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.
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.