bekeleven
2013-10-08, 04:30 PM
Rappel: a drumbeat to call soldiers to arms. From French (rappeler to call back, recall), from Latin (appellāre to summon)
http://i.imgur.com/bjdHREz.png
Rappeler
“I only need to do one thing, so long as it contains everything.”
-Rivakar Pactmaker, Rappeler.
Look at a rappeler and the common man may see a wizard. Certainly the spellbook, the robes, and the clipped speech suggest as much. Looking deeper he may notice that while wizards like to hex, explode, or otherwise cripple their enemies, a rappeler prefers instead to empower his allies. And when that’s not enough, he can make more allies to empower. And more. And more. And more.
A rappeler is trained like a wizard, and casts many of the same spells. However, while wizards can specialize in any type of magic they so choose, a rappeler learns only how to summon, and how to increase the power and abilities of those around him. In exchange for this versatility, the rappeler increases his power with the creatures he summons, learning to summon more creatures, summon more quickly, and effortlessly shrug off impediments a summoning wizard faces. A rappeler must know what he can conjure, because there is a right answer to every problem if only he can find it.
Making a Rappeler
A rappeler occupies the same role as a mage, standing in the back of a battle, out of harm’s way. Besides summoning forms to help overwhelm or target an enemy’s weakness in combat, he can summon forms to support the party out of combat as well. He also knows many buff spells to help both his summons and his party members, and divinations to determine what best to summon next. He is skilled for a mage, and rappelers commonly put skill points into knowledge skills to determine enemy weaknesses. Other rappelers may focus on their social skills instead.
Abilities: Intelligence determines what spells a rappeler can cast and how many bonus spells he gets. Intelligence also governs his skill points and his ability to recall his foe’s exploitable weak points. High charisma allows a rappeler to serve as the diplomat of a party. Constitution and Dexterity increase a rappeler’s defenses when the enemy realizes he’s the real reason his foes keep multiplying.
Races: Humans, the most populous race, are also the most common rappelers. Some elves chose rappeling as an alternative to wizardry, a distinction that seems small to other societies but is regarded as a major slight to their teachers, as summoning is considered one of the least dignified of the magical arts. Half-elf rappelers are common for this reason. Intelligent monstrous spellcasters are frequently rappelers, especially bugbears, as the tangible effects of summoning can improve their status within their people more than waves of their arms producing sparkles or fire.
Alignment: A rappeler can be of any alignment. However, most are at least partly neutral, to reflect the huge tapestry from which they call – from neutral animals, to chaotic evil demons, to lawful good archons. A minority of rappelers are good, as it is not always easy to reconcile a selfless view of the universe with making others do all of your work.
Starting Gold: 3D4x10 GP (75 GP).
Starting Age: Complex (as wizard).
Hit Die: D4.
Class Skills
The Rappeler’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 (all skills, taken individually) (Int), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Table: The Rappeler
http://i.imgur.com/FBhK4p9.png
Class Features
All of the following are class features of the rappeler.
Weapon and Armor Proficiency: Rappelers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a rappeler’s gestures, which can cause his spells with somatic components to fail.
Spells: A rappeler casts arcane spells which are drawn from the rappeler spell list. A rappeler must choose and prepare his spells ahead of time (see below).
To learn or cast a spell, a rappeler must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a rappeler’s spell is 10 + the spell level + the rappeler’s Intelligence modifier.
Like a wizard, a rappeler may know any number of spells. He must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying his spellbook. While studying, the rappeler decides which spells to prepare.
Spellbooks: A rappeler must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all rappelers can prepare from memory.
A rappeler begins play with a spellbook containing three 0-level rappeler spells plus three 1st-level spells of your choice. For each point of Intelligence bonus the rappeler has, the spellbook holds one additional 1st-level spell of your choice. At each new rappeler level, he gains three new spells of any spell level or levels that he can cast (based on his new rappeler level) for his spellbook. At least one of these spells must be a conjuration (summoning) spell. At any time, a rappeler can also add spells found in other rappelers’ spellbooks to his own.
Spontaneous Casting: A rappeler’s summoning spells are always available in the back of his mind. He can lose any prepared spell in order to cast a conjuration (summoning) spell in his spellbook of the same level or lower. If modified by metamagic feats, he must lose a spell of at least the modified level.
Summoner’s Companion (Ex): A rappeler may begin play with a single summoner’s companion. This companion may be any creature that can be summoned by a conjuration (summoning) spell he can cast that has does not require concentration. This creature is not always around, but it can always be brought forth quickly. If it is not mindless, its intelligence is increased to a minimum of 3. The rappeler has a mental link with the companion, allowing them to communicate silently as long as they are within 1 mile.
A rappeler can bind a new summoner’s companion by performing a ritual that takes 10 minutes. During the ritual, he must cast a conjuration (summoning) spell to summon the new companion. This ritual can be performed at most once per day. When such a ritual is begun, any previous companion is dismissed. When his companion is killed or dismissed, a rappeler may not bind another companion of the same type for one week.
The summoner’s companion advances like a druid’s animal companion. However, the effective druid level of the rappeler is reduced by the levels that a rappeler is unable to cast the level of spell used in the summoning. For instance, a rappeler can cast summon undead I (a first level spell) starting level 1, so a human warrior skeleton companion would advance as an animal companion of the rappeler’s full level. However, a rappeler can cast summon nature’s ally IV starting level 7, so a unicorn companion would be treated as an animal companion of her level minus 6.
A summoner's companion is not always around, but it is always at his beck and call. He may summon his companion at any time by performing a special casting the summoning spell used to bind it. If the casting time is fewer than five rounds, he may cast this spell as a swift action. The duration of the spell is automatically increased 10 times, and the spell can be further modified with metamagic feats. Obviously, the companion may not be summoned if it is already present. Each time it is summoned, it recovers as if it has rested a night. Even if this spell normally summons multiple creatures, only the summoner's companion is brought forth through this special casting.
A summoner’s companion may look like a normal creature of its kind, or it may look magical and otherworldly, depending on how the rappeler chooses to bind it. This type of binding increases the DC to identify its species by 1 but has no other mechanical effect.
Augmented (Su): At first level, any creatures summoned by a rappeler are more powerful than the norm. He may apply a +2 enhancement bonus to a single ability of his choice to every creature he summons. This bonus increases by +2 for every four levels, as shown on Table: The Rappeler. When summoning multiple creatures using the same spell, he must apply the enhancement bonus to the same ability for all creatures.
These enhancement bonuses apply to his summoner’s companion as well. He may change what abilities of his companion are being augmented every day when he prepares his spells, or when a new companion is summoned. This ability counts as Augment Summoning for purposes of anything that requires it as a prerequisite.
Extended Summons: Starting at second level, when a rappeler casts a summoning spell with a duration measured in rounds, the duration of the spell is doubled. This stacks with the Extend Spell feat, but not with other abilities that create similar effects.
Summoning Versatility: Starting at second level and every four levels afterwards, a rappeler may select one versatility boost from the following list. Once the selection is made, it cannot be changed. Some versatility boosts have additional effects if selected multiple times, as mentioned in their descriptions.
Alignment Versatility: A rappeler with alignment versatility may ignore up to 1 alignment or elemental descriptor on a conjuration spell per casting, for purposes of changing his own alignment or being forbidden from using certain spells. If selected a second time, he may ignore up to 2 descriptors per spell. If the Rappeler is not religious, this is rarely selected.
Alignment Penetration: A rappeler with Alignment Penetration may choose to change a summoned creature’s effective alignment by up to 1 step for purposes of ignoring spells and effects that restrict the use or movement of certain alignments, such as Magic Circle Against Evil. If used, this must be declared upon summoning a creature and cannot be changed for the duration of the summoning spell. If taken multiple times, he may shift the effective alignment by that many steps. If a spell or ability would change what was summoned due to the alignment of the summoned creature (such as Perfect Summoning or Distort Summoning), it reacts to the new alignment instead of the old alignment – the descriptor is effectively stripped from the spell for purposes of these effects. Once summoned, this is considered a persistent magical effect on the creature with spell level and caster level equivalent to the summoning spell, and can be dispelled normally.
Instantaneous Summoning: All summoning spells with durations measured in rounds may instead be cast as though their duration were instantaneous. However, anything summoned by the spells still disappears when the duration would have expired. Banishment, dispels and similar things affect them normally.
Impregnable summoning: A rappeler with Impregnable summoning has a +4 to all concentration checks made to cast summoning spells. If taken multiple times, he has +4 per time he has taken Impregnable Summoning.
Stubborn Summoning: A rappeler with stubborn summoning adds +4 to his effective caster level for the purposes of resisting Dispel Magic and similar spells. This also grants all summoned creatures a +4 bonus when making saves against spells like Dismissal or Banishment. If taken multiple times, he adds +4 per time he has taken Stubborn Summoning.
Summoning Power: Starting at third level and every four levels afterwards, a rappeler may select one power boost from the following list. Once the selection is made, it cannot be changed. Some power boosts have additional effects if selected multiple times, as mentioned in their descriptions.
Bonus Metamagic Feat: A metamagic feat may be taken in place of a Summoning Power. The rappeler must still meet the prerequisites of the feat.
Imbue: Requires the metamagic feat Imbued Summoning. Every time this is taken, increase the level of spell that can be imbued by two.
Impart Magic: Increase the DC of all spell-like abilities of creatures summoned by the rappeler by 2. If taken a second time, all creatures summoned gain the benefits of the Magic In The Blood feat (PGtF), even if they do not meet the prerequisites.
Inherent Metamagic: Choose a single metamagic feat known by the rappeler. When applied to a summoning spell, that metamagic increases the spell’s level 1 less level (to a minimum of +0). This may be taken multiple times to apply to multiple metamagic feats, or to apply to a single metamagic feat multiple times to discount a larger level increase.
Rejuvenation: All creatures summoned by the rappeler gain fast healing equal to the level of spell used to summon them. For instance, a creature summoned with Summon Monster VII gains fast healing 7. The spell level, as normal, is not changed by metamagic spells (except for Heighten Spell). If taken twice, double the granted fast healing.
Summon Horde: Any time a spell cast by the rappeler summons multiple of the same type of creature, or a variable amount of the same type of creature, it summons one additional creature.
Rapid Summons: A rappeler of at least 4th level can cast any normally full-round summoning spell as a standard action instead.
Dual Augment: At 5th level, a rappeler may apply his augment bonuses to any two ability scores of his choice when summoning.
Rapid Metamagic: A rappeler of at least 8th level can apply metamagic effects to spontaneous summoning spells without increasing their casting time.
Triple Augment: At 10th level, a rappeler may apply his augment bonuses to any three ability scores of his choice when summoning.
Telepathic Link (Su): A rappeler of at least 12th level may communicate telepathically with his summons, so long as they are within his long range. This does not give him any ability to control the summons not granted by the spell with which he summoned them, merely the ability to communicate quickly and silently.
Quad Augment: At 15th level, a rappeler may apply his augment bonuses to any four ability scores of his choice when summoning.
Swift Concentration (Ex): At 16th level, a rappeler can concentrate on a summoning spell as a swift action once per round. This spell does not count as a spell on which he is concentrating, and he may cast and concentrate on other spells at the same time.
Universal Augment: At 20th level, a rappeler’s augment bonuses apply to all ability scores when using a summoning spell.
Specialty Summoner: At 20th level, a rappeler may choose one of the following abilities:
Aligned Summoner: All summoning spells with a descriptor of the rappeler’s choice (such as Evil or Air) are cast with +4 caster level. This applies even if the rappeler is ignoring the descriptor for the purposes of other effects, such as with Alignment Versatility, but not if he removed the descriptor from the spell. This descriptor must be chosen when this ability is taken and cannot be changed.
Dual Companion: The rappeler may have two summoner’s companions at a time. He is considered to have two companion slots, and interactions with one (summoning, dismissing, replacing, death, etc.) never change his companion in the other.
Cloaked Summons: All non-mindless creatures summoned by the rappeler are under the effects of the spell Mind Blank for the duration of the summoning spell.
Emergency Summons: A number of times per day equal to his intelligence bonus, a rappeler with emergency summons can quicken a summoning spell for free, even if he does not have the quicken spell feat. This usage does not increase the spell’s level.
Incorruptible Summons: All creatures summoned by the rappeler, except for his companion, gain spell resistance equal to his 10 + his caster level once summoned.
Irresistible Summons: All special attacks with DCs, including spell-like abilities, of creatures summoned by the rappeler get a +5 enhancement bonus to their DCs. If the special attack forces opposed rolls, such as improved trip, the summoned creature gets a +5 enhancement bonus to its roll.
Twin Summons: Every time a summoning spell calls one of a type of creature, it calls a second as well. If the spell already summons more than one or a variable number of that creature type, this ability has no effect.
Rappeler Spell List
Level 0: Arcane Mark, Create Water, Detect Magic, Guidance, Read Magic, Summon Instrument, Purify Food and Drink, Resistance, Virtue
Level 1: Bless, Detect Animals or Plants, Detect Snares or Pits, Detect Undead, Endure Elements, Feather Fall, Jump, Mage Armor, Magic Fang, Magic Weapon, Mount, Pass Without a Trace, Protection from Alignment, Summon Desert Ally I, Summon Monster I, Summon Nature’s Ally I, Summon Undead I, Unseen Servant
Level 2: Barkskin, Bear’s Endurance, Bull’s Strength, Cat’s Grace, Darkness, Darkvision, Eagle’s Splendor, False Life, Fox’s Cunning, Invisibility, Lesser Restoration, Levitate, Owl’s Wisdom, Protection from Arrows, Reduce Animal, Resist Energy, Spider Climb, Summon Desert Ally II, Summon Elysian Thrush, Summon Monster II, Summon Nature’s Ally II, Summon Swarm, Summon Undead II, Whispering Wind
Level 3: Arcane Sight, Blink, Daylight, Displacement, Flame Arrow, Fly, Gaseous Form, Greater Magic Fang, Greater Magic Weapon, Haste, Heroism, Invisibility Sphere, Keen Edge, Neutralize Poison, Nondetection, Phantom Steed, Protection from Energy, Rage, Regal Procession, Remove Disease, Shrink Item, Speak with Plants, Summon Desert Ally III, Summon Monster III, Summon Nature’s Ally III, Summon Undead III, Stone Shape, Tiny Hut, Tongues, Vipergout, Water Breathing
Level 4: Air Walk, Arcane Eye, Dimension Door, Fire Stride, Freedom of Movement, Greater Invisibility, Mass Surefooted Stride, Minor Creation, Mnemonic Enhancer, Remove Curse, Secure Shelter, Stoneskin, Summon Desert Ally IV, Summon Elementite Swarm, Summon Hound Archon, Summon Monster IV, Summon Nature’s Ally IV, Summon Undead IV
Level 5: Animal Growth, Break Enchantment, Death Ward, Dream, Greater Blink, Greater Dimension Door, Insect Plague, Leomund’s Secret Chest, Lesser Ironguard, Mage’s Faithful Hound, Mage’s Private Sanctum, Major Creation, Mass Fly, Passwall, Plague of Rats, Prying Eyes, Secret Chest, Seeming, Sending, Summon Bearded Devil, Summon Bralani Eladrin, Summon Desert Ally V, Summon Monster V, Summon Nature’s Ally V, Summon Undead V, Telepathic Bond, Teleport
Level 6: Brilliant Blade, Cloak of the Sea, Control Water, Eyes of the King, Fire Spiders, Greater Heroism, Mage’s Lubrication, Mass Bear’s Endurance, Mass Bull’s Strength, Mass Cat’s Grace, Mass Eagle’s Splendor, Mass Fox’s Cunning, Mass Owl’s Wisdom, Mass Reflective Disguise, Spider Plague, Summon Babau Demon, Summon Desert Ally VI, Summon Greater Elemental, Summon Monster VI, Summon Nature’s Ally VI, Superior Resistance, Transport via Plants, True Seeing, Veil
Level 7: Brilliant Aura, Creeping Doom, Drawmij’s Instant Summons, Energy Immunity, Ironguard, Mass Invisibility, Planar Bubble, Plane Shift, Regenerate, Sequester, Submerge Ship, Summon Desert Ally VII, Summon Monster VII, Summon Nature’s Ally VII, Statue, Wind Walk
Level 8: Cloak of Chaos, Fierce Pride of the Beastlands, Greater Plane Shift, Holy Aura, Mind Blank, Phantom Wolf, Protection from Spells, Prying Eyes, Refuge, Shield of Law, Spell Engine, Summon Desert Ally VIII, Summon Monster VIII, Summon Nature’s Ally VIII, Superior Invisibility, Unholy Aura
Level 9: Abyssal Army, Effulgent Epuration, Elemental Swarm, Etherealness, Eye of Power, Heavenly Host, Hellish Horde, Hunters of Hades, Phantom Bear, Planar Perinarch, Shambler, Summon Desert Ally IX, Summon Elemental Monolith, Summon Monster IX, Summon Nature’s Ally IX, Teleportation Circle
http://i.imgur.com/bjdHREz.png
Rappeler
“I only need to do one thing, so long as it contains everything.”
-Rivakar Pactmaker, Rappeler.
Look at a rappeler and the common man may see a wizard. Certainly the spellbook, the robes, and the clipped speech suggest as much. Looking deeper he may notice that while wizards like to hex, explode, or otherwise cripple their enemies, a rappeler prefers instead to empower his allies. And when that’s not enough, he can make more allies to empower. And more. And more. And more.
A rappeler is trained like a wizard, and casts many of the same spells. However, while wizards can specialize in any type of magic they so choose, a rappeler learns only how to summon, and how to increase the power and abilities of those around him. In exchange for this versatility, the rappeler increases his power with the creatures he summons, learning to summon more creatures, summon more quickly, and effortlessly shrug off impediments a summoning wizard faces. A rappeler must know what he can conjure, because there is a right answer to every problem if only he can find it.
Making a Rappeler
A rappeler occupies the same role as a mage, standing in the back of a battle, out of harm’s way. Besides summoning forms to help overwhelm or target an enemy’s weakness in combat, he can summon forms to support the party out of combat as well. He also knows many buff spells to help both his summons and his party members, and divinations to determine what best to summon next. He is skilled for a mage, and rappelers commonly put skill points into knowledge skills to determine enemy weaknesses. Other rappelers may focus on their social skills instead.
Abilities: Intelligence determines what spells a rappeler can cast and how many bonus spells he gets. Intelligence also governs his skill points and his ability to recall his foe’s exploitable weak points. High charisma allows a rappeler to serve as the diplomat of a party. Constitution and Dexterity increase a rappeler’s defenses when the enemy realizes he’s the real reason his foes keep multiplying.
Races: Humans, the most populous race, are also the most common rappelers. Some elves chose rappeling as an alternative to wizardry, a distinction that seems small to other societies but is regarded as a major slight to their teachers, as summoning is considered one of the least dignified of the magical arts. Half-elf rappelers are common for this reason. Intelligent monstrous spellcasters are frequently rappelers, especially bugbears, as the tangible effects of summoning can improve their status within their people more than waves of their arms producing sparkles or fire.
Alignment: A rappeler can be of any alignment. However, most are at least partly neutral, to reflect the huge tapestry from which they call – from neutral animals, to chaotic evil demons, to lawful good archons. A minority of rappelers are good, as it is not always easy to reconcile a selfless view of the universe with making others do all of your work.
Starting Gold: 3D4x10 GP (75 GP).
Starting Age: Complex (as wizard).
Hit Die: D4.
Class Skills
The Rappeler’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 (all skills, taken individually) (Int), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Table: The Rappeler
http://i.imgur.com/FBhK4p9.png
Class Features
All of the following are class features of the rappeler.
Weapon and Armor Proficiency: Rappelers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a rappeler’s gestures, which can cause his spells with somatic components to fail.
Spells: A rappeler casts arcane spells which are drawn from the rappeler spell list. A rappeler must choose and prepare his spells ahead of time (see below).
To learn or cast a spell, a rappeler must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a rappeler’s spell is 10 + the spell level + the rappeler’s Intelligence modifier.
Like a wizard, a rappeler may know any number of spells. He must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying his spellbook. While studying, the rappeler decides which spells to prepare.
Spellbooks: A rappeler must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all rappelers can prepare from memory.
A rappeler begins play with a spellbook containing three 0-level rappeler spells plus three 1st-level spells of your choice. For each point of Intelligence bonus the rappeler has, the spellbook holds one additional 1st-level spell of your choice. At each new rappeler level, he gains three new spells of any spell level or levels that he can cast (based on his new rappeler level) for his spellbook. At least one of these spells must be a conjuration (summoning) spell. At any time, a rappeler can also add spells found in other rappelers’ spellbooks to his own.
Spontaneous Casting: A rappeler’s summoning spells are always available in the back of his mind. He can lose any prepared spell in order to cast a conjuration (summoning) spell in his spellbook of the same level or lower. If modified by metamagic feats, he must lose a spell of at least the modified level.
Summoner’s Companion (Ex): A rappeler may begin play with a single summoner’s companion. This companion may be any creature that can be summoned by a conjuration (summoning) spell he can cast that has does not require concentration. This creature is not always around, but it can always be brought forth quickly. If it is not mindless, its intelligence is increased to a minimum of 3. The rappeler has a mental link with the companion, allowing them to communicate silently as long as they are within 1 mile.
A rappeler can bind a new summoner’s companion by performing a ritual that takes 10 minutes. During the ritual, he must cast a conjuration (summoning) spell to summon the new companion. This ritual can be performed at most once per day. When such a ritual is begun, any previous companion is dismissed. When his companion is killed or dismissed, a rappeler may not bind another companion of the same type for one week.
The summoner’s companion advances like a druid’s animal companion. However, the effective druid level of the rappeler is reduced by the levels that a rappeler is unable to cast the level of spell used in the summoning. For instance, a rappeler can cast summon undead I (a first level spell) starting level 1, so a human warrior skeleton companion would advance as an animal companion of the rappeler’s full level. However, a rappeler can cast summon nature’s ally IV starting level 7, so a unicorn companion would be treated as an animal companion of her level minus 6.
A summoner's companion is not always around, but it is always at his beck and call. He may summon his companion at any time by performing a special casting the summoning spell used to bind it. If the casting time is fewer than five rounds, he may cast this spell as a swift action. The duration of the spell is automatically increased 10 times, and the spell can be further modified with metamagic feats. Obviously, the companion may not be summoned if it is already present. Each time it is summoned, it recovers as if it has rested a night. Even if this spell normally summons multiple creatures, only the summoner's companion is brought forth through this special casting.
A summoner’s companion may look like a normal creature of its kind, or it may look magical and otherworldly, depending on how the rappeler chooses to bind it. This type of binding increases the DC to identify its species by 1 but has no other mechanical effect.
Augmented (Su): At first level, any creatures summoned by a rappeler are more powerful than the norm. He may apply a +2 enhancement bonus to a single ability of his choice to every creature he summons. This bonus increases by +2 for every four levels, as shown on Table: The Rappeler. When summoning multiple creatures using the same spell, he must apply the enhancement bonus to the same ability for all creatures.
These enhancement bonuses apply to his summoner’s companion as well. He may change what abilities of his companion are being augmented every day when he prepares his spells, or when a new companion is summoned. This ability counts as Augment Summoning for purposes of anything that requires it as a prerequisite.
Extended Summons: Starting at second level, when a rappeler casts a summoning spell with a duration measured in rounds, the duration of the spell is doubled. This stacks with the Extend Spell feat, but not with other abilities that create similar effects.
Summoning Versatility: Starting at second level and every four levels afterwards, a rappeler may select one versatility boost from the following list. Once the selection is made, it cannot be changed. Some versatility boosts have additional effects if selected multiple times, as mentioned in their descriptions.
Alignment Versatility: A rappeler with alignment versatility may ignore up to 1 alignment or elemental descriptor on a conjuration spell per casting, for purposes of changing his own alignment or being forbidden from using certain spells. If selected a second time, he may ignore up to 2 descriptors per spell. If the Rappeler is not religious, this is rarely selected.
Alignment Penetration: A rappeler with Alignment Penetration may choose to change a summoned creature’s effective alignment by up to 1 step for purposes of ignoring spells and effects that restrict the use or movement of certain alignments, such as Magic Circle Against Evil. If used, this must be declared upon summoning a creature and cannot be changed for the duration of the summoning spell. If taken multiple times, he may shift the effective alignment by that many steps. If a spell or ability would change what was summoned due to the alignment of the summoned creature (such as Perfect Summoning or Distort Summoning), it reacts to the new alignment instead of the old alignment – the descriptor is effectively stripped from the spell for purposes of these effects. Once summoned, this is considered a persistent magical effect on the creature with spell level and caster level equivalent to the summoning spell, and can be dispelled normally.
Instantaneous Summoning: All summoning spells with durations measured in rounds may instead be cast as though their duration were instantaneous. However, anything summoned by the spells still disappears when the duration would have expired. Banishment, dispels and similar things affect them normally.
Impregnable summoning: A rappeler with Impregnable summoning has a +4 to all concentration checks made to cast summoning spells. If taken multiple times, he has +4 per time he has taken Impregnable Summoning.
Stubborn Summoning: A rappeler with stubborn summoning adds +4 to his effective caster level for the purposes of resisting Dispel Magic and similar spells. This also grants all summoned creatures a +4 bonus when making saves against spells like Dismissal or Banishment. If taken multiple times, he adds +4 per time he has taken Stubborn Summoning.
Summoning Power: Starting at third level and every four levels afterwards, a rappeler may select one power boost from the following list. Once the selection is made, it cannot be changed. Some power boosts have additional effects if selected multiple times, as mentioned in their descriptions.
Bonus Metamagic Feat: A metamagic feat may be taken in place of a Summoning Power. The rappeler must still meet the prerequisites of the feat.
Imbue: Requires the metamagic feat Imbued Summoning. Every time this is taken, increase the level of spell that can be imbued by two.
Impart Magic: Increase the DC of all spell-like abilities of creatures summoned by the rappeler by 2. If taken a second time, all creatures summoned gain the benefits of the Magic In The Blood feat (PGtF), even if they do not meet the prerequisites.
Inherent Metamagic: Choose a single metamagic feat known by the rappeler. When applied to a summoning spell, that metamagic increases the spell’s level 1 less level (to a minimum of +0). This may be taken multiple times to apply to multiple metamagic feats, or to apply to a single metamagic feat multiple times to discount a larger level increase.
Rejuvenation: All creatures summoned by the rappeler gain fast healing equal to the level of spell used to summon them. For instance, a creature summoned with Summon Monster VII gains fast healing 7. The spell level, as normal, is not changed by metamagic spells (except for Heighten Spell). If taken twice, double the granted fast healing.
Summon Horde: Any time a spell cast by the rappeler summons multiple of the same type of creature, or a variable amount of the same type of creature, it summons one additional creature.
Rapid Summons: A rappeler of at least 4th level can cast any normally full-round summoning spell as a standard action instead.
Dual Augment: At 5th level, a rappeler may apply his augment bonuses to any two ability scores of his choice when summoning.
Rapid Metamagic: A rappeler of at least 8th level can apply metamagic effects to spontaneous summoning spells without increasing their casting time.
Triple Augment: At 10th level, a rappeler may apply his augment bonuses to any three ability scores of his choice when summoning.
Telepathic Link (Su): A rappeler of at least 12th level may communicate telepathically with his summons, so long as they are within his long range. This does not give him any ability to control the summons not granted by the spell with which he summoned them, merely the ability to communicate quickly and silently.
Quad Augment: At 15th level, a rappeler may apply his augment bonuses to any four ability scores of his choice when summoning.
Swift Concentration (Ex): At 16th level, a rappeler can concentrate on a summoning spell as a swift action once per round. This spell does not count as a spell on which he is concentrating, and he may cast and concentrate on other spells at the same time.
Universal Augment: At 20th level, a rappeler’s augment bonuses apply to all ability scores when using a summoning spell.
Specialty Summoner: At 20th level, a rappeler may choose one of the following abilities:
Aligned Summoner: All summoning spells with a descriptor of the rappeler’s choice (such as Evil or Air) are cast with +4 caster level. This applies even if the rappeler is ignoring the descriptor for the purposes of other effects, such as with Alignment Versatility, but not if he removed the descriptor from the spell. This descriptor must be chosen when this ability is taken and cannot be changed.
Dual Companion: The rappeler may have two summoner’s companions at a time. He is considered to have two companion slots, and interactions with one (summoning, dismissing, replacing, death, etc.) never change his companion in the other.
Cloaked Summons: All non-mindless creatures summoned by the rappeler are under the effects of the spell Mind Blank for the duration of the summoning spell.
Emergency Summons: A number of times per day equal to his intelligence bonus, a rappeler with emergency summons can quicken a summoning spell for free, even if he does not have the quicken spell feat. This usage does not increase the spell’s level.
Incorruptible Summons: All creatures summoned by the rappeler, except for his companion, gain spell resistance equal to his 10 + his caster level once summoned.
Irresistible Summons: All special attacks with DCs, including spell-like abilities, of creatures summoned by the rappeler get a +5 enhancement bonus to their DCs. If the special attack forces opposed rolls, such as improved trip, the summoned creature gets a +5 enhancement bonus to its roll.
Twin Summons: Every time a summoning spell calls one of a type of creature, it calls a second as well. If the spell already summons more than one or a variable number of that creature type, this ability has no effect.
Rappeler Spell List
Level 0: Arcane Mark, Create Water, Detect Magic, Guidance, Read Magic, Summon Instrument, Purify Food and Drink, Resistance, Virtue
Level 1: Bless, Detect Animals or Plants, Detect Snares or Pits, Detect Undead, Endure Elements, Feather Fall, Jump, Mage Armor, Magic Fang, Magic Weapon, Mount, Pass Without a Trace, Protection from Alignment, Summon Desert Ally I, Summon Monster I, Summon Nature’s Ally I, Summon Undead I, Unseen Servant
Level 2: Barkskin, Bear’s Endurance, Bull’s Strength, Cat’s Grace, Darkness, Darkvision, Eagle’s Splendor, False Life, Fox’s Cunning, Invisibility, Lesser Restoration, Levitate, Owl’s Wisdom, Protection from Arrows, Reduce Animal, Resist Energy, Spider Climb, Summon Desert Ally II, Summon Elysian Thrush, Summon Monster II, Summon Nature’s Ally II, Summon Swarm, Summon Undead II, Whispering Wind
Level 3: Arcane Sight, Blink, Daylight, Displacement, Flame Arrow, Fly, Gaseous Form, Greater Magic Fang, Greater Magic Weapon, Haste, Heroism, Invisibility Sphere, Keen Edge, Neutralize Poison, Nondetection, Phantom Steed, Protection from Energy, Rage, Regal Procession, Remove Disease, Shrink Item, Speak with Plants, Summon Desert Ally III, Summon Monster III, Summon Nature’s Ally III, Summon Undead III, Stone Shape, Tiny Hut, Tongues, Vipergout, Water Breathing
Level 4: Air Walk, Arcane Eye, Dimension Door, Fire Stride, Freedom of Movement, Greater Invisibility, Mass Surefooted Stride, Minor Creation, Mnemonic Enhancer, Remove Curse, Secure Shelter, Stoneskin, Summon Desert Ally IV, Summon Elementite Swarm, Summon Hound Archon, Summon Monster IV, Summon Nature’s Ally IV, Summon Undead IV
Level 5: Animal Growth, Break Enchantment, Death Ward, Dream, Greater Blink, Greater Dimension Door, Insect Plague, Leomund’s Secret Chest, Lesser Ironguard, Mage’s Faithful Hound, Mage’s Private Sanctum, Major Creation, Mass Fly, Passwall, Plague of Rats, Prying Eyes, Secret Chest, Seeming, Sending, Summon Bearded Devil, Summon Bralani Eladrin, Summon Desert Ally V, Summon Monster V, Summon Nature’s Ally V, Summon Undead V, Telepathic Bond, Teleport
Level 6: Brilliant Blade, Cloak of the Sea, Control Water, Eyes of the King, Fire Spiders, Greater Heroism, Mage’s Lubrication, Mass Bear’s Endurance, Mass Bull’s Strength, Mass Cat’s Grace, Mass Eagle’s Splendor, Mass Fox’s Cunning, Mass Owl’s Wisdom, Mass Reflective Disguise, Spider Plague, Summon Babau Demon, Summon Desert Ally VI, Summon Greater Elemental, Summon Monster VI, Summon Nature’s Ally VI, Superior Resistance, Transport via Plants, True Seeing, Veil
Level 7: Brilliant Aura, Creeping Doom, Drawmij’s Instant Summons, Energy Immunity, Ironguard, Mass Invisibility, Planar Bubble, Plane Shift, Regenerate, Sequester, Submerge Ship, Summon Desert Ally VII, Summon Monster VII, Summon Nature’s Ally VII, Statue, Wind Walk
Level 8: Cloak of Chaos, Fierce Pride of the Beastlands, Greater Plane Shift, Holy Aura, Mind Blank, Phantom Wolf, Protection from Spells, Prying Eyes, Refuge, Shield of Law, Spell Engine, Summon Desert Ally VIII, Summon Monster VIII, Summon Nature’s Ally VIII, Superior Invisibility, Unholy Aura
Level 9: Abyssal Army, Effulgent Epuration, Elemental Swarm, Etherealness, Eye of Power, Heavenly Host, Hellish Horde, Hunters of Hades, Phantom Bear, Planar Perinarch, Shambler, Summon Desert Ally IX, Summon Elemental Monolith, Summon Monster IX, Summon Nature’s Ally IX, Teleportation Circle