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Master Summoner - Prestige Class
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<blockquote data-quote="farscapesg1" data-source="post: 2240675" data-attributes="member: 15234"><p>Thanks for the input, I need all the advice I can get on this. I don't want to create a prestige class that is too powerful, but I definitely want something that distinguishes the characters from just another summoner. </p><p></p><p></p><p></p><p>My concept for the prestige class was to make it arcane caster only. More precisely, wizard only. In most classic literature, the best summoners have always been wizards. With the current incarnation of DND, that role has fallen to the Druid (for natural creatures) and Sorcerers beat out Wizards due to the large number of spells per day. </p><p></p><p>I have already been toying with the idea of adding Diplomacy to the list of requirements and just hadn't decided at what rank level I should put the requirement.</p><p></p><p>I also counted wrong. I had planned on the skill requirements to allow a wizard to enter the class at character level 6. I will drop these requirements to 9. Since I am designing it as a wizard only</p><p></p><p></p><p></p><p>As you mentioned, Augment Summoning is required, as is Spell Focus (Conjuration) since it is a requirement for Augment Summoning. I guess I could drop the Extend Spell requirement. I'm actually thinking about dropping both Extend Spell and Skill Focus and replace them with Spell Mastery requiring two Summon Monster spells to be chosen. This would help restrict the class to Wizard only as I was wanting and make it only 3 required feats to enter the class.</p><p></p><p>I really didn't think that 4 feat requirements was that bad since the Loremaster requires the same amount.</p><p></p><p></p><p></p><p>Again, since I originally designed it as a Wizard only, I didn't think it would be that big of an issue. Also, it made sense to require a fairly large number of planar languages for a character that focuses on summoning and controlling them.</p><p></p><p></p><p></p><p>The problem is that not all creatures summoned by the spells are animals. This ability should only function with creatures summoned by the caster, not any planar creature he comes across. That is another reason for the large number of planar languages. Maybe I should have made it a telepathic communication between the summoned creatures and the caster?</p><p></p><p></p><p></p><p>Are you saying this is bad? I based the idea off the Red Wizard prestige class and added the extra disadvantage of not being able to swap out knowledge of summoning spells. If I add the requirement for Spell Mastery, I will probably drop the restriction of not being able to swap the spells out since Spell Mastery will effectively remove the possibility of Sorcerers taking the class.</p><p></p><p></p><p></p><p>Hmm, I was afraid that granting higher dice would look "munchkin". I might use your idea, but I think 1d10+1 is too high so I would drop it to 1d8+1. My biggest concern to this ability is the combination of Maximize Spell or Empower Spell.</p><p></p><p></p><p></p><p>Since it was designed for Wizards only, they don't have access to Planar Ally (Cleric only spell). I wanted to give them something comparable, since Planer Binding is garbage compared to Planar Ally (another boon for Clerics being better summoners). How many wizards have a high enough Charisma to try to compete against demons and devils (not to mention they get a spell resistance check to break free).</p><p></p><p></p><p></p><p></p><p></p><p>This was one of my favorite abilities <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> Any wizard can try to dispel an enemy's protections, but I thought it would more impressive for the summoned creatures to walk right through the protections. The protection spells are still there and each creature only gets one chance to ignore it. Maybe make a different check? Maybe just give the summoned creature a Will save (no bonuses) to ignore the protection spell?</p><p></p><p>As to the +4 to will saves, it only works against two spells. Iron will would give the benifit against any Will-based spells, so it doesn't really equal two feats. I could possibly split the abilities.</p><p></p><p></p><p></p><p>I'm still not sure how this it too powerful. I don't really like the idea of just giving Improved Counterspell. Maybe allow them to Counterspell with any spell slot (school doesn't matter) of the same level or higher (instead of 1 level or more higher as per the feat).</p><p></p><p>As to the Banishment ability, I can dop the range down to a 30' burst centered on the Master Summoner. Yes the caster in your example has a range of 55', but that is where the spell takes effect. It then has an area of 1 or more creatures within 30' of each other. This ability requires the enemy creatures to be near the Master Summoner.</p><p></p><p></p><p></p><p>What if this ability did not work with the Extra Allies ability? That would limit the number of creatures summoned to 1d3 when calling lower-level creatures.</p><p></p><p>Any ideas for an alternative ability?</p><p></p><p></p><p></p><p>OK, I didn't think this one out very well <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":o" title="Eek! :o" data-smilie="9"data-shortname=":o" /> Even limiting it to 1/day is probably too much. Any ideas for another ability?</p></blockquote><p></p>
[QUOTE="farscapesg1, post: 2240675, member: 15234"] Thanks for the input, I need all the advice I can get on this. I don't want to create a prestige class that is too powerful, but I definitely want something that distinguishes the characters from just another summoner. My concept for the prestige class was to make it arcane caster only. More precisely, wizard only. In most classic literature, the best summoners have always been wizards. With the current incarnation of DND, that role has fallen to the Druid (for natural creatures) and Sorcerers beat out Wizards due to the large number of spells per day. I have already been toying with the idea of adding Diplomacy to the list of requirements and just hadn't decided at what rank level I should put the requirement. I also counted wrong. I had planned on the skill requirements to allow a wizard to enter the class at character level 6. I will drop these requirements to 9. Since I am designing it as a wizard only As you mentioned, Augment Summoning is required, as is Spell Focus (Conjuration) since it is a requirement for Augment Summoning. I guess I could drop the Extend Spell requirement. I'm actually thinking about dropping both Extend Spell and Skill Focus and replace them with Spell Mastery requiring two Summon Monster spells to be chosen. This would help restrict the class to Wizard only as I was wanting and make it only 3 required feats to enter the class. I really didn't think that 4 feat requirements was that bad since the Loremaster requires the same amount. Again, since I originally designed it as a Wizard only, I didn't think it would be that big of an issue. Also, it made sense to require a fairly large number of planar languages for a character that focuses on summoning and controlling them. The problem is that not all creatures summoned by the spells are animals. This ability should only function with creatures summoned by the caster, not any planar creature he comes across. That is another reason for the large number of planar languages. Maybe I should have made it a telepathic communication between the summoned creatures and the caster? Are you saying this is bad? I based the idea off the Red Wizard prestige class and added the extra disadvantage of not being able to swap out knowledge of summoning spells. If I add the requirement for Spell Mastery, I will probably drop the restriction of not being able to swap the spells out since Spell Mastery will effectively remove the possibility of Sorcerers taking the class. Hmm, I was afraid that granting higher dice would look "munchkin". I might use your idea, but I think 1d10+1 is too high so I would drop it to 1d8+1. My biggest concern to this ability is the combination of Maximize Spell or Empower Spell. Since it was designed for Wizards only, they don't have access to Planar Ally (Cleric only spell). I wanted to give them something comparable, since Planer Binding is garbage compared to Planar Ally (another boon for Clerics being better summoners). How many wizards have a high enough Charisma to try to compete against demons and devils (not to mention they get a spell resistance check to break free). This was one of my favorite abilities :( Any wizard can try to dispel an enemy's protections, but I thought it would more impressive for the summoned creatures to walk right through the protections. The protection spells are still there and each creature only gets one chance to ignore it. Maybe make a different check? Maybe just give the summoned creature a Will save (no bonuses) to ignore the protection spell? As to the +4 to will saves, it only works against two spells. Iron will would give the benifit against any Will-based spells, so it doesn't really equal two feats. I could possibly split the abilities. I'm still not sure how this it too powerful. I don't really like the idea of just giving Improved Counterspell. Maybe allow them to Counterspell with any spell slot (school doesn't matter) of the same level or higher (instead of 1 level or more higher as per the feat). As to the Banishment ability, I can dop the range down to a 30' burst centered on the Master Summoner. Yes the caster in your example has a range of 55', but that is where the spell takes effect. It then has an area of 1 or more creatures within 30' of each other. This ability requires the enemy creatures to be near the Master Summoner. What if this ability did not work with the Extra Allies ability? That would limit the number of creatures summoned to 1d3 when calling lower-level creatures. Any ideas for an alternative ability? OK, I didn't think this one out very well :o Even limiting it to 1/day is probably too much. Any ideas for another ability? [/QUOTE]
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