Tyndmyr
2011-10-20, 09:27 AM
Sure, summoners have been done before...but let's be honest, they're generally pretty clunky to use. The summons by RAW are pretty weak without splatbook diving, and are mostly only good for SLAs and the like. They need something new. Something better. Something that doesn't require lots of optimization to make work.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+2|Call Monster 1
2nd|
+1|
+3|
+0|
+3|Sacrifice Monster
3rd|
+1|
+3|
+1|
+3|Call Monster 2
4th|
+2|
+4|
+1|
+4|Empower Monster
5th|
+2|
+4|
+1|
+4|Call Monster 3
6th|
+3|
+5|
+2|
+5|
7th|
+3|
+5|
+2|
+5|Call Monster 4
8th|
+4|
+6|
+2|
+6|
9th|
+4|
+6|
+3|
+6|Call Monster 5
10th|
+5|
+7|
+3|
+7|
11th|
+5|
+7|
+3|
+7|Call Monster 6
12th|
+6/1|
+8|
+4|
+8|
13th|
+6/1|
+8|
+4|
+8|Call Monster 7
14th|
+7/2|
+9|
+4|
+9|
15th|
+7/2|
+9|
+5|
+9|Call Monster 8
16th|
+8/3|
+10|
+5|
+10|
17th|
+8/3|
+10|
+5|
+10|Call Monster 9
18th|
+9/4|
+11|
+6|
+11|
19th|
+9/4|
+11|
+6|
+11|Call Monster 10
20th|
+10/5|
+12|
+6|
+12|[/table]
Monster Calling: A Summoner may have one monster called at a time. He may direct it as a free mental action on his turn, and can perceive anything his monster can perceive. If he calls another monster when he already has a monster controlled, the first monster vanishes at the end of his turn. Calling a monster inflicts damage on the Summoner equal to the level of Call Monster used. Called Monsters always act on the Summoners initiative count. If a Called Monster ever travels more than 500 feet from the Summoner, the effect ends, and the Monster vanishes.
Call Monster 1: As a standard action, a Summoner may summon a Homind with stats as shown below.
Sacrifice Monster: As a swift action, a Summoner may sacrifice a monster for the listed sacrifice effect in it's stat block.
Call Monster 2: As a standard action, a Summoner may summon an Improved Homind or a Slither with stats as shown below.
Empower Monster: When calling a Monster, a Summoner may opt to infuse it with some of his life essence. By sacrificing 5 hp, the called monster receives a +4 bonus to attack and damage.
Call Monster 3: As a standard action, a Summoner may summon a Nightstalker, a Large Homind or an Advanced Slither with stats as shown below.
Hominid(Medium Humanoid):
Str 14 Dex 13 Con 12 Int 3 Wis 3 Cha 3
HP: 11(1 HD)
BaB/Grapple: +1/+3
Attack: Slam +3 Melee(1d8+3/x2)
Space/Reach: 5ft/5ft
Abilities: Can not speak.
Sacrifice: 1d4 Untyped damage to all within 5 feet/fort DC 15 negates.
Advanced Hominid
Slither(Small Magical Beast):
Str 10 Dex 10 Con 10 Int 3 Wis 2 Cha 2
HP: 9(2 HD)
BaB/Grapple: +1/-3
Attack: Slam +2 Melee(1d4/x2)
Space/Reach: 5ft/5ft
Abilities: Darkvision 30 feet, Spider Climb at/will, can speak any language the Summoner knows.
Advanced Slither
Large Hominid
Nightstalker
Arrright, lots, lots more to do, but feedback on what's done so far is quite welcome.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+2|Call Monster 1
2nd|
+1|
+3|
+0|
+3|Sacrifice Monster
3rd|
+1|
+3|
+1|
+3|Call Monster 2
4th|
+2|
+4|
+1|
+4|Empower Monster
5th|
+2|
+4|
+1|
+4|Call Monster 3
6th|
+3|
+5|
+2|
+5|
7th|
+3|
+5|
+2|
+5|Call Monster 4
8th|
+4|
+6|
+2|
+6|
9th|
+4|
+6|
+3|
+6|Call Monster 5
10th|
+5|
+7|
+3|
+7|
11th|
+5|
+7|
+3|
+7|Call Monster 6
12th|
+6/1|
+8|
+4|
+8|
13th|
+6/1|
+8|
+4|
+8|Call Monster 7
14th|
+7/2|
+9|
+4|
+9|
15th|
+7/2|
+9|
+5|
+9|Call Monster 8
16th|
+8/3|
+10|
+5|
+10|
17th|
+8/3|
+10|
+5|
+10|Call Monster 9
18th|
+9/4|
+11|
+6|
+11|
19th|
+9/4|
+11|
+6|
+11|Call Monster 10
20th|
+10/5|
+12|
+6|
+12|[/table]
Monster Calling: A Summoner may have one monster called at a time. He may direct it as a free mental action on his turn, and can perceive anything his monster can perceive. If he calls another monster when he already has a monster controlled, the first monster vanishes at the end of his turn. Calling a monster inflicts damage on the Summoner equal to the level of Call Monster used. Called Monsters always act on the Summoners initiative count. If a Called Monster ever travels more than 500 feet from the Summoner, the effect ends, and the Monster vanishes.
Call Monster 1: As a standard action, a Summoner may summon a Homind with stats as shown below.
Sacrifice Monster: As a swift action, a Summoner may sacrifice a monster for the listed sacrifice effect in it's stat block.
Call Monster 2: As a standard action, a Summoner may summon an Improved Homind or a Slither with stats as shown below.
Empower Monster: When calling a Monster, a Summoner may opt to infuse it with some of his life essence. By sacrificing 5 hp, the called monster receives a +4 bonus to attack and damage.
Call Monster 3: As a standard action, a Summoner may summon a Nightstalker, a Large Homind or an Advanced Slither with stats as shown below.
Hominid(Medium Humanoid):
Str 14 Dex 13 Con 12 Int 3 Wis 3 Cha 3
HP: 11(1 HD)
BaB/Grapple: +1/+3
Attack: Slam +3 Melee(1d8+3/x2)
Space/Reach: 5ft/5ft
Abilities: Can not speak.
Sacrifice: 1d4 Untyped damage to all within 5 feet/fort DC 15 negates.
Advanced Hominid
Slither(Small Magical Beast):
Str 10 Dex 10 Con 10 Int 3 Wis 2 Cha 2
HP: 9(2 HD)
BaB/Grapple: +1/-3
Attack: Slam +2 Melee(1d4/x2)
Space/Reach: 5ft/5ft
Abilities: Darkvision 30 feet, Spider Climb at/will, can speak any language the Summoner knows.
Advanced Slither
Large Hominid
Nightstalker
Arrright, lots, lots more to do, but feedback on what's done so far is quite welcome.