Dalek Zek
2009-02-05, 10:30 PM
Originally Posted by Dalek Zek
Summoner
A summoner is a magician with a natural preference for the use of magic to create something. They love animals, especially those they summon them selfs and hold an even closer link with there familiars than sorcerer an wizards. Therefore they may never dismiss their familiars but they do gain more.
adventure : summers are usually adventures for the sake of adventure itself. They are very social, even though they often live as hermits. The live on the road passing new places that appeal to them.
characteristics : Summoners are social, linked with nature. They glisten with there ability to call things forth and have pleasure in using their magic. A benevolent summoner is often an offbeat who seems to care more about her magical creature then the people around her although they do care a lot about friendship and close personal connection with them. Evil summoners are scarce if they even exist.
alignment : summoners are allowed to have any alignment, but no stories are known of evil ones.
background : Summoners are magicians ho are often mistaken fore a special kind of sorcerer. The truth is that they are closer to druids. There inventive ,emotional and closely linked to nature.
races : summoners can be of any race and are more or less equally divided over the different races.
other classes : Summoners like to travel with other adventures seeking new adventures and lands. They especially like working with druids and rangers, but also bards and rogues are close to there hearts. Although they see fighting as a necessary drawback of adventuring they will find no problem with the likes of fighters, barbarians, paladins or monks. Arcane magic they often find crude and excessive, but those who wield it they like as friends, if only because they often have familiars. Clerics they always like to see, for one who can heal you is a friend indeed.
role : A summoner uses her magic to call forth a small army in combat or for protection and to survive on their loved adventures. They are usually behind the fighters flooding the battlefield with monsters so that there enemies are quickly overwhelmed.
sommoner
{table=head]Level|BAM|Fort|Ref|Will|Special|1st|2nd|3rd|4th|5t h|6th|7th|8th|9th
1st|
+0|
+0|
+0|
+2|familiar, calling I|3
2nd|
+1|
+0|
+0|
+3|agurent calling|4
3rd|
+1|
+1|
+1|
+3|calling II|5
4th|
+2|
+1|
+1|
+4|calling III|6|3
5th|
+2|
+1|
+1|
+4|familiar|6|4
6th|
+3|
+2|
+2|
+5|calling IV|6|5|3
7th|
+3|
+2|
+2|
+5|calling V|6|6|4
8th|
+4|
+2|
+2|
+6|6|6|5|3
9th|
+4|
+3|
+3|
+6|improved familiar|6|6|6|4
10th|
+5|
+3|
+3|
+7|familiar|6|6|6|5|3
11th|
+5|
+3|
+3|
+7|calling VI|6|6|6|6|4
12th|
+6|
+4|
+4|
+8|calling VII|6|6|6|6|5|3
13th|
+6/1|
+4|
+4|
+6|6|6|6|6|6|4
14th|
+7/2|
+4|
+4|
+9|calling VIII|6|6|6|6|6|5|3
15th|
+7/2|
+5|
+5|
+9|familiar|6|6|6|6|6|6|4
16th|
+8/3|
+5|
+5|
+10|calling IX|6|6|6|6|6|6|5|3
17th|
+8/3|
+5|
+5|
+10|6|6|6|6|6|6|6|4
18th|
+9/4|
+6|
+6|
+11|extendet calling|6|6|6|6|6|6|6|5|
19th|
+9/4|
+6|
+6|
+11|6|6|6|6|6|6|6|6|4
20th|
+10/5|
+6|
+6|
+12|familiar[/table]|6|6|6|6|6|6|6|6|6
HD : 1d6
skill points : 4+int. modifier per level, 4x(4+int. modifier) at level one
class skills : concentration, knowlege nature, spellcraft, handle animal, craft, profession.
calling : the calling feat allows a sumnoner to call forth an extra-dimensional creature from the corresponding list of summon monster. She can use each calling only once per day and only to call forth a monster from the actual list, not from lower once as per the spell. For example, a level 16 summoner can call forth one creature from each list once per day. The duration works as the spell. At level 18 calling works extended, meaning the creatures stays twice as long as normal. This does not alter the list from where the creature can be chosen.
Familiar : At level 5 and each fife levels after that, the summoner gains an additional familiar. She keeps all previous once, so at level 20 she has five different familiars. All other rules for familiars count as normal for a summoner, only she can never dismiss any of her familiars.
spells :
A summoner learns two spells a level like a wizard, but she cannot learn new once from scrolls or magical books. She cast her spells on her charisma and dos not need to prepare them beforehand. She dos however need eight hours of rest and an our of meditation in other to gain new spells. The difficulty class for overcoming her spell is 10+spell level+cha. modifier. She gains bonus spells fore having a high charisma according to page 8 of the player handbook. The first spell of any level the summoner learns must be summon monster. All her spells count as being of the school conjuration (summoning)
[b]level 1[b]
summon monster I
shield
mage armor
goodberry
mount
unseen servant
level 2
summon monster II
summon swarm
continual flame
spiritual weapon
web
mirror image
level 3
summon monster III
create food and water
leomund's tiny hut
snare
phantom steed
plant growth
level 4
summon monster IV
minor creation
leomond secure shelter
shadow conjuration
mordenkainen's faithfull hound
evard's black tentacles
level 5
summon monster V
major creation
celestial familiar (see below)
wall of stone
shadow evocation
bigby's interposing hand
level 6
summon monster VI
hero's feast
prying eyes
liveoak limited
wall of iron
bigby's forcing hand
level 7
summon monster VII
mordenkainen's magnificent mansion
shadow conjuration, greater
wish (creating options only)
enlarge familiar (see below)
bigby's grasping hand
level 8
summon monster VII
maze
shadow evocation, greater
bigby's cleansing fist
prying eyes
clone
level 9
summon monster IX
wish (creating options only)
bigby's crushing hand
elemantal swarm
shambler
greater familiar (see below)
Celestial familiar:
conjuration (sommoning)
level: sum 5
components :s, v, f, m, xp
casting time : 24 ours
range : personal
effect : make one of your familiars celestial
duration : pernament
saving throw : none
spell resistens : no
one of your familiars of witch the base creature is of the standert list becoms a celestial version of it self.
material component : one acurate clay strukture of the target familiar, one liter of acid
XP : 750
larger familiar:
conjuration (sommoning)
level: sum 7
components :s, v, f, m, xp
casting time : 24 ours
range : personal
effect : make one of your familiars celestial
duration : pernament
saving throw : none
spell resistens : no
One of your celestial familiar of witch the base creature is of the standert list gains a size categorie.
materiel component : one verry acurate collerd clay strukture of the target familiar with 100 gp of zilverdost in it, 3 liters of acid
XP : 1500
greater familiar:
conjuration (sommoning)
level: sum 9
components :s, v, f, m, xp
casting time : 24 ours
range : personal
effect : make one of your familiars celestial
duration : pernament
saving throw : none
spell resistens : no
One of your familiars witch has been anlarged by the greater familiar spell gains an aditional size category.
marteriel component : one persily matching collerd clay stucture of the target familiar with 1000 gp of zilverdost in it.
XP : 3000
Summoner
A summoner is a magician with a natural preference for the use of magic to create something. They love animals, especially those they summon them selfs and hold an even closer link with there familiars than sorcerer an wizards. Therefore they may never dismiss their familiars but they do gain more.
adventure : summers are usually adventures for the sake of adventure itself. They are very social, even though they often live as hermits. The live on the road passing new places that appeal to them.
characteristics : Summoners are social, linked with nature. They glisten with there ability to call things forth and have pleasure in using their magic. A benevolent summoner is often an offbeat who seems to care more about her magical creature then the people around her although they do care a lot about friendship and close personal connection with them. Evil summoners are scarce if they even exist.
alignment : summoners are allowed to have any alignment, but no stories are known of evil ones.
background : Summoners are magicians ho are often mistaken fore a special kind of sorcerer. The truth is that they are closer to druids. There inventive ,emotional and closely linked to nature.
races : summoners can be of any race and are more or less equally divided over the different races.
other classes : Summoners like to travel with other adventures seeking new adventures and lands. They especially like working with druids and rangers, but also bards and rogues are close to there hearts. Although they see fighting as a necessary drawback of adventuring they will find no problem with the likes of fighters, barbarians, paladins or monks. Arcane magic they often find crude and excessive, but those who wield it they like as friends, if only because they often have familiars. Clerics they always like to see, for one who can heal you is a friend indeed.
role : A summoner uses her magic to call forth a small army in combat or for protection and to survive on their loved adventures. They are usually behind the fighters flooding the battlefield with monsters so that there enemies are quickly overwhelmed.
sommoner
{table=head]Level|BAM|Fort|Ref|Will|Special|1st|2nd|3rd|4th|5t h|6th|7th|8th|9th
1st|
+0|
+0|
+0|
+2|familiar, calling I|3
2nd|
+1|
+0|
+0|
+3|agurent calling|4
3rd|
+1|
+1|
+1|
+3|calling II|5
4th|
+2|
+1|
+1|
+4|calling III|6|3
5th|
+2|
+1|
+1|
+4|familiar|6|4
6th|
+3|
+2|
+2|
+5|calling IV|6|5|3
7th|
+3|
+2|
+2|
+5|calling V|6|6|4
8th|
+4|
+2|
+2|
+6|6|6|5|3
9th|
+4|
+3|
+3|
+6|improved familiar|6|6|6|4
10th|
+5|
+3|
+3|
+7|familiar|6|6|6|5|3
11th|
+5|
+3|
+3|
+7|calling VI|6|6|6|6|4
12th|
+6|
+4|
+4|
+8|calling VII|6|6|6|6|5|3
13th|
+6/1|
+4|
+4|
+6|6|6|6|6|6|4
14th|
+7/2|
+4|
+4|
+9|calling VIII|6|6|6|6|6|5|3
15th|
+7/2|
+5|
+5|
+9|familiar|6|6|6|6|6|6|4
16th|
+8/3|
+5|
+5|
+10|calling IX|6|6|6|6|6|6|5|3
17th|
+8/3|
+5|
+5|
+10|6|6|6|6|6|6|6|4
18th|
+9/4|
+6|
+6|
+11|extendet calling|6|6|6|6|6|6|6|5|
19th|
+9/4|
+6|
+6|
+11|6|6|6|6|6|6|6|6|4
20th|
+10/5|
+6|
+6|
+12|familiar[/table]|6|6|6|6|6|6|6|6|6
HD : 1d6
skill points : 4+int. modifier per level, 4x(4+int. modifier) at level one
class skills : concentration, knowlege nature, spellcraft, handle animal, craft, profession.
calling : the calling feat allows a sumnoner to call forth an extra-dimensional creature from the corresponding list of summon monster. She can use each calling only once per day and only to call forth a monster from the actual list, not from lower once as per the spell. For example, a level 16 summoner can call forth one creature from each list once per day. The duration works as the spell. At level 18 calling works extended, meaning the creatures stays twice as long as normal. This does not alter the list from where the creature can be chosen.
Familiar : At level 5 and each fife levels after that, the summoner gains an additional familiar. She keeps all previous once, so at level 20 she has five different familiars. All other rules for familiars count as normal for a summoner, only she can never dismiss any of her familiars.
spells :
A summoner learns two spells a level like a wizard, but she cannot learn new once from scrolls or magical books. She cast her spells on her charisma and dos not need to prepare them beforehand. She dos however need eight hours of rest and an our of meditation in other to gain new spells. The difficulty class for overcoming her spell is 10+spell level+cha. modifier. She gains bonus spells fore having a high charisma according to page 8 of the player handbook. The first spell of any level the summoner learns must be summon monster. All her spells count as being of the school conjuration (summoning)
[b]level 1[b]
summon monster I
shield
mage armor
goodberry
mount
unseen servant
level 2
summon monster II
summon swarm
continual flame
spiritual weapon
web
mirror image
level 3
summon monster III
create food and water
leomund's tiny hut
snare
phantom steed
plant growth
level 4
summon monster IV
minor creation
leomond secure shelter
shadow conjuration
mordenkainen's faithfull hound
evard's black tentacles
level 5
summon monster V
major creation
celestial familiar (see below)
wall of stone
shadow evocation
bigby's interposing hand
level 6
summon monster VI
hero's feast
prying eyes
liveoak limited
wall of iron
bigby's forcing hand
level 7
summon monster VII
mordenkainen's magnificent mansion
shadow conjuration, greater
wish (creating options only)
enlarge familiar (see below)
bigby's grasping hand
level 8
summon monster VII
maze
shadow evocation, greater
bigby's cleansing fist
prying eyes
clone
level 9
summon monster IX
wish (creating options only)
bigby's crushing hand
elemantal swarm
shambler
greater familiar (see below)
Celestial familiar:
conjuration (sommoning)
level: sum 5
components :s, v, f, m, xp
casting time : 24 ours
range : personal
effect : make one of your familiars celestial
duration : pernament
saving throw : none
spell resistens : no
one of your familiars of witch the base creature is of the standert list becoms a celestial version of it self.
material component : one acurate clay strukture of the target familiar, one liter of acid
XP : 750
larger familiar:
conjuration (sommoning)
level: sum 7
components :s, v, f, m, xp
casting time : 24 ours
range : personal
effect : make one of your familiars celestial
duration : pernament
saving throw : none
spell resistens : no
One of your celestial familiar of witch the base creature is of the standert list gains a size categorie.
materiel component : one verry acurate collerd clay strukture of the target familiar with 100 gp of zilverdost in it, 3 liters of acid
XP : 1500
greater familiar:
conjuration (sommoning)
level: sum 9
components :s, v, f, m, xp
casting time : 24 ours
range : personal
effect : make one of your familiars celestial
duration : pernament
saving throw : none
spell resistens : no
One of your familiars witch has been anlarged by the greater familiar spell gains an aditional size category.
marteriel component : one persily matching collerd clay stucture of the target familiar with 1000 gp of zilverdost in it.
XP : 3000