here is another attempt of mine at a conjurer. It is simple, but with the monster choices it should be complex enough to be fun. In addition I looked at many other conjurer/summoner creations on the web (special thanks to Mkill on wizards for some ideas) so this is my stuff plus others compiled.
Conjurer:
Power Source: Arcane. You have studied creatures of all shapes and sizes and learned how to call them forth with arcane power, but it drains you physically to do so.
Role: Controller/striker?
Key Abilities: Constitution, Intelligence
Armor Proficiencies: Cloth/leather
Weapon Proficiencies: Dagger/staff
Bonus to Defense: +1 fort, + 1 will
Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 10 + Constitution modifier
Trained Skills: 4
Class Skills: Knowledge [nature, dungeoneering, Aracana] (Int), Insight (Wis)
Build Options: ?
Class Features: Attune Monster, Control Monster
CONJURER CLASS FEATURES
Attune Monster---ritual/arcane
You make a circle painstakingly inscribing arcane runes around and inside it. When completed you utter words of power and a cloud of smoke appears inside your circle. Inside the smoke monsters appear which can be called upon later to do your bidding.
10 minutes casting time
Effect: You attune yourself to your intelligence modifier in monsters at the beginning of the day. These monsters can they be called forth for a 24 hour period. If you do not attune yourself to a group of monsters at the beginning of the day you summon a monster that you know randomly when you use your summon monster at-will power. If the monster was already slain that day nothing appears.
You get attune yourself to a monster of your level or lower depending on your trained knowledge skills and your intelligence modifier. You can choose your intelligence modifier in monsters at each level. If you have the skill focus feat you get one more monster for that knowledge type in addition to your normal amount. The monsters are standard kinds, no leaders, solos or minions.
Monster Type Knowledge needed(skill)
Ooze, Aberation,Fungus Dungeoneering
Magical Beast, Dragon,Fey Arcana
Elemental, Immortal,Undead Arcana
Humanoid, Animal,Vermin Nature
Encounter/Daily spells.
A conjurer’s encounter spells are used a little differently than other classes. A conjurer starts with three encounter spells and then gets additional ones like any other class. A conjurer can use one type of the encounter spells as many times as he has encounter spells available, or mix them in any way he wants to. For example: a conjurer with three encounter spells could use guard, fuel the fury, and haste once each, haste three times, guard twice and haste once etc.
CONJURER SPELLS
Your powers are known as spells.
LEVEL 1 AT-WILL SPELLS
Summon Monster
In a cloud of smoke (or a dazzling light or whatever) a monster appears to do your bidding.
At will ◊ Arcane
Standard, Minor and Move Action (yes all three) Range: 5
Effect: You summon a monster that is attuned to you via the attune monster ritual. In addition you must spend a healing surge to summon a monster. The monster has standard hit points for its kind. The monster can perform a standard, minor or move action in the round summoned and has a minor, standard and move action available each round after that. The monster acts on the conjurer’s initiative. You also have a telepathic link to the monster. Summoned monsters that you are attuned to do not heal between summons, and if they die they are not available to be summoned again that day. If you summon a wounded monster again later in the day it has the same HPs that it had when dismissed. You can spend healing surges to heal your summoned monster. One healing surge heals the summoned creature 25% of its original HP. You can heal a monster up to your constitution modifier in healing surges per encounter as a minor action. Only you can heal a summoned monster, not an ally, as it is a magical construct attuned to your essence, not a real monster.
Sustain : Must use the control monster power
Control Monster
Your summoned monster attacks, moves, picks something up etc.
At will ◊ Arcane
Standard Action
Range: 100
Effect: You control a summoned monster. You can cause the monster to do one standard action on the turn it is summoned, and one standard/move and minor action on the subsequent rounds. The monster can do anything it would normally be able to do (i.e. in its stat block). The only abilities the summoned monster does not have are strictly knowledge based as the conjurer created the monster with magic and is controlling it with his mind. So the monster has no Intelligence based skills, use the conjurers instead. The conjured creature has no will of its own and will only exist and act as long as the control monster power is used.
The conjured creature has a telepathic link to the controller as long as the conjurer uses the control monster power.
Energy Ball Conjurer Attack 1
With a minor gesture a ball of energy appears in your hand and you throw it at your opponent and it explodes when it hits.
At-Will ◊ Arcane + appropriate energy type
Standard Action
Range: 15
Target: One creature + adjacent to the target
Attack: Intelligence vs. Reflex
Hit: 1d6 + Constitution damage to the main target and con damage to all adjacent to the target. You can pick from the following energy types when you use the power: cold/fire/electricity/acid/force/thunder.
Increase damage to 2d6 + Constitution to the main target at 21st level and con+2 to all adjacent creatures.
Special: This power counts as a basic ranged attack
Arcane Shield: Conjurer Defense 1
A shimmering field appears around your protecting you from both physical and energy attacks.
Encounter ◊ Arcane + appropriate energy type
Immediate interrupt
Target: yourself or one ally
You gain a +2 to AC and resistance 5 to one energy type (cold/fire/electricity/acid/force/thunder) until the end of the encounter:
this becomes a +4 to AC and resistance 10 at 21st level.
Resurgence - Conjurer Feature
The monster is infused with new energy from the summoner.
At-Will * Arcane
Free action
range: 20
Target: Summoned creature
Effect: The Conjurer spends one of his healing surges to heal the monster ¼ of its base hp. (The summoner can also use this power to heal the creature between encounters) The conjurer can do this up to his con mod/encounter.
Encounter Spells
Guard - Conjurer Control 1
The monster steps in front of you or an ally for protection.
Encounter * Arcane
Duration: until the end of your next turn
Move * (the monster must be able to get adjacent to the character that is getting the bonus by moving, and it uses its move action to do so)
Effect: Creature acts; adjacent ally is granted your Int bonus to AC.
Fuel the Fury – Conjurer Control 1
Your command throws the summoned creature into a furious rage.
Encounter * Arcane
Duration: until the end of your next turn
Move
Effect: When the creature acts it gains the summoners Int bonus as damage on any attack.
Haste - Conjurer Control 1
Your command makes summoned creature run faster.
Encounter * Arcane
Duration: until the end of your next turn
Move
Effect: The creature gains the summoners Int bonus in squares to its movement.
Daily Spells
Rise from Ashes – Conjurer Control 1
The summoner calls back his just-slain creature.
Daily * Arcane
Immediate Reaction * Arcane
Standard
Effect: As an immediate reaction to the defeat of his summoned creature, the conjurer can restore it to full hit points. It gains an immediate standard attack. The conjurer expends a healing surge.
Conjurer Feats:
Heroic
Improved Summons:
Your summoned monsters get a +2 bonus on attacks and damage
Quick Summons:
Your summon monster spell now only takes a standard action to cast.
Bolster Monster:
Your summoned monsters start out with 25% more HP than is standard for its type.
Quicken:
Your summoned monsters get a +2 bonus to their speed.
Fortify:
Your summoned monsters get a +2 bonus to their AC.
Ride:
You can ride your summoned creature as a mount (without this feat it takes too much concentration to both sustain your monster and ride at the same time). Note: this only applies to land-based and surface swimming movement, not burrowing, flying, teleporting etc.
Paragon Feats:
Advanced Ride:
You can now ride a summoned creature that can fly, burrow, teleport etc. Note: this does not give the creature the ability to move you if it cannot carry you, teleport another creature etc.
I need to come up with more feats.......
Paragon Path
Elemental Conjurer:
Your summoned creatures are infused with the essence of one energy, fire, cold, electricity, acid, force, or thunder. You pick one energy type at 11th level.
11th level: Summon Energy Monster:
Your monsters are no longer wholly standard representatives of their types; they are now infused with the power of one kind of energy.
Effect: your summoned creatures get resistance 20 to X energy type and do an additional 1d6 damage of X energy type when they hit with an attack.
11th level: Elemental attunement:
The conjurer gains energy resistance 20 to X energy type.
16th level:
Second energy type.
You pick a second type of energy, gain resistance 20 to it (in addition to the first energy type), and can summon energy creatures with that type of energy as well as ones with your original energy type. A summoned creature can only have one type of energy at a time.
20th level:
Aura of doom:
Your summoned monsters gain an encounter ability that allows them to put up a close burst 1 or 2 (your choice when activated) aura that causes 2d6 + Int mod damage to all in the effect. This damage is the same energy type as the summoned energy monster. This is a minor action on the summoned monsters part and can be sustained as a minor action as well.
I need to come up with another paragon path or two......
I was thinking that the conjurer would not really need any other new spells/powers as his modifiers should increase with level, his number of powers will increase with his level and his monsters (the most important part) also increase with level. Also the lack of utility powers and rituals other than attune monster was an attempt to balance the large versatility of the variety of summoned monster type the conjurer knows. What does everyone think? PEACH please J
Conjurer:
Power Source: Arcane. You have studied creatures of all shapes and sizes and learned how to call them forth with arcane power, but it drains you physically to do so.
Role: Controller/striker?
Key Abilities: Constitution, Intelligence
Armor Proficiencies: Cloth/leather
Weapon Proficiencies: Dagger/staff
Bonus to Defense: +1 fort, + 1 will
Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 10 + Constitution modifier
Trained Skills: 4
Class Skills: Knowledge [nature, dungeoneering, Aracana] (Int), Insight (Wis)
Build Options: ?
Class Features: Attune Monster, Control Monster
CONJURER CLASS FEATURES
Attune Monster---ritual/arcane
You make a circle painstakingly inscribing arcane runes around and inside it. When completed you utter words of power and a cloud of smoke appears inside your circle. Inside the smoke monsters appear which can be called upon later to do your bidding.
10 minutes casting time
Effect: You attune yourself to your intelligence modifier in monsters at the beginning of the day. These monsters can they be called forth for a 24 hour period. If you do not attune yourself to a group of monsters at the beginning of the day you summon a monster that you know randomly when you use your summon monster at-will power. If the monster was already slain that day nothing appears.
You get attune yourself to a monster of your level or lower depending on your trained knowledge skills and your intelligence modifier. You can choose your intelligence modifier in monsters at each level. If you have the skill focus feat you get one more monster for that knowledge type in addition to your normal amount. The monsters are standard kinds, no leaders, solos or minions.
Monster Type Knowledge needed(skill)
Ooze, Aberation,Fungus Dungeoneering
Magical Beast, Dragon,Fey Arcana
Elemental, Immortal,Undead Arcana
Humanoid, Animal,Vermin Nature
Encounter/Daily spells.
A conjurer’s encounter spells are used a little differently than other classes. A conjurer starts with three encounter spells and then gets additional ones like any other class. A conjurer can use one type of the encounter spells as many times as he has encounter spells available, or mix them in any way he wants to. For example: a conjurer with three encounter spells could use guard, fuel the fury, and haste once each, haste three times, guard twice and haste once etc.
CONJURER SPELLS
Your powers are known as spells.
LEVEL 1 AT-WILL SPELLS
Summon Monster
In a cloud of smoke (or a dazzling light or whatever) a monster appears to do your bidding.
At will ◊ Arcane
Standard, Minor and Move Action (yes all three) Range: 5
Effect: You summon a monster that is attuned to you via the attune monster ritual. In addition you must spend a healing surge to summon a monster. The monster has standard hit points for its kind. The monster can perform a standard, minor or move action in the round summoned and has a minor, standard and move action available each round after that. The monster acts on the conjurer’s initiative. You also have a telepathic link to the monster. Summoned monsters that you are attuned to do not heal between summons, and if they die they are not available to be summoned again that day. If you summon a wounded monster again later in the day it has the same HPs that it had when dismissed. You can spend healing surges to heal your summoned monster. One healing surge heals the summoned creature 25% of its original HP. You can heal a monster up to your constitution modifier in healing surges per encounter as a minor action. Only you can heal a summoned monster, not an ally, as it is a magical construct attuned to your essence, not a real monster.
Sustain : Must use the control monster power
Control Monster
Your summoned monster attacks, moves, picks something up etc.
At will ◊ Arcane
Standard Action
Range: 100
Effect: You control a summoned monster. You can cause the monster to do one standard action on the turn it is summoned, and one standard/move and minor action on the subsequent rounds. The monster can do anything it would normally be able to do (i.e. in its stat block). The only abilities the summoned monster does not have are strictly knowledge based as the conjurer created the monster with magic and is controlling it with his mind. So the monster has no Intelligence based skills, use the conjurers instead. The conjured creature has no will of its own and will only exist and act as long as the control monster power is used.
The conjured creature has a telepathic link to the controller as long as the conjurer uses the control monster power.
Energy Ball Conjurer Attack 1
With a minor gesture a ball of energy appears in your hand and you throw it at your opponent and it explodes when it hits.
At-Will ◊ Arcane + appropriate energy type
Standard Action
Range: 15
Target: One creature + adjacent to the target
Attack: Intelligence vs. Reflex
Hit: 1d6 + Constitution damage to the main target and con damage to all adjacent to the target. You can pick from the following energy types when you use the power: cold/fire/electricity/acid/force/thunder.
Increase damage to 2d6 + Constitution to the main target at 21st level and con+2 to all adjacent creatures.
Special: This power counts as a basic ranged attack
Arcane Shield: Conjurer Defense 1
A shimmering field appears around your protecting you from both physical and energy attacks.
Encounter ◊ Arcane + appropriate energy type
Immediate interrupt
Target: yourself or one ally
You gain a +2 to AC and resistance 5 to one energy type (cold/fire/electricity/acid/force/thunder) until the end of the encounter:
this becomes a +4 to AC and resistance 10 at 21st level.
Resurgence - Conjurer Feature
The monster is infused with new energy from the summoner.
At-Will * Arcane
Free action
range: 20
Target: Summoned creature
Effect: The Conjurer spends one of his healing surges to heal the monster ¼ of its base hp. (The summoner can also use this power to heal the creature between encounters) The conjurer can do this up to his con mod/encounter.
Encounter Spells
Guard - Conjurer Control 1
The monster steps in front of you or an ally for protection.
Encounter * Arcane
Duration: until the end of your next turn
Move * (the monster must be able to get adjacent to the character that is getting the bonus by moving, and it uses its move action to do so)
Effect: Creature acts; adjacent ally is granted your Int bonus to AC.
Fuel the Fury – Conjurer Control 1
Your command throws the summoned creature into a furious rage.
Encounter * Arcane
Duration: until the end of your next turn
Move
Effect: When the creature acts it gains the summoners Int bonus as damage on any attack.
Haste - Conjurer Control 1
Your command makes summoned creature run faster.
Encounter * Arcane
Duration: until the end of your next turn
Move
Effect: The creature gains the summoners Int bonus in squares to its movement.
Daily Spells
Rise from Ashes – Conjurer Control 1
The summoner calls back his just-slain creature.
Daily * Arcane
Immediate Reaction * Arcane
Standard
Effect: As an immediate reaction to the defeat of his summoned creature, the conjurer can restore it to full hit points. It gains an immediate standard attack. The conjurer expends a healing surge.
Conjurer Feats:
Heroic
Improved Summons:
Your summoned monsters get a +2 bonus on attacks and damage
Quick Summons:
Your summon monster spell now only takes a standard action to cast.
Bolster Monster:
Your summoned monsters start out with 25% more HP than is standard for its type.
Quicken:
Your summoned monsters get a +2 bonus to their speed.
Fortify:
Your summoned monsters get a +2 bonus to their AC.
Ride:
You can ride your summoned creature as a mount (without this feat it takes too much concentration to both sustain your monster and ride at the same time). Note: this only applies to land-based and surface swimming movement, not burrowing, flying, teleporting etc.
Paragon Feats:
Advanced Ride:
You can now ride a summoned creature that can fly, burrow, teleport etc. Note: this does not give the creature the ability to move you if it cannot carry you, teleport another creature etc.
I need to come up with more feats.......
Paragon Path
Elemental Conjurer:
Your summoned creatures are infused with the essence of one energy, fire, cold, electricity, acid, force, or thunder. You pick one energy type at 11th level.
11th level: Summon Energy Monster:
Your monsters are no longer wholly standard representatives of their types; they are now infused with the power of one kind of energy.
Effect: your summoned creatures get resistance 20 to X energy type and do an additional 1d6 damage of X energy type when they hit with an attack.
11th level: Elemental attunement:
The conjurer gains energy resistance 20 to X energy type.
16th level:
Second energy type.
You pick a second type of energy, gain resistance 20 to it (in addition to the first energy type), and can summon energy creatures with that type of energy as well as ones with your original energy type. A summoned creature can only have one type of energy at a time.
20th level:
Aura of doom:
Your summoned monsters gain an encounter ability that allows them to put up a close burst 1 or 2 (your choice when activated) aura that causes 2d6 + Int mod damage to all in the effect. This damage is the same energy type as the summoned energy monster. This is a minor action on the summoned monsters part and can be sustained as a minor action as well.
I need to come up with another paragon path or two......
I was thinking that the conjurer would not really need any other new spells/powers as his modifiers should increase with level, his number of powers will increase with his level and his monsters (the most important part) also increase with level. Also the lack of utility powers and rituals other than attune monster was an attempt to balance the large versatility of the variety of summoned monster type the conjurer knows. What does everyone think? PEACH please J
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