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Thread: Gnorman's Complete E6 Compendium

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    Default Re: Gnorman's Complete E6 Compendium

    Alrighty, then, here we have: SUMMONER V2!


    The Summoner


    Hit Die: 1d6
    Class Skills: Bluff, Concentration, Craft, Diplomacy, Gather Information, Intimidate, Knowledge (All except Nobility and Royalty and Architecture and Engineering), Listen, Ride, Sense Motive, Spellcraft, Spot, Use Magic Device
    Skill Points: 4 + Int per level (4x at 1st)

    Level BAB Fort Ref Will Special 0lvl 1st 2nd 3rd
    1st +0 +0 +2 +2 Archetype Power (Lesser), Spellcasting, Companion 5 4
    2nd +1 +0 +3 +3 Augment Summoning, Quick Summon 5 5
    3rd +2 +1 +3 +3 Archetype Power (Moderate) 5 5 4
    4th +3 +1 +4 +4 Extended Summoning 5 6 5
    5th +3 +1 +4 +4 Summoned Buff 5 6 5 3
    6th +4 +2 +5 +5 Archetype Power (Greater), Swift Summoning 5 6 6 4

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    Proficiencies: The Summoner is proficient with light armour and simple weapons. He does not suffer from arcane failure while in light armour.

    Archetype Power: At 1st level, the Summoner chooses an archetype from the following list. Once made, the choice is final. Each archetype offers different abilities related to summoned creatures.

    Spellcasting: The Summoner casts arcane spells from a specialized list, which is included below. A Summoner need not prepare spells ahead of time - he may spontaneously cast any spell on his list from the appropriate slot. He still requires eight hours of rest to refresh his spells. His sole casting stat is Charisma, which dictates both the DC of his spells and his bonus spells. To cast a spell, the Summoner must have a Charisma score equal to 10 + the level of spell in question.

    Any Buffing spell (See Summoned Buff) ignores the Spell Resistance (If any) and/or other immunities of your summoned creatures. Mindless creatures cannot be affected by Mind Affecting abilities, however. Additionally, if a Buffing Spell has a Range of Personal (Such as Entropic Shield), it may be cast as Touch range spell, instead.

    Companion (Su): Select a creature from either the Summon Monster list or Summon Nature's Ally list. Once made, this choice cannot be changed, except when you get access to a higher level list. The chosen creature becomes your Companion. Anything added via an Archetype (Such as Elemental Summoner's Moderate power) are eligible to become Companions.

    If your Companion has less Hit Dice than you do class levels, then your Companion gains extra Hit Dice equal to the difference. Your Companion, if intelligent, possesses the same Alignment as you. Your Companion is loyal to you and follows your instructions without question, even if you do not share a language. Since your Companion cannot be killed, well permanently killed, it has no qualms about acting on dangerous or life-threatening orders.

    Your Companion is summoned as a Standard Action and lasts indefinitely. You also summon the same creature each time, although you may release a particular creature from service (Obtaining a new one is as simple as recovering spells for the night). Once summoned, your Companion may enter Anti-Magic fields and the like but cannot be summoned within them. Your Companion can be the target of a Dispel or Dismiss spell, but can be resummoned the next round. You may dismiss your Companion as a free action. If your companion is killed, it reforms after an hour.

    This ability is treated as a Conjuration (Summoning) Spell with a level equal to the highest level Summon Monster spell you can cast. As such, it can benefit from feats such as Augment Summoning that normally only affect actual spells.

    Augment Summoning: At second level, a Summoner gets the Augment Summoning feat for free, regardless of whether he qualifies.

    Quick Summoning (Ex): At second level, all Conjuration (Summoning) Spells have a Casting time of a Standard Action, rather than 1 Round.

    Extended Summoning (Ex): At fourth level, all of a Summoner's Conjuration (Summoning) spells are Extended automatically without using a higher level slot.

    Summoned Buff (Ex): Whenever you cast a Summon X spell or summon your Companion you may, as a Free Action, cast a Buffing spell (Defined as any spell that grants a bonus to Ability Scores, skill checks, attack rolls, saves, damage rolls, grants temporary HP or grants a Miss Chance. Magic Weapon and Magic Fang, and the Greater versions, also count as Buffing spells.) on them. If the Buffing Spell has multiple targets, such as Good Hope, but you only summon one creature, then you may utilise these extra targets on other allies. If you summon multiple creatures, but cast a Buffing spell that cannot target all of them, then only some of them gain the benefits of the spell.

    Swift Summon (Ex): At sixth level, all Conjuration (Summoning) Spells can be cast as a Move action, or as a Free action as part of a Move. (This also includes your Companion).

    Summoner Spell List:
    0: Detect Magic, Guidance, Message, Prestidigitation, Read Magic, Resistance, Virtue
    1st: Bless, Comprehend Languages, Entropic Shield, Mage Armour, Magic Fang, Magic Weapon, Mount, Protection from Good/Evil/Chaos/Law, Remove Fear, Shield of Faith, Summon Monster I, Summon Nature's Ally I
    2nd: Aid, Bear's Endurance, Blur, Bull's Strength, Cat's Grace, Dismiss*, Eagle's Splendour, Fox's Cunning, Heroism Owl's Wisdom, Rage, Resist Energy, Status, Summon Monster II, Summon Nature's Ally II, Summon Swarm, Tongues
    3rd: Dimensional Anchor, Displacement, Good Hope, Haste, Keen Edge, Magic Circle against Good/Evil/Chaos/Law, Magic Fang (Greater), Magic Vestment, Magic Weapon (Greater), Phantom Steed, Prayer, Protection from Energy, Summon Monster III, Summon Nature's Ally III

    *New Spell:

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    Dismiss
    Conjuration

    Level: Black Mage 2, Summoner 2, White Mage 2
    Components: V, S
    Casting Time: 1 Standard Action
    Range: Medium
    Target: One Summoned creature
    Duration: Instantaneous
    Saving Throw: No
    Spell Resistance: No

    This spell functions like a Targeted Dispel Magic, except as mentioned here: You may only affect Creatures summoned with a Conjuration(Summoning) effect and you gain a +4 bonus to the check.

    If multiple creatures are summoned via one spell, such as via the "1d3 from the lower list" option, then you only need to successfully dismiss one creature from the group to dismiss all of them.

    Dismiss can be used to Counterspell any Conjuration(Summoning) spell.



    Archetypes


    Elemental Summoner

    Lesser Archetype Power: Any Celestial/Fiendish creatures you summon via Summon Monster instead have the following Template applied:

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    Elemental Creature:

    Elemental Creature is an Inherited Template that can be applied to any of the following:aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin

    Size and Type: The creature's size is unchanged. The creature's Type changes to Elemental and gains the Air/Earth/Fire/Water subtype as appropriate. If the Elemental Creature is found on the Material Plane, it gains the Extraplanar subtype.

    Hit Dice: Change to d8s.

    Speed: Air Elemental Creatures have a Fly Speed of 100ft (Perfect Manuverability).

    Water Elemental Creatures have a Swim Speed of 90ft.

    Special Attacks: An Elemental creature gets certain special attacks, depending on its subtype.

    Air:

    Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against an Air Elemental Creature.

    Earth:

    Earth Mastery (Ex): An Earth Elemental Creature gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls.

    Push (Ex): An Earth Elemental Creature can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental’s opposed Strength checks.

    Fire:

    Fire Damage (Ex): A Fire Elemental Creature's natural attacks deal extra Fire Damage, depending on their Hit Dice:
    0-3HD: 1d4 Fire Damage.
    4-7HD: 1d6 Fire Damage.

    Burn (Ex): Those hit by a Fire Elemental’s natural attacks also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. Save DC 10 + 1/2 HD + Con mod. A burning creature can take a move action to put out the flame.

    Creatures hitting a Fire Elemental Creature with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch on fire unless they succeed on a Reflex save.

    Water:

    Water Mastery (Ex): A Water Elemental creature gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a -4 penalty on attack and damage rolls.

    Drench (Ex): The Water Elemental Creature’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals Elemental Creature’s HD).

    Special Qualities:

    All Elemental Creatures have Darkvision out to 60ft. If they already possess Darkvision, use whichever one is better.

    Earth Elemental Creatures also the following:

    Earth Glide (Ex): An Earth Elemental Creature can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing Earth Elemental Creature flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

    Abilities:

    Air: Dex +6

    Earth: Str +6, Dex -2

    Fire: Dex +2

    Water: Str + 4, Con +2



    The Elemental Summoner decides what type of Elemental Creature is summoned at the time of casting.

    Your Companion also has the Elemental Creature template, instead of the Celestial/Fiendish. Each time you summon your Companion, you may apply a different Elemental Creature template.

    Moderate Archetype Power: Add Small Elemental, Medium Elemental and Mephit (Air, Fire, Earth and Water only) to the Summon Monster I, II and III lists respectively.

    Greater Archetype Power: Whenever the Elemental Summoner has summoned an Elemental Creature (Including his Companion), Elemental or Mephit, he may, as a Standard action, change what Elemental type it is.


    Minionmancer

    Lesser Archetype Power: Whenever you cast a Summon X Spell, you may, as a Free Action, cast another Summon X Spell. These do not have to be the same spell or even the same level. (So, you could cast Summon Monster II and then, as a free action, cast Summon Nature's Ally I.)

    Moderate Archetype Power: Instead of the "1d3 from [Prior Level's List]" effect of the 2nd and 3rd level Summon X spells, you can summon 1d4+1 creatures.

    Instead of the "1d4+1 from the 1st level list" effect from the Summon X III spells, you can summon 1d6+2 creatures.

    Greater Archetype Power: Whenever you summon your Companion, you instead summon two.


    Celestial/Fiendish Specialist

    Good summoners cannot be Fiendish Specialists and Evil summoners cannot be Celestial Specialists. Neutral Summoners can decide to be either. If your Alignment changes, then so does your Specialist type. (For example, a Neutral Fiendish Specialist becomes Good, he becomes a Celestial Specialist, instead.) As such, all Fiendish Creatures are instead Celestial Creatures for a Celestial Specialist (vice versa for a Fiendish Specialist). This also applies to your Companion.

    Lesser Archetype Power: The Natural Weapons of any Celestial/Fiendish creature you summon are treated as Good/Evil weapons for the purposes of overcoming Damage Reduction. In addition, whenever a Celestial creature attacks an Evil one (And vice versa for Fiendish creatures) with its natural weapons, they deal damage as if they were one size larger.

    Moderate Archetype Power: Instead of the Celestial/Fiendish template, your summoned creatures have the Half-Celestial/Fiendish template instead. This also applies to your companion.

    Greater Archetype Power: Once per week, you may use Lesser Planar Ally as a Spell-Like Ability. Unlike the ordinary use of the spell, you may decide what sort of being you call (I.e, if you want to summon a Succubus, you will get a Succubus).

    Master Summoner

    Lesser Archetype Power: Whenever you cast a Summon X Spell, you may, as a free action, cast the same Summon X Spell again (So, if you cast Summon Monster I, you must cast Summon Monster I again to benefit from this effect). If you do, then you may use the list from the next level up. (So, two Summon Monster I spells gives access to the Summon monster II list. Two SM II spells gives access to the SM III List and two SM III spells gives access to the SM IV list).

    You cannot use this ability in conjunction with the "X from a lower list" option.

    Moderate Archetype Power: You gain a bonus to your Caster Level equal to half your Charisma Modifier, but only when casting a Conjuration(Summoning) Spell or when casting Magic Circle to use as a trap for Lesser Planar Binding (See below).

    Greater Archetype Power: Once per week, you may use Lesser Planar Binding as a Spell-Like ability. You must still use spell slots to cast Magic Circle Against (X) and Dimensional Anchor to create the trap. You must still offer rewards and the like to the creature you summon.

    Last edited by Sgt. Cookie; 2016-03-26 at 09:02 AM.
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