Falco1029
2013-10-06, 06:43 AM
OOC comments
This is my first real homebrew, and it's fairly blatantly inspired by the Pathfinder class of the same name, but this is more meant to follow the pattern of the Beguiler, the Dread Necromancer, and the Warmage; effectively very specialized sorcerers.
So, that in mind, here's my attempt at a Summoner class. Forgive the simple format and the lack of things like feat sections or guides. I may add to this in time.
Spell list I know needs more, feel free to make suggestions there. In general, I lowered only a few spell levels and raised a bunch that were more along the lines of 'travel' themes than 'summoner' themes, but that still seemed to be a good thing for a summoner to have.
As for class features, I'm open to suggestions, I didn't want to overload them but if they seem like they could use more feel free to suggest them to me. One thing I was considering was allowing them to turn/rebuke one type of outsider per X levels, but it seemed it might be a bit much. Also considering a 20th level capstone of raising duration to 1 hour/lvl for 1 Summoning spell at a time.
Summoner
Some wizards and sorcerers call upon the highest powers directly, shielding themselves with impenetrable armors, commanding the elements, and manipulating the laws of nature themselves to their whims. Others take the subtle route, manipulating and tricking others, through command or illusion. And some prefer to instead call other beings capable of doing that for them. These individuals, often times, are Summoners.
Making a Summoner
Summoners are great support casters, especially if the party already has a Sorcerer, Warmage, or Beguiler, or if the party lacks any real 'muscle' to fall back on. In addition, Summoners also learn to deal with and travel to the planes that their summons come from, to some extent, but generally not as fully as a Sorcerer or Wizard could.
Abilities: Summoners require a high Charisma, both to cast their spells and to negotiate with those called less directly. They also benefit from a high Constitution, given they're often involved in larger, chaotic battles, and can't always rely on their called in help to protect them. Intelligence also helps when learning about those creatures they wish to summon, to figure what best applies to a given situation.
Races: Humans and Half Elves are the most common Summoners, given the large number of nomadic sorts amongst both. Gnomes and Elves are probably next most likely, due to their magical tendencies and the amount of study required to learn about everything out there.
Alignment: Summoners are often Lawful, taking on a hierarchical bent and realizing the importance of a clear 'leader' and 'follower' set of categories. However, a character of any alignment may become a Summoner.
Hit Die: d4
Skill Points: 4 + Int modifier
Class Skills: Concentration, Craft, Diplomacy, Intimidate, Knowledge (Arcana), Knowledge (The Planes), Knowledge (Nature), Profession, Sense Motive, Speak Language, Spellcraft
Proficiencies: Summoners are proficient with simple weapons only.
Starting Gold: As Sorcerer
Starting Age: As Sorcerer
Table 1: The Summoner
Spells Per Day
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+0
+0
+2
Summon Familiar
2nd
+1
+0
+0
+3
Augment Summoning
3rd
+1
+1
+1
+3
Improved Familiar
4th
+2
+1
+1
+4
Advanced Learning
5th
+2
+1
+1
+4
Shortened Summoning
6th
+3
+2
+2
+5
Sudden Extend
7th
+3
+2
+2
+5
Reserve Summoning (-2)
8th
+4
+2
+2
+6
Advanced Learning
9th
+4
+3
+3
+6
Automatic Protection
10th
+5
+3
+3
+7
Quicken Summoning 1/day
11th
+5
+3
+3
+7
Reserve Summoning (-2)
12th
+6/+1
+4
+4
+8
Advanced Learning
13th
+6/+1
+4
+4
+8
14th
+7/+2
+4
+4
+9
Reserve Summoning (-1)
15th
+7/+2
+5
+5
+9
Quicken Summoning 2/day
16th
+8/+3
+5
+5
+10
Advanced Learning
17th
+8/+3
+5
+5
+10
Reserve Summoning (-1)
18th
+9/+4
+6
+6
+11
Shared Protection
19th
+9/+4
+6
+6
+11
20th
+10/+5
+6
+6
+12
Advanced learning, Quicken Summoning 3/day, Reserve Summoning (0)
0
1
2
3
4
5
6
7
8
9
5
3
-
-
-
-
-
-
-
-
6
4
-
-
-
-
-
-
-
-
6
5
-
-
-
-
-
-
-
-
6
6
3
-
-
-
-
-
-
-
6
6
4
-
-
-
-
-
-
-
6
6
5
3
-
-
-
-
-
-
6
6
6
4
-
-
-
-
-
-
6
6
6
5
3
-
-
-
-
-
6
6
6
6
4
-
-
-
-
-
6
6
6
6
5
3
-
-
-
-
6
6
6
6
6
4
-
-
-
-
6
6
6
6
6
5
3
-
-
-
6
6
6
6
6
6
4
-
-
-
6
6
6
6
6
6
5
3
-
-
6
6
6
6
6
6
6
4
-
-
6
6
6
6
6
6
6
5
3
-
6
6
6
6
6
6
6
6
4
-
6
6
6
6
6
6
6
6
5
3
6
6
6
6
6
6
6
6
6
4
6
6
6
6
6
6
6
6
6
5
Summoner's Spell List
Assume an appropriate Summon Monster and Summon Nature's Ally are both on each level. So level 5 has Summon Monster V and Summon Nature's Ally V, for instance.
Cantrips: Arcane Mark, Caltrops, Create Water, Detect Magic, Light, Open/Close, Prestidigitation, Read Magic, Resistance
Level 1: Alarm, Comprehend Languages, Expeditious Retreat, Grease, Hold Portal, Mage Armor, Mount, Protection from Good/Evil/Law/Chaos, Summon Component, Unseen Servant
Level 2: Arcane Lock, Cloud of Knives, Continual Flame, Locate Object, Resist Energy, Summon Swarm, Summon Weapon, Web
Level 3: Blink, Dispel Magic, Levitate, Magic Circle against Good/Evil/Law/Chaos, Phantom Steed, Protection from Energy, Tongues
Level 4: Black Tentacles, Dimensional Anchor, Fly, Locate Creature, Mage's Faithful Hound, Minor Creation, Secure Shelter, Shadow Conjuration
Level 5: Contact other Plane, Dimension Door, Dismissal, Insect Plague, Lesser Planar Binding, Magic Jar, Major Creation, Permanency, Secret Chest, Steal Summoning, Wall of Stone
Level 6: Greater Dispel Magic, Instant Summons, Overland Flight, Planar Binding, Repulsion, Teleport, True Seeing, Wall of Iron
Level 7: Banishment, Creeping Doom, Greater Shadow Conjuration, Mage's Magnificent Mansion, Shadow Walk, Simulacrum
Level 8: Antipathy, Binding, Dimensional Lock, Ethereal Jaunt, Greater Planar Binding, Greater Teleport, Plane Shift, Shades, Sympathy, Trap the Soul
Level 9: Abyssal Army, Astral Projection, Elemental Swarm, Freedom, Gate, Imprisonment, Storm of Vengeance, Summon Golem
Class Features
Spellcasting: A summoner casts arcane spells, which are drawn from the Summoner's Spell List above. He can cast any spell he knows without preparing it ahead of time the way a cleric or wizard must. When a Summoner gains access to a new level of spells, he automatically knows all the spells for that level listed on the Summoner's spell list. Essentially, his spell list is the same as his spells known list. Summoners 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 Summoner must have a Charisma score of 10 + the spell's level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a Summoner's spell is 10 + the spell's 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 1—1: The Summoner. In addition, he receives bonus spells for a high Charisma score.
Unlike a cleric or a wizard, 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.
Summon Familiar: A Summoner can summon a familiar similarly to a Wizard or Sorcerer. (See SRD)
At 3rd Level and above, he can Summon an improved familiar as equivalent to the Improved Familiar Feat.
Augment Summoning: At 2nd level, Summoners gain Augment Summoning as a bonus feat.
Advanced Learning: Every 4 levels, starting at 4th, a summoner may add a new spell to their list, representing the result of personal study and experimentation. The spell must be a Wizard/Sorcerer spell of the Conjuration school or any spell of the Summoning Subschool, and of a level no higher than that of the highest-level spell you already know. Once a new spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list.
Shortened Summoning: At 5th level, Conjuration (Summoning) spells become almost rote to the Summoner, and the casting time of any spell of that sub-school that normally takes 1 round instead takes a standard action.
Sudden Extend: At 6th level, a Summoner gains Sudden Extend as a bonus feat.
Reserve Summoning: At 7th level and 11th level, a Summoner may choose a single creature from a Summon Monster or Summon Nature's Ally spell up to two levels lower than their maximum spell level. From that point on, that single creature can be summoned with that spell without expending a slot (similar to a Reserve feat). So, an 11th level caster could choose Fiendish Ape, and then cast Summon Monster III to summon a Fiendish Ape without wasting a spell slot, but would use them as normal to summon a Small Elemental instead.
Spells cast this way do NOT benefit from Shortened Summoning, nor Quicken Summoning below, and cannot benefit from any type of metamagic. In addition, only one instance of each chosen creature can be summoned at a time (But you can have creatures from multiple different chosen Reserves at once).
At 14th level and 17th level, another creature is chosen, but form a list up to only one level less than his maximum, and at 20th level, a Summoner may choose a creature from ANY of his Summon Monster or Nature's Ally spells.
Automatic Protection (Su): At 9th level, a Summoner is assumed to be under a Protection from one of Good/Evil/Law/Chaos spell for all purposes. The alignment being protected against can be changed as an Immediate Action once per turn.
Quicken Summoning: Starting at 10th level, once per day, a spell of the Summoning sub-type with a casting time of 1 full round or less can be quickened, as the Sudden Quicken feat, without raising its level. Spells cast this way cannot use Reserve summoning as explained above. Every 5 levels over 10 allows this to be done once more per day; twice at 15 and three times at 20.
Shared Protection (Su): At 18th level, a Summoner can, as a swift action, extend his Protection against an alignment out in a circle with a radius of 5' per level, as a Magic Circle against (alignment) spell directed outward and moving with the Summoner. It can then be dropped as a free action any time afterward, and automatically drops if the Summoner changes the alignment he's protected against.
This is my first real homebrew, and it's fairly blatantly inspired by the Pathfinder class of the same name, but this is more meant to follow the pattern of the Beguiler, the Dread Necromancer, and the Warmage; effectively very specialized sorcerers.
So, that in mind, here's my attempt at a Summoner class. Forgive the simple format and the lack of things like feat sections or guides. I may add to this in time.
Spell list I know needs more, feel free to make suggestions there. In general, I lowered only a few spell levels and raised a bunch that were more along the lines of 'travel' themes than 'summoner' themes, but that still seemed to be a good thing for a summoner to have.
As for class features, I'm open to suggestions, I didn't want to overload them but if they seem like they could use more feel free to suggest them to me. One thing I was considering was allowing them to turn/rebuke one type of outsider per X levels, but it seemed it might be a bit much. Also considering a 20th level capstone of raising duration to 1 hour/lvl for 1 Summoning spell at a time.
Summoner
Some wizards and sorcerers call upon the highest powers directly, shielding themselves with impenetrable armors, commanding the elements, and manipulating the laws of nature themselves to their whims. Others take the subtle route, manipulating and tricking others, through command or illusion. And some prefer to instead call other beings capable of doing that for them. These individuals, often times, are Summoners.
Making a Summoner
Summoners are great support casters, especially if the party already has a Sorcerer, Warmage, or Beguiler, or if the party lacks any real 'muscle' to fall back on. In addition, Summoners also learn to deal with and travel to the planes that their summons come from, to some extent, but generally not as fully as a Sorcerer or Wizard could.
Abilities: Summoners require a high Charisma, both to cast their spells and to negotiate with those called less directly. They also benefit from a high Constitution, given they're often involved in larger, chaotic battles, and can't always rely on their called in help to protect them. Intelligence also helps when learning about those creatures they wish to summon, to figure what best applies to a given situation.
Races: Humans and Half Elves are the most common Summoners, given the large number of nomadic sorts amongst both. Gnomes and Elves are probably next most likely, due to their magical tendencies and the amount of study required to learn about everything out there.
Alignment: Summoners are often Lawful, taking on a hierarchical bent and realizing the importance of a clear 'leader' and 'follower' set of categories. However, a character of any alignment may become a Summoner.
Hit Die: d4
Skill Points: 4 + Int modifier
Class Skills: Concentration, Craft, Diplomacy, Intimidate, Knowledge (Arcana), Knowledge (The Planes), Knowledge (Nature), Profession, Sense Motive, Speak Language, Spellcraft
Proficiencies: Summoners are proficient with simple weapons only.
Starting Gold: As Sorcerer
Starting Age: As Sorcerer
Table 1: The Summoner
Spells Per Day
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+0
+0
+2
Summon Familiar
2nd
+1
+0
+0
+3
Augment Summoning
3rd
+1
+1
+1
+3
Improved Familiar
4th
+2
+1
+1
+4
Advanced Learning
5th
+2
+1
+1
+4
Shortened Summoning
6th
+3
+2
+2
+5
Sudden Extend
7th
+3
+2
+2
+5
Reserve Summoning (-2)
8th
+4
+2
+2
+6
Advanced Learning
9th
+4
+3
+3
+6
Automatic Protection
10th
+5
+3
+3
+7
Quicken Summoning 1/day
11th
+5
+3
+3
+7
Reserve Summoning (-2)
12th
+6/+1
+4
+4
+8
Advanced Learning
13th
+6/+1
+4
+4
+8
14th
+7/+2
+4
+4
+9
Reserve Summoning (-1)
15th
+7/+2
+5
+5
+9
Quicken Summoning 2/day
16th
+8/+3
+5
+5
+10
Advanced Learning
17th
+8/+3
+5
+5
+10
Reserve Summoning (-1)
18th
+9/+4
+6
+6
+11
Shared Protection
19th
+9/+4
+6
+6
+11
20th
+10/+5
+6
+6
+12
Advanced learning, Quicken Summoning 3/day, Reserve Summoning (0)
0
1
2
3
4
5
6
7
8
9
5
3
-
-
-
-
-
-
-
-
6
4
-
-
-
-
-
-
-
-
6
5
-
-
-
-
-
-
-
-
6
6
3
-
-
-
-
-
-
-
6
6
4
-
-
-
-
-
-
-
6
6
5
3
-
-
-
-
-
-
6
6
6
4
-
-
-
-
-
-
6
6
6
5
3
-
-
-
-
-
6
6
6
6
4
-
-
-
-
-
6
6
6
6
5
3
-
-
-
-
6
6
6
6
6
4
-
-
-
-
6
6
6
6
6
5
3
-
-
-
6
6
6
6
6
6
4
-
-
-
6
6
6
6
6
6
5
3
-
-
6
6
6
6
6
6
6
4
-
-
6
6
6
6
6
6
6
5
3
-
6
6
6
6
6
6
6
6
4
-
6
6
6
6
6
6
6
6
5
3
6
6
6
6
6
6
6
6
6
4
6
6
6
6
6
6
6
6
6
5
Summoner's Spell List
Assume an appropriate Summon Monster and Summon Nature's Ally are both on each level. So level 5 has Summon Monster V and Summon Nature's Ally V, for instance.
Cantrips: Arcane Mark, Caltrops, Create Water, Detect Magic, Light, Open/Close, Prestidigitation, Read Magic, Resistance
Level 1: Alarm, Comprehend Languages, Expeditious Retreat, Grease, Hold Portal, Mage Armor, Mount, Protection from Good/Evil/Law/Chaos, Summon Component, Unseen Servant
Level 2: Arcane Lock, Cloud of Knives, Continual Flame, Locate Object, Resist Energy, Summon Swarm, Summon Weapon, Web
Level 3: Blink, Dispel Magic, Levitate, Magic Circle against Good/Evil/Law/Chaos, Phantom Steed, Protection from Energy, Tongues
Level 4: Black Tentacles, Dimensional Anchor, Fly, Locate Creature, Mage's Faithful Hound, Minor Creation, Secure Shelter, Shadow Conjuration
Level 5: Contact other Plane, Dimension Door, Dismissal, Insect Plague, Lesser Planar Binding, Magic Jar, Major Creation, Permanency, Secret Chest, Steal Summoning, Wall of Stone
Level 6: Greater Dispel Magic, Instant Summons, Overland Flight, Planar Binding, Repulsion, Teleport, True Seeing, Wall of Iron
Level 7: Banishment, Creeping Doom, Greater Shadow Conjuration, Mage's Magnificent Mansion, Shadow Walk, Simulacrum
Level 8: Antipathy, Binding, Dimensional Lock, Ethereal Jaunt, Greater Planar Binding, Greater Teleport, Plane Shift, Shades, Sympathy, Trap the Soul
Level 9: Abyssal Army, Astral Projection, Elemental Swarm, Freedom, Gate, Imprisonment, Storm of Vengeance, Summon Golem
Class Features
Spellcasting: A summoner casts arcane spells, which are drawn from the Summoner's Spell List above. He can cast any spell he knows without preparing it ahead of time the way a cleric or wizard must. When a Summoner gains access to a new level of spells, he automatically knows all the spells for that level listed on the Summoner's spell list. Essentially, his spell list is the same as his spells known list. Summoners 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 Summoner must have a Charisma score of 10 + the spell's level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a Summoner's spell is 10 + the spell's 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 1—1: The Summoner. In addition, he receives bonus spells for a high Charisma score.
Unlike a cleric or a wizard, 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.
Summon Familiar: A Summoner can summon a familiar similarly to a Wizard or Sorcerer. (See SRD)
At 3rd Level and above, he can Summon an improved familiar as equivalent to the Improved Familiar Feat.
Augment Summoning: At 2nd level, Summoners gain Augment Summoning as a bonus feat.
Advanced Learning: Every 4 levels, starting at 4th, a summoner may add a new spell to their list, representing the result of personal study and experimentation. The spell must be a Wizard/Sorcerer spell of the Conjuration school or any spell of the Summoning Subschool, and of a level no higher than that of the highest-level spell you already know. Once a new spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list.
Shortened Summoning: At 5th level, Conjuration (Summoning) spells become almost rote to the Summoner, and the casting time of any spell of that sub-school that normally takes 1 round instead takes a standard action.
Sudden Extend: At 6th level, a Summoner gains Sudden Extend as a bonus feat.
Reserve Summoning: At 7th level and 11th level, a Summoner may choose a single creature from a Summon Monster or Summon Nature's Ally spell up to two levels lower than their maximum spell level. From that point on, that single creature can be summoned with that spell without expending a slot (similar to a Reserve feat). So, an 11th level caster could choose Fiendish Ape, and then cast Summon Monster III to summon a Fiendish Ape without wasting a spell slot, but would use them as normal to summon a Small Elemental instead.
Spells cast this way do NOT benefit from Shortened Summoning, nor Quicken Summoning below, and cannot benefit from any type of metamagic. In addition, only one instance of each chosen creature can be summoned at a time (But you can have creatures from multiple different chosen Reserves at once).
At 14th level and 17th level, another creature is chosen, but form a list up to only one level less than his maximum, and at 20th level, a Summoner may choose a creature from ANY of his Summon Monster or Nature's Ally spells.
Automatic Protection (Su): At 9th level, a Summoner is assumed to be under a Protection from one of Good/Evil/Law/Chaos spell for all purposes. The alignment being protected against can be changed as an Immediate Action once per turn.
Quicken Summoning: Starting at 10th level, once per day, a spell of the Summoning sub-type with a casting time of 1 full round or less can be quickened, as the Sudden Quicken feat, without raising its level. Spells cast this way cannot use Reserve summoning as explained above. Every 5 levels over 10 allows this to be done once more per day; twice at 15 and three times at 20.
Shared Protection (Su): At 18th level, a Summoner can, as a swift action, extend his Protection against an alignment out in a circle with a radius of 5' per level, as a Magic Circle against (alignment) spell directed outward and moving with the Summoner. It can then be dropped as a free action any time afterward, and automatically drops if the Summoner changes the alignment he's protected against.