T.G. Oskar
2013-09-16, 04:11 AM
Ladies and gentlemen, children of all ages! Magical beasts, outsiders, eldritch abominations and other summonable creatures too!
It's been a while since I've released a base class, no?
I'll admit: this class straddles the line between "original creation" and "shameless retooling", because it was partly based on how Pathfinder built the Summoner class. Normally, I only focus on 3.5 material, as it's my system of preference (I don't agree with many of the changes in PF, but I'm not as vocal as many other people), but if you notice, pretty much nothing of the PF Summoner is there. I focused a bit more on a Conjuration specialist, much like the Beguiler is an Enchantment/Illusion specialist, the Dread Necromancer is a Necromancer specialist and the Warmage is an Evocation specialist.
Or well, spontaneous specialist. BTW, that's the name I give to those classes where you automatically know all spells from your list, and cast them spontaneously. But you already know that, right?
One of the things I really didn't like, and this is mostly because of how one of my players (in my first attempts to DM, to be precise) chose to play a Conjurer, and specifically one specialized in summoned creatures. I figured that the Summoner would like to play with more than one good creature rather than with a single, somewhat customizable one. When I saw the PF Summoner and how they tried to mimic the idea of a Final Fantasy summon monster by making it shapeless and customizable...well, it's decent, but it really doesn't shape the idea of what a summoner really is.
I had this on the backburner for a long time, but a combination of a pal mentioning I should post it and watching this archived thread (http://web.archive.org/web/20080203024841/http://forums.gleemax.com/showthread.php?t=565674) about the utility of summoned monsters propelled me to post it once and for all.
I need to indicate one thing: this class isn't meant for those who want something simple. At the very least, you'll need to have ten or more sheets for every one of your bound summons, as you'll get the shocking amount of nine different pets, rather than one. Yes, nine. You'll see exactly why, but between the amount of spells you have to cast and how every one of your summon-able pets progresses, you'll have to make a lot of book-keeping. On the other hand, if you're capable of handling all this paperwork, I expect you'll find a very rewarding class (and by very rewarding, I mean VERY rewarding, as in "almost one-man army" rewarding).
Honestly, if not because of its narrow focus, this may be Tier 2, just as easy. Or high Tier 3. I focus on "fun" and "interestingly complex", though, so without any further ado, I introduce to you...
THE SUMMONER
"Scheherazade, no! That's it! You've forced my hand, ser. If my dear Scheherazade couldn't handle you, perhaps Xyzwyvutsr will be a challenge to you!" -- Joseph, chaotic good human summoner, invoking the green slaad Xyzwyvutsr against a Kolyarut after the bound lillend Scheherazade was defeated.
MAKING A SUMMONER
Abilities: Summoners require great amounts of Charisma, as it powers their spellcasting and also reinforces their social skills when bargaining with outsiders. Intelligence works at increasing the amount of skill points, and Constitution allows you to remain alive, but aside from Charisma, no ability score is strictly necessary.
Races: Sociable races are better suited to become summoners, and thus humans and half-elves make perfect candidates. Dwarves, with their Charisma penalty and difficulties with dealing with people, aren't suited to the task of managing summoned creatures in the way a summoner does. Likewise, the warlike nature of half-orcs makes them suitable for front lines, not remaining in the back as a summoner is expected to.
Amongst the other races, planetouched (specifically aasimar and tieflings) become summoners, preferring celestial or fiendish creatures (respectively) and making bonds with celestials or fiends.
Alignment: Any. Summoners often gravitate towards lawful and evil alignments, the former because of the discipline required to train and handle otherworldly creatures, and the latter because of their penchant for binding creatures against their will. Good summoners care for their bound creatures as if they were part of the family. Chaotic summoners are often rare, but their bonds are as strong as those of good summoners.
Starting Age: As PHB Bard
Starting Gold: As PHB Sorcerer
Class Skills
The summoner’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis), Speak Language (N/A), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
The summoner skill list is pretty specific: social skills, handling skills (hence, Handle Animal; s/he who handles beasts can handle more potent creatures, and knowing how to calm, rear and train wild animals end up with even more companions to assist them), and academical skills.
Usually, classes without strong Intelligence focus often end up with no lower than 4 skill points per level, but the summoner is unique in that all you really need is a good Charisma score, so you can afford some points at Intelligence. Thus, the class is, against the usual judgment, saddled with the lowest amount of skill points.
Hit Die: d4.
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+0
+0
+2
Pact (1st)
5
3
—
—
—
—
—
—
—
—
2nd
+1
+0
+0
+3
Augment summoning
6
4
—
—
—
—
—
—
—
—
3rd
+1
+1
+1
+3
Pact (2nd)
6
5
3
—
—
—
—
—
—
—
4th
+2
+1
+1
+4
Summoning boon +1
6
6
4
—
—
—
—
—
—
—
5th
+2
+1
+1
+4
Pact (3rd)
6
6
5
3
—
—
—
—
—
—
6th
+3
+2
+2
+5
Extend summoning
6
6
6
4
—
—
—
—
—
—
7th
+3
+2
+2
+5
Pact (4th), summoning boon +2
6
6
6
5
3
—
—
—
—
—
8th
+4
+2
+2
+6
6
6
6
6
4
—
—
—
—
—
9th
+4
+3
+3
+6
Pact (5th)
6
6
6
6
5
3
—
—
—
—
10th
+5
+3
+3
+7
Double boon, summoning boon +3
6
6
6
6
6
4
—
—
—
—
11th
+5
+3
+3
+7
Pact (6th)
6
6
6
6
6
5
3
—
—
—
12th
+6/+1
+4
+4
+8
6
6
6
6
6
6
4
—
—
—
13th
+6/+1
+4
+4
+8
Pact (7th), summoning boon +4
6
6
6
6
6
6
5
3
—
—
14th
+7/+2
+4
+4
+9
Potency boon
6
6
6
6
6
6
6
4
—
—
15th
+7/+2
+5
+5
+9
Pact (8th)
6
6
6
6
6
6
6
5
3
—
16th
+8/+3
+5
+5
+10
Summoning boon +5
6
6
6
6
6
6
6
6
4
—
17th
+8/+3
+5
+5
+10
Pact (9th)
6
6
6
6
6
6
6
6
5
3
18th
+9/+4
+6
+6
+11
6
6
6
6
6
6
6
6
6
4
19th
+9/+4
+6
+6
+11
Summoning boon +6
6
6
6
6
6
6
6
6
6
5
20th
+10/+5
+6
+6
+12
6
6
6
6
6
6
6
6
6
6
So yeah: the lowest HD, the lowest BAB, and the lowest Fortitude and Will saves. The chassis isn't really meant for front-lining, and it's quite evident. Heck, it has a lot of dead levels and no capstone!!!
...But, if you notice carefully, there's nine slots with Pact on it, starting at first level and progressing all the way to 17th level, at exactly the same speed as its spellcasting ability. Once you realize what the "pacts" are, you'll suddenly stop worrying so much and understand why the summoner has lots of low things.
At least the summoner has good Will saves. I mean, someone who summons a lot of nasty creatures shouldn't be mind-controlled that easily, no?
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 not proficient with any type of armor or shield. Armor of any type interferes with a summoner’s gestures, which can cause her spells with somatic components to fail.
If you hadn't figured out that they're not meant for combat, this should be enough to dispel those thoughts. That said, they have simple weapon proficiency instead of the wizard's weapon list, which is arguably better than the wizard's fighting capabilities. No armor and no shields means you're definitely remaining on the back, while your summoned creatures dish all damage at front.
Spells: A summoner casts arcane spells which are drawn primarily from the summoner/wizard spell list. She can cast any spell she knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
To learn or 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. Her base daily spell allotment is given on Table: The Summoner. In addition, she receives bonus spells per day if she has a high Charisma score.
A summoner’s selection of spells is extremely limited. A summoner begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new summoner level, she gains one or more new spells, as indicated on Table: Summoner Spells Known. (Unlike spells per day, the number of spells a summoner knows is not affected by her Charisma score; the numbers on Table: Summoner Spells Known are fixed.) These new spells must be spells chosen from the schools of abjuration, conjuration, divination and transmutation. At every level the summoner gains access to a new spell level, she automatically learns the corresponding summon monster spell of the spell level.
Upon reaching 4th level, and at every even-numbered summoner level after that (6th, 8th, and so on), a summoner can choose to learn a new spell in place of one she already knows. In effect, the summoner “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level summoner spell the summoner can cast. A summoner may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric, a summoner need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells she’ll cast.
Table: Summoner Spells Known
Level
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
4
2+1
—
—
—
—
—
—
—
—
2nd
5
2+1
—
—
—
—
—
—
—
—
3rd
5
3+1
1+1
—
—
—
—
—
—
—
4th
6
4+1
2+1
—
—
—
—
—
—
—
5th
6
4+1
2+1
1+1
—
—
—
—
—
—
6th
7
4+1
3+1
2+1
—
—
—
—
—
—
7th
7
5+1
3+1
2+1
1+1
—
—
—
—
—
8th
8
5+1
3+1
3+1
2+1
—
—
—
—
—
9th
8
5+1
4+1
3+1
2+1
1+1
—
—
—
—
10th
9
5+1
4+1
4+1
3+1
2+1
—
—
—
—
11th
9
5+1
5+1
4+1
3+1
2+1
1+1
—
—
—
12th
9
5+1
5+1
4+1
4+1
3+1
2+1
—
—
—
13th
9
5+1
5+1
4+1
4+1
3+1
2+1
1+1
—
—
14th
9
5+1
5+1
4+1
4+1
4+1
3+1
2+1
—
—
15th
9
5+1
5+1
4+1
4+1
4+1
3+1
2+1
1+1
—
16th
9
5+1
5+1
4+1
4+1
4+1
3+1
3+1
2+1
—
17th
9
5+1
5+1
4+1
4+1
4+1
3+1
3+1
2+1
1+1
18th
9
5+1
5+1
4+1
4+1
4+1
3+1
3+1
3+1
2+1
19th
9
5+1
5+1
4+1
4+1
4+1
3+1
3+1
3+1
2+1
20th
9
5+1
5+1
4+1
4+1
4+1
3+1
3+1
3+1
3+1
So yeah: not only you get a weak chassis for the summoner, you get the same progression as the Sorcerer in terms of spellcasting, except for one extra spell per level, aside from the forced Summon Monster spell (which is necessary for one reason). Not only that, you get a more limited list from the Sorcerer/Wizard spell list. So far, without the core concept of the class, you're basically looking at a specialist Sorcerer, essentially specializing in Conjuration while getting Enchantment, Evocation, Illusion and Necromancy as prohibited spells. Why so? Well, let's wait for a bit more.
As for not making it a spontaneous specialist, the main reason is that the spell list would be pretty large. The idea behind focusing only on four schools is that those contain a large deal of useful spells, and because of the long list of spells that Summoners may find useful.
Abjuration, for example, is a purely defensive school but contains the way to banish called or summoned creatures. A summoner may specialize in calling or summoning creatures, but if it doesn't know the basics of banishment, it's asking for trouble. That, alongside the ever-useful Dispel Magic, the absolutely necessary Magic Circle spells (else, how are you gonna use the Planar Binding line?), the also-useful Break Enchantment spell, and various protective spells for your summoned creatures make nearly all spells of the school invaluable.
Conjuration, obviously, is your bread and butter. You already know the Summon Monster line in its entirely, but you're probably also looking for the Planar Binding line, the Gate spell and the Teleportation subschool. As an added bonus, the Orb of X spells are part of your spell list, so while it may be difficult to add it to your list, it nevertheless remains a valuable choice.
Divination may seem odd, but it's still useful for many reasons. The one that's most particular is Scrying, but some non-Core spells may assist you on knowledge of particular creatures to call, so it makes sense, if only flimsily.
Transmutation, finally, holds another great deal of buffing spells, including Haste, the ability score enhancers, Fly, Blink, etc. Denying summoners access to this class is pointless at best.
Now: based on these choices, is making the Summoner a spontaneous specialist viable? Note that, while it'll have a larger spell list, it'll be comprised mostly of Core spells; unlike the Warmage and the Healer, this class has no D&D counterpart (and I'm pretty specific on this one). Choosing a smaller amount of spells but granting almost limitless access rather than a large list but no access to non-Core spells (aside from a few choice bits of Advanced Learning, of course).
Chaotic, Evil, Good, and Lawful Spells: While a summoner can cast spells of an alignment opposed to her own, she may only call or summon creatures that are within one step of her alignment. Thus, a lawful good summoner may summon lawful good and neutral good creatures, but not chaotic good creatures or any evil creatures. As usual, casting spells with a specific alignment is considered an act of said alignment, and may cause her alignment to change.
This seems to be pretty specific, but reasonable. The summoner will only accept calling or summoning monsters close to its alignment, unless it becomes a Malconvoker, because the idea of unleashing something outside its control and against its alignment is either a challenge or folly.
Pact: At 1st level, a summoner learns how to make pacts with specific creatures. The pact allows the summoner to magically enhance the specific summoned creature, increasing its fighting capability and endurance.
To make a pact, a summoner must make a short ritual. The ritual begins at the moment the creature is summoned and ends at the moment the summon monster spell ends its course (a summoner may not voluntarily dismiss the creature or lower her caster level to reduce the spell’s duration; the spell must run its course for at least the summoner’s unmodified caster level). During that moment, a summoner and the summoned creature must refrain from doing any action, while remaining adjacent to each other. Once the pact is finished, it does not need to be repeated again for the same creature except if the summoner wishes to break the pact. A summoner can only do one pact per each spell level she gains access to (except 0 level spells).
A pact-bound creature is always summoned with full hit points and none of its special abilities consumed when it is summoned for the first time during the day; at subsequent summons, the creature is treated as fully healed, but it does not recover any special ability it has already consumed for the day (for example, spells or spell-like abilities with daily uses) until the summoner rests for the day (in which the creature is assumed to rest as well). A summoned creature always recognizes its pact-bound summoner, even if the summoner is under a spell that changes her form.
When a summoned creature dies, the summoned creature returns to its home plane and may not be summoned again for a period of 24 hours; however, the summoned creature usually does not die because of this, as normal summons. The only exception is when the creature is prevented from being dismissed by any means (such as by a dimensional anchor spell) and slain while under said effect; were that to happen, the summoner immediately loses the link with her summoned creature and may initiate a new pact with another creature.
As the summoner advances in level, the creature with which she has a pact increases in power as indicated on the table. This advancement only applies to creatures summoned by summon monster I; creatures with pacts summoned by spells of higher level are treated as if she was a summoner of a lower level. The effective summoner level for creatures summoned by summon monster spells of higher level are as follows:
Summon Monster II: summoner’s level -1
Summon Monster III: summoner’s level -2
Summon Monster IV: summoner’s level -3
Summon Monster V: summoner’s level -4
Summon Monster VI: summoner’s level -5
Summon Monster VII: summoner’s level -6
Summon Monster VIII: summoner’s level -7
Summon Monster IX: summoner’s level -8
A summoner may cancel her pact with any summoned creature simply by summoning the creature and make the bonding ritual once again, then dismissing the creature at any point. If a summoner changes her alignment to one that does not allow to summon the creature anymore, any pacts that she may have with creatures of that kind are immediately broken.
And finally, what makes a summoner suffer all these vicissitudes: the pacts.
To understand this properly, here's how it works. Take one creature from the Summon Monster I list, and treat it as if it were an animal companion or a familiar, progressing in HD and power as you gain levels. Most creatures summoned by a Summon Monster I spell are 1-HD creatures with a template tagged in; just by taking one level, they become 2-HD creatures with some minor benefits. By 20th level, all of them will be 13-HD creatures with +16 deflection bonus to AC, a +8 to Strength and Constitution, and a load of class features; since all of them are either Celestial or Fiendish creatures, their template ALSO advance damage reduction, spell and energy resistances. They'll be pretty strong, of course, though perhaps not as strong as you may want to.
Now, apply the same logic to creatures from the Summon Monster II list, which include 2-HD and 3-HD creatures, and notice that they advance as if you had 1 less level in Summoner. Thus, they end up being 14/15-HD creatures with roughly the same benefits. Now, apply similar bonuses to one creature from each of the lists of Summon Monster spells, up to SM IX.
That means you have nine pets, all with advancements to Hit Dice, increased deflection modifiers to AC, increased Strength and Constitution, and a bunch of benefits on top of their own. Because they're summoned creatures, they're never at risk of dying, and will always be the same creature.
Now, think of yourself as a Pokemon Trainer and switch monsters every few levels (which restore their HP to full; you did notice that, did you?), summon two or three pact-bound summons at once, and even summon them on top of a bunch of other summons! But wait, there's more! How about having your summoned creatures summon even MORE creatures of its kind?
This is why I didn't bother much with the size of the HD, its BAB, its skill points, its Fort or Reflex, and even on its spellcasting. In essence, you build an army of creatures to do the job for you.
Of course, this incredibly powerful class feature can become even MORE powerful, but only if your DM allows it; remember that you can exchange monsters from your summon-able monster lists if you find it viable, and this influences your potential choices.
Now you might understand why they learn all Summon Monster spells automatically and why the skill list and the inclusion of Divination are necessary. The Planar Binding line (and eventually the Gate spell) may eventually overcome the worth of these creatures, but at least you won't have to spend the time required to call them, and they will be absolutely loyal to you (and they'll get a larger set of benefits as well).
Augment Summoning: At 2nd level, a summoner gains Augment Summoning as a bonus feat.
Pretty straightforward: a permanent +4 enhancement bonus to Strength and Constitution to all summoned creatures, including your pact-bound summoned creatures, essentially for free. What's not to like?
Summoning Boon (Su): At 4th level, the summoner learns to imbue her summons with some of her magical power. When she uses any spell from the calling or summoning subschool, she grants any summoned creatures a +1 bonus from the following choices as a free action.
Aggressive: competence bonus to attack rolls and damage.
Defensive: competence bonus to AC and Reflex saving throws
Endurance: competence bonus to Fortitude and Will saving throws.
Resistance: energy resistance equal to twice the granted bonus against fire, cold, electricity and acid spells. If a summoned creature has energy resistance already, increase all existing resistances by the granted bonus.
Vigor: fast healing equal to granted bonus
At 7th level, and then every three class levels after that, the granted bonus increases by one. A summoned creature may only gain the benefit of one boon once it has been summoned (but see Double Boon, below).
Now, here's something that makes your pact-bound summons and any creature you summon or call (i.e. the Planar Binding line, or the Gate spell) even more powerful. Summoning Boon allows you to provide a small, but eventually meaningful bonus that can be customized according to your needs. You require a creature that's essentially a meat-shield? Summon one with a load of AC and place a Defensive or Vigor boon on top of it. Need someone who can hit well? Aggressive boon. THE anti-trap creature? Defensive and/or Resistance. And so on.
By the moment you reach 10th level, your summons can stack two boons, so they can become slightly more varied. Aggressive and Defensive on top of your pact-bound summon or creature with Lesser Pact Binding can make those creatures much harder to kill. A single SM I or SM II creature with Defensive and Resistance can be used to search and tag traps. With Imbued Summoning as a feat, you can stack buffs on your summoned creature and make it incredibly resilient like a boss.
Extend Summoning (Ex): At 6th level, the summoner retains her summoned creatures for a much longer period of time. All summon monster spells, as well as any spells of the summoning subschool are extended as if using the Extend Spell metamagic feat, without expending a higher level spell slot. The summoner cannot use this ability to qualify for feats that require metamagic feats, nor the Extend Spell feat.
You'll definitely want a summoned creature to last for a pretty long amount of time, so it makes perfect sense that you'll want to extend the duration of the spells for as long as necessary. Thus, doubling their duration is pretty straightforward, even though it appears slightly late.
Double Boon (Su): At 10th level, a summoner grants two boons instead of one to any creature she summons with a spell of the calling or summoning subschool.
Mentioned on Summoning Boon, but here's again in case you missed it: now, when you call or summon a creature, you can buff it with two pretty decent bonuses as a free action, at virtually no cost to you. One thing I forgot to mention is that it applies to all summoned creatures, so if you use a SM spell of higher level to summon more than one creature of a lower-level list, you provide that boon to ALL summoned creatures. Nifty, huh?
Potency Boon (Su): At 14th level, a summoner may grant her summoned creatures the ability to make all of their attacks more difficult to resist. Any of the summoned creature’s saving throw DCs, as well as save DC’s of all spells and spell-like abilities increases by half of the creature’s summoning boon bonus (rounded up). If the summoner uses this ability, she may not add any other boon for the remainder of the spell’s duration.
Close to a capstone, but gained pretty early. If you're willing to sacrifice your boons, you can make the spells, SLAs and supernatural abilities of your summoned creatures (including pact-bound summons) are much harder to resist. With pact-bound summons, the increase in HD AND the increase in saving throw DC implies that lower-level characters can have their poison DCs, or their attack DCs, become veritable threats. Stack, say, Ability Focus on top, and you're looking at a 1/2 HD bonus +5 increase to the saving throw DC of your pact-bound summoned creatures.
It's been a while since I've released a base class, no?
I'll admit: this class straddles the line between "original creation" and "shameless retooling", because it was partly based on how Pathfinder built the Summoner class. Normally, I only focus on 3.5 material, as it's my system of preference (I don't agree with many of the changes in PF, but I'm not as vocal as many other people), but if you notice, pretty much nothing of the PF Summoner is there. I focused a bit more on a Conjuration specialist, much like the Beguiler is an Enchantment/Illusion specialist, the Dread Necromancer is a Necromancer specialist and the Warmage is an Evocation specialist.
Or well, spontaneous specialist. BTW, that's the name I give to those classes where you automatically know all spells from your list, and cast them spontaneously. But you already know that, right?
One of the things I really didn't like, and this is mostly because of how one of my players (in my first attempts to DM, to be precise) chose to play a Conjurer, and specifically one specialized in summoned creatures. I figured that the Summoner would like to play with more than one good creature rather than with a single, somewhat customizable one. When I saw the PF Summoner and how they tried to mimic the idea of a Final Fantasy summon monster by making it shapeless and customizable...well, it's decent, but it really doesn't shape the idea of what a summoner really is.
I had this on the backburner for a long time, but a combination of a pal mentioning I should post it and watching this archived thread (http://web.archive.org/web/20080203024841/http://forums.gleemax.com/showthread.php?t=565674) about the utility of summoned monsters propelled me to post it once and for all.
I need to indicate one thing: this class isn't meant for those who want something simple. At the very least, you'll need to have ten or more sheets for every one of your bound summons, as you'll get the shocking amount of nine different pets, rather than one. Yes, nine. You'll see exactly why, but between the amount of spells you have to cast and how every one of your summon-able pets progresses, you'll have to make a lot of book-keeping. On the other hand, if you're capable of handling all this paperwork, I expect you'll find a very rewarding class (and by very rewarding, I mean VERY rewarding, as in "almost one-man army" rewarding).
Honestly, if not because of its narrow focus, this may be Tier 2, just as easy. Or high Tier 3. I focus on "fun" and "interestingly complex", though, so without any further ado, I introduce to you...
THE SUMMONER
"Scheherazade, no! That's it! You've forced my hand, ser. If my dear Scheherazade couldn't handle you, perhaps Xyzwyvutsr will be a challenge to you!" -- Joseph, chaotic good human summoner, invoking the green slaad Xyzwyvutsr against a Kolyarut after the bound lillend Scheherazade was defeated.
MAKING A SUMMONER
Abilities: Summoners require great amounts of Charisma, as it powers their spellcasting and also reinforces their social skills when bargaining with outsiders. Intelligence works at increasing the amount of skill points, and Constitution allows you to remain alive, but aside from Charisma, no ability score is strictly necessary.
Races: Sociable races are better suited to become summoners, and thus humans and half-elves make perfect candidates. Dwarves, with their Charisma penalty and difficulties with dealing with people, aren't suited to the task of managing summoned creatures in the way a summoner does. Likewise, the warlike nature of half-orcs makes them suitable for front lines, not remaining in the back as a summoner is expected to.
Amongst the other races, planetouched (specifically aasimar and tieflings) become summoners, preferring celestial or fiendish creatures (respectively) and making bonds with celestials or fiends.
Alignment: Any. Summoners often gravitate towards lawful and evil alignments, the former because of the discipline required to train and handle otherworldly creatures, and the latter because of their penchant for binding creatures against their will. Good summoners care for their bound creatures as if they were part of the family. Chaotic summoners are often rare, but their bonds are as strong as those of good summoners.
Starting Age: As PHB Bard
Starting Gold: As PHB Sorcerer
Class Skills
The summoner’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis), Speak Language (N/A), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
The summoner skill list is pretty specific: social skills, handling skills (hence, Handle Animal; s/he who handles beasts can handle more potent creatures, and knowing how to calm, rear and train wild animals end up with even more companions to assist them), and academical skills.
Usually, classes without strong Intelligence focus often end up with no lower than 4 skill points per level, but the summoner is unique in that all you really need is a good Charisma score, so you can afford some points at Intelligence. Thus, the class is, against the usual judgment, saddled with the lowest amount of skill points.
Hit Die: d4.
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+0
+0
+2
Pact (1st)
5
3
—
—
—
—
—
—
—
—
2nd
+1
+0
+0
+3
Augment summoning
6
4
—
—
—
—
—
—
—
—
3rd
+1
+1
+1
+3
Pact (2nd)
6
5
3
—
—
—
—
—
—
—
4th
+2
+1
+1
+4
Summoning boon +1
6
6
4
—
—
—
—
—
—
—
5th
+2
+1
+1
+4
Pact (3rd)
6
6
5
3
—
—
—
—
—
—
6th
+3
+2
+2
+5
Extend summoning
6
6
6
4
—
—
—
—
—
—
7th
+3
+2
+2
+5
Pact (4th), summoning boon +2
6
6
6
5
3
—
—
—
—
—
8th
+4
+2
+2
+6
6
6
6
6
4
—
—
—
—
—
9th
+4
+3
+3
+6
Pact (5th)
6
6
6
6
5
3
—
—
—
—
10th
+5
+3
+3
+7
Double boon, summoning boon +3
6
6
6
6
6
4
—
—
—
—
11th
+5
+3
+3
+7
Pact (6th)
6
6
6
6
6
5
3
—
—
—
12th
+6/+1
+4
+4
+8
6
6
6
6
6
6
4
—
—
—
13th
+6/+1
+4
+4
+8
Pact (7th), summoning boon +4
6
6
6
6
6
6
5
3
—
—
14th
+7/+2
+4
+4
+9
Potency boon
6
6
6
6
6
6
6
4
—
—
15th
+7/+2
+5
+5
+9
Pact (8th)
6
6
6
6
6
6
6
5
3
—
16th
+8/+3
+5
+5
+10
Summoning boon +5
6
6
6
6
6
6
6
6
4
—
17th
+8/+3
+5
+5
+10
Pact (9th)
6
6
6
6
6
6
6
6
5
3
18th
+9/+4
+6
+6
+11
6
6
6
6
6
6
6
6
6
4
19th
+9/+4
+6
+6
+11
Summoning boon +6
6
6
6
6
6
6
6
6
6
5
20th
+10/+5
+6
+6
+12
6
6
6
6
6
6
6
6
6
6
So yeah: the lowest HD, the lowest BAB, and the lowest Fortitude and Will saves. The chassis isn't really meant for front-lining, and it's quite evident. Heck, it has a lot of dead levels and no capstone!!!
...But, if you notice carefully, there's nine slots with Pact on it, starting at first level and progressing all the way to 17th level, at exactly the same speed as its spellcasting ability. Once you realize what the "pacts" are, you'll suddenly stop worrying so much and understand why the summoner has lots of low things.
At least the summoner has good Will saves. I mean, someone who summons a lot of nasty creatures shouldn't be mind-controlled that easily, no?
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 not proficient with any type of armor or shield. Armor of any type interferes with a summoner’s gestures, which can cause her spells with somatic components to fail.
If you hadn't figured out that they're not meant for combat, this should be enough to dispel those thoughts. That said, they have simple weapon proficiency instead of the wizard's weapon list, which is arguably better than the wizard's fighting capabilities. No armor and no shields means you're definitely remaining on the back, while your summoned creatures dish all damage at front.
Spells: A summoner casts arcane spells which are drawn primarily from the summoner/wizard spell list. She can cast any spell she knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
To learn or 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. Her base daily spell allotment is given on Table: The Summoner. In addition, she receives bonus spells per day if she has a high Charisma score.
A summoner’s selection of spells is extremely limited. A summoner begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new summoner level, she gains one or more new spells, as indicated on Table: Summoner Spells Known. (Unlike spells per day, the number of spells a summoner knows is not affected by her Charisma score; the numbers on Table: Summoner Spells Known are fixed.) These new spells must be spells chosen from the schools of abjuration, conjuration, divination and transmutation. At every level the summoner gains access to a new spell level, she automatically learns the corresponding summon monster spell of the spell level.
Upon reaching 4th level, and at every even-numbered summoner level after that (6th, 8th, and so on), a summoner can choose to learn a new spell in place of one she already knows. In effect, the summoner “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level summoner spell the summoner can cast. A summoner may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric, a summoner need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells she’ll cast.
Table: Summoner Spells Known
Level
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
4
2+1
—
—
—
—
—
—
—
—
2nd
5
2+1
—
—
—
—
—
—
—
—
3rd
5
3+1
1+1
—
—
—
—
—
—
—
4th
6
4+1
2+1
—
—
—
—
—
—
—
5th
6
4+1
2+1
1+1
—
—
—
—
—
—
6th
7
4+1
3+1
2+1
—
—
—
—
—
—
7th
7
5+1
3+1
2+1
1+1
—
—
—
—
—
8th
8
5+1
3+1
3+1
2+1
—
—
—
—
—
9th
8
5+1
4+1
3+1
2+1
1+1
—
—
—
—
10th
9
5+1
4+1
4+1
3+1
2+1
—
—
—
—
11th
9
5+1
5+1
4+1
3+1
2+1
1+1
—
—
—
12th
9
5+1
5+1
4+1
4+1
3+1
2+1
—
—
—
13th
9
5+1
5+1
4+1
4+1
3+1
2+1
1+1
—
—
14th
9
5+1
5+1
4+1
4+1
4+1
3+1
2+1
—
—
15th
9
5+1
5+1
4+1
4+1
4+1
3+1
2+1
1+1
—
16th
9
5+1
5+1
4+1
4+1
4+1
3+1
3+1
2+1
—
17th
9
5+1
5+1
4+1
4+1
4+1
3+1
3+1
2+1
1+1
18th
9
5+1
5+1
4+1
4+1
4+1
3+1
3+1
3+1
2+1
19th
9
5+1
5+1
4+1
4+1
4+1
3+1
3+1
3+1
2+1
20th
9
5+1
5+1
4+1
4+1
4+1
3+1
3+1
3+1
3+1
So yeah: not only you get a weak chassis for the summoner, you get the same progression as the Sorcerer in terms of spellcasting, except for one extra spell per level, aside from the forced Summon Monster spell (which is necessary for one reason). Not only that, you get a more limited list from the Sorcerer/Wizard spell list. So far, without the core concept of the class, you're basically looking at a specialist Sorcerer, essentially specializing in Conjuration while getting Enchantment, Evocation, Illusion and Necromancy as prohibited spells. Why so? Well, let's wait for a bit more.
As for not making it a spontaneous specialist, the main reason is that the spell list would be pretty large. The idea behind focusing only on four schools is that those contain a large deal of useful spells, and because of the long list of spells that Summoners may find useful.
Abjuration, for example, is a purely defensive school but contains the way to banish called or summoned creatures. A summoner may specialize in calling or summoning creatures, but if it doesn't know the basics of banishment, it's asking for trouble. That, alongside the ever-useful Dispel Magic, the absolutely necessary Magic Circle spells (else, how are you gonna use the Planar Binding line?), the also-useful Break Enchantment spell, and various protective spells for your summoned creatures make nearly all spells of the school invaluable.
Conjuration, obviously, is your bread and butter. You already know the Summon Monster line in its entirely, but you're probably also looking for the Planar Binding line, the Gate spell and the Teleportation subschool. As an added bonus, the Orb of X spells are part of your spell list, so while it may be difficult to add it to your list, it nevertheless remains a valuable choice.
Divination may seem odd, but it's still useful for many reasons. The one that's most particular is Scrying, but some non-Core spells may assist you on knowledge of particular creatures to call, so it makes sense, if only flimsily.
Transmutation, finally, holds another great deal of buffing spells, including Haste, the ability score enhancers, Fly, Blink, etc. Denying summoners access to this class is pointless at best.
Now: based on these choices, is making the Summoner a spontaneous specialist viable? Note that, while it'll have a larger spell list, it'll be comprised mostly of Core spells; unlike the Warmage and the Healer, this class has no D&D counterpart (and I'm pretty specific on this one). Choosing a smaller amount of spells but granting almost limitless access rather than a large list but no access to non-Core spells (aside from a few choice bits of Advanced Learning, of course).
Chaotic, Evil, Good, and Lawful Spells: While a summoner can cast spells of an alignment opposed to her own, she may only call or summon creatures that are within one step of her alignment. Thus, a lawful good summoner may summon lawful good and neutral good creatures, but not chaotic good creatures or any evil creatures. As usual, casting spells with a specific alignment is considered an act of said alignment, and may cause her alignment to change.
This seems to be pretty specific, but reasonable. The summoner will only accept calling or summoning monsters close to its alignment, unless it becomes a Malconvoker, because the idea of unleashing something outside its control and against its alignment is either a challenge or folly.
Pact: At 1st level, a summoner learns how to make pacts with specific creatures. The pact allows the summoner to magically enhance the specific summoned creature, increasing its fighting capability and endurance.
To make a pact, a summoner must make a short ritual. The ritual begins at the moment the creature is summoned and ends at the moment the summon monster spell ends its course (a summoner may not voluntarily dismiss the creature or lower her caster level to reduce the spell’s duration; the spell must run its course for at least the summoner’s unmodified caster level). During that moment, a summoner and the summoned creature must refrain from doing any action, while remaining adjacent to each other. Once the pact is finished, it does not need to be repeated again for the same creature except if the summoner wishes to break the pact. A summoner can only do one pact per each spell level she gains access to (except 0 level spells).
A pact-bound creature is always summoned with full hit points and none of its special abilities consumed when it is summoned for the first time during the day; at subsequent summons, the creature is treated as fully healed, but it does not recover any special ability it has already consumed for the day (for example, spells or spell-like abilities with daily uses) until the summoner rests for the day (in which the creature is assumed to rest as well). A summoned creature always recognizes its pact-bound summoner, even if the summoner is under a spell that changes her form.
When a summoned creature dies, the summoned creature returns to its home plane and may not be summoned again for a period of 24 hours; however, the summoned creature usually does not die because of this, as normal summons. The only exception is when the creature is prevented from being dismissed by any means (such as by a dimensional anchor spell) and slain while under said effect; were that to happen, the summoner immediately loses the link with her summoned creature and may initiate a new pact with another creature.
As the summoner advances in level, the creature with which she has a pact increases in power as indicated on the table. This advancement only applies to creatures summoned by summon monster I; creatures with pacts summoned by spells of higher level are treated as if she was a summoner of a lower level. The effective summoner level for creatures summoned by summon monster spells of higher level are as follows:
Summon Monster II: summoner’s level -1
Summon Monster III: summoner’s level -2
Summon Monster IV: summoner’s level -3
Summon Monster V: summoner’s level -4
Summon Monster VI: summoner’s level -5
Summon Monster VII: summoner’s level -6
Summon Monster VIII: summoner’s level -7
Summon Monster IX: summoner’s level -8
A summoner may cancel her pact with any summoned creature simply by summoning the creature and make the bonding ritual once again, then dismissing the creature at any point. If a summoner changes her alignment to one that does not allow to summon the creature anymore, any pacts that she may have with creatures of that kind are immediately broken.
And finally, what makes a summoner suffer all these vicissitudes: the pacts.
To understand this properly, here's how it works. Take one creature from the Summon Monster I list, and treat it as if it were an animal companion or a familiar, progressing in HD and power as you gain levels. Most creatures summoned by a Summon Monster I spell are 1-HD creatures with a template tagged in; just by taking one level, they become 2-HD creatures with some minor benefits. By 20th level, all of them will be 13-HD creatures with +16 deflection bonus to AC, a +8 to Strength and Constitution, and a load of class features; since all of them are either Celestial or Fiendish creatures, their template ALSO advance damage reduction, spell and energy resistances. They'll be pretty strong, of course, though perhaps not as strong as you may want to.
Now, apply the same logic to creatures from the Summon Monster II list, which include 2-HD and 3-HD creatures, and notice that they advance as if you had 1 less level in Summoner. Thus, they end up being 14/15-HD creatures with roughly the same benefits. Now, apply similar bonuses to one creature from each of the lists of Summon Monster spells, up to SM IX.
That means you have nine pets, all with advancements to Hit Dice, increased deflection modifiers to AC, increased Strength and Constitution, and a bunch of benefits on top of their own. Because they're summoned creatures, they're never at risk of dying, and will always be the same creature.
Now, think of yourself as a Pokemon Trainer and switch monsters every few levels (which restore their HP to full; you did notice that, did you?), summon two or three pact-bound summons at once, and even summon them on top of a bunch of other summons! But wait, there's more! How about having your summoned creatures summon even MORE creatures of its kind?
This is why I didn't bother much with the size of the HD, its BAB, its skill points, its Fort or Reflex, and even on its spellcasting. In essence, you build an army of creatures to do the job for you.
Of course, this incredibly powerful class feature can become even MORE powerful, but only if your DM allows it; remember that you can exchange monsters from your summon-able monster lists if you find it viable, and this influences your potential choices.
Now you might understand why they learn all Summon Monster spells automatically and why the skill list and the inclusion of Divination are necessary. The Planar Binding line (and eventually the Gate spell) may eventually overcome the worth of these creatures, but at least you won't have to spend the time required to call them, and they will be absolutely loyal to you (and they'll get a larger set of benefits as well).
Augment Summoning: At 2nd level, a summoner gains Augment Summoning as a bonus feat.
Pretty straightforward: a permanent +4 enhancement bonus to Strength and Constitution to all summoned creatures, including your pact-bound summoned creatures, essentially for free. What's not to like?
Summoning Boon (Su): At 4th level, the summoner learns to imbue her summons with some of her magical power. When she uses any spell from the calling or summoning subschool, she grants any summoned creatures a +1 bonus from the following choices as a free action.
Aggressive: competence bonus to attack rolls and damage.
Defensive: competence bonus to AC and Reflex saving throws
Endurance: competence bonus to Fortitude and Will saving throws.
Resistance: energy resistance equal to twice the granted bonus against fire, cold, electricity and acid spells. If a summoned creature has energy resistance already, increase all existing resistances by the granted bonus.
Vigor: fast healing equal to granted bonus
At 7th level, and then every three class levels after that, the granted bonus increases by one. A summoned creature may only gain the benefit of one boon once it has been summoned (but see Double Boon, below).
Now, here's something that makes your pact-bound summons and any creature you summon or call (i.e. the Planar Binding line, or the Gate spell) even more powerful. Summoning Boon allows you to provide a small, but eventually meaningful bonus that can be customized according to your needs. You require a creature that's essentially a meat-shield? Summon one with a load of AC and place a Defensive or Vigor boon on top of it. Need someone who can hit well? Aggressive boon. THE anti-trap creature? Defensive and/or Resistance. And so on.
By the moment you reach 10th level, your summons can stack two boons, so they can become slightly more varied. Aggressive and Defensive on top of your pact-bound summon or creature with Lesser Pact Binding can make those creatures much harder to kill. A single SM I or SM II creature with Defensive and Resistance can be used to search and tag traps. With Imbued Summoning as a feat, you can stack buffs on your summoned creature and make it incredibly resilient like a boss.
Extend Summoning (Ex): At 6th level, the summoner retains her summoned creatures for a much longer period of time. All summon monster spells, as well as any spells of the summoning subschool are extended as if using the Extend Spell metamagic feat, without expending a higher level spell slot. The summoner cannot use this ability to qualify for feats that require metamagic feats, nor the Extend Spell feat.
You'll definitely want a summoned creature to last for a pretty long amount of time, so it makes perfect sense that you'll want to extend the duration of the spells for as long as necessary. Thus, doubling their duration is pretty straightforward, even though it appears slightly late.
Double Boon (Su): At 10th level, a summoner grants two boons instead of one to any creature she summons with a spell of the calling or summoning subschool.
Mentioned on Summoning Boon, but here's again in case you missed it: now, when you call or summon a creature, you can buff it with two pretty decent bonuses as a free action, at virtually no cost to you. One thing I forgot to mention is that it applies to all summoned creatures, so if you use a SM spell of higher level to summon more than one creature of a lower-level list, you provide that boon to ALL summoned creatures. Nifty, huh?
Potency Boon (Su): At 14th level, a summoner may grant her summoned creatures the ability to make all of their attacks more difficult to resist. Any of the summoned creature’s saving throw DCs, as well as save DC’s of all spells and spell-like abilities increases by half of the creature’s summoning boon bonus (rounded up). If the summoner uses this ability, she may not add any other boon for the remainder of the spell’s duration.
Close to a capstone, but gained pretty early. If you're willing to sacrifice your boons, you can make the spells, SLAs and supernatural abilities of your summoned creatures (including pact-bound summons) are much harder to resist. With pact-bound summons, the increase in HD AND the increase in saving throw DC implies that lower-level characters can have their poison DCs, or their attack DCs, become veritable threats. Stack, say, Ability Focus on top, and you're looking at a 1/2 HD bonus +5 increase to the saving throw DC of your pact-bound summoned creatures.