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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

jlousivy
2007-02-24, 04:48 PM
Un-attended greatsword+5 from a magic shop---- he summons it.

3 bonus feats + summoning does not equal familiar + 5 feats.

So you were right in thinking it was overpowered. Also does a supplier have to have a spellbook? also does he know all spells or limited?

material power.... fighter throws plain rusty dagger 51 feet away, wizard summons it and hands it to the fighter
Duration on this ability? or should the wizard buy a ton of weapons and place them 51 feat away and start summoning away selling for a giant profit?

onasuma
2007-02-24, 05:02 PM
As we can see, overpowered. i need to think of a way to stop that happening and i just can't think of one. He does however have to know the exact location of the object to summon it and can't just hope theres a +12 rapier in the viciety

jlousivy
2007-02-24, 05:40 PM
He has divination spells from being a wizard, no more needing to worry about that!
Really he seems to want to be a wizard with the summoning feature seen in harry potter. What i'd do is simply homebrew some summon spells.

See spell-Instant summons it's lvl 7 and it does what he wants but it doesn't have a range limit, but it does have a pretty high cost.

edit: is it also a typo that he recieves 3+int skills/level after 1st?

Demented
2007-02-24, 11:10 PM
The homebrewed spells would probably be a good idea.


Though the idea of a class whose sole purpose is to summon mundane objects for whatever purpose is funny!

Left my keys in the car? Summon! Lost one of my contacts in the dirt? Summon! Fell off of my boat? Summon! A life jacket, that is, not the boat. Forgot my passport? Summon! Thief stole my wallet? Summon! Speaking of theivery, one could always summon money from other people's wallets, or food from the local store... or even summon a weapon right out of your enemy's hands. How humiliating would that be?

Forai
2007-02-25, 12:23 AM
How about putting in "If the object is in a shop, the money is automatically deducted from the closest money point to you." a.k.a. If you go into your house the money's deducted from anything ON you first, then on anything near you... However that creates problems of "LAWL I'M IN A BANK, I WANT TO SUMMON A DRAGON-MAIL ARMOUR" and not only did you just shoplift that way, but you stole from a bank...


The only other thing I can suggest is if the above is in effect, the coinage must be in your hand or against a coin ON your hand.

Demented
2007-02-25, 01:34 AM
Oh, the stealing problem is easy.

Add "The owner of the item, if any, immediately knows the item has been summoned and its location."

Sure, you can steal the level 12 prismatic burst longsword. Just remember to be very apologetic when you have to give it back to the level 24 Barbarian Half-Giant you stole it from.

onasuma
2007-02-25, 06:59 AM
is it also a typo that he recieves 3+int skills/level after 1st?

I assume so