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*Pathfinder & Starfinder
Master Summoner - Prestige Class
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<blockquote data-quote="Bront" data-source="post: 2250224" data-attributes="member: 19696"><p>Glad you agree with most things, and that I'm making sense (Or you just share my madness, but that's fine too).</p><p></p><p>I've read somewhere that WoTC feals that +2 to a stat is approximately the equivilant to 1 feat. +2 to the spellcasting stat gives you as many as 3 new spell slots (Granted, it's at 28+, but still) and a +1 DC. So, every 3 levels, you get almost the equivilent of 1 free feat (The extra spell slots, though no DC change), and you still have to be able to use them. I don't think it's too bad (I'm not saying it works with every other class ability, I didn't break them all down yet).</p><p></p><p>Given this is a pure spellcaster class, you should almost never loose a caster level. (Though, they did that with the Recaster in Races of Eberron) I would try to balance it out to gain +1 caster level per level.</p><p></p><p>Drop enhanced specialization. The 1st level powers are fine.</p><p></p><p>I think Variable Allies could be interesting, but you could easily add that at 3rd level instead of spontanious summoning. You should limit it to creatures within 1 alignment, so they don't attack each other. I like the 2nd level power I suggested personaly.</p><p></p><p>Ditch Spontanious summoning.</p><p></p><p>I like Extra Allies the way you have it written up actualy. I like having a more rigid number of allies. 1D10+1 leaves too many variables out there, and a Master Summoner should be able to rely on getting some minimum of help.</p><p></p><p>I like Extended Summoning, but I would ditch the 10 minute non-combat thing. There are summons that work fine for non-combat things. (Mount for example)</p><p></p><p>Of both worlds is too powerfull. Ditch it. Maybe just leave this particular level power blank.</p><p></p><p>Don't like Denial. Too powerfull. I would suggest Enlarge Summoning instead. The range on summon monster is a big deal (The monsters can't ever leave that distance from you or else they disapear), so this is VERY usefull, and not too powerfull given the level you are giving it at (7th or 8th). You may want to decide that you can't stack this iwth Extend Summoning for free, so you need to pick one or the other if you think that this is stacking too much.</p><p></p><p>Banishment is flavorful, and cool. I like it, and it's a once a day thing. I could see this being the 10th level power, or leaving it at 8th (and putting Enlarge Summoning at 7th). Flavor text could say "The Master Summoner learns the secret of sending creatures back where they came from in addition to calling them into this plane."</p><p></p><p>I like the Spell Enhanced Summoning. I don't think it should be "casting as if quickened", but simply allow you to target one summoned group with a spell basicly as a free action (it's woven into your current casting). However, if the spell normaly only effects one person, only effect one of them. If it effects them all, then it's ok. Extra targets do not filter over to non-conjured creatures. I think that the caster must have the spell used to augment his summons memorised when the summon is cast too. Personal spells (Like Mage Armor, Tensor's Transformation, or the like) should NOT be allowed to be used this way, only augmentation spells that can be cast on others. If the spell is lost while casting it, you loose all spell slots involved. This is a good 8th-10th level power.</p><p></p><p>Army is too powerfull. Might I suggest Greatest Augment Summoning, which grants a +6 stat bonus instead of +4 (To all 3 physical stats). +1 to hit, +1 to Damage, +1 to AC, +1 to Init, and +1 HP per HD is quite usefull. This might fit in well a bit earlier, allowing you to push Banish and Spell Enhancing Summoning up a bit (Maybe this at 8th, Spell Enhanced Summoning at 9th, and Banish at 10th)</p><p></p><p>Hope this helps. (And makes sense)</p></blockquote><p></p>
[QUOTE="Bront, post: 2250224, member: 19696"] Glad you agree with most things, and that I'm making sense (Or you just share my madness, but that's fine too). I've read somewhere that WoTC feals that +2 to a stat is approximately the equivilant to 1 feat. +2 to the spellcasting stat gives you as many as 3 new spell slots (Granted, it's at 28+, but still) and a +1 DC. So, every 3 levels, you get almost the equivilent of 1 free feat (The extra spell slots, though no DC change), and you still have to be able to use them. I don't think it's too bad (I'm not saying it works with every other class ability, I didn't break them all down yet). Given this is a pure spellcaster class, you should almost never loose a caster level. (Though, they did that with the Recaster in Races of Eberron) I would try to balance it out to gain +1 caster level per level. Drop enhanced specialization. The 1st level powers are fine. I think Variable Allies could be interesting, but you could easily add that at 3rd level instead of spontanious summoning. You should limit it to creatures within 1 alignment, so they don't attack each other. I like the 2nd level power I suggested personaly. Ditch Spontanious summoning. I like Extra Allies the way you have it written up actualy. I like having a more rigid number of allies. 1D10+1 leaves too many variables out there, and a Master Summoner should be able to rely on getting some minimum of help. I like Extended Summoning, but I would ditch the 10 minute non-combat thing. There are summons that work fine for non-combat things. (Mount for example) Of both worlds is too powerfull. Ditch it. Maybe just leave this particular level power blank. Don't like Denial. Too powerfull. I would suggest Enlarge Summoning instead. The range on summon monster is a big deal (The monsters can't ever leave that distance from you or else they disapear), so this is VERY usefull, and not too powerfull given the level you are giving it at (7th or 8th). You may want to decide that you can't stack this iwth Extend Summoning for free, so you need to pick one or the other if you think that this is stacking too much. Banishment is flavorful, and cool. I like it, and it's a once a day thing. I could see this being the 10th level power, or leaving it at 8th (and putting Enlarge Summoning at 7th). Flavor text could say "The Master Summoner learns the secret of sending creatures back where they came from in addition to calling them into this plane." I like the Spell Enhanced Summoning. I don't think it should be "casting as if quickened", but simply allow you to target one summoned group with a spell basicly as a free action (it's woven into your current casting). However, if the spell normaly only effects one person, only effect one of them. If it effects them all, then it's ok. Extra targets do not filter over to non-conjured creatures. I think that the caster must have the spell used to augment his summons memorised when the summon is cast too. Personal spells (Like Mage Armor, Tensor's Transformation, or the like) should NOT be allowed to be used this way, only augmentation spells that can be cast on others. If the spell is lost while casting it, you loose all spell slots involved. This is a good 8th-10th level power. Army is too powerfull. Might I suggest Greatest Augment Summoning, which grants a +6 stat bonus instead of +4 (To all 3 physical stats). +1 to hit, +1 to Damage, +1 to AC, +1 to Init, and +1 HP per HD is quite usefull. This might fit in well a bit earlier, allowing you to push Banish and Spell Enhancing Summoning up a bit (Maybe this at 8th, Spell Enhanced Summoning at 9th, and Banish at 10th) Hope this helps. (And makes sense) [/QUOTE]
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