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Goober4473
2007-10-23, 01:32 AM
I've revised my Pocket Summoner class, and thought I'd post it for critique. For those who didn't see the original, this is based on Pokemon.

The Pocket Summoner
Hit Die: d6.

Class Skills
The pocket summoner’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills, taken individually), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (Int), and Survival (Wis).
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.

http://www.edanet.com/goober/Pocket_Summoner_Table_V2.JPG

Class Features
All of the following are class features of the pocket summoner.

Weapon and Armor Proficiency: Pocket summoners are proficient with all simple weapons and light armor.

Summoning Pocket (Su): Each pocket summoner, upon beginning their career, gains access to an extradimensional space know as a summoning pocket. Creatures sealed using the Seal ability (see below) are placed here automatically. Upon entering the pocket dimension the first time, any temporary effects on a creature are dismissed, and all non-permanent damage is healed. A pocket summoner must carry a crystal for each creature in his/her summoning pocket. These crystals cost five gold pieces each. Once a creature is placed into the summoning pocket, it is immediately bound to the crystal the pocket summoner is holding. Once a creature is bound to a crystal, that crystal may not be used again to seal a creature.

A pocket summoner may have a total of five creatures plus one per class level contained in his/her summoning pocket at any time. If a creature would exceed this limit, a monster must be dismissed to make room, or the Seal ability fails. The choice may be made after the success or failure of the Seal is determined. A dismissed monster returns to its home plane, in a safe location (determined by the DM), or it is destroyed, at the pocket summoner’s discretion. In the second case, the creature is allowed a Will save at the DC of the pocket summoner’s seal ability (see below) at no bonus or penalty. If successful, it returns to a safe location on its home plane instead.

If the pocket summoner dies, the creatures remain in stasis in the summoning pocket, for a year and a day before being dismissed if the pocket summoner has not been returned to life (or unlife) or has otherwise regained access to the summoning pocket.

A starting pocket summoner begins with one creature of CR equal to or lower than his/her class level in the summoning pocket, plus one more of two or more CR less than his/her class level for each maximum available summon beyond the first. For example, a first level pocket summoner may begin with one CR 1 monster, and an eleventh level pocket summoner may begin with one CR 11 monster, and three CR 9 monsters for having four available summons, and a twentieth level pocket summoner may begin with one CR 20 creature, and five CR 18 creatures for having six available summons.

Seal (Sp): Once per day, a pocket summoner may attempt to seal any creature within 30 feet into his/her summoning pocket. The pocket summoner must hold a crystal to do this, which, if the ability is successful, is bound to that creature. The creature may resist with a successful Will save at DC 10 + ½ class level + Charisma modifier. Unconscious creatures suffer a -4 penalty to this save. Creatures at 0 hit points instead suffer a -2 penalty to this save. Any creature with one quarter hit points or more gains a +2 bonus to this save. Any creature with half hit points or more gains a +4 bonus to this save instead. Any creature with full hit points gains a +8 bonus to this save instead. Conscious creatures with an Intelligence score of 3 or higher receive a +4 bonus to this save. Successive attempts to seal a conscious creature become more difficult. Any conscious creature that has been the target of a failed seal attempt within the last hour gains a cumulative +2 bonus for each attempt. Any creature that fails its save is transported to the pocket summoner’s summoning pocket, and is held there in stasis. Possessions, if any, are transported as well, but extradimension spaces are not (such as bags of holding). Possessions include any held or worn items that the creature normally uses, unless lost more than 24 hours before.

Seal may only affect a creature that is able to advance by hit dice, regardless of weather or not it can also advance by class level. Some creatures may be especially resistant or immune to, weak against, or otherwise different for the purpose of sealing them. Immunity and bonuses or penalties to Will saves are rare but not unheard of when using Seal.

This ability is affected by arcane spell failure from all but light armor.

Summoned and called creatures are immune to this ability.

Seal may be used one additional time for every six levels beyond first (twice at seventh, three times at thirteenth, and four times at nineteenth level).

Note: Because Seal is the most important ability to a pocket summoner, and increasing its DC dramatically increases the capabilities of a pocket summoner, the Ability Focus feat increases the save DC by only 1, rather than 2.

Pocket Summoning: A pocket summoner may ready crystals that are linked to creatures in his/her summoning pocket in the same way that a sorcerer or wizard readies their spells. The pocket summoner must have the crystal in his/her possession. A crystal that was previously readied may be replaced by another at this time. If the pocket summoner does not have in possession a crystal that s/he has previously readied that s/he is now replacing with another readied crystal, it is lost, and the creature is dismissed. The number of crystals that can be readied is shown on the table (“Summons Available”). Only crystal bound to creatures of CR equal to or lower than the pocket summoner’s class level may be readied in this way.

As a spell-like ability, the summoner may summon creatures that are bound to readied crystals that they hold in their hand as with a summon monster spell cast by a sorcerer of a caster level equal to his/her class level, a combined number of times as shown on the table (“Summon Per Day”). The spell lasts for one round, plus two rounds for every CR lower than the pocket summoner’s class level the creature is. For this purpose 1/2 CR counts as one less than CR 1, and anything lower counts as two less. This ability suffers arcane spell failure from all but light armor. This ability may not be readied as a counter spell, and is not countered by any other summon monster spell, though it may be countered by dispel magic and similar spells (but see Dispel Resistance below). Summoned creatures may not use any ability that would cost XP, gold, or sacrificed items, any ability that summons or calls another creature, nor any ability that creates spawn, or any similar ability.

When the spell ends, the spell is dismissed, or the creature is reduced to 0 or fewer hit points, the creature returns to the summoning pocket. In the last case, the creature returns to the summoning pocket instead, and may not be summoned again for 24 hours. Temporary effects and damage remain, unlike a normal summoned creature, but temporary effects wear off at a rate of one minute per round, and damage heals at a rate of 1 per hit die per hour. Creatures below 0 hit points return to 0 hit points immediately upon returning to the summoning pocket. Possessions of the creature are summoned and returned with it, and any damage to these possessions is repaired when it returns to the crystal or summoning pocket, unless that damage was permanent damage caused by magic (such as Mordenkainen’s disjunction). The pocket summoner may allow spells to affect a creature within a crystal if the crystal is targeted or in the area, but the creature may not take any damage in this state.

A pocket summoner may have only one creature summoned using this ability at a time.

Recall Crystal (Sp): As a standard action, a pocket summoner may recall any crystal that is bound to a creature in his/her summoning pocket. This immediately teleports the crystal into the hand of the pocket summoner. If the crystal is being held, the creature holding it may make a Will save (DC 10 + ½ class level + Charisma modifier) to stop the effect from taking place.

Advancement (Ex): Creatures summoned using pocket summoning gain XP from encounters that they participate in equal to the amount the pocket summoner gains. In this case, participate means the pocket summoner ordered them to take at least one useful action during the encounter, regardless of what it was or weather or not it succeeded. This is subject to the DM’s discretion. When they first gain XP from this, their current XP is first reset to the minimum required for a character of level equal to their CR times 3/10 (that is, 300 for every 1,000). While the creature is not dismissed, it requires XP equal to 3/10 (again, 300 per 1,000) the amount required by a character its level to increase in power, at which point it advances in hit dice enough to increase its CR by 1. A creature cannot gain more XP than the minimum required to be a CR of equal level to the pocket summoner. Creatures may not gain more hit dice than a creature of that type normally could.

For example, a pocket summoner of sixth level has a creature of CR 5. Once the creature has participated in enough encounters where the total XP the pocket summoner gained was 1,500, it advances to CR 6, gaining hit dice as appropriate.

Creatures that advance by age or other strange circumstances, such as dragons, ignore this ability and advance normally. If they exceed the maximum CR a pocket summoner is capable of sealing, then they immediately make a Will save against the pocket summoner’s Seal DC. If successful, the creature is dismissed. Otherwise, the creature may attempt this save once per day, with a cumulative bonus equal to the amount the CR exceeds the pocket summoner’s level.

A dismissed creature’s XP is reset to the minimum required to reach its current level of power, if any (usually ECL, but some DMs may ignore the XP of monsters, and some monsters advance by age or other means).

Monster Knowledge (Ex): This ability functions exactly the same as the Archivist’s Dark Knowledge ability, except that it works on five different creature types, chosen by the pocket summoner, that are not giant, humanoid, or monstrous humanoid, to begin with, and the pocket summoner does not gain access to the dread secret use of this ability. This ability may target additional creature types as the pocket summoner advances. S/he gains access to one more creature type at second level, and one more every three levels thereafter (fifth, eighth, eleventh, fourteenth, seventeenth, and twentieth). These new types may not be giant, humanoid, or monstrous humanoid.

Augment Summoning: Pocket summoners gain access to the augmented summoning feat, even if they don’t meet the requirements, but this feat applies only to creatures summoned using pocket summoning.

Empowering (Ex): Starting at second level, once per week, while reading crystals, a pocket summoner may increase the power of any one creature that is in his/her summoning pocket without having to use it in encounters. This process is draining, costing XP equal to five times the current CR of the creature, and requires material components costing 100 times the current CR of the creature in gold pieces. The creature advances in hit dice enough to increase its CR by 1, as long as the new CR does not exceed the pocket summoner’s class level. The creature’s XP is immediately set to the minimum required to attain its new CR, or 3/10 (300 per 1,000) the amount of XP a character needs to reach a level equal to that CR.

When a pocket summoner gains a level (including second level), this increase may be applied immediately to any one creature in his/her summoning pocket as long as it fits the requirements, without requiring XP or gold.

Extend Summoning (Su): Starting at second level, when the duration of pocket summoning ends, the pocket summoner may immediately expend an additional summon per day to extend the duration an amount equal to its original duration as a free action.

Transfer Creature (Su): Starting at fourth level, a pocket summoner may transfer a creature from his/her summoning pocket to that of another pocket summoner within 5 feet. The targeted pocket summoner must be willing. If the receiving pocket summoner has too many creatures in his/her pocket, s/he must dismiss one as in the Seal ability or this ability fails. This may be done once per week for each individual creature. That is, a transferred creature may not be transferred again by the receiving pocket summoner for one full week. This ability requires one full hour of uninterrupted meditation on the part of both pocket summoners. They may both use this ability if able during that time. If the meditation is disrupted, it does not waste the ability, but it must be restarted.

Take Creature (Sp): Starting at fourth level, a pocket summoner may attempt to seal a creature summoned using pocket summoning that has been reduced to 0 hit points or less. The pocket summoner must ready an action to do this, and the use of the seal ability counts normally. The creature makes a Will save as normal, but is considered to be at 0 hit points, even if it was reduces further. If the save fails, the pocket summoner that summoned the creature may make an opposed level check with the sealing pocket summoner. If the sealing pocket summoner beats the summoning pocket summoner, the creature is sealed as normal, and removed from the original summoner’s summoning pocket.

In addition, the pocket summoner may attempt to steal a creature from another pocket summoner’s crystal. This takes one full minute, and s/he must hold a crystal in his/her hand. The pocket summoner that owns the crystal may make an opposed level check with the stealing pocket summoner. If the stealing pocket summoner beats the previous owner, the crystal is now owned by the stealing pocket summoner, and the creature bound to it is moved to his/her summoning pocket. As with sealing, the pocket summoner must make room by dismissing previous creatures if necessary. If the stealing pocket summoner does not win the opposed check, that crystal may not be stolen by that pocket summoner for 24 hours.

Fast Recall: Starting at tenth level, the pocket summoner may dismiss a creature summoned from a crystal as a move-equivalent action instead of a standard action.

Dispel Resistance: Starting at tenth level, a pocket summoner’s pocket summoning ability becomes harder to dispel. It is considered four caster levels higher for the purpose of any dispel attempt. In addition, the pocket summoner gains a +4 bonus to level checks to resist the take creature ability.

Great Seal (Su): Starting at eleventh level, a pocket summoner may increase the save DC of one use of the seal ability by 2. This is an enhancement bonus.

Switch Creature (Sp): Starting at sixteenth level, once per day, as a full-round action, a pocket summoner may trade a creature in a crystal with one in his/her summoning pocket. In the case of a creature sealed with Great Seal or Master Seal, two or three creatures respectively must be returned to the summoning pocket in order to bring the creature into a crystal. A creature sealed using one of these abilities may not be traded into the summoning pocket, but instead may be dismissed instead to draw another creature into a crystal. These creatures count as only one creature when dismissed in this way, however.

Ultra Seal (Su): Starting at twentieth level, a pocket summoner may increase the save DC of one use of the seal ability by 4. This is an enhancement bonus.