prestige classes, and so on.

An Endocist may only have a certain number of natural attacks, as shown on the table above. If the Eidolon is at its maximum, it cannot take evolutions that grant additional natural attacks. This does not include attacks made with weapons.

Finally, Eidolons are not entirely blank slates. When first contacted, Eidolons may take one of the following three shapes: Biped, Quadraped, or Serpentine. Eidolons of each shape begin play with five Evolution Points worth of free Evolutions, as described below:

Biped: Claws, Limbs (Arms), Limbs (Legs)
Quadruped: Bite, Limbs (Legs) x2
Serpentine: Bite, Climb, Reach (Bite), Tail, Tail Slap

Eidolons also have a natural armor bonus equal to 2+one-half the Endocists's level, rounded down. The Endocist gains this bonus when fused with an Eidolon. They also automatically grant the Endocist 60ft Darkvision.

At 5th level, and again at 10th level, an Endocist may contact one additional Eidolon. These Eidolons are just as powerful as the first, with the same number of Evolution points, skill points, and mental ability boosts. They may be distributed differently, however.

Fusion (Su): An Endocist can summon the essence of one of his Eidolons and merge with it, essentially become a single physical being. Doing so requires a ritual taking one minute and assorted ritual components, such as can be produced from a standard spell component pouch. Dismissing an Eidolon is a free action.

The Endocist retains all of his ability scores, physical and mental; however, he gains the benefits of all of his Eidolon’s Evolutions, including Ability Increase. Otherwise, this ability functions as the Alternate Form special ability.

While the Endocist and his Eidolon are one being physically, they are separate mentally. The Eidolon retains its own mind and mental ability scores when fused with its master, and the two may communicate telepathically. It may speak on its own, although its voice is noticeably different from its master's, and distinctly inhuman. The Eidolon cannot make skill checks; however, it can aid its master. When making a skill check using a skill the Eidolon has expertise in, the Endocist gains one of two benefits:

If he has fewer than one-half his Endocist level, rounded down (minimum 1) ranks in the skill, he is treated as having that many ranks. This allows him to make trained-only skill checks, but does not allow him to qualify for feats, prestige classes, and so on which require ranks in the skill.
If he has more than one-half his level ranks in the skill, he may instead roll the skill check twice and take the better result. When taking 10, he instead takes 15.


The combination of Endocist and Eidolon is treated as an Outsider (Native). Despite being a summoned creature, the Eidolon's connection to the Endocist allows the merged being to bypass barriers such as protection from evil or magic circle against evil, as well as granting it immunity to magics such as banishment or dismissal.

Detect Extraplanar (Su): An Endocist may detect the presence of Outsiders and creatures with the [Extraplanar] subtype. This ability functions similarly to a Detect Undead spell, except that it targets the aforementioned creatures instead of Undead, and it is always active. An Endocist cannot be stunned by an overwhelming aura.

Planar Intuition (Ex): Beginning at 2nd level, an Endocist gains an insight bonus to Knowledge (Planes) checks equal to his Charisma modifier.

Two Minds as Once (Su): Beginning at 13th level, when fused with an Eidolon and making a save against a mind-affecting spell or effect, or attempting to penetrate an illusion, an Endocist rolls twice and takes the better result.

Eidolon's Armor (Su): Beginning at 4th level, when fused with an Eidolon, an Endocist gains a bonus to armor class equal to his Charisma modifier. This bonus is sacred if the Endocist is Good, and profane if he's Evil. Neutral Endocists may choose either sacred or profane when they gain this ability. This choice cannot subsequently be changed, unless his alignment changes.

Absorb Extraplanar (Su): Beginning at 7th level, an Endocist can absorb power from spirits other than his chosen Eidolons. Whenever he damages a creature with the [Extraplanar] subtype, or an Outsider on its native plane with a natural weapon, he regains a number of hit points equal to his Charisma modifier. Each round, he may heal a number of hit points equal to his Endocist level in this fashion.

If he reduces a creature with the [Extraplanar] subtype, or an Outsider on its native plane to zero hit points or fewer, he may choose to utterly destroy it, such that only a deity's direct intervention may restore it. If he does so, he regains a number of hit points equal to the destroyed creature's HD times his Charisma modifier, and benefits as though a greater restoration spell was cast on him.

Planar Authority (Su): Beginning at 8th level, an Endocist can force extraplanar creatures from the plane through will alone. Once per day per point of his Charisma modifier, he may use dismissal as a supernatural ability. The save DC is 1.5 times his Endocist level plus his Charisma modifier, minus the target's hit dice.

Beginning at 12th level, he may use banishment as a supernatural ability instead of dismissal.

Beginning at 16th level, he may attempt to disrupt any Conjuration (Calling) or Conjuration (Summoning) spell he is aware of being cast within his line of effect. The caster must make a caster level check, with a DC of of 10 + Endocist level + Charisma modifier. If he fails, the spell is ruined, as though it had been counterspelled. This is an optional ability-- he chooses whether or not to disrupt a spell every time one is cast. The Endocist does not need to take an action to disrupt a spell in this manner, although he must be conscious and able to take mental actions.

Dimension Contacts (Sp): An Endocist meets many spirits over the course of his career. Though he only partners with a few, he can call upon many for information. Beginning at 6th level, he may use augury as a spell-like ability a number of times per day equal to his Charisma modifier. At 9th level, he may use either augury or divination, and at 12th level he may use augury, divination, or contact other plane. All spell-like abilities share the same pool of uses.

Planar Wanderer (Su): Beginning at 11th level, an Endocist may use plane shift as a supernatural ability a number of times per day equal to his Charisma modifier. He cannot transport other targets without also plane shifting himself.

Two Minds as One (Su): Beginning at 13th level, when fused with an Eidolon, an Endocist rolls all Will saves, Sense Motive checks, and checks to penetrate illusions twice and takes the better result.

Dominate Extraplanar(Su): Beginning at 14th level, an Endocist’s authority over outsiders is such that he may impose his will over their own. As a standard action, he may attempt to dominate a single Outsider or creature with the [Extraplanar] subtype. He may use this ability a number of times per day equal to his Charisma modifier. Otherwise, this ability functions as the spell dominate person.

Planar Traveler (Su): Beginning at 17th level, an Endocist may may use his Planar Wanderer ability at will. In addition, he may upgrade the ability to function as the spell greater plane shift (SpC) a number of times per day equal to his Charisma modifier.

Instant Fusion (Su): Beginning at 18th level, an Endocist may summon his Eidolons as a standard action that does provokes attacks of opportunity. Alternate, he may switch directly from one summoned Eidolon to another as a full-round action that provokes attacks of opportunity.

Sacrifice Eidolon (Ex): Beginning at 19th level, whenever an Endocist would be affected by an attack, spell, or any other effect, he may instead allow his currently summoned Eidolon to take the hit for him. The Eidolon is de-summoned, and cannot be summoned again for 24 hours, but the Endocist suffers no effect.

Secondary Eidolon (Su): Beginning at 20th level, once per day as a standard action an Endocist may summon one of his Eidolons without fusing with it. The summoned Eidolon’s statistics— ability scores, BAB, base saves, and so on— are identical to what the Endocist’s would be if he had fused with the Eidolon, and the two share a single pool of health. Essentially, there are two copies of the Endocist on the battlefield, each fused with a different Eidolon. The secondary Eidolon remains summoned for one minute, or one hour if the Endocist and the summoned Eidolon take 2d4 damage to all their Ability Scores.

Vhaidara
2015-02-09, 03:48 PM
Okay, Trade time.

First off, either I'm blind, or you forgot to include a hit die. I'm probably blind.

Skills look good.


Weapon and Armor Proficiency: An Endocist is proficient with all simple weapons, with light armor, and with shields (except tower shields).

I would include a clause about natural weapon proficiency. Might be redundant, but redundant is better than Monk's not being proficient with their fists.


Fusion (Su): An Endocist can summon the essence of one of his Eidolons (see below) and merge with it, essentially become a single physical being. Doing so requires a ritual taking one minute and assorted ritual components, such as can be produced from a standard spell component pouch. Dismissing an Eidolon is a free action.

Alright, straight forward enough.


The Endocist retains all of his ability scores, physical and mental; however, he gains the benefits of all of his Eidolon’s Evolutions, including Ability Increase. When making Strength-, Dexterity-, or Constitution-based skill checks, use either the Endocist’s skill ranks or those of his Eidolon, whichever number is higher. Otherwise, this ability functions as the Alternate Form special ability.

Okay, you really did take this a different direction from me. You seem to be doing the opposite of Synthesist: Rather than the eidolon being the physical powerhouse, the Endocist is, while the Eidolon is a mental powerhouse.


While the Endocist and his Eidolon are one being physically, they are separate mentally. The Eidolon retains its own mind and mental ability scores when fused with its master, and the two may communicate telepathically. It may speak on its own, although its voice is noticeably different from its master's. The Eidolon may make Intelligence-, Wisdom- and Charisma-based ability and skill checks independently of its master. Any effects affecting the master’s Intelligence, Wisdom, or Charisma also affect the Eidolon’s.

Is the player or the GM in control of the Eidolon? Also, this basically allows double checks for those skills, which can be incredibly strong (Spot and Listen, for example)


While present, the Eidolon is treated as an Outsider (Native). Despite being a summoned creature, its connection to the Endocist allows it to bypass barriers such as protection from evil or magic circle against evil, as well as granting it immunity to magics such as banishment or dismissal.

Standard eidolon jargon


Eidolon: An Endocist forms a link with powerful spirits, known as an Eidolons. Eidolons count as having the same number of hit dice, and the same base attack bonus and the same base save bonuses as the Endocist.

Okay, nothing revolutionary, since the eidolon is never summoned independently. However, currently, it does get its own feats, which can be dedicated to skill boosting feats.


An Eidolon's mind and body are continually evolving as its master channels more life and power into it. At first level, an Eidolon has an Intelligence, Wisdom, and Charisma score of 10, with an additional 2 points to distribute among those three ability scores. Additionally, he begins play with 4+Int mod skill points per hit die, times four at first level. His list of class skills is the same as the Endocists, plus six additional skills of your choice. Each time the Endocist gains an Endocist level, his Eidolon gains a +1 bonus to one of those three Ability scores, and an additional 4+Int Mod skill points.

Okay, this is going to be a skill machine. Int is the obvious choice for a primary stat. Starting at 12, it is going to climb FAST. Grey Elf Wizard starts with 20, gets 5 level and 5 inherent with 6 enhancement for 36. This, with no investment, pulls up at 32 by end game (though I would probably switch to Wisdom after 10. Better returns without retroactive skill points).


The true power of the Eidolon, however, lies in his Evolution Pool. Points from this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the Eidolon, known as Evolutions. The pool begins with 3 points in it. Whenever the Endocist gains a level, the number in this pool increases by 2 and the Endocist can spend these points to change the abilities of the Eidolon. Additionally, he may re-assign a number of Evolution Points equal to his Endocist level; however, this total applies across all Eidolons he can contact, rather than being per Eidolon.

The rate here does not match the table. You say starts with 3 and gains 2 per level, but you just have the base Summoner values on your table. Which is it?


The list of Evolutions may be found here. The Endocist counts as a Summoner of twice his Endocist level when it comes to qualifying for Evolutions.

Two things here
1. You forgot your link
2. I would be wary of letting Endocist count double. The Evolutions are actually pretty reasonably gated. Flight comes online for this 2 levels earlier than anyone else. Ability Increase can be taken twice as often. Large happens at 4, and Huge at 7. The Magic line of evolutions bring a LOT of utility.


An Endocist may only have a certain number of natural attacks, as shown on the table above. If the eidolon is at its maximum, it cannot take evolutions that grant additional natural attacks. This does not include attacks made with weapons.

Inherited, good mechanic. No comment


Finally, Eidolons are not entirely blank slates. When first contacted, Eidolons may take one of the following three shapes: Biped, Quadraped, or Serpentine. Eidolons of each shape begin play with five Evolution Points worth of free Evolutions, as described below:

Biped: Claws, Limbs (Arms), Limbs (Legs)
Quadruped: Bite, Limbs (Legs) x2
Serpentine: Bite, Climb, Reach (Bite), Tail, Tail Slap


Again, inherited, no comment


At 5th level, and again at 10th level, an Endocist may contact one additional Eidolon. These Eidolons are just as powerful as the first, with the same number of Evolution points, skill points, and mental ability boosts. They may be distributed differently, however.

This, combined with the skill points and the doubled level, makes this one of the scariest skillmonkeys I've seen, on top of being a monster in melee because of evolutions.


Detect Extraplanar (Su): An Endocist may detect the presence of Outsiders and creatures with the [Extraplanar] subtype. This ability functions similarly to a Detect Undead spell, except that it targets the aforementioned creatures instead of Undead, and it is always active. An Endocist cannot be stunned by an overwhelming aura.

Nice, flavorful ability.


Planar Intuition (Ex): Beginning at 2nd level, an Endocist gains a competence bonus to Knowledge (The Planes) checks equal to his Endocist level.

Makes sense for the class


Eidolon's Armor {Su): Beginning at 4th level, when fused with an Eidolon, an Endocist gains a sacred (if Good-aligned) or profane (if Evil-aligned) bonus to attack rolls, armor class and saving throws equal to one-half his Charisma modifier.

Well, this is an odd one. On the one hand, I like the incentive to have a good Cha. On the other, this is quite nice. Exceptional defensive increases with a small offensive boost.


Absorb Extraplanar (Su): Beginning at 7th level, an Endocist can absorb power from spirits other than his chosen Eidolons. Whenever he damages a creature with the [Extraplanar] subtype, or an Outsider on its native plane with a natural weapon, he regains a number of hit points equal to his Charisma level.

This needs to be limited somehow. Natural attacks are inherently spammy, so attaching a heal to each one can rapidly get out of hand.


If he reduces a creature with the [Extraplanar] subtype, or an Outsider on its native plane to zero hit points or fewer, he may choose to utterly destroy it, such that only a deity's direct intervention may restore it. If he does so, he regains a number of hit points equal to the destroyed creature's HD times his Charisma modifier, and benefits as though a greater restoration spell was cast on him.

Very flavorful, though the Greater Restoration might be a bit much. My biggest objection is that this works on Planetouched on the Material. Or on anything from the Material when it isn't there.


Planar Authority (Su): Beginning at 8th level, an Endocist can force extraplanar creatures from the plane through will alone. Once per day per point of his Charisma modifier, he may use dismissal as a supernatural ability. The save DC is 1.5 times his Endocist level plus his Charisma modifier, minus the target's hit dice.p

Um, so, when this starts, it's DC 12 + Cha Mod (optimistically +3). An outsider with the same HD as you (if anything, low CR) has to make a DC 7 Will save. I'd say stick to standard formula: 10+1/2 level+Ability mod


Beginning at 12th level, he may use banishment as a supernatural ability instead of dismissal.

Okay, fair upgrade.


Beginning at 16th level, he may attempt to disrupt any Conjuration (Calling) or Conjuration (Summoning) spell he is aware of being cast within his line of effect. The caster must make a caster level check, with a DC of of 10 + Endocist level + Charisma modifier. If he fails, the spell is ruined, as though it had been counterspelled. This is an optional ability-- he chooses whether or not to disrupt a spell every time one is cast.

Action type? I feel this should be immediate, but it defaults to standard.


Dimension Contacts (Sp): An Endocist meets many spirits over the course of his career. Though he only partners with a few, he can call upon many for information. Beginning at 6th level, he may use augury as a spell-like ability a number of times per day equal to his Charisma modifier. At 9th level, he may use either augury or divination, and at 12th level he may use augury, divination, or contact other plane. All spell-like abilities share the same pool of uses.

Sounds fun. Give a non-caster some info gathering.


Rapid Fusion (Su): Beginning at 11th level, an Endocist may summon his Eidolons as a full-round action that provokes attacks of opportunity.

Okay, this makes the skill monkey problem even worse. You get one eidolon with an outstanding Wisdom for Perception skills and utility mutations, one with Charisma that grabs purely mental combat feats and combat evolutions, and the rest are Int for monkeys. So you stay in awareness-lon until it spots something, then jump to Battle-lon for your first turn.


Two Minds as One (Su): Beginning at 13th level, when fused with an Eidolon, an Endocist gains immunity to all mind-affecting spells and effects.

Well, I dislike the need for these immunities, but I recognize them. I would prefer just getting a very large bonus though.


Dominate Extraplanar(Su): Beginning at 14th level, an Endocist’s authority over outsiders is such that he may impose his will over their own. As a standard action, he may attempt to dominate a single Outsider or creature with the [Extraplanar] subtype. He may use this ability a number of times per day equal to his Charisma modifier. Otherwise, this ability functions as the spell dominate person.

Again, the problem arises with Humans on non-Material Planes being Extraplanar. It's a fun idea to have so much revolve around it, but it is the most inconsistent subtype in 3.5


Planar Wandering (Su): Beginning at 17th level, an Endocist may draw on the assistance of his Eidolons to wander the planes. He may use greater plane shift (SpC) at will.

I would say make this start earlier with limited use Plane Shift and develop into at-will GPS


Sacrifice Eidolon (Ex): Beginning at 18th level, whenever an Endocist would be affected by an attack, spell, or any other effect, he may instead allow his currently summoned Eidolon to take the hit for him. The Eidolon is de-summoned, and cannot be summoned again for 24 hours, but the Endocist suffers no effect.

I cannot imagine ever using this unless it was preventing a death blow. It cripples you in combat, so either way, you're probably out of the fight


Instant Fusion (Su): Beginning at 19th level, an Endocist may summon his Eidolons as a move action that does not provoke attacks of opportunity. Alternate, he may switch directly from one summoned Eidolon to another as a standard action that does not provoke attacks of opportunity.

Same concerns I had for the full round but worse. But balance doesn't exist at this level, so *shrug*


Secondary Eidolon (Su): Beginning at 20th level, once per day as a standard action an Endocist may summon one of his Eidolons without fusing with it. The summoned Eidolon’s statistics— ability scores, BAB, base saves, and so on— are identical to what the Endocist’s would be if he had fused with the Eidolon, and the two share a single pool of health. The secondary Eidolon remains summoned for one minute, or one hour if the Endocist takes 2d4 damage to all his Ability scores.

Honestly, this is a very underwhelming capstone, since the class promotes building an eidolon for mental abilities and skills, not physical.

Grod_The_Giant
2015-02-09, 08:38 PM
I'll address the overwhelming skillmonkey concerns first, then do point by point. So...

You're... entirely correct. I did not think about the consequence of Eidolon skill points at all, really. (Things like that are why my classes are rarely good until the second draft). I'm not quite sure how to handle it. I can certainly drop the "use your Eidolon's skill ranks in place of your own" bit, that alone should help a lot. As for the mental side... I dunno. I like the idea of drawing on your Eidolon's knowledge too much to ditch it entirely. Umm...

How about if I drop the ability scores/skill ranks/feats bit entirely? The Eidolon already lacks 80% of a real creature's aspects, may as well make the lack complete. Instead, each Eidolon gives you "roll twice and take the best result" bonuses on some limited number of mental skills (4? 6? Scaling?), to represent the whole "using two minds" business, and lets you make the checks untrained. Or maybe pick some limited number of skills and get a Bardic Knack-style "use your actual ranks or 1/2 your level, whichever is higher" ability?


First off, either I'm blind, or you forgot to include a hit die. I'm probably blind.
I'm probably careless.


I would include a clause about natural weapon proficiency. Might be redundant, but redundant is better than Monk's not being proficient with their fists.
Fair enough.


Is the player or the GM in control of the Eidolon? Also, this basically allows double checks for those skills, which can be incredibly strong (Spot and Listen, for example)
I figure it's sort of like an animal companion, where it can really go either way. But... I might note that the mind isn't entirely under your control, because that's just more fun, you know? Say it starts as Friendly, becoming Helpful and then Fanatical as you gain class levels.


The rate here does not match the table. You say starts with 3 and gains 2 per level, but you just have the base Summoner values on your table. Which is it?
...
Two things here
1. You forgot your link
2. I would be wary of letting Endocist count double. The Evolutions are actually pretty reasonably gated. Flight comes online for this 2 levels earlier than anyone else. Ability Increase can be taken twice as often. Large happens at 4, and Huge at 7. The Magic line of evolutions bring a LOT of utility.
This was originally a PrC (http://www.giantitp.com/forums/showthread.php?354130-The-Endocist-Synthesist-Summoner-as-a-PrC-%283-5%29)-- these are leftover relics that I forgot to fix.


Well, this is an odd one. On the one hand, I like the incentive to have a good Cha. On the other, this is quite nice. Exceptional defensive increases with a small offensive boost.
I might switch it to AC only. Help with the whole "can't wear armor" business. (Actually, I might need to move this to first, now that I cut out the starting NA evolution)


This needs to be limited somehow. Natural attacks are inherently spammy, so attaching a heal to each one can rapidly get out of hand.
Good point. Perhaps cap it to [Level] HP/round?


Very flavorful, though the Greater Restoration might be a bit much. My biggest objection is that this works on Planetouched on the Material. Or on anything from the Material when it isn't there.




Um, so, when this starts, it's DC 12 + Cha Mod (optimistically +3). An outsider with the same HD as you (if anything, low CR) has to make a DC 7 Will save. I'd say stick to standard formula: 10+1/2 level+Ability mod
Whoops.


Action type? I feel this should be immediate, but it defaults to standard.
It's actually supposed to be a non-action. Just a flat "f*** you" to summoners.


Well, I dislike the need for these immunities, but I recognize them. I would prefer just getting a very large bonus though.
How about rolling twice and taking the better result? Still a good boost, and fits the flavor.


My biggest objection is that this works on Planetouched on the Material. Or on anything from the Material when it isn't there.
...
Again, the problem arises with Humans on non-Material Planes being Extraplanar. It's a fun idea to have so much revolve around it, but it is the most inconsistent subtype in 3.5
Forgot about that part. It was originally Outsiders only, but then I was like "then it doesn't get summons... or elementals... not all of which are actually extraplanar..." What about "creatures native to planes other than the Material?"


I would say make this start earlier with limited use Plane Shift and develop into at-will GPS
Good point. I threw it in to flesh out the high level abilities and forgot to add the lead-in.


I cannot imagine ever using this unless it was preventing a death blow. It cripples you in combat, so either way, you're probably out of the fight
That's the idea.


Same concerns I had for the full round but worse. But balance doesn't exist at this level, so *shrug*
I think I'll drop the full-round summoning bit, but I'll leave this (at a step higher action-wise)-- as you say, balance doesn't exist anymore. I might also switch it with Sacrifice Eidolon, so you can actually get back in the fight after saving your bacon.


Honestly, this is a very underwhelming capstone, since the class promotes building an eidolon for mental abilities and skills, not physical.
The abilities scores are the same as yours would be when fused-- it still gets your 30+ base Strength and Ability Boost evolutions and all. Essentially, it's doubling your character for a limited time. But I'm open to other ideas-- I was kind of grasping at straws for these high-level powers.

zergling.exe
2015-02-19, 09:07 PM
Three things I see that are not explicitly stated that could cause problems:

Eidolon's Armor
Neutral characters get nothing from this. Perhaps include a line similar to clerics and spontaneous cure/inflict.
Absorb Extraplanar
You reference Charisma level in the first paragraph. Does this mean the ability score or modifier?
Planar Authority
The 16th level ability has no range limit. If you are aware of a spell on the other end of the street 1 mile away, with nothing between the two points, you can stop the spell.


Otherwise a pretty cool class, I'd love to use it!

Grod_The_Giant
2015-02-20, 01:07 PM
Eidolon's Armor
Neutral characters get nothing from this. Perhaps include a line similar to clerics and spontaneous cure/inflict.

Whoops. Good catch.


Absorb Extraplanar
You reference Charisma level in the first paragraph. Does this mean the ability score or modifier?
Modifier. Looks like I didn't quite finish changing it from "class level."


Planar Authority
The 16th level ability has no range limit. If you are aware of a spell on the other end of the street 1 mile away, with nothing between the two points, you can stop the spell.
[/LIST]
a) That's a pretty rare case. I feel like in most situations, line of effect will be a perfectly reasonable limit.
b) It's an anti-caster ability at 16th level. No matter how strong I make it, the casters are still stronger.