Herremann the Wise
First Post
Hi Everyone,
There's been a few enquiries on the general forum in regards to prestige classes for specialist summoners. I had a look over the archmage and have come up with the following as a similar style of prestige class.
Post your thoughts if you like, are interested or have further suggestions.
ARCHSUMMONER
Hit Die: d4.
Requirements
To qualify to become an archsummoner, a character must fulfil all the following criteria.
Skills: Knowledge (arcana) 15 ranks, Knowledge (the planes) 15 ranks or Knowledge (Nature) 15 Ranks, Spellcraft 15 ranks.
Feats: Spell Focus (Conjuration), Augment Summoning, Greater Spell Focus (Conjuration)
Spells: Ability to cast Summon Monster VII or Summon Nature’s Ally VII
Class Skills
The archsummoner’s class skills (and the key ability for each skill) are Concentration (Con), Craft (alchemy) (Int), Knowledge (all skills taken individually) (Int), Profession (Wis) and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
Table: The Archsummoner
Over Five Levels - Similar to the Archmage
BAB: Poor
Fort: Poor
Ref: Poor
Will: Good
+1 level of existing arcane or divine spellcasting class
One High Summoning power each level
Class Features
All the following are Class Features of the archsummoner prestige class.
Weapon and Armor Proficiency: Archsummoner gain no proficiency with any weapon or armor.
Spells per Day/Spells Known: When a new archsummoner level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane or divine spellcasting class in which he could cast 7th-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane or divine spellcasting class in which he could cast 7th-level spells before he became an archsummoner, he must decide to which class he adds each level of archsummoner for the purpose of determining spells per day.
High Summoning: An archsummoner gains the opportunity to select a special ability from among those described below by permanently eliminating one existing spell slot (she cannot eliminate a spell slot of higher level than the highest-level spell she can cast). Each special ability has a minimum required spell slot level, as specified in its description.
An archsummoner may choose to eliminate a spell slot of a higher level than that required to gain a type of high arcana. A conjurer may choose one of their specialist spell slots to be eliminated. Bonus spell slots from a high ability score may not be used for elimination.
Extended Summoning (Su): All spells from the summoning subschool that the archsummoner casts have their durations doubled, as if the Extend Spell feat had been applied to them. The levels of the summoning spells don’t change, however. This ability stacks with the effect of the Extend Spell feat, which does change the spell’s level. This ability costs one 6th-level spell slot.
Rapid Summoning (Su): Any time a conjurer using this variant casts a summon monster or summon nature’s ally spell, its casting time is 1 standard action rather than 1 full round. (Creatures so summoned can only take a standard action in the round they are summoned.) The Archsummoner gains the normal benefits from enhancing a summon monster or summon nature’s ally spell with the Quicken Spell feat. This ability costs one 8th-level spell slot.
Summon Horde (Su): The Archsummoner is able to summon greater numbers of creatures when using higher level summon monster or summon nature’s ally spells to summon a creature from a lower level list. You can summon one creature from the same level list, 1d4 creatures from a list one level below that of the spell, 1d6+1 creatures from a list two levels below that of the spell or 1d8+2 creatures from a list three levels or lower below that of the spell. This ability costs one 7th-level spell slot.
Enhanced Summoning (Su): An Archsummoner’s summoned creatures become particularly tough to dispel. Add 3 to the DC of any caster level check made to dispel the archsummoner’s summoned creatures. This ability costs one 5th-level spell slot.
Spontaneous Summoning (Su): An Archsummoner can “lose” a prepared spell to cast any summon monster spell of a lower level. For example, an Archsummoner who has prepared a greater invisibility (a 4-th level spell) may lose that spell to cast summon monster I, summon monster II or summon monster III spell. This ability costs one 9th-level spell slot.
Advanced Summoning (Su): Creatures summoned by an Archsummoner are more developed than creatures summoned by other casters. Summoned creatures have +2 hit dice, affecting hit points, base attack bonuses, caster levels, feats, size and skills of the summoned creature(s). This ability costs one 7th-level spell slot.
Varied Summoning (Su): An Archsummoner may change (but not add to) the number of creatures they may summon using the Summon Monster or Summon Nature's Ally spell lists. Creatures that can be summoned must lie within the power parameters of those creatures already on the list - this is always at the DM's discretion. The player may change the creatures on the list of each Summon Monster or Summon Nature's Ally spell that they can cast. This may be done at any time but requires a day of study and experimentation to perfect each change. The player must submit any researched change to the DM. If the DM is in accord with the change, then the research has been successful otherwise the research has failed to the peril of the researcher. This ability does not cost a spell slot.
Best Regards
Herremann the Wise
There's been a few enquiries on the general forum in regards to prestige classes for specialist summoners. I had a look over the archmage and have come up with the following as a similar style of prestige class.
Post your thoughts if you like, are interested or have further suggestions.
ARCHSUMMONER
Hit Die: d4.
Requirements
To qualify to become an archsummoner, a character must fulfil all the following criteria.
Skills: Knowledge (arcana) 15 ranks, Knowledge (the planes) 15 ranks or Knowledge (Nature) 15 Ranks, Spellcraft 15 ranks.
Feats: Spell Focus (Conjuration), Augment Summoning, Greater Spell Focus (Conjuration)
Spells: Ability to cast Summon Monster VII or Summon Nature’s Ally VII
Class Skills
The archsummoner’s class skills (and the key ability for each skill) are Concentration (Con), Craft (alchemy) (Int), Knowledge (all skills taken individually) (Int), Profession (Wis) and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
Table: The Archsummoner
Over Five Levels - Similar to the Archmage
BAB: Poor
Fort: Poor
Ref: Poor
Will: Good
+1 level of existing arcane or divine spellcasting class
One High Summoning power each level
Class Features
All the following are Class Features of the archsummoner prestige class.
Weapon and Armor Proficiency: Archsummoner gain no proficiency with any weapon or armor.
Spells per Day/Spells Known: When a new archsummoner level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane or divine spellcasting class in which he could cast 7th-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane or divine spellcasting class in which he could cast 7th-level spells before he became an archsummoner, he must decide to which class he adds each level of archsummoner for the purpose of determining spells per day.
High Summoning: An archsummoner gains the opportunity to select a special ability from among those described below by permanently eliminating one existing spell slot (she cannot eliminate a spell slot of higher level than the highest-level spell she can cast). Each special ability has a minimum required spell slot level, as specified in its description.
An archsummoner may choose to eliminate a spell slot of a higher level than that required to gain a type of high arcana. A conjurer may choose one of their specialist spell slots to be eliminated. Bonus spell slots from a high ability score may not be used for elimination.
Extended Summoning (Su): All spells from the summoning subschool that the archsummoner casts have their durations doubled, as if the Extend Spell feat had been applied to them. The levels of the summoning spells don’t change, however. This ability stacks with the effect of the Extend Spell feat, which does change the spell’s level. This ability costs one 6th-level spell slot.
Rapid Summoning (Su): Any time a conjurer using this variant casts a summon monster or summon nature’s ally spell, its casting time is 1 standard action rather than 1 full round. (Creatures so summoned can only take a standard action in the round they are summoned.) The Archsummoner gains the normal benefits from enhancing a summon monster or summon nature’s ally spell with the Quicken Spell feat. This ability costs one 8th-level spell slot.
Summon Horde (Su): The Archsummoner is able to summon greater numbers of creatures when using higher level summon monster or summon nature’s ally spells to summon a creature from a lower level list. You can summon one creature from the same level list, 1d4 creatures from a list one level below that of the spell, 1d6+1 creatures from a list two levels below that of the spell or 1d8+2 creatures from a list three levels or lower below that of the spell. This ability costs one 7th-level spell slot.
Enhanced Summoning (Su): An Archsummoner’s summoned creatures become particularly tough to dispel. Add 3 to the DC of any caster level check made to dispel the archsummoner’s summoned creatures. This ability costs one 5th-level spell slot.
Spontaneous Summoning (Su): An Archsummoner can “lose” a prepared spell to cast any summon monster spell of a lower level. For example, an Archsummoner who has prepared a greater invisibility (a 4-th level spell) may lose that spell to cast summon monster I, summon monster II or summon monster III spell. This ability costs one 9th-level spell slot.
Advanced Summoning (Su): Creatures summoned by an Archsummoner are more developed than creatures summoned by other casters. Summoned creatures have +2 hit dice, affecting hit points, base attack bonuses, caster levels, feats, size and skills of the summoned creature(s). This ability costs one 7th-level spell slot.
Varied Summoning (Su): An Archsummoner may change (but not add to) the number of creatures they may summon using the Summon Monster or Summon Nature's Ally spell lists. Creatures that can be summoned must lie within the power parameters of those creatures already on the list - this is always at the DM's discretion. The player may change the creatures on the list of each Summon Monster or Summon Nature's Ally spell that they can cast. This may be done at any time but requires a day of study and experimentation to perfect each change. The player must submit any researched change to the DM. If the DM is in accord with the change, then the research has been successful otherwise the research has failed to the peril of the researcher. This ability does not cost a spell slot.
Best Regards
Herremann the Wise