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- Jun 2010
The Sphere Summoner[Spheres of Power Homebrew Conversion]
Background- As many of you are aware, Spheres of Power is a thing. It tones down caster power to be more equal to the rest of the non-magic classes, and gives casters the ability to use their magic more freely. It has its own classes for magic-users, and gives a guide for converting existing casters to Spherecasting. It is absolutely beautiful. However, not all classes are converted, the Summoner chief amongst them. Summoning works differently in Spheres of Power(with just having access to the Conjuration sphere giving one access to what is effectively an Eidolon without the evolution points). This difference does not make for an easy conversion of the Summoner to Pathfinder, needing more changes to work with that system. Here is a modified, if rough, version of the Sphere Summoner.
Level Base Attack Bonus Fort Save Reflex Save Will Save Special Caster Level Talents 1st +0 +0 +0 +2 Casting, Spell Pool, Magic Talents, Connatural Conjurer, Stronger Summons +0 0(+2) 2nd +1 +0 +0 +3 Link, Secondary Summons(Basic, 1/day) +1 1 3rd +2 +1 +1 +3 Added Ability +2 2 4th +3 +1 +1 +4 Secondary Summons(Basic, 2/day) +3 3 5th +3 +1 +1 +4 Stronger Summons +3 3 6th +4 +2 +2 +5 Secondary Summons(1 talent, 3/day) +4 4 7th +5 +2 +2 +5 Added Ability +5 5 8th +6 +2 +2 +6 Secondary Summons(1 Talent, 4/day) +6 6 9th +6 +3 +3 +6 Stronger Summons +6 6 10th +7 +3 +3 +7 Secondary Summons(1 Talent, 5/day) +7 7 11th +8 +3 +3 +7 Added Ability +8 8 12th +9 +4 +4 +8 Secondary Summons(2 talents, 6/day) +9 9 13th +9 +4 +4 +8 Stronger Summons +9 9 14th +10 +4 +4 +9 Secondary Summons(2 talents, 7/day) +10 10 15th +11 +5 +5 +9 Added Ability +11 11 16th +12 +5 +5 +10 Secondary Summons(2 Talents, 8/day) +12 12 17th +12 +5 +5 +10 Stronger Summons +12 12 18th +13 +6 +6 +11 Secondary Summons(2 talents, 9/day) +13 13 19th +14 +6 +6 +11 Added Ability +14 14 20th +15 +6 +6 +12 Master Conjurer, Secondary Summons(3 talents, 10/day) +15 15
Hit Dice: d8
The Sphere Summonerís class skills (and the key ability for each skill) are:Craft (Int), Diplomacy(Cha), Fly (Dex), Handle Animal (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at Each Level: 2 + Int modifier.
Casting: A Sphere Summoner may combine spheres and talents
to create magical effects. A summoner is considered a Mid-
Caster and uses Charisma as his casting stat modifier. (Note: All
casters gain 2 bonus talents and may select a casting tradition
the first time they gain the casting class feature.)
Spell Pool: A Sphere Summoner gains a small reservoir of energy
he can call on to create truly wondrous effects, called a spell
pool. This pool contains a number of spell points equal to his class level + his Charisma modifier (minimum: 1). This pool replenishes
once per day after roughly 8 hours of rest.
Magic Talents: A Sphere Summoner gains 1 magic talent every
time he gains a caster level, according to the table above.
Connatural Conjurer: A Sphere Summoner gains the Conjuration sphere
as a bonus magic talent and uses their class level as his caster level
with the Conjuration sphere. This stacks normally with caster
levels gained from other sources.
Additionally, whenever the Sphere Summoner would cease concentrating on a summoned companion, the companion stays for a number of rounds equal to 1/4 their class level + their Charisma modifier.
Stronger Summons: A Sphere Summoner is more than a lay magician that is enthusiastic about summoning. They are powerful conjurers, more experienced and knowledgeable about summoning than most any other magic user can hope to be in their lifetime. As such, a Sphere Summoner can attract more powerful creatures willing to enter into their service than most magic users with similar experience. The companion that the Sphere Summoner gains from the Conjuration sphere gains a bonus [Form] Talent at 1st level.
At 5th level and every 4 levels after, the Sphere Summoner has grown more powerful, attracting more volunteers to be his companion and increasing the power of his existing companions. This functions as the Extra Companion talent, except this companion gains a number of bonus [Form] talents equal to 1/2 the number of existing companions affected by this class feature(rounded down) + 1. Additionally, each existing companion that have gained bonus talents from this class feature gain an additional [Form] talent.
(Ex. Dexroy is a 9th level Sphere Summoner. His companion gained from this level has 2 (2 existing companions/2 + 1) bonus [Form] talents. His existing two Companions had 2 and 1 bonus [Form] Talents respectively, before this level. Now they each gain a bonus [Form] talent and have 3 and 2 respectively.)
Link: The Sphere Summoner's magic is connected to their companions. They gain the Link magic talent from the Conjuration sphere as a bonus talent.
Secondary Summons: While the Sphere Summoner primarily relies on their contracted companions, there are times when those companions are not adequate for the task at hand, or have been exhausted. Thankfully, there are several creatures that don't mind being summoned for a one-time use. At 2nd level, once per day, the Sphere Summoner may make a provisional summons. This works as a normal summons, except for the following:
- The summoned creature functions as a companion of the Sphere Summoner's caster level(unmodified by the Connatural Conjurer class feature).
- The Sphere Summoner does not need to expend a spell point in order to summon the creature.
- The companion remains for as long as the Sphere Summoner concentrates on the summon, or for a number of rounds equal to 1/4 the Sphere Summoner's level + their Charisma modifier)
- You may not expend an additional spell point to prolong the summons
- This class feature cannot be used when a permanent companion is summoned, nor can it be used when already in use
- At 6th level, a summoned creature using this class feature gains a bonus [Form] talent of your choice. At 12th and 20th levels, the number of bonus [Form] talents increases by 1. If the Magical Companion talent is selected, the creature does not gain access to a spell pool, but draws upon your spell pool instead for any spell points it may need.
The Sphere Summoner may use this class feature one additional time per day at 4th level and every two levels after.
Advanced Ability: The Sphere Summoner becomes more and more capable as they advance in power. This manifests in certain advanced capabilities. At 3rd level and every four levels after, the Sphere Summoner may choose to gain an ability from the menu below:
Abnormal Summons: Most Summoners can only summon certain types of extraplanar creatures. Some can summon unusual creatures. When gaining a new companion through the Stronger Summons class feature, the Sphere Summoner may select an Alteration talent that has "Transformation" in its name, and apply the benefits of that to the companion in place of the bonus [Form] Talents it would normally gain.
Bonus Feat: The Sphere Summoner gains a bonus feat of their choice, so long as they qualify for it.
Lingering Summons: When summoning a permanent companion(as opposed to one from the Secondary Summons class feature) and prolonging the summons by expending an additional spell point, the Sphere Summoner adds their Charisma modifier to their caster level to determine how many minutes the companion stays.
Secondary Lingering Summons: You may expend a spell point when using Secondary summons to change the duration of the summons from rounds to minutes. You must have the Lingering Summons ability in order to select this ability.
Master Conjurer: At 20th level, something happens. Not quite sure what it is. But it's super magical and awesome. Like, for sure.
-Make more Advanced Abilities/come up with a better name for Advanced Ability.
So, there it is, the Sphere Summoner. Please evaluate and criticize honestly, all feedback is appreciated.