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Archsummoner - 5 Level Prestige Class

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
 

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Nice.
but why is spontanous summoning a 9th lvl slot?
I would certainly offer this IMC. Although since most games are lower level, there wont be many takers.
 

I would structure spontaneous summoning such that the actual summoning was not spontaneous. Something like

Guardian binding: The summoner creates a long duration bond between himself and a creature he is familiar with. At will the creature must appear to do the summoners bidding. The summoned might appear quietly or with great colourful affects.

Contracts for this relationship must be very precise and always contain clauses whereby the summoned may leave service. Times range from 7 days per level to 7 years per level. Typically at the end of the term the summoned receives a reward and\or may never be summoned again by the conjurer.

S


That way there would be an instantaneous appearance but the rules would have been set down clearly with the aid of a conjuring circle, sanctum, etc....
 

Evilhalfling said:
Nice.
but why is spontanous summoning a 9th lvl slot?
I would certainly offer this IMC. Although since most games are lower level, there wont be many takers.

Hi Evilhalfling,

Our group's pretty strict when it comes to power levels and prestige classes. We're normally pretty careful to not come up with something unless it fits intot he system well.
However, the 9th level slot for spontaneous casting is mainly for the arcane user or cleric rather than the druid - the ability would be redundant and costly.
Spontaneous casting - turning a prepared spell into a generic spell of a certain level - is in my mind pretty powerful in terms of the options it gives you if you are an arcane caster. If you are a cleric, the ability to spontaneously cast two types of spells is very very powerful and thus the reason why I thought a 9th level slot had to go in payment. Besides which, I do not think any of the other abilities were powerful enough to warrant a 9th level slot and there should be one of this power. Maybe it could go down to an 8th level slot if I could come up with an ability (high summoning) that fitted this 9th level slot power. Anyway, thanks for reading my prestige class, I really appreciate that you took the time to read it. :)

Sigurd said:
I would structure spontaneous summoning such that the actual summoning was not spontaneous. Something like

Guardian binding: The summoner creates a long duration bond between himself and a creature he is familiar with. At will the creature must appear to do the summoners bidding. The summoned might appear quietly or with great colourful affects.

Contracts for this relationship must be very precise and always contain clauses whereby the summoned may leave service. Times range from 7 days per level to 7 years per level. Typically at the end of the term the summoned receives a reward and\or may never be summoned again by the conjurer.

S

Hi Sigurd,

This is an interesting idea. It's almost like a summoner's cohort or golem. It might be good to flesh this out a little more to understand precisely how it would work.
I thought of introducing some more binding related abilities but thought this more the province of the Thaumaturgist. In fact your idea is very similar to the Planar Cohort ability of the Thaumaturgist. Let me find it from the SRD:

Planar Cohort: A 5th-level thaumaturgist can use any of the planar ally spells to call a creature to act as his cohort. The called creature serves loyally and well as long as the thaumaturgist continues to advance a cause important to the creature.
To call a planar cohort, the thaumaturgist must cast the relevant spell, paying the XP costs normally. It takes an offering of 1,000 gp x the HD of the creature to convince it to serve as a planar cohort, and the improved ally class feature can’t be used to reduce or eliminate this cost. The planar cohort can’t have more Hit Dice than the thaumaturgist has, and must have an ECL no higher than the thaumaturgist’s character level –2.
A thaumaturgist can have only one planar cohort at a time, but he can continue to make agreements with other called creatures normally. A planar cohort replaces a thaumaturgist’s existing cohort, if he has one by virtue of the Leadership feat.

This would be quite interesting and suitable in fact.

Best Regards
Herremann the Wise
 

Planar Cohort: A 5th-level thaumaturgist can use any of the planar ally spells to call a creature to act as his cohort. The called creature serves loyally and well as long as the thaumaturgist continues to advance a cause important to the creature.
To call a planar cohort, the thaumaturgist must cast the relevant spell, paying the XP costs normally. It takes an offering of 1,000 gp x the HD of the creature to convince it to serve as a planar cohort, and the improved ally class feature can’t be used to reduce or eliminate this cost. The planar cohort can’t have more Hit Dice than the thaumaturgist has, and must have an ECL no higher than the thaumaturgist’s character level –2.
A thaumaturgist can have only one planar cohort at a time, but he can continue to make agreements with other called creatures normally. A planar cohort replaces a thaumaturgist’s existing cohort, if he has one by virtue of the Leadership feat.


I really like this because it uses an acceptable game mechanic. In folklore bindings and binding contracts are the darkest point of conjuring.

I think there has to be an element of risk involved for the summoner. Something to make up for putting his soul on the line in tradition. Besides that I think it monumentally unfair that one wizard is toiling and spending gigabucks to make a golem and a summoner zips up a cohort in a week. Perhaps an XP penalty each time the summoned is called upon & an XP offering at the end of the contract?????

What do you think


Sigurd
 

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