Johanas
2009-10-23, 03:41 PM
Howdy Playgrounders. I've been working on a class lately, and I would like some input.
This is based along the lines of the Beguiler, Dread Necromancer, and Warmage. Instead of Enchantment, Illusion, Necromancy, or Evocation, the Caller deals with Abjuration and Conjuration. Casting is done the same way, with the spells known list being the same as his spells known. I added in the Advanced Learning class feature, just like the others have, to expand the spell list a bit.
Note: Not as awesome as the Giant with the grid work...so I'll just mention here: Low BAB, High Will Save.
Alignment: Any.
Hit Die: d6.
Class Skills
The caller's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) X 4.
Skill Point at Each Additional Level: 2 + Int modifier.
Level Class 1
1 Abjuration's Warden, Calling (extended summoning), Templated Summoning: Celestial/Fiendish)
2 Augment Summoning
3 Templated Summoning: Draconic, Advanced Learning
4 Defensive Abjuration
5 Calling (Fast Casting: Standard Action ), Persistent Magic
6 Templated Summoning: Half-Elemental, Winged
7 Advanced Learning
8 Calling (Fast Casting: Move Action)
9
10 Persistent Magic
11
12 Templated Summoning: Half-Celestial, Half-Fey, Half-Fiend
13 Defensive Abjuration
14 Advanced Learning
15 Dual-Transmuted Summoning
16
17
18 Templated Summoning: Air Element Creature, Anarchic Creature, Axiomatic Creature, Earth Element Creature, Fire Element Creature and Water Element Creature
19 Advanced Learning
20 Templated Summoning: Monster of Legend
Class Features:
All the following are class features of the caller.
Weapon and Armor Proficiency: Callers are proficient with all simple weapons, one martial weapon of his choice. His choice of martial weapon is made when the character takes his first level of caller and cannot be changed.
Callers are also proficient with light armor, but not with shields. The somatic components required for caller spells are simple, so members of this class can cast caller sells while wearing light armor without incurring the normal arcane spell failure chance. He still incurs the normal arcane spell failure chance for arcane spells derived from other classes. In addition, if a caller wears medium or heavy armor, or uses a shield, he still incurs the same chance of arcane spell failure as any other arcane caster if the spell in question has a somatic component (and most do).
Spells: A caller casts arcane spells (the same type of spells available to sorcerers and wizards), which are drawn from the caller spell list given below. He can cast any spell he knows without preparing it ahead of time the way a cleric or wizard must. When a caller gains access to a new level of spells, he automatically knows all the spells for that level listed on the caller's spell list. Essentially, his spell list is the same as his spells known list. Callers also have the option of adding to their existing spell list through their advanced learning ability as they increase in level (see below).
To cast a spell, a caller must have a Charisma score of 10 + the spell’s (Cha 10 for 0-level spells, Cha 11for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a caller’s spell is 10 + the spell’s level + the caller’s Charisma modifier. Like other spellcasters, a caller can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells for a Charisma score (see Table 1-1, page 8 of the Player’s Handbook).
Unlike a cleric or a wizard, a caller need not prepare his spells in advance. He can cast any spell he knows at any time assuming he has not yet used up his spells per day for that spell level.
Abjuration’s Warden (Su): The caller knows how to summon magical servants, and he knows how to dismiss them. This knowledge, coupled with an incredible understanding of abjuration magic make the caller a spell force to be reckoned with. A caller adds his class level to dispel checks to dispel a summoned creature not under his control. He also adds half his class level (rounded down) to all other dispel checks.
Calling (Su): A caller casts a limited number of spells, but he can apply unique abilities to them to enhance their effects. As he increases in class levels, he learns the ability to extend a summoned monsters summon duration and to decrease casting time.
Extended Summoning: At 1st level, the caller unlocks the rudimentary abilities of calling. He can choose to apply the benefits of the Extend Spell feat to any conjuration (summoning) spell he casts without extending the casting time or using a higher spell level.
Fast Casting: At 5th level, the caller learns to speed up casting of his conjuration spells. 3 times a day, he can reduce the casting time of a full-round casting time conjuration spell to a standard action. At 8th level, this upgrades to any full-round or standard action casting time spell being reduced to a move action.
Templated Summoning (Su): At 1st level, the caller learns to apply templates to his summoned creatures. All template-based changes to creatures must still be legal, and no more than one template may be applied at a time (see the dual-transmuting class feature below).
At 1st level, he can apply the celestial or fiendish template to his summoned creatures. A good-aligned caller can only use the celestial template, and an evil-aligned caller may only use the fiendish template. A neutral-aligned caller may choose one or the other, but once chosen, the choice is permanent. If the caller is summoning a creature that already has the celestial or fiendish templates applied, he may remove the existing template and apply the other, as appropriate within his alignment and chosen template. For example, if a 1st level, good-aligned caller was summoning a fiendish viper with the summon monster I spell, he could instead summon a celestial viper. If he summons a creature with the template appropriate to his alignment (for instance, a celestial dog for a good-aligned caller), and it already has the appropriate template applied, he may instead give it a +2 bonus to it’s Str and Con for the duration of the summoning. This stacks with similar effects (such as the Augment Summoning feat). If that same caller was evil, and summoning a fiendish viper, he could instead give it a +2 Str and Con.
At level 3, he learns the ability to apply the draconic creature template.
At level 6 he learns to apply the pseudonatural template, and the winged creature template.
At level 12 he learns to apply the half-celestial, half-fey, and half-fiendish templates. Good-aligned callers cannot apply the half-fiendish template, and evil-aligned callers cannot apply the half-celestial template. Neutral callers who chose the celestial template must choose the half-celestial template, and those who chose the fiendish template must choose the half-fiend template. Once chosen, the choice is permanent.
At level 18, he learns to apply the air element creature, anarchic creature, axiomatic creature, earth element creature, fire element creature and water element creature templates. A lawful-aligned caller cannot choose the anarchic creature template, and a chaotic caller may not choose the axiomatic creature template. A neutral caller must choose either the anarchic creature or the axiomatic creature template, and once chosen, the choice cannot be changed.
At level 20 he can apply the monster of legend template.
Advanced Learning (Ex): At 3rd, 7th, 14th, and 19th level, a caller can add a new spell to his list, representing the result of personal study and experimentation. The spell must be a wizard spell of the abjuration or conjuration schools, and of a level no higher than that of the highest-level spell the caller already knows. Once a new spell is selected, it is forever added to that caller’s spell list and can be cast just like any other spell on the caller’s list.
Defensive Abjuration (Su): At 4th level, the caller learns to enhance his defensive abjuration spells by adding half his class level to one abjuration (force) spell‘s effect. This ability is usable once a day. At 13th, he learns to instead apply his daily use of Defensive Abjuration to the DC needed to break free of planar binding and magic circle against spells. This bonus applies to the DC to dispel the spell, or dismiss/banish the creature said spell called as well.
Persistent Magic (Su): At 5th level, the caller gains the ability to give one of his spells the benefit of the Persistent Spell feat. This can only apply to an abjuration spell he knows and can cast. At 10th, he gains the ability to apply this to a conjuration spell he knows and can cast at any spell level he has access to, minus one. For example, a 10th level caller cast up to summon monster V, but if he is using the Persistent Magic class feature, he can only cast a summon monster spell up to summon monster IV. This allows him to have a long-lasting defensive spell, and at level 10, a minion that lasts all day.
Dual-Transmuting (Su): At level 15, a caller learns to apply a second template to his summoned creatures.
Caller Spell List:
1st Level Caller Spells
Alarm
Endure Elements
Entropic Shield
Mage Armor
Mount
Obscuring Mist
Protection from Chaos/Evil/Good/Law
Shield
Shield of Faith
Summon Monster I
Unseen Servant
2nd Level Caller Spells
Glitterdust
Glyph of Warding
Protection from Arrows
Resist Energy
Shield Other
Summon Monster II
Summon Swarm
3rd Level Caller Spells
Dispel Magic
Magic Circle against Chaos/Evil/Good/Law
Phantom Steed
Protection from Energy
Stinking Cloud
Summon Monster III
4th Level Caller Spells
Dimensional Anchor
Dismissal
Evard’s Black Tentacles
Globe of Invulnerability, Lesser
Leomund’s Secure Shelter
Minor Creation
Planar Ally, Lesser
Solid Fog
Spell Immunity
Summon Monster IV
5th Level Caller Spells
Break Enchantment
Cloudkill
Dispel Chaos/Evil/Good/Law
Dismissal
Leomund’s Secret Chest
Major Creation
Mordenkainen’s Faithful Hound
Mordenkainen’s Private Sanctum
Planar Binding, Lesser
Spell Resistance
Summon Monster V
Wall of Stone
6th Level Caller Spells
Acid Fog
Antimagic Field
Banishment
Dispel Magic, Greater
Forbiddance
Globe of Invulnerability
Glyph of Warding, Greater
Guards and Wards
Planar Binding
Planar Ally
Repulsion
Summon Monster VI
Wall of Iron
7th Level Caller Spells
Drawmij’s Instant Summons
Mordenkainen’s Magnificent Mansion
Planar Binding, Greater
Planar Ally, Greater
Summon Monster VII
8th Level Caller Spells
Antimagic Field
Dimensional Lock
Incendiary Cloud
Prismatic Wall
Protection from Spells
Summon Monster VIII
9th Level Caller Spells
Freedom
Gate
Imprisonment
Mordenkainen’s Disjunction
Prismatic Sphere
Summon Monster IX
Please give me some input, thoughts, suggestions, and advice. This is the first base class i've written, so bear with me here. And please, just constructive criticism.
This is based along the lines of the Beguiler, Dread Necromancer, and Warmage. Instead of Enchantment, Illusion, Necromancy, or Evocation, the Caller deals with Abjuration and Conjuration. Casting is done the same way, with the spells known list being the same as his spells known. I added in the Advanced Learning class feature, just like the others have, to expand the spell list a bit.
Note: Not as awesome as the Giant with the grid work...so I'll just mention here: Low BAB, High Will Save.
Alignment: Any.
Hit Die: d6.
Class Skills
The caller's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) X 4.
Skill Point at Each Additional Level: 2 + Int modifier.
Level Class 1
1 Abjuration's Warden, Calling (extended summoning), Templated Summoning: Celestial/Fiendish)
2 Augment Summoning
3 Templated Summoning: Draconic, Advanced Learning
4 Defensive Abjuration
5 Calling (Fast Casting: Standard Action ), Persistent Magic
6 Templated Summoning: Half-Elemental, Winged
7 Advanced Learning
8 Calling (Fast Casting: Move Action)
9
10 Persistent Magic
11
12 Templated Summoning: Half-Celestial, Half-Fey, Half-Fiend
13 Defensive Abjuration
14 Advanced Learning
15 Dual-Transmuted Summoning
16
17
18 Templated Summoning: Air Element Creature, Anarchic Creature, Axiomatic Creature, Earth Element Creature, Fire Element Creature and Water Element Creature
19 Advanced Learning
20 Templated Summoning: Monster of Legend
Class Features:
All the following are class features of the caller.
Weapon and Armor Proficiency: Callers are proficient with all simple weapons, one martial weapon of his choice. His choice of martial weapon is made when the character takes his first level of caller and cannot be changed.
Callers are also proficient with light armor, but not with shields. The somatic components required for caller spells are simple, so members of this class can cast caller sells while wearing light armor without incurring the normal arcane spell failure chance. He still incurs the normal arcane spell failure chance for arcane spells derived from other classes. In addition, if a caller wears medium or heavy armor, or uses a shield, he still incurs the same chance of arcane spell failure as any other arcane caster if the spell in question has a somatic component (and most do).
Spells: A caller casts arcane spells (the same type of spells available to sorcerers and wizards), which are drawn from the caller spell list given below. He can cast any spell he knows without preparing it ahead of time the way a cleric or wizard must. When a caller gains access to a new level of spells, he automatically knows all the spells for that level listed on the caller's spell list. Essentially, his spell list is the same as his spells known list. Callers also have the option of adding to their existing spell list through their advanced learning ability as they increase in level (see below).
To cast a spell, a caller must have a Charisma score of 10 + the spell’s (Cha 10 for 0-level spells, Cha 11for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a caller’s spell is 10 + the spell’s level + the caller’s Charisma modifier. Like other spellcasters, a caller can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells for a Charisma score (see Table 1-1, page 8 of the Player’s Handbook).
Unlike a cleric or a wizard, a caller need not prepare his spells in advance. He can cast any spell he knows at any time assuming he has not yet used up his spells per day for that spell level.
Abjuration’s Warden (Su): The caller knows how to summon magical servants, and he knows how to dismiss them. This knowledge, coupled with an incredible understanding of abjuration magic make the caller a spell force to be reckoned with. A caller adds his class level to dispel checks to dispel a summoned creature not under his control. He also adds half his class level (rounded down) to all other dispel checks.
Calling (Su): A caller casts a limited number of spells, but he can apply unique abilities to them to enhance their effects. As he increases in class levels, he learns the ability to extend a summoned monsters summon duration and to decrease casting time.
Extended Summoning: At 1st level, the caller unlocks the rudimentary abilities of calling. He can choose to apply the benefits of the Extend Spell feat to any conjuration (summoning) spell he casts without extending the casting time or using a higher spell level.
Fast Casting: At 5th level, the caller learns to speed up casting of his conjuration spells. 3 times a day, he can reduce the casting time of a full-round casting time conjuration spell to a standard action. At 8th level, this upgrades to any full-round or standard action casting time spell being reduced to a move action.
Templated Summoning (Su): At 1st level, the caller learns to apply templates to his summoned creatures. All template-based changes to creatures must still be legal, and no more than one template may be applied at a time (see the dual-transmuting class feature below).
At 1st level, he can apply the celestial or fiendish template to his summoned creatures. A good-aligned caller can only use the celestial template, and an evil-aligned caller may only use the fiendish template. A neutral-aligned caller may choose one or the other, but once chosen, the choice is permanent. If the caller is summoning a creature that already has the celestial or fiendish templates applied, he may remove the existing template and apply the other, as appropriate within his alignment and chosen template. For example, if a 1st level, good-aligned caller was summoning a fiendish viper with the summon monster I spell, he could instead summon a celestial viper. If he summons a creature with the template appropriate to his alignment (for instance, a celestial dog for a good-aligned caller), and it already has the appropriate template applied, he may instead give it a +2 bonus to it’s Str and Con for the duration of the summoning. This stacks with similar effects (such as the Augment Summoning feat). If that same caller was evil, and summoning a fiendish viper, he could instead give it a +2 Str and Con.
At level 3, he learns the ability to apply the draconic creature template.
At level 6 he learns to apply the pseudonatural template, and the winged creature template.
At level 12 he learns to apply the half-celestial, half-fey, and half-fiendish templates. Good-aligned callers cannot apply the half-fiendish template, and evil-aligned callers cannot apply the half-celestial template. Neutral callers who chose the celestial template must choose the half-celestial template, and those who chose the fiendish template must choose the half-fiend template. Once chosen, the choice is permanent.
At level 18, he learns to apply the air element creature, anarchic creature, axiomatic creature, earth element creature, fire element creature and water element creature templates. A lawful-aligned caller cannot choose the anarchic creature template, and a chaotic caller may not choose the axiomatic creature template. A neutral caller must choose either the anarchic creature or the axiomatic creature template, and once chosen, the choice cannot be changed.
At level 20 he can apply the monster of legend template.
Advanced Learning (Ex): At 3rd, 7th, 14th, and 19th level, a caller can add a new spell to his list, representing the result of personal study and experimentation. The spell must be a wizard spell of the abjuration or conjuration schools, and of a level no higher than that of the highest-level spell the caller already knows. Once a new spell is selected, it is forever added to that caller’s spell list and can be cast just like any other spell on the caller’s list.
Defensive Abjuration (Su): At 4th level, the caller learns to enhance his defensive abjuration spells by adding half his class level to one abjuration (force) spell‘s effect. This ability is usable once a day. At 13th, he learns to instead apply his daily use of Defensive Abjuration to the DC needed to break free of planar binding and magic circle against spells. This bonus applies to the DC to dispel the spell, or dismiss/banish the creature said spell called as well.
Persistent Magic (Su): At 5th level, the caller gains the ability to give one of his spells the benefit of the Persistent Spell feat. This can only apply to an abjuration spell he knows and can cast. At 10th, he gains the ability to apply this to a conjuration spell he knows and can cast at any spell level he has access to, minus one. For example, a 10th level caller cast up to summon monster V, but if he is using the Persistent Magic class feature, he can only cast a summon monster spell up to summon monster IV. This allows him to have a long-lasting defensive spell, and at level 10, a minion that lasts all day.
Dual-Transmuting (Su): At level 15, a caller learns to apply a second template to his summoned creatures.
Caller Spell List:
1st Level Caller Spells
Alarm
Endure Elements
Entropic Shield
Mage Armor
Mount
Obscuring Mist
Protection from Chaos/Evil/Good/Law
Shield
Shield of Faith
Summon Monster I
Unseen Servant
2nd Level Caller Spells
Glitterdust
Glyph of Warding
Protection from Arrows
Resist Energy
Shield Other
Summon Monster II
Summon Swarm
3rd Level Caller Spells
Dispel Magic
Magic Circle against Chaos/Evil/Good/Law
Phantom Steed
Protection from Energy
Stinking Cloud
Summon Monster III
4th Level Caller Spells
Dimensional Anchor
Dismissal
Evard’s Black Tentacles
Globe of Invulnerability, Lesser
Leomund’s Secure Shelter
Minor Creation
Planar Ally, Lesser
Solid Fog
Spell Immunity
Summon Monster IV
5th Level Caller Spells
Break Enchantment
Cloudkill
Dispel Chaos/Evil/Good/Law
Dismissal
Leomund’s Secret Chest
Major Creation
Mordenkainen’s Faithful Hound
Mordenkainen’s Private Sanctum
Planar Binding, Lesser
Spell Resistance
Summon Monster V
Wall of Stone
6th Level Caller Spells
Acid Fog
Antimagic Field
Banishment
Dispel Magic, Greater
Forbiddance
Globe of Invulnerability
Glyph of Warding, Greater
Guards and Wards
Planar Binding
Planar Ally
Repulsion
Summon Monster VI
Wall of Iron
7th Level Caller Spells
Drawmij’s Instant Summons
Mordenkainen’s Magnificent Mansion
Planar Binding, Greater
Planar Ally, Greater
Summon Monster VII
8th Level Caller Spells
Antimagic Field
Dimensional Lock
Incendiary Cloud
Prismatic Wall
Protection from Spells
Summon Monster VIII
9th Level Caller Spells
Freedom
Gate
Imprisonment
Mordenkainen’s Disjunction
Prismatic Sphere
Summon Monster IX
Please give me some input, thoughts, suggestions, and advice. This is the first base class i've written, so bear with me here. And please, just constructive criticism.