Gemini Lupus
2014-05-17, 02:11 AM
So I've been searching through the forums and interwebs to see what all there is regarding summoning in Dungeons and Dragons/Pathfinder. I've always been a huge fan of the final fantasy style summoning and have been trying for years to find or come up with a suitable adaptation to the 3.x realm of tabletop role playing. The Pathfinder class Summoner does an excellent job of emulating FFX style summoning, bu with only a single summoned creature. I've seen the other adaptations, which are very good, especially the one done by Viladin and his FFd20 project, but I'm
still not quite satisfied. So, after talking with a friend, I think I've finally come up with a Summoner prestige class that I'm satisfied with. It takes inspiration from Final Fantasy, but goes its own way.
It is by no means complete, but here's what I've got so far:
HD: either d6 or d8, haven't decided yet.
Skill points: 2+Int Modifier
Class Skills: Probably the same as a Wizard.
Level|Feature
1 | Spellcasting, Summoning Pact
2 | Spells of the Aeons
3 | Aeon Protection I
4 | Aspect of the Aeons 3/day
5 | Dead Level - Need to fix this...
6 | Aspect of the Aeons 4/day, Aeon Protection II
7 | Summon Aeon
8 | Aspect of the Aeons 5/day
9 | Aeon Protection III
10 | Grand Summon
Saves: Fort, Will: Good; Ref: Poor
BAB: 3/4
Prerequisites: Ability to cast 4th level spells, Knowledge (Arcana) 8 ranks, Great Fortitude, Spell Focus (Conjuration), Devotion to Aeons as personal deities, Must make a Pact with an Aeon to take first level in Summoner class.
Class Features
Spellcasting: At Summoner casts spells from the Summoner spell list, which has several base spells but is modified by their Aeon Pacts, which add spells to their spell list. They cast spells base on the table: Summoner Spells per day. They know every spell on their spell list and cast them spontaneously, as a Sorcerer or Bard. Summoner spells are considered Arcane for prerequisites towards other spellcasting prestige classes.
Anti-Theurge Clause: This class may not be progressed as a spellcasting class for the Mystic Theurge Prestige Class or any class that progresses two spellcasting classes.
Creator's Reasoning: While this class might seem well suited towards Divine spellcasting, I have categorized it as Arcane. The reason being, even though a Summoner worships the Pantheon of the Aeons, their power comes from making Pacts with them, which thematically fits as being more Arcane. I considered leaving this ambiguous, but I decided that clarification was the better way to go. As always, a GM is more than welcome to change the categorization to Divine, if s/he so chooses.
Summoning Pact: At first level, the Summoner is able to make contact with an Aeon and challenge it. If the Summoner and their party defeats the Aeon, the Summoner may make a pact with it to tap into its power. Each Pact adds to the Summoner's power and provides benefits based on the Summoner's level. A Summoner may have pacts with a number of Aeons equal to 3+Summoner level.
Spells of the Aeons: At second level, the Summoner begins tapping into the power of the Aeons with which they have made pacts. They gain spells based upon their Aeons, with each successive Aeon adding new spells to their spell list. Each Aeon grants one spell of each spell level, which is useable once they reach the appropriate Summoner level: level one spells at level 2, level two spells a level 3, etc. These spells may be used according to the chart: Summoner Spells per Day
Aeon Protection: at third level, the Aeons begin to develop a particular connection with the Summoner and begin lending more power to protect them. Each Aeon provides different protections. At sixth and ninth levels, the next tier of protection is granted.
Aspect of the Aeons: At fourth level, a Summoner is able to draw upon more of an Aeon's power and summon an aspect of the Aeon into the body of the Summoner, who takes on particular powers based upon the Aeon summoned. This ability is useable 3/day at level four, 4/day at level six, 5/day at level 8, and 6/day at level 10.
Summon Aeon: At seventh level, a Summoner is finally able to summon an Avatar of an Aeon itself to the Material Plane. The Aeon acts as any other summoned monster, but the strain of the summoning forces the Summoner to focus on keeping the Aeon on the Material Plane, thus they cannot act while an Aeon is present. There is a lifelink between the Aeon and Summoner, so any damage done to the Summoner during this time is transferred to the Aeon instead. An Aeon may be dismissed at any time by the Summoner, who may resume action the following turn. This ability may be used 3/day.
Grand Summon: At tenth level, a Summoner may summon an Aeon and keep them on the Material Plane without focusing, allowing the Summoner to act while an Aeon is present. This is the culmination of a Summoner's training and represents a Summoner's dedication to their path and the Aeons.
Aeons: Carbuncle, Ifrit, Shiva, Ixion or Ramuh...can't decide, Leviathan, Titan, Garuda, Odin, Alexander, Fenrir, Anima, Bahamut, Phoenix. So we have a representative from the eight elements: fire, ice, lightning, water, earth, air, dark, and light; I'm interpreting Carbuncle as a Fey and will probably have some sort of buffing function; Anima is an aspect of death and will probably be necromantic in nature; Fenrir focuses on non-elemntal damage and will probably be a debuffer; Bahamut is obviously associated with Dragons but typically is non-elemental, so I still have to figure out what his function will be; and Phoenix is fire and resurrection based, so will probably function as a healing Aeon.
Note: I know that the class requires Spellcasting but does not progress previous Spellcasting, what do y'all think of this?
There's obviously much to be done still, I still need to complete the list of potential Aeons to Pact with, come up with a base spell list, a spell list for each of the Aeons (probably going to adapt Cleric Domains, we shall see), determine the protective powers of each Aeon and how to make it not OP, figure out how Aspect of the Aeon will work, and create stats for the Aeons themselves for when they are summoned.
I'd also like to come up with some sort of ability or instance where the Aeons' signature abilities can be implemented, Diamond Dust for Shiva, Hellfire for Ifrit, Mega Flare for Bahamut, etc.
So what do y'all think? Do you like what I've come up with? I know it's not completely balanced, but it's a first draft, and what suggestions do you have for fleshing this out further?
Edit 1: Added a psuedo-table of class features.
Edit 2: Added list of Aeons and added prerequisites to qualify for Summoner
Edit 3: Added Anti-Theurge Clause and categorized spellcasting as Arcane, as well as reasoning behind it
still not quite satisfied. So, after talking with a friend, I think I've finally come up with a Summoner prestige class that I'm satisfied with. It takes inspiration from Final Fantasy, but goes its own way.
It is by no means complete, but here's what I've got so far:
HD: either d6 or d8, haven't decided yet.
Skill points: 2+Int Modifier
Class Skills: Probably the same as a Wizard.
Level|Feature
1 | Spellcasting, Summoning Pact
2 | Spells of the Aeons
3 | Aeon Protection I
4 | Aspect of the Aeons 3/day
5 | Dead Level - Need to fix this...
6 | Aspect of the Aeons 4/day, Aeon Protection II
7 | Summon Aeon
8 | Aspect of the Aeons 5/day
9 | Aeon Protection III
10 | Grand Summon
Saves: Fort, Will: Good; Ref: Poor
BAB: 3/4
Prerequisites: Ability to cast 4th level spells, Knowledge (Arcana) 8 ranks, Great Fortitude, Spell Focus (Conjuration), Devotion to Aeons as personal deities, Must make a Pact with an Aeon to take first level in Summoner class.
Class Features
Spellcasting: At Summoner casts spells from the Summoner spell list, which has several base spells but is modified by their Aeon Pacts, which add spells to their spell list. They cast spells base on the table: Summoner Spells per day. They know every spell on their spell list and cast them spontaneously, as a Sorcerer or Bard. Summoner spells are considered Arcane for prerequisites towards other spellcasting prestige classes.
Anti-Theurge Clause: This class may not be progressed as a spellcasting class for the Mystic Theurge Prestige Class or any class that progresses two spellcasting classes.
Creator's Reasoning: While this class might seem well suited towards Divine spellcasting, I have categorized it as Arcane. The reason being, even though a Summoner worships the Pantheon of the Aeons, their power comes from making Pacts with them, which thematically fits as being more Arcane. I considered leaving this ambiguous, but I decided that clarification was the better way to go. As always, a GM is more than welcome to change the categorization to Divine, if s/he so chooses.
Summoning Pact: At first level, the Summoner is able to make contact with an Aeon and challenge it. If the Summoner and their party defeats the Aeon, the Summoner may make a pact with it to tap into its power. Each Pact adds to the Summoner's power and provides benefits based on the Summoner's level. A Summoner may have pacts with a number of Aeons equal to 3+Summoner level.
Spells of the Aeons: At second level, the Summoner begins tapping into the power of the Aeons with which they have made pacts. They gain spells based upon their Aeons, with each successive Aeon adding new spells to their spell list. Each Aeon grants one spell of each spell level, which is useable once they reach the appropriate Summoner level: level one spells at level 2, level two spells a level 3, etc. These spells may be used according to the chart: Summoner Spells per Day
Aeon Protection: at third level, the Aeons begin to develop a particular connection with the Summoner and begin lending more power to protect them. Each Aeon provides different protections. At sixth and ninth levels, the next tier of protection is granted.
Aspect of the Aeons: At fourth level, a Summoner is able to draw upon more of an Aeon's power and summon an aspect of the Aeon into the body of the Summoner, who takes on particular powers based upon the Aeon summoned. This ability is useable 3/day at level four, 4/day at level six, 5/day at level 8, and 6/day at level 10.
Summon Aeon: At seventh level, a Summoner is finally able to summon an Avatar of an Aeon itself to the Material Plane. The Aeon acts as any other summoned monster, but the strain of the summoning forces the Summoner to focus on keeping the Aeon on the Material Plane, thus they cannot act while an Aeon is present. There is a lifelink between the Aeon and Summoner, so any damage done to the Summoner during this time is transferred to the Aeon instead. An Aeon may be dismissed at any time by the Summoner, who may resume action the following turn. This ability may be used 3/day.
Grand Summon: At tenth level, a Summoner may summon an Aeon and keep them on the Material Plane without focusing, allowing the Summoner to act while an Aeon is present. This is the culmination of a Summoner's training and represents a Summoner's dedication to their path and the Aeons.
Aeons: Carbuncle, Ifrit, Shiva, Ixion or Ramuh...can't decide, Leviathan, Titan, Garuda, Odin, Alexander, Fenrir, Anima, Bahamut, Phoenix. So we have a representative from the eight elements: fire, ice, lightning, water, earth, air, dark, and light; I'm interpreting Carbuncle as a Fey and will probably have some sort of buffing function; Anima is an aspect of death and will probably be necromantic in nature; Fenrir focuses on non-elemntal damage and will probably be a debuffer; Bahamut is obviously associated with Dragons but typically is non-elemental, so I still have to figure out what his function will be; and Phoenix is fire and resurrection based, so will probably function as a healing Aeon.
Note: I know that the class requires Spellcasting but does not progress previous Spellcasting, what do y'all think of this?
There's obviously much to be done still, I still need to complete the list of potential Aeons to Pact with, come up with a base spell list, a spell list for each of the Aeons (probably going to adapt Cleric Domains, we shall see), determine the protective powers of each Aeon and how to make it not OP, figure out how Aspect of the Aeon will work, and create stats for the Aeons themselves for when they are summoned.
I'd also like to come up with some sort of ability or instance where the Aeons' signature abilities can be implemented, Diamond Dust for Shiva, Hellfire for Ifrit, Mega Flare for Bahamut, etc.
So what do y'all think? Do you like what I've come up with? I know it's not completely balanced, but it's a first draft, and what suggestions do you have for fleshing this out further?
Edit 1: Added a psuedo-table of class features.
Edit 2: Added list of Aeons and added prerequisites to qualify for Summoner
Edit 3: Added Anti-Theurge Clause and categorized spellcasting as Arcane, as well as reasoning behind it