squishycube
2006-06-20, 02:24 PM
Note to mods: I bumped this thread, could it please be moved to homebrew? Thank you.
The Summoner
http://www.quibuscms.net/img/summoner.jpg
Image is copyright Thomas M. Baxa
For your reading convenience, this class is also available as an OpenOffice 2.0 document (http://www.quibuscms.net/summoner.odt) and an M$ Word document (http://www.quibuscms.net/summoner.doc)
Summoners thrive on summoning creatures to fight for them. A Summoner gives up versatility to become a supreme master of summoning. Whether it's because of a "better they get hurt than me" mentality, curiosity of extraplanar beings or otherwise, no one summons like a Summoner.
Alignment: Any
Hit Die: d4
Requirements
To qualify to become a summoner, a character must fulfill all the following criteria.
Spellcasting: Ability to cast Summon Nature's Ally III or Summon Monster III
Skills: Knowledge (Nature) or Knowledge (The Planes) 8 ranks
Feat: Spellfocus (Conjuration)
Class Skills:
The Summoners class skills (and the key ability for each skill) are
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha)*, Knowledge (Arcana) (Int)+, Knowledge (History) (Int)+, Knowledge (Nature) (Int)*, Knowledge (The Planes) and Spellcraft (Int).
* This is only a class skill for summoners who use Summon Nature's Ally
+ This is only a class skill for summoners who us Summon Monster
Skill Points at Each Level
2 + Int modifier.
Table: Summoner
{table]Lvl|BAB|Fort|Ref|Will|Special|Spellcasting
1st|+0|+0|+0|+2|Advanced Summons|+1 level of existing class
2nd|+1|+0|+0|+3|Strong Summons +2|+1 level of existing class
3rd|+1|+1|+1|+3||+1 level of existing class
4th|+2|+1|+1|+4||+1 level of existing class
5th|+2|+1|+1|+4|Magical Summons|+1 level of existing class
6th|+3|+2|+2|+5||+1 level of existing class
7th|+3|+2|+2|+5||+1 level of existing class
8th|+4|+2|+2|+6|Aligned Summons|+1 level of existing class
9th|+4|+3|+3|+6||+1 level of existing class
10th|+5|+3|+3|+7|Strong Summons +4|+1 level of existing class[/table]
Class Features
All the following are class features of the Summoner.
Weapon and Armor Proficiency
Summoners gain no proficiency with any weapon or armor.
Spells per Day/Spells Known
When a new summoner level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of summoner to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.
Advanced Summons
From first level onwards, once per day the summoner may add up to one half her summoner level to any one creature she summons' HD as bonus HD (minimum 1).
Strong Summons (Su)
At second level a summoner learns how to summon stronger creatures. All creatures summoned by the summoner get a +2 insight bonus to strength and constitution, or strength and dexterity, or constitution and dexterity. This choice can be made for each summoned creature. Note that the bonus to strength and constitution granted by the Augment Summoning feat cannot be altered to benefit dexterity.
At tenth level this bonus increases to +4.
Magical Summons (Ex)
From fifth level onwards a summoner's summons' natural attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction.
Aligned Summons (Ex)
From eighth level onwards a summoner's summons' natural attacks are treated as either lawful, chaotic, good or evil weapons for the purpose of dealing damage to creatures with damage reduction, depending on the summoners alignment.
The summoner chooses the alignment when she attains this ability, this choice cannot be reversed, unless the summoner's alignment changes so that the chosen alignment opposes her own. In this case the summoner gets to choose a new alignment for the attacks of her summons.
A summoner can’t cast align the attacks of her summons with an alignment opposed to her own or her deity’s (if she has one). For example, a neutral good summoner cannot have summons with evil attacks.
Notes/Variants
If a DM feels this class is too powerful, he can limit the Summoner so she can only learn summoning spells.
This class was designed to work well in combination with the Conjurer variants in Unearthed Arcana and Augment Summoning (it even requires the same feat as Augment Summoning).
This class was intended to be entered from 6th level onward (that is, the 6th llevel could be a Summoner level).
The Summoner
http://www.quibuscms.net/img/summoner.jpg
Image is copyright Thomas M. Baxa
For your reading convenience, this class is also available as an OpenOffice 2.0 document (http://www.quibuscms.net/summoner.odt) and an M$ Word document (http://www.quibuscms.net/summoner.doc)
Summoners thrive on summoning creatures to fight for them. A Summoner gives up versatility to become a supreme master of summoning. Whether it's because of a "better they get hurt than me" mentality, curiosity of extraplanar beings or otherwise, no one summons like a Summoner.
Alignment: Any
Hit Die: d4
Requirements
To qualify to become a summoner, a character must fulfill all the following criteria.
Spellcasting: Ability to cast Summon Nature's Ally III or Summon Monster III
Skills: Knowledge (Nature) or Knowledge (The Planes) 8 ranks
Feat: Spellfocus (Conjuration)
Class Skills:
The Summoners class skills (and the key ability for each skill) are
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha)*, Knowledge (Arcana) (Int)+, Knowledge (History) (Int)+, Knowledge (Nature) (Int)*, Knowledge (The Planes) and Spellcraft (Int).
* This is only a class skill for summoners who use Summon Nature's Ally
+ This is only a class skill for summoners who us Summon Monster
Skill Points at Each Level
2 + Int modifier.
Table: Summoner
{table]Lvl|BAB|Fort|Ref|Will|Special|Spellcasting
1st|+0|+0|+0|+2|Advanced Summons|+1 level of existing class
2nd|+1|+0|+0|+3|Strong Summons +2|+1 level of existing class
3rd|+1|+1|+1|+3||+1 level of existing class
4th|+2|+1|+1|+4||+1 level of existing class
5th|+2|+1|+1|+4|Magical Summons|+1 level of existing class
6th|+3|+2|+2|+5||+1 level of existing class
7th|+3|+2|+2|+5||+1 level of existing class
8th|+4|+2|+2|+6|Aligned Summons|+1 level of existing class
9th|+4|+3|+3|+6||+1 level of existing class
10th|+5|+3|+3|+7|Strong Summons +4|+1 level of existing class[/table]
Class Features
All the following are class features of the Summoner.
Weapon and Armor Proficiency
Summoners gain no proficiency with any weapon or armor.
Spells per Day/Spells Known
When a new summoner level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of summoner to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.
Advanced Summons
From first level onwards, once per day the summoner may add up to one half her summoner level to any one creature she summons' HD as bonus HD (minimum 1).
Strong Summons (Su)
At second level a summoner learns how to summon stronger creatures. All creatures summoned by the summoner get a +2 insight bonus to strength and constitution, or strength and dexterity, or constitution and dexterity. This choice can be made for each summoned creature. Note that the bonus to strength and constitution granted by the Augment Summoning feat cannot be altered to benefit dexterity.
At tenth level this bonus increases to +4.
Magical Summons (Ex)
From fifth level onwards a summoner's summons' natural attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction.
Aligned Summons (Ex)
From eighth level onwards a summoner's summons' natural attacks are treated as either lawful, chaotic, good or evil weapons for the purpose of dealing damage to creatures with damage reduction, depending on the summoners alignment.
The summoner chooses the alignment when she attains this ability, this choice cannot be reversed, unless the summoner's alignment changes so that the chosen alignment opposes her own. In this case the summoner gets to choose a new alignment for the attacks of her summons.
A summoner can’t cast align the attacks of her summons with an alignment opposed to her own or her deity’s (if she has one). For example, a neutral good summoner cannot have summons with evil attacks.
Notes/Variants
If a DM feels this class is too powerful, he can limit the Summoner so she can only learn summoning spells.
This class was designed to work well in combination with the Conjurer variants in Unearthed Arcana and Augment Summoning (it even requires the same feat as Augment Summoning).
This class was intended to be entered from 6th level onward (that is, the 6th llevel could be a Summoner level).