Jarrick
2010-04-23, 07:25 PM
THE SUMMONER
Trained alongside Warmages, Summoners wage war by way of summoned allies, truly the proverbial infantry to the Warmage's artillery. Masters of tactics, positioning, and manuevering, the Summoner is trained to bring the fight to her enemies.
Alignment: Any.
Hit Die: d8
Class Skills
The summoner's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle animal (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (Religion) (Int), Profession (Wis), Ride (Dex), Speak language, and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
The Summoner
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|
+0|
+0|
+0|
+2|Augment Summoning, Persistant Summoning, Armored Mage (Light)|3|-
2nd|
+1|
+0|
+0|
+3|Planar Accord|4|-
3rd|
+2|
+1|
+1|
+3|Rapid Summoning|5|-|-
4th|
+3|
+1|
+1|
+4|Advanced Learning|6|3|-|-
5th|
+3|
+1|
+1|
+4|Armored Mage (Medium)|6|4|-|-|-
6th|
+4|
+2|
+2|
+5|Tenacious Summoning|6|5|3|-|-|-
7th|
+5|
+2|
+2|
+5|Armored Mage (Heavy Shield)|6|6|4|-|-|-|-
8th|
+6/+1|
+2|
+2|
+6|Advanced Learning|6|6|5|3|-|-|-|-|-
9th|
+6/+1|
+3|
+3|
+6|Toughened Summoning|6|6|6|4|-|-|-|-|-
10th|
+7/+2|
+3|
+3|
+7|Piercing Conjurations|6|6|6|5|3|-|-|-|-
11th|
+8/+3|
+3|
+3|
+7|Flood Summoning, Mastery of Summoning I|6|6|6|6|4|-|-|-|-
12th|
+9/+4|
+4|
+4|
+8|Advanced Learning|6|6|6|6|5|3|-|-|-
13th|
+9/+4|
+4|
+4|
+8|Friends in High Places|6|6|6|6|6|4|-|-|-|-
14th|
+10/+5|
+4|
+4|
+9|Reactive Summoning|6|6|6|6|6|5|3|-|-
15th|
+11/+6/+1|
+5|
+5|
+9|Mastery of Summoning II|6|6|6|6|6|6|4|-|-
16th|
+12/+7/+2|
+5|
+5|
+10|Advanced Learning|6|6|6|6|6|6|5|3|-
17th|
+12/+7/+2|
+5|
+5|
+10|Planar Adaptation|6|6|6|6|6|6|6|4|-
18th|
+13/+8/+3|
+6|
+6|
+11|Torrent Summoning|6|6|6|6|6|6|6|5|3
19th|
+14/+9/+4|
+6|
+6|
+11|Effortless Command, Mastery of Summoning III|6|6|6|6|6|6|6|6|4
20th|
+15/+10/+5|
+6|
+6|
+12|Advanced Learning, Summoned Being|6|6|6|6|6|6|6|6|6[/table]
Class Features
All of the following are class features of the Summoner.
Weapon and Armor Proficiency: Summoners are proficient with all simple weapons. They are proficient with light and medium armor and shields (Except tower shields). Armor of any type interferes with a Summoner's gestures, which can cause his spells with somatic components to fail (But see armored mage below).
Spells: A Summoner casts arcane spells which are drawn from the Summoner spell list. He can cast any spell on the list without preparing it ahead of time, the way a wizard or a cleric must.
To cast a spell, a Summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Summoner’s spell is 10 + the spell level + the Summoner's Charisma modifier.
Like other spellcasters, a Summoner can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Summoner. In addition, he receives bonus spells per day if he has a high Charisma score.
Unlike a wizard or a cleric, a Summoner 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. He does not have to decide ahead of time which spells he’ll cast.
Augment Summoning (su): The Summoner gains Augment Summoning as a bonus feat at first level.
Persistent Summoning (su): At first level, a summoner gains the ability to call forth an ally to serve her in her travels. She can extend a summoning spell’s duration to permanent(D) by casting the appropriate spell during a ritual that takes 1 hour to perform. Creatures summoned in this method are typical for the spell used, modified only by the augment summoning feat. The summoner can have only one such creature summoned at any given time (other creatures summoned normally have no effect on this limit). If the summoner attempts to summon a new persistant ally while the old one is still in her service, the old on vanishes as if the spell's duration had expired when the ritual is complete.
Armored Mage: At first level, a summoner can cast spells while wearing light armor or light shields without incurring the normal chance of arcane spell failure.
At 5th level, this benefit can be applied to medium armor.
At 7th level, this benefit can be applied to heavy shields.
Planar Accord (Ex): Through long association with outsiders, the summoner has become adept at saying exactly what they want to hear. She gains a +2 bonus to bluff, diplomacy, and sense motive checks when dealing with outsiders.
Rapid Summoning: Beginning at third level, a summoner can cast any summoning spell with a casting time of 1 round as a standard action. The creatures so summoned act on the summoner’s turn beginning with the turn they are summoned
Advanced Learning: At 4th level, you can add a new spell to your list, representing the result of personal study and experimentation. The spell must be of the conjuration school and may be chosen from the cleric, druid, or sorcerer/wizard spell lists. The chosen spell can not be of the [Healing] subschool. The spell chosen can be of no higher level than the highest level of spells you are able to cast. Once chosen, the spell is forever added to your spell list and can be cast just as any other spell on the list.
You learn an additional new spell at 8th, 12th, 16th, and 20th level.
Tenacious Summoning: A summoner’s summoned creatures are harder to dispel, banish, or control than ordinary summoned creatures. Add +5 to the DC of checks made to banish, dispel, turn, or rebuke creatures summoned by the summoner. In addition, the summoned creature gains a +5 bonus on will saves vs. mind affecting effects, fear effects, and any attempt to wrest control of the creature from the summoner.
Toughened Summoning: A number of times per day equal to the summoner’s Intellegence bonus, she may maximize the HP of a single creature she summons. Using this ability is a swift action.
Piercing Conjurations: At 10th level, the summoner gains the ability to punch through spells that deny trans-planar travel, such as Dimensional Anchor and the like. The summoner's spells ignore any effect or spell that prevents summoning, teleportation, calling, or planar travel. This causes strange effects when inside of an antimagic field. The summoner may cast any spell inside the field related to the above categories, but depending on the spell, the effects may not occur (for example, if the summoner uses Summon Monster 5 to get a critter, the critter will wink out for the field's duration, unless it has SR [as noted in the antimagic field description]).
Flood Summoning: When a summoner casts a spell to summon multiple creatures, the summoner can choose to empower the spell as a swift action without adjusting the spell‘s level or casting time. This ability may be used a number of times per day equal to the summoner’s Intellegence modifier.
Mastery of Summoning: At 11th level, and again at 15th and 19th level, the summoner may choose a template of her choice (chosen when this ability is gained) to grant to creatures she summons. The template may not be worth more than a +2 increase in LA. This template replaces any existing template and only one such template may be applied per casting. The chosen template may only be applied to a creature that would normally qualify to gain that template. She may use this ability a number of times per day equal to her intellegence bonus.
Friends in High Places (Su): At 13th level, creatures beckoned into action by the summoner do so more willingly. The summoner gains a +1 bonus to her caster level when casting any planar ally or planar binding spells. She also gains a +2 bonus on opposed charisma checks when dealing with outsiders through these spells.
Reactive Summoning: A summoner can cast a summoning spell with a casting time no longer than 1 round as an immediate action in response to an attack or spell with you as the target. The creature appears within 10 feet and can take a single standard action when it appears, thereafter the creature acts on the summoner’s turn as any other summoned creature. The summoner can use this ability once per day.
Planar Adaptation (Su): At 17th level, a summoner knows how to get along safely in any extreme planar environment. She is always treated as if under the effects of an Avoid Planar Effects spell (Spell Compendium Pg. 19).
Torrent Summoning: As a swift action, the summoner can double the number of creatures she summons with any summoning spell. This ability is applied to the base spell and thus stacks with metamagic feats. For example if the summoner's spell normally summons 2 creatures, the torrent spell summons 4. If the empower spell metamagic feat were then applied, the spell summons 6 creatures. This ability can be used up to three times per day.
Effortless Command: At 19th level, a summoner may concentrate to maintain a spell as a swift action, but cannot cast other spells that round while doing so.
Summoned Being: At 20th level, the summoner, through repeated association with summoned creatures and conjuration magic, takes on some of the traits of the creatures she summons. Her type changes to outsider and she gains the (native) subtype. Furthermore, she gains a permanent +4 bonus to her strength and constitution scores. The summoner no longer takes penalties from aging and cannot be magically aged. Bonuses still accrue and the summoner still dies of old age when her time is up. Finally, the summoner may apply a single template to herself, chosen from the templates available for her through her Mastery of Summoning ability.
Summoner Spell List:
1ST-LEVEL
Benign Transposition*, Magic Fang, Mount, Protection from Chaos/Evil/Good/Law, Summon Monster I, Summon Nature’s Ally I, Summon Undead I*, Unseen Servant
2ND-LEVEL
Baleful Transposition*, Bear's Endurance, Bull's Strength, Cat's Grace, Dimension Hop**, Summon Elysian Thrush*, Summon Monster II, Summon Nature’s Ally II, Summon Swarm, Summon Undead II*,
3RD-LEVEL
Dimension Step**, , Greater Magic Fang, Haste, Lesser luminous assassin**, Magic Circle Against Chaos/Evil/Good/Law, Phantom Steed, Regroup**, Summon Monster III, Summon Nature’s Ally III, Summon Undead III*, Regal Procession*, Servant Hoard*, Vipergout*
4TH-LEVEL
Dimension Door, Dimensional Anchor, Lesser Planar Ally, Lesser Planar Exchange*, Summon Elementite Swarm*, Summon Hound Archon*, Summon Monster IV, Summon Nature’s Ally IV, Summon Undead IV*
5TH-LEVEL
Call Zelekhut*, Dimension Shuffle**, Greater Dimension Door*, Insect Plague, Lesser Dragon Ally*, Lesser Planar Binding, Luminous Assassin**, Mage’s Faithful Hound, Phantasmal Thief*, Plague of Rats*, Plane Shift, Summon Bearded Devil*, Summon Bralani Eladrin*, Summon Monster V, Summon Nature’s Ally V, Summon Undead V*, Teleport
6TH-LEVEL
Fire Spiders*, Gemjump*, Mass Bear's Endurance, Mass Bull's Strength, Mass Cat's Grace,. Planar Ally, Planar Binding, Planar Exchange*, Spider Plague*, Summon Babau Demon*, Summon Greater Elemental*, Summon Monster VI, Summon Nature’s Ally VI, Word of Recall
7TH-LEVEL
Call Kolyarut*, Creeping Doom, Dragon Ally*, Greater Luminous Assassin**, Greater Teleport, Refuge, Summon Monster VII, Summon Nature’s Ally VII, Teleport Object
8TH-LEVEL
Fierce Pride of the Beastlands*, Greater Planar Ally, Greater Planar Binding, Greater Planar Exchange*, Greater Plane Shift*, Phantom Wolf*, Summon Monster VIII, Summon Nature’s Ally VIII, Trap the Soul
9TH-LEVEL
Abyssal Army*, Call Marut*, Elemental Swarm, Gate, Greater Dragon Ally*, Heavenly Host*, Hellish Hoard*, Shambler, Summon Elemental Monolith*, Summon Golem**, Summon Monster IX, Summon Nature’s Ally IX, Teleportation Circle
* Spell compendium
** Players Handbook 2
Special thanks go out to arguskos for the use of his Piercing Conjurations and Mastery of Summoning class features as well as akal saris, theyoungking, Fizban, Molten_dragon and ForzaFiori for their very helpful suggestions.
Trained alongside Warmages, Summoners wage war by way of summoned allies, truly the proverbial infantry to the Warmage's artillery. Masters of tactics, positioning, and manuevering, the Summoner is trained to bring the fight to her enemies.
Alignment: Any.
Hit Die: d8
Class Skills
The summoner's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle animal (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (Religion) (Int), Profession (Wis), Ride (Dex), Speak language, and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
The Summoner
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|
+0|
+0|
+0|
+2|Augment Summoning, Persistant Summoning, Armored Mage (Light)|3|-
2nd|
+1|
+0|
+0|
+3|Planar Accord|4|-
3rd|
+2|
+1|
+1|
+3|Rapid Summoning|5|-|-
4th|
+3|
+1|
+1|
+4|Advanced Learning|6|3|-|-
5th|
+3|
+1|
+1|
+4|Armored Mage (Medium)|6|4|-|-|-
6th|
+4|
+2|
+2|
+5|Tenacious Summoning|6|5|3|-|-|-
7th|
+5|
+2|
+2|
+5|Armored Mage (Heavy Shield)|6|6|4|-|-|-|-
8th|
+6/+1|
+2|
+2|
+6|Advanced Learning|6|6|5|3|-|-|-|-|-
9th|
+6/+1|
+3|
+3|
+6|Toughened Summoning|6|6|6|4|-|-|-|-|-
10th|
+7/+2|
+3|
+3|
+7|Piercing Conjurations|6|6|6|5|3|-|-|-|-
11th|
+8/+3|
+3|
+3|
+7|Flood Summoning, Mastery of Summoning I|6|6|6|6|4|-|-|-|-
12th|
+9/+4|
+4|
+4|
+8|Advanced Learning|6|6|6|6|5|3|-|-|-
13th|
+9/+4|
+4|
+4|
+8|Friends in High Places|6|6|6|6|6|4|-|-|-|-
14th|
+10/+5|
+4|
+4|
+9|Reactive Summoning|6|6|6|6|6|5|3|-|-
15th|
+11/+6/+1|
+5|
+5|
+9|Mastery of Summoning II|6|6|6|6|6|6|4|-|-
16th|
+12/+7/+2|
+5|
+5|
+10|Advanced Learning|6|6|6|6|6|6|5|3|-
17th|
+12/+7/+2|
+5|
+5|
+10|Planar Adaptation|6|6|6|6|6|6|6|4|-
18th|
+13/+8/+3|
+6|
+6|
+11|Torrent Summoning|6|6|6|6|6|6|6|5|3
19th|
+14/+9/+4|
+6|
+6|
+11|Effortless Command, Mastery of Summoning III|6|6|6|6|6|6|6|6|4
20th|
+15/+10/+5|
+6|
+6|
+12|Advanced Learning, Summoned Being|6|6|6|6|6|6|6|6|6[/table]
Class Features
All of the following are class features of the Summoner.
Weapon and Armor Proficiency: Summoners are proficient with all simple weapons. They are proficient with light and medium armor and shields (Except tower shields). Armor of any type interferes with a Summoner's gestures, which can cause his spells with somatic components to fail (But see armored mage below).
Spells: A Summoner casts arcane spells which are drawn from the Summoner spell list. He can cast any spell on the list without preparing it ahead of time, the way a wizard or a cleric must.
To cast a spell, a Summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Summoner’s spell is 10 + the spell level + the Summoner's Charisma modifier.
Like other spellcasters, a Summoner can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Summoner. In addition, he receives bonus spells per day if he has a high Charisma score.
Unlike a wizard or a cleric, a Summoner 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. He does not have to decide ahead of time which spells he’ll cast.
Augment Summoning (su): The Summoner gains Augment Summoning as a bonus feat at first level.
Persistent Summoning (su): At first level, a summoner gains the ability to call forth an ally to serve her in her travels. She can extend a summoning spell’s duration to permanent(D) by casting the appropriate spell during a ritual that takes 1 hour to perform. Creatures summoned in this method are typical for the spell used, modified only by the augment summoning feat. The summoner can have only one such creature summoned at any given time (other creatures summoned normally have no effect on this limit). If the summoner attempts to summon a new persistant ally while the old one is still in her service, the old on vanishes as if the spell's duration had expired when the ritual is complete.
Armored Mage: At first level, a summoner can cast spells while wearing light armor or light shields without incurring the normal chance of arcane spell failure.
At 5th level, this benefit can be applied to medium armor.
At 7th level, this benefit can be applied to heavy shields.
Planar Accord (Ex): Through long association with outsiders, the summoner has become adept at saying exactly what they want to hear. She gains a +2 bonus to bluff, diplomacy, and sense motive checks when dealing with outsiders.
Rapid Summoning: Beginning at third level, a summoner can cast any summoning spell with a casting time of 1 round as a standard action. The creatures so summoned act on the summoner’s turn beginning with the turn they are summoned
Advanced Learning: At 4th level, you can add a new spell to your list, representing the result of personal study and experimentation. The spell must be of the conjuration school and may be chosen from the cleric, druid, or sorcerer/wizard spell lists. The chosen spell can not be of the [Healing] subschool. The spell chosen can be of no higher level than the highest level of spells you are able to cast. Once chosen, the spell is forever added to your spell list and can be cast just as any other spell on the list.
You learn an additional new spell at 8th, 12th, 16th, and 20th level.
Tenacious Summoning: A summoner’s summoned creatures are harder to dispel, banish, or control than ordinary summoned creatures. Add +5 to the DC of checks made to banish, dispel, turn, or rebuke creatures summoned by the summoner. In addition, the summoned creature gains a +5 bonus on will saves vs. mind affecting effects, fear effects, and any attempt to wrest control of the creature from the summoner.
Toughened Summoning: A number of times per day equal to the summoner’s Intellegence bonus, she may maximize the HP of a single creature she summons. Using this ability is a swift action.
Piercing Conjurations: At 10th level, the summoner gains the ability to punch through spells that deny trans-planar travel, such as Dimensional Anchor and the like. The summoner's spells ignore any effect or spell that prevents summoning, teleportation, calling, or planar travel. This causes strange effects when inside of an antimagic field. The summoner may cast any spell inside the field related to the above categories, but depending on the spell, the effects may not occur (for example, if the summoner uses Summon Monster 5 to get a critter, the critter will wink out for the field's duration, unless it has SR [as noted in the antimagic field description]).
Flood Summoning: When a summoner casts a spell to summon multiple creatures, the summoner can choose to empower the spell as a swift action without adjusting the spell‘s level or casting time. This ability may be used a number of times per day equal to the summoner’s Intellegence modifier.
Mastery of Summoning: At 11th level, and again at 15th and 19th level, the summoner may choose a template of her choice (chosen when this ability is gained) to grant to creatures she summons. The template may not be worth more than a +2 increase in LA. This template replaces any existing template and only one such template may be applied per casting. The chosen template may only be applied to a creature that would normally qualify to gain that template. She may use this ability a number of times per day equal to her intellegence bonus.
Friends in High Places (Su): At 13th level, creatures beckoned into action by the summoner do so more willingly. The summoner gains a +1 bonus to her caster level when casting any planar ally or planar binding spells. She also gains a +2 bonus on opposed charisma checks when dealing with outsiders through these spells.
Reactive Summoning: A summoner can cast a summoning spell with a casting time no longer than 1 round as an immediate action in response to an attack or spell with you as the target. The creature appears within 10 feet and can take a single standard action when it appears, thereafter the creature acts on the summoner’s turn as any other summoned creature. The summoner can use this ability once per day.
Planar Adaptation (Su): At 17th level, a summoner knows how to get along safely in any extreme planar environment. She is always treated as if under the effects of an Avoid Planar Effects spell (Spell Compendium Pg. 19).
Torrent Summoning: As a swift action, the summoner can double the number of creatures she summons with any summoning spell. This ability is applied to the base spell and thus stacks with metamagic feats. For example if the summoner's spell normally summons 2 creatures, the torrent spell summons 4. If the empower spell metamagic feat were then applied, the spell summons 6 creatures. This ability can be used up to three times per day.
Effortless Command: At 19th level, a summoner may concentrate to maintain a spell as a swift action, but cannot cast other spells that round while doing so.
Summoned Being: At 20th level, the summoner, through repeated association with summoned creatures and conjuration magic, takes on some of the traits of the creatures she summons. Her type changes to outsider and she gains the (native) subtype. Furthermore, she gains a permanent +4 bonus to her strength and constitution scores. The summoner no longer takes penalties from aging and cannot be magically aged. Bonuses still accrue and the summoner still dies of old age when her time is up. Finally, the summoner may apply a single template to herself, chosen from the templates available for her through her Mastery of Summoning ability.
Summoner Spell List:
1ST-LEVEL
Benign Transposition*, Magic Fang, Mount, Protection from Chaos/Evil/Good/Law, Summon Monster I, Summon Nature’s Ally I, Summon Undead I*, Unseen Servant
2ND-LEVEL
Baleful Transposition*, Bear's Endurance, Bull's Strength, Cat's Grace, Dimension Hop**, Summon Elysian Thrush*, Summon Monster II, Summon Nature’s Ally II, Summon Swarm, Summon Undead II*,
3RD-LEVEL
Dimension Step**, , Greater Magic Fang, Haste, Lesser luminous assassin**, Magic Circle Against Chaos/Evil/Good/Law, Phantom Steed, Regroup**, Summon Monster III, Summon Nature’s Ally III, Summon Undead III*, Regal Procession*, Servant Hoard*, Vipergout*
4TH-LEVEL
Dimension Door, Dimensional Anchor, Lesser Planar Ally, Lesser Planar Exchange*, Summon Elementite Swarm*, Summon Hound Archon*, Summon Monster IV, Summon Nature’s Ally IV, Summon Undead IV*
5TH-LEVEL
Call Zelekhut*, Dimension Shuffle**, Greater Dimension Door*, Insect Plague, Lesser Dragon Ally*, Lesser Planar Binding, Luminous Assassin**, Mage’s Faithful Hound, Phantasmal Thief*, Plague of Rats*, Plane Shift, Summon Bearded Devil*, Summon Bralani Eladrin*, Summon Monster V, Summon Nature’s Ally V, Summon Undead V*, Teleport
6TH-LEVEL
Fire Spiders*, Gemjump*, Mass Bear's Endurance, Mass Bull's Strength, Mass Cat's Grace,. Planar Ally, Planar Binding, Planar Exchange*, Spider Plague*, Summon Babau Demon*, Summon Greater Elemental*, Summon Monster VI, Summon Nature’s Ally VI, Word of Recall
7TH-LEVEL
Call Kolyarut*, Creeping Doom, Dragon Ally*, Greater Luminous Assassin**, Greater Teleport, Refuge, Summon Monster VII, Summon Nature’s Ally VII, Teleport Object
8TH-LEVEL
Fierce Pride of the Beastlands*, Greater Planar Ally, Greater Planar Binding, Greater Planar Exchange*, Greater Plane Shift*, Phantom Wolf*, Summon Monster VIII, Summon Nature’s Ally VIII, Trap the Soul
9TH-LEVEL
Abyssal Army*, Call Marut*, Elemental Swarm, Gate, Greater Dragon Ally*, Heavenly Host*, Hellish Hoard*, Shambler, Summon Elemental Monolith*, Summon Golem**, Summon Monster IX, Summon Nature’s Ally IX, Teleportation Circle
* Spell compendium
** Players Handbook 2
Special thanks go out to arguskos for the use of his Piercing Conjurations and Mastery of Summoning class features as well as akal saris, theyoungking, Fizban, Molten_dragon and ForzaFiori for their very helpful suggestions.