Cut and paste for...<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Medium</div><div class="spoiler_body">Medium<br/>BAB +.75<br/><br/>Save Throw<br/>Fort = Poor + 1/3 per level<br/>Ref. = Poor + 1/3 per level<br/>Will = Good + 1/2 per level<br/><br/>Hit Points 8 / 5 / 3<br/><br/>Base Starting Gold 70 gp<br/><br/><br/><br/>The Medium is an arcane caster that has made the study of the planes, and the outsiders that wander them their lifes work.  This study has led the medium to forming a close bond with outsiders known as Neodon which are capable of possessing the Medium's body, fusing their essence and sharing their abilities with the Medium.<br/><br/>Class skills ~ (As summoner)<br/>Class Features<br/>Weapon and Armor Proficiency ~ (As summoner)<br/>Spells ~ (As summoner)<br/>Cantrips ~ (As summoner)<br/>Planar Knowledge ~ A medium may make unskilled check for ks: Planes and adds half his class level to the roll.<br/><br/>Neodon Possession<br/>The Medium allows the essence of a powerful outsider, known as the Neodon, to possess their body, melding the two life forces together.  The Neodon will appear as a physical manifestation, appearing around the medium as a translucent image.  The shared body of the Medium while fused, perceives through the Neodolon's senses, and speaks through the Neodon's voice.<br/><br/>While possessed, the Medium uses the Neodon's Physical (Str, Dex, Con) ability but maintain his own mental scores (Int, Wis and Cha).  The Medium gains the Neodon's Temporary Hit points.  When these hit points reach 0 the Neodon is dispeled and sent back to it's home plane (per Eidolon rules).<br/><br/>The medium gains the Neodon's base attack, armor, natural armor bonus, and modifiers to ability score.  The medium also gains access to the Neodolon's special abilities and Evolutions.  The medium is still limited to the Neodolon's maximum number of natural attacks.<br/><br/>The medium possession by the Neodon is a standard action, and maintains the possession with the Neodolon as a free action.  The Medium may fuse with the Neodon for a number of rounds each day equal to 4 + his Charisma modifier.  At each level after 1st, they gain 2 additional lrounds each day.<br/><br/>(Based on the Bardic Performance ability for game balance)<br/><br/>Fused Link<br/>When ever the Neodolon's temporary hitpoints would be reduced to zero, the medium may, as a free action sacrafice his own hit points to prevent the Neodon from being banished and sent back to it's home plane.<br/><br/>Shielded Meld<br/>At 4th level, whenever the medium is possessed by their Neodon, he gains +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws.<br/><br/><br/>--------------------------------------------------------------------------------<br/><br/><br/>A Neodolon is similiar to an Biped Eidolon, except as noted...<br/>d8 instead of d10 for Hit Dice (5 hit points a level, plus Con bonus)<br/>Base Attack ~ As Eidolon<br/>Save throws as Biped Eidolon<br/>No Skills or Feats<br/>Armor as Eidolon<br/>Str/Dex Bonus as Eidolon (each +1 = +2 to ability score bonus)<br/>Evolution Poll as Eidolon<br/>Max Attacks as Eidolon<br/>Lowlight Vision, instead of Darkvision<br/>Unarmed Attack (d3) or Weapon<br/>Free Evolutions are limbs (arms), limbs (legs), Weapon Training (All Simple)<br/>Ability Scores Bonus Str +6 (max 16)/ Dex +2 (max 12)/ Con +3 (max 13)<br/><br/><br/>--------------------------------------------------------------------------------<br/><br/>The Neodolon counts as a Eidolon for the purposes of Feats.<br/><br/>The Medium may also select<br/>Extra Possession, allowing the medium to be possesed for 6 additional rounds per day<br/><br/>Lingering Possession, the effects of the neodolon lingers for 2 rounds after you end the possession.</div></div><br/>and<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Mentalist</div><div class="spoiler_body">Mentalist  (Sorcerer Archetype)<br/>BAB +.5 per level<br/><br/>Save Throw<br/>Fort = Poor + 1/3 per level<br/>Ref. = Poor + 1/3 per level<br/>Will = Good + 1/2 per level<br/><br/>Hit Points 6 / 4 / 2<br/><br/>Base Starting Gold 70 gp<br/><br/>Psionic Pool (Su):  At 1st level, the Mentalist gains a reservoir of mental energy that he can draw upon to engage in Mental Combat.  This Psionic pool has a number of points equal to their Half Mentalist level (minimum 1) + Cha. modifier.  The Psionic pool refreshes once per day after a night of rest.  Psionic Pool replaces Bloodline.<br/><br/>Mental Combat<br/>Casting Time 1 standard action<br/>Components None<br/>Range close (25' +5'/2 levels)<br/>Effect One of the target's mental abilities is inflicted with mental damage.<br/>Duration instantaneous<br/>Saving Throw Willpower for half damage; Spell Resistance no.<br/><br/>Base Damage per Psi point = 1/2 Mentalist Level (min. 1) + Mentalist Charisma Modifier.<br/>Max. Psi point expended per attack = Charisma Modifier (min. 1)<br/><br/>Actual Damage = (Base Damage x Psi Points Expended) - Target mental modifier<br/><br/>(DC) of save throw = 10 + 1/2 Mentalist Level + Mentalist Charisma Modifier<br/><br/>Target is allowed a Will Power save throw to reduce the damage by 1/2.<br/><br/><br/>ie.  Maximum damage a 3rd Level Mentalist with a +3 Charisma modifier is attacking a Wizards Intelligence with +3 Int Modifier.<br/><br/><br/>Base Damage = 1 + 3 per Psi point<br/>Max Psi allowed for attack = 3<br/><br/>Actual Damage = (4 x 3) -3 = 9 points of Intelligence damage<br/><br/>Wizard is allowed a Will Power Save (DC 14) to reduce the damage by half to four damage.<br/><br/>After 24 hours, the Wizard is allowed another Will Power Save to remove the damage inflicted (If the roll is failed, the effects linger)</div></div><br/><br/>These are old cut and paste stuff of what i had.  It should be noted, that i never allowed Summoners as a class, i considered them broken.  Though i have allowed fire arms into the game, which are considered exotic weapons and not widely available, or even known.  The dwarves seem to have the corner on the market, who trade with the Francs, so the Francs actually have a bit of a technological edge on the Euro Empire.