PDA

View Full Version : ING Homebrewn Campgian #1 Summoner class



Ing
2006-10-03, 12:24 AM
Just some ideas throwing out. In my campaigns a popular house rule is that for Summon monster spells, summoning a particular creature is in of itself a unique spell. That means that if you want to summon 2 diffrent monsters from the Summon Monster I list, you have to learn the spell twice. To further this idea I made the summoner class.

http://i78.photobucket.com/albums/j92/ing213/Dand%20D/Summoner.jpg

Alignment: Any.

Hit Die: d4.
Class Skills

The Summoners's class skills (and the key ability for each skill) are Concentration (Con), Knowledge(planes) (Int), Animal Handling, Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at 1st Level: (3 + Int modifier) x 3

Skill Points at Each Additional Level: 1 + Int modifier.

Weapon and Armor Proficiency: SUmmoners are proficient with the club, dagger, and any staff or simple polearm, but not with any type of armor or shield. Armor of any type interferes with a Summoner's movements, which can cause her spells with somatic components to fail.

Spellcasting: A Summoner can cast spells sponantiously. The total list of known spells is equal to that of a sorcerer of equal level.

Spell List

Summoners can cast the following spells

0
Detect Poison:Detects poison in one creature or small object.
Detect Magic:Detects spells and magic items within 60 ft.
Read Magic:Read scrolls and spellbooks.
Resistance (summoned):Subject gains +1 on saving throws.
Summon familiar: teleport familiar to you
Create Water:Creates 2 gallons/level of pure water.
Summon small animal: summons a small animal to perform a given task

1
Shield:Invisible disc gives +4 to AC, blocks magic missiles.
Mage Armor:Gives subject +4 armor bonus.
Mount:Summons riding horse for 2 hours/level.
Summon Monster I:Calls extraplanar creature to fight for you.
Calm Animals:Calms (2d4 + level) HD of animals.Charm Animal:Makes one animal your friend.
Magic Fang:One natural weapon of subject creature gets +1 on attack and damage rolls.
Lesser boost summon: summoned creature stays for one extra round

2
Resist Energy(summoned):Ignores first 10 (or more) points of damage/attack from specified energy type.
Summon Monster II:Calls extraplanar creature to fight for you.
Summon Swarm:Summons swarm of bats, rats, or spiders.
Locate Creature:Indicates direction to familiar creature.
Lesser Cure Summoned (summoned):Cures 1 point of damage.
Summon Nature’s Ally I:Calls creature to fight.
Animal Messenger:Sends a Tiny animal to a specific place.
Lesser Bolster summoned: summoned creature gains a +2 to AC and BAB


3
Dispel Magic:Cancels magical spells and effects.
Magic Circle against Chaos/Evil/Good/Law:As protection spells, but 10-ft. radius and 10 min./level.
Phantom Steed:Magic horse appears for 1 hour/level.
Summon Monster III:Calls extraplanar creature to fight for you.
Dimensional Anchor:Bars extradimensional movement.
Summon Nature’s Ally II:Calls creature to fight.
Magic Fang, Greater:One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).
Boost summoned: summoned creature stays in play for an extra 1d4+level rounds
True strike (summoned): summoned creature’s next attack gets a +20

4
Slow:One subject/level takes only one action/round, –2 to AC, –2 on attack rolls.
Haste:One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Charm Monster:Makes monster believe it is your ally.
Dismissal:Forces a creature to return to native plane.
Animal Trance:Fascinates 2d6 HD of animals.
Barkskin(summoned):Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance(summoned):Subject gains +4 to Con for 1 min./level.
Bull’s Strength(summoned):Subject gains +4 to Str for 1 min./level.
Cat’s Grace(summoned):Subject gains +4 to Dex for 1 min./level.
Repel Vermin:Insects, spiders, and other vermin stay 10 ft. away.
Summon nature’s ally III: calls creatures to fight
Heal summoned: summoned creature recovers 1d6+level health
Bolster summoned: summoned creature gains a +4 to ac and bab

5
Summon Monster V:Calls extraplanar creature to fight for you.
Telepathic Bond:Link lets allies communicate.
Insect Plague:Locust swarms attack creatures.
Summon Monster IV:Calls extraplanar creature to fight for you.
Call flesh: Heals 3d6 health and 1 ability damage
Fast heal creature: summoned creature recovers +3 health every round
Lesser restore summoned: Summoned creature is cured of 1d3 ability damage

6
Hold Monster:As hold person, but any creature.
Animal Growth:One animal/two levels doubles in size.
Repulsion:Creatures can’t approach you.
Summon Nature’s Ally V:Calls creature to fight.
Planar Binding:As lesser planar binding, but up to 12 HD.
Summon Monster VI:Calls extraplanar creature to fight for you
Greater heal summoned: summoned creature recovers 2d6+level health
Greater bolster summon: summoned creature gains a +8 to ac and BAB

7

Summon Monster VII:Calls extraplanar creature to fight for you.
Control Weather:Changes weather in local area.
Summon Nature’s Ally VI:Calls creature to fight.
Greater booste summoned: Summoned creature stays in play for an extra 1d8+level rounds
Greater fast heal creature: summoned creature recovers +5 health every round
Restore summoned: summoned creature is cured of ability damage

8
Protection from Spells M F:Confers +8 resistance bonus.
Planar Binding, Greater:As lesser planar binding, but up to 18 HD.
Summon Monster VIII:Calls extraplanar creature to fight for you.
Charm Monster, Mass:As charm monster, but all within 30 ft.
Summon Nature’s Ally VII:Calls creature to fight.
Greater Haste: creature’s speed doubles, gains +2 AC and gains an extra half round action
Greater regenerate creature: summoned creature gains +5 regeneration

9
Gate X:Connects two planes for travel or summoning.
Refuge M:Alters item to transport its possessor to you.
Summon Monster IX:Calls extraplanar creature to fight for you.
Freedom:Releases creature from imprisonment.
Imprisonment:Entombs subject beneath the earth.
Summon Nature’s Ally VIII:Calls creature to fight.


I'll list greater explanations of the new spells later.

knightsaline
2006-10-03, 12:43 AM
could this be another summon astral ally I proposed a while ago? summon astral ally was a spell that summons a monster from the astral plane and if you knew the name of one of its denezins, you could summon it (drizzt clones get another thing to learn, just to summon that panther)

Ing
2006-10-03, 01:07 AM
Summon Small Animal/ Summon Critter
Conjuration (summoning)
Level: Sor/Su/Wiz 0/
Components: S
Casting Time: 1 round
Range: 1 mile per level
Effect: you call and command one small creature
Duration: 15 minutes per level

Description
You call to your self a small creature, no larger than a large mouse or small rat and no smaller than a ant and give it a task to preform. The task is typicly a simple command (go to this place, chew through this, carry this to this place, inform me if anyone enters etc) as more complex commands cannot be grasped by the primative minds. The spell causes the creature to focus on the task for 15 minutes (or 3d10 minutes) per caster level. once the durration ends the creature looses interest and wanders off to follow it's basic nature

The animal cannot be ordered to deal lethal damage, or attack a target directly. An order that would clearly be self destructive to the animal will be ignored by it and it will try to preform the desired action to the best of its limited reasoning abilities without killing itself (yes even Lemmings)

Ing
2006-10-03, 01:08 AM
Lesser Boost Summoned Creature
Conjuncture (Summoned)
Level: Su
Components: V/S
Casting Time: 1 round
Range: 0ft
Effect: Summoned creature's summoned durration is prolonged
Duration: none


A summon creature/swam/etc spell lasts one round longer than normal

Lesser Boost Summoned Creature
Conjuncture (Summoned)
Level: Su1
Components: V/S
Casting Time: 1 round
Range: 0ft
Effect: Summoned creature's summoned durration is prolonged
Duration: none

Summoned creature/swarm/etc lasts 1d4+level rounds longer than normal

Boost Summoned Creature
Conjuncture (Summoned)
Level: Su3
Components: V/S
Casting Time: 1 round
Range: 0ft
Effect: Summoned creature's summoned durration is prolonged
Duration: none

Greater Boost Summoned Creature
Conjuncture (Summoned)
Level: Su5
Components: V/S
Casting Time: 1 rounds
Range: 0ft
Effect: Summoned creature's summoned durration is prolonged
Duration: none

Summoned creature/swarm/etc lasts 1d4 per level rounds longer than normal

Ing
2006-10-03, 05:58 PM
could this be another summon astral ally I proposed a while ago? summon astral ally was a spell that summons a monster from the astral plane and if you knew the name of one of its denezins, you could summon it (drizzt clones get another thing to learn, just to summon that panther)

no think more like FF summoner

I plan to introduce rules to make the summoned monster a manifestation of a Totem or ancestor or Genus or the like

Ing
2006-10-04, 12:18 AM
Lesser bolster Summoned
Enchantment (Summoned)
Level: Su/2 W/So=3
Components: Focus/S
Casting Time: see bellow
Range: 100ft per level
Effect: summoned creature gains a +2 to AC and BAB
Duration: see bellow

Bolster Summoned
Enchantment (SUmmoned)
Level: Su4 W/So=5
Components: Focus/S
Range 100 feet per level+ see bellow
casting time: 1 round
effect Summoned creature gains a +4 to ac and BAB
Durration see bellow

Greater Bolster Summoned
Enchantment (Summoned)
Level: Su6 W/So=7
Components: Focus/S
range: 100 feet per level
Casting time: 2 rounds+ see bellow
effect: Summoned creature gains a +8 to AC and BAB


A summoned creature is infused with an aura of strength. it gains a bonus to AC and BAB. However, the effect requires constant focus by the caster. the Caster can make no other actions other than maintaining the spell or the effect ends immediatly. if attacked he must make a concentration check to maintain the spell, if he fails or acts to defend himself the spell ends. The caster is considered flat footed.

For normal and greater versions of this spell an additional round or two must be taken to prepare and draw the mystical energy, the effect begins at the end of the caster's turn

A permenancy spell causes the spell to become semi-permanent, the caster no longer needs to remain focused to maintain the effect and the spell lasts as long as the summoned durration.

Ing
2006-10-04, 12:26 AM
Lesser Cure Summoned (summoned):
Conjuncture (Summoned)
Level: Su
Components: V/S
Casting Time: 1 rounds
Range: touch
Effect: Cures 1 point of damage to a summoned creature
Duration: none

A summoned creature recovers 1 pt of damage

Heal summoned:
Conjuncture (Summoned)
Level: Su5
Components: V/S
Casting Time: 1 rounds
Range: touch
Effect: summoned creature recovers 1d6+level health
Duration: none

Summoned creature recovers 1d6+level health


Call flesh:
Conjuncture (Summoned)
Level: Su
Components: none
Casting Time: 1 rounds
Range: touch
Effect:Heals 3d6 health and 1 ability damage
Duration: none

You are able to summon flesh and blood and use it to repair damage to a body. The subject recovers 3d6 health and 1 physical (Str, Con, Dex) ability damage (if any).


Fast heal creature:
Conjuncture (Summoned)
Level: Su
Components: V/S
Casting Time: 1 rounds
Range: 0ft
Effect: Summoned creature recovers +3 health every round
Duration: 1 round per level

Greater fast heal creature:
Conjuncture (Summoned)
Level: Su
Components: V/S
Casting Time: 1 rounds
Range: 0ft
Effect: Summoned creature gains fast healing
Duration: none

summoned creature recovers +5 health every round


Lesser restore summoned: Conjuncture (Summoned)
Level: Su5
Components: V/S
Casting Time: 1 rounds
Range: 5 feet per level
Effect: Summoned creature is cured of 1d3 ability damage
Duration: none

Restore summoned:
Conjuncture (Summoned)
Level: Su5
Components: V/S
Casting Time: 1 rounds
Range: 0ft
Effect:summoned creature is cured of ability damage
Duration: none





Greater heal summoned:
Conjuncture (Summoned)
Level: Su5
Components: V/S
Casting Time: 1 rounds
Range: 10 feet per every 4 levels
Effect: Summoned creature's health is restored
Duration: none

summoned creature recovers 2d6+level health

Moribundus
2006-10-04, 02:41 AM
IMO,
some of the augment summon stuff should be applicable for druids as well... esp the bolster summon stuff.

(i of course have no experience with balance and what not... but I know that my druids whould live to give bab/ac to his summoned dire apes...) (yay for rend!)

Ing
2006-10-04, 02:02 PM
I may make it a Druid spell too but it would be at a higher level for them since they are already insanely powerful.

It might be powerful but is balanced by that it needs constant attention to maintain.

Ing
2006-10-09, 06:25 PM
So I guess people either love or hate this...don't know which.