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<blockquote data-quote="twelvedrunkenmonkeyz" data-source="post: 1930775" data-attributes="member: 27289"><p>I'm currently working on converting FFX summoners into my D&D game as a PrC (most likely case) or maybe a core class. The problem I'm having it actually making the class (call it writers block and inexperience with creating PrCs). So far this is what I have for the PrC. The eidolons will each be different, but their starting CR is 9-10 and grows as the Summoner gains levels. The overdrive is pretty much the equivelant of 2 or 3 specail abilities/attacks rolled into one (i.e. Bahumats mega-flare)</p><p></p><p>Requirements</p><p> Knowledge (Religion) 10 ranks, Preform (Dance) 4 ranks</p><p> Spellcasting: Must have Summoner Domain</p><p>Special: The Summoner must first pass a trial for each eidolon to gain them as a summon. They must sacrifice ½ the exp earned in the trial to the Eidolon as a sign of faith.</p><p></p><p>Level Base Fort Ref Will Special Spell Casting</p><p>1 +0 +1 +0 +1 Summon Eidolon 1/day +1 Level of Existing Devine Class</p><p>2 +1 +1 +1 +1 Shield Eidolon +1 Level of Existing Devine Class</p><p>3 +2 +2 +1 +2 +1 Level of Existing Devine Class</p><p>4 +2 +2 +1 +2 Summon Eidolon 2/day +1 Level of Existing Devine Class</p><p>5 +3 +3 +2 +3 Boost Eidolon +1 Level of Existing Devine Class</p><p>6 +3 +3 +2 +3 +1 Level of Existing Devine Class</p><p>7 +4 +4 +2 +4 Summon Eidolon 3/day +1 Level of Existing Devine Class</p><p>8 +5 +4 +3 +4 Overdrive +1 Level of Existing Devine Class</p><p>9 +5 +5 +3 +5 +1 Level of Existing Devine Class</p><p>10 +6/+1 +5 +3 +5 Summon Eidolon 4/day +1 Level of Existing Devine Class</p><p></p><p></p><p>Summon Eidolon: Summoning an Eidolon takes three rounds of casting. Essentially summoning an Eidolon is considered and treated as casting a spell. The Eidolon though cannot be dispelled, and will only return if they are destroyed, banished, or the caster cancels the summon. An Eidolon exist for 1 round every 2 character levels + Cha modifier. To keep the caster must make a Concentration Check to keep the Eidolon under control as well. Failing the attempt means that the Eidolon makes no action that round. If the caster fails two consecutive attempts then the Summon is considered banished. If the Summon is destroyed the caster must make a Will save (DC 10+Eidolon HD) or be stunned and take half damage from the last attack.</p><p>his is what I have for the class.</p></blockquote><p></p>
[QUOTE="twelvedrunkenmonkeyz, post: 1930775, member: 27289"] I'm currently working on converting FFX summoners into my D&D game as a PrC (most likely case) or maybe a core class. The problem I'm having it actually making the class (call it writers block and inexperience with creating PrCs). So far this is what I have for the PrC. The eidolons will each be different, but their starting CR is 9-10 and grows as the Summoner gains levels. The overdrive is pretty much the equivelant of 2 or 3 specail abilities/attacks rolled into one (i.e. Bahumats mega-flare) Requirements Knowledge (Religion) 10 ranks, Preform (Dance) 4 ranks Spellcasting: Must have Summoner Domain Special: The Summoner must first pass a trial for each eidolon to gain them as a summon. They must sacrifice ½ the exp earned in the trial to the Eidolon as a sign of faith. Level Base Fort Ref Will Special Spell Casting 1 +0 +1 +0 +1 Summon Eidolon 1/day +1 Level of Existing Devine Class 2 +1 +1 +1 +1 Shield Eidolon +1 Level of Existing Devine Class 3 +2 +2 +1 +2 +1 Level of Existing Devine Class 4 +2 +2 +1 +2 Summon Eidolon 2/day +1 Level of Existing Devine Class 5 +3 +3 +2 +3 Boost Eidolon +1 Level of Existing Devine Class 6 +3 +3 +2 +3 +1 Level of Existing Devine Class 7 +4 +4 +2 +4 Summon Eidolon 3/day +1 Level of Existing Devine Class 8 +5 +4 +3 +4 Overdrive +1 Level of Existing Devine Class 9 +5 +5 +3 +5 +1 Level of Existing Devine Class 10 +6/+1 +5 +3 +5 Summon Eidolon 4/day +1 Level of Existing Devine Class Summon Eidolon: Summoning an Eidolon takes three rounds of casting. Essentially summoning an Eidolon is considered and treated as casting a spell. The Eidolon though cannot be dispelled, and will only return if they are destroyed, banished, or the caster cancels the summon. An Eidolon exist for 1 round every 2 character levels + Cha modifier. To keep the caster must make a Concentration Check to keep the Eidolon under control as well. Failing the attempt means that the Eidolon makes no action that round. If the caster fails two consecutive attempts then the Summon is considered banished. If the Summon is destroyed the caster must make a Will save (DC 10+Eidolon HD) or be stunned and take half damage from the last attack. his is what I have for the class. [/QUOTE]
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