onasuma
2007-02-24, 04:15 PM
The supplier
Damn, Anyone remember to pack an armchair?
The supplier is an arcane caster who uses his power to provide items and equipment to those who need it.
level BAB Fort save Ref save Will save Abilities
1 +0 +0 +0 +2 summon object 3/day, area of summoning 1 mile
2 +1 +0 +0 +3
3 +1 +1 +1 +3 Enhanced summoning, area of summoning 2 miles
4 +2 +1 +1 +4 summon object 5/day
5 +2 +1 +1 +4 Bonus feat
6 +3 +2 +2 +5
7 +3 +2 +2 +5 Improved summoning, area of summoning 5 miles
8 +4 +2 +2 +6 summon object 6/day
9 +4 +3 +3 +6
10 +5 +3 +3 +7 Bonus feat
11 +5 +3 +3 +7
12 +6/+1 +4 +4 +8 Matarial power, area of summoning 10 miles
13 +6/+1 +4 +4 +8 summon object 8/day
14 +7/+2 +4 +4 +9
15 +7/+2 +5 +5 +9 Bonus feat
16 +8/+3 +5 +5 +10
17 +8/+3 +5 +5 +10 summon object 10/day
18 +9/+4 +6 +6 +11
19 +9/+4 +6 +6 +11
20 +10/+5 +6 +6 +12 Master of summons, area of summoning 25 miles
Game rule information.
Abilities: Int is important for Suppliers as it allows them to summon more objects and cast a small number of arcane spells. Dex and Con are also important as they cannot wear armour and have a low hitdice.
Alignment: Any chaotic
Hit dice: d4
Class skills:
Concentration, craft, decipher script, Knowledge: any, profession, and spellcraft.
Skill points at first level (2+int modifier) x 4
Skill points at each additional level: 3+int modifier.
Class features
Weapon and armour proficiency
Suppliers are proficient with all simple weapons and no armour.
Spells
A supplier can cast a small amount of arcane spells per day. These may be any spell from the wizard and sorcerer spell list of the correct level and must be prepared ahead of time as with a wizard.
Level/spell level 0 1 2 3 4 5 6 7 8 9
1 2 - - - - - - - - -
2 3 1 - - - - - - - -
3 4 2 - - - - - - - -
4 4 2 1 - - - - - - -
5 4 3 2 - - - - - - -
6 4 3 2 1 - - - - - -
7 4 3 3 2 - - - - - -
8 4 4 3 2 1 - - - - -
9 4 4 3 3 2 - - - - -
10 4 4 4 3 2 1 - - - -
11 4 4 4 3 3 2 - - - -
12 4 4 4 4 3 2 1 - - -
13 4 4 4 4 3 3 2 - - -
14 4 4 4 4 4 3 2 1 - -
15 4 4 4 4 4 3 3 2 - -
16 4 4 4 4 4 4 3 2 1 -
17 4 4 4 4 4 4 3 3 2 -
18 4 4 4 4 4 4 4 3 2 1
19 4 4 4 4 4 4 4 3 3 2
20 4 4 4 4 4 4 4 4 4 3
Summon object
At level one, a supplier gains the ability to summon small objects to him from the nearby area. He must make a concentration check of Dc5+1 for every 250yards above its area of summoning away the object he wishes to summon is +1 for every pound over 2lbs it weighs -1 for every supplier level the caster possesses. If this test succeeds the object he wishes to summon is called to him and he can make it appear at ground level any where within 5ft of himself. This is a magical effect, and can be prevented by any magic repelling effects. The object cannot be living and cannot be magical. An object transported can be followed by a successful track check. Depending in the object the Dc changes. Use Dm’s discretion.
Enhanced summoning
At level 3 a supplier add +10 to the dc of a summon object check and move either a magical or living object using this ability. The Dc still increases due to size and weight. A living being moved using summon object must be willing or the ability has no effect.
Improved summoning
At 8th level any object summoned using summon object cannot be tracked in any non-magical way. The supplier also gets a +4 to all summon object checks.
Material power
At 12th level a supplier who summons a weapon using the summon object class ability may try and improve the weapon in some way. The caster must make a will save of Dc25. If this is successful the weapon gains a +4 enhancement bonus to hit as long as it was transported from at least 50ft away, if not the weapon becomes a mangled pile of metal and is useless. This does not stack with other bonuses which the weapon has.
Master of Summoning
Any Item the supplier summons becomes masterwork. If the item was already masterwork this has no effect. The supplier may now summon living or magical objects without a penalty and living objects must now under go a dc20 will save or be transported even if they didn’t want to be. They may choose to fail this save.
Someone in my D&D group wants to play this. I feel its over powered. So any suggestions to make it less over powered or am i just being paranoid?
Edit: Also tables hate me
Damn, Anyone remember to pack an armchair?
The supplier is an arcane caster who uses his power to provide items and equipment to those who need it.
level BAB Fort save Ref save Will save Abilities
1 +0 +0 +0 +2 summon object 3/day, area of summoning 1 mile
2 +1 +0 +0 +3
3 +1 +1 +1 +3 Enhanced summoning, area of summoning 2 miles
4 +2 +1 +1 +4 summon object 5/day
5 +2 +1 +1 +4 Bonus feat
6 +3 +2 +2 +5
7 +3 +2 +2 +5 Improved summoning, area of summoning 5 miles
8 +4 +2 +2 +6 summon object 6/day
9 +4 +3 +3 +6
10 +5 +3 +3 +7 Bonus feat
11 +5 +3 +3 +7
12 +6/+1 +4 +4 +8 Matarial power, area of summoning 10 miles
13 +6/+1 +4 +4 +8 summon object 8/day
14 +7/+2 +4 +4 +9
15 +7/+2 +5 +5 +9 Bonus feat
16 +8/+3 +5 +5 +10
17 +8/+3 +5 +5 +10 summon object 10/day
18 +9/+4 +6 +6 +11
19 +9/+4 +6 +6 +11
20 +10/+5 +6 +6 +12 Master of summons, area of summoning 25 miles
Game rule information.
Abilities: Int is important for Suppliers as it allows them to summon more objects and cast a small number of arcane spells. Dex and Con are also important as they cannot wear armour and have a low hitdice.
Alignment: Any chaotic
Hit dice: d4
Class skills:
Concentration, craft, decipher script, Knowledge: any, profession, and spellcraft.
Skill points at first level (2+int modifier) x 4
Skill points at each additional level: 3+int modifier.
Class features
Weapon and armour proficiency
Suppliers are proficient with all simple weapons and no armour.
Spells
A supplier can cast a small amount of arcane spells per day. These may be any spell from the wizard and sorcerer spell list of the correct level and must be prepared ahead of time as with a wizard.
Level/spell level 0 1 2 3 4 5 6 7 8 9
1 2 - - - - - - - - -
2 3 1 - - - - - - - -
3 4 2 - - - - - - - -
4 4 2 1 - - - - - - -
5 4 3 2 - - - - - - -
6 4 3 2 1 - - - - - -
7 4 3 3 2 - - - - - -
8 4 4 3 2 1 - - - - -
9 4 4 3 3 2 - - - - -
10 4 4 4 3 2 1 - - - -
11 4 4 4 3 3 2 - - - -
12 4 4 4 4 3 2 1 - - -
13 4 4 4 4 3 3 2 - - -
14 4 4 4 4 4 3 2 1 - -
15 4 4 4 4 4 3 3 2 - -
16 4 4 4 4 4 4 3 2 1 -
17 4 4 4 4 4 4 3 3 2 -
18 4 4 4 4 4 4 4 3 2 1
19 4 4 4 4 4 4 4 3 3 2
20 4 4 4 4 4 4 4 4 4 3
Summon object
At level one, a supplier gains the ability to summon small objects to him from the nearby area. He must make a concentration check of Dc5+1 for every 250yards above its area of summoning away the object he wishes to summon is +1 for every pound over 2lbs it weighs -1 for every supplier level the caster possesses. If this test succeeds the object he wishes to summon is called to him and he can make it appear at ground level any where within 5ft of himself. This is a magical effect, and can be prevented by any magic repelling effects. The object cannot be living and cannot be magical. An object transported can be followed by a successful track check. Depending in the object the Dc changes. Use Dm’s discretion.
Enhanced summoning
At level 3 a supplier add +10 to the dc of a summon object check and move either a magical or living object using this ability. The Dc still increases due to size and weight. A living being moved using summon object must be willing or the ability has no effect.
Improved summoning
At 8th level any object summoned using summon object cannot be tracked in any non-magical way. The supplier also gets a +4 to all summon object checks.
Material power
At 12th level a supplier who summons a weapon using the summon object class ability may try and improve the weapon in some way. The caster must make a will save of Dc25. If this is successful the weapon gains a +4 enhancement bonus to hit as long as it was transported from at least 50ft away, if not the weapon becomes a mangled pile of metal and is useless. This does not stack with other bonuses which the weapon has.
Master of Summoning
Any Item the supplier summons becomes masterwork. If the item was already masterwork this has no effect. The supplier may now summon living or magical objects without a penalty and living objects must now under go a dc20 will save or be transported even if they didn’t want to be. They may choose to fail this save.
Someone in my D&D group wants to play this. I feel its over powered. So any suggestions to make it less over powered or am i just being paranoid?
Edit: Also tables hate me