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Master Summoner - Prestige Class
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<blockquote data-quote="farscapesg1" data-source="post: 2250444" data-attributes="member: 15234"><p>Thanks for the advice. I've been thinking the class over and honestly I think I need to focus it more to either improving the summoned creatures or being able to summon larger numbers, not both. I've decided that I will go with the improvement route since our combats are already pretty large in numbers (6-7 PCs against however many opponents).</p><p></p><p>I will work out the details and post it here again.</p><p></p><p>Out of curiosity, why is the spontaneous ability so "over-powered"? I was basing it on the fact that Clerics can spontaneously swap their spells for healing and Druids can spontaneously swap spells for Summon Nature's Ally. I figured that as a prestige ability that would be fairly balanced. Yes, sorcerers might not get anything out of it, but there are other prestige classes that sorcerers would get very little from taking.</p><p></p><p>I personally don't think that spellcaster prestige classes should get full caster level progression. If you want full progression, stay with the base classes. That is just me, and I think the DM in the group feels the same way from our conversations. Besides, some of these abilities are very powerful (and maybe too powerful) so something needs to be given up for them. Since a character can not enter this class until 6th level, the wizard has 3 bonus feats and spellcasting levels that can be given up.</p><p></p><p>I already plan on changing the Variable allies ability so that all summoned creatures must be within 1 alignment shift on the Good/Evil axis (Good and Neutral or Neutral and Evil but not Good and Evil).</p><p></p><p>I am going to keep the Of This World ability as long as the DM approves it. However, I will probably split the ability up into two options. One that allows the creatures to try to bypass the warding spells and another that makes them tougher to dismiss/banish/dispel. I like the flavor of this ability to have an enemy wizard think he is safe behind his first-level Protection from Good spell only to have the Celestial creature walk right through it.</p><p></p><p>I will open the class up more, but for flavor it will still require Skill Focus. So that would make the pre-requisites Augment Summoning, Spell Focus (Conjuration), and Skill Focus - Knowledge (Planes). I'll drop it to 2 planar languages. That is a compromise between the two. That is 4 skill points over the course of 6 levels (or more) before entering the class. </p><p></p><p>I was afraid to make the class give any sort of ability that gives the caster even more spells per day. Usually, I feel that it steps on the toes of the Sorcerer. I also based that drawback in the Prestige class on the similar abilities of the Red Wizard and the Incantrix. </p><p></p><p>As for Denial, what about an ability that grants the Master Summoner the ability to take control of other creatures summoned by other casters? Something similar to the Cleric's Turn/Rebuke ability? I'm not sure what kind of check that would need to be or how many times per day to limit it. I would prefer it to not be based off of Charisma since the Summon Monster spells don't rely on Charisma in any way, but that may be the only option. That would also make it more appealing to Clerics, something that I am trying to steer away from.</p><p></p><p>Also, another ability I was thinking of using is the ability to change the templates on the summoned creatures. If it is a Fiendish or Celestial creature, the template can be changed either to the opposite template or even the Axiomatic or Anarchic templates from the Planar Handbook. This would allow Celestial Wolves for example (or Anarchic Wolves). This would be a huge benefit for Clerics since they aren't allowed to summon either good or evil creatures depending on their alignment. It also works well with the Variable Allies ability.</p></blockquote><p></p>
[QUOTE="farscapesg1, post: 2250444, member: 15234"] Thanks for the advice. I've been thinking the class over and honestly I think I need to focus it more to either improving the summoned creatures or being able to summon larger numbers, not both. I've decided that I will go with the improvement route since our combats are already pretty large in numbers (6-7 PCs against however many opponents). I will work out the details and post it here again. Out of curiosity, why is the spontaneous ability so "over-powered"? I was basing it on the fact that Clerics can spontaneously swap their spells for healing and Druids can spontaneously swap spells for Summon Nature's Ally. I figured that as a prestige ability that would be fairly balanced. Yes, sorcerers might not get anything out of it, but there are other prestige classes that sorcerers would get very little from taking. I personally don't think that spellcaster prestige classes should get full caster level progression. If you want full progression, stay with the base classes. That is just me, and I think the DM in the group feels the same way from our conversations. Besides, some of these abilities are very powerful (and maybe too powerful) so something needs to be given up for them. Since a character can not enter this class until 6th level, the wizard has 3 bonus feats and spellcasting levels that can be given up. I already plan on changing the Variable allies ability so that all summoned creatures must be within 1 alignment shift on the Good/Evil axis (Good and Neutral or Neutral and Evil but not Good and Evil). I am going to keep the Of This World ability as long as the DM approves it. However, I will probably split the ability up into two options. One that allows the creatures to try to bypass the warding spells and another that makes them tougher to dismiss/banish/dispel. I like the flavor of this ability to have an enemy wizard think he is safe behind his first-level Protection from Good spell only to have the Celestial creature walk right through it. I will open the class up more, but for flavor it will still require Skill Focus. So that would make the pre-requisites Augment Summoning, Spell Focus (Conjuration), and Skill Focus - Knowledge (Planes). I'll drop it to 2 planar languages. That is a compromise between the two. That is 4 skill points over the course of 6 levels (or more) before entering the class. I was afraid to make the class give any sort of ability that gives the caster even more spells per day. Usually, I feel that it steps on the toes of the Sorcerer. I also based that drawback in the Prestige class on the similar abilities of the Red Wizard and the Incantrix. As for Denial, what about an ability that grants the Master Summoner the ability to take control of other creatures summoned by other casters? Something similar to the Cleric's Turn/Rebuke ability? I'm not sure what kind of check that would need to be or how many times per day to limit it. I would prefer it to not be based off of Charisma since the Summon Monster spells don't rely on Charisma in any way, but that may be the only option. That would also make it more appealing to Clerics, something that I am trying to steer away from. Also, another ability I was thinking of using is the ability to change the templates on the summoned creatures. If it is a Fiendish or Celestial creature, the template can be changed either to the opposite template or even the Axiomatic or Anarchic templates from the Planar Handbook. This would allow Celestial Wolves for example (or Anarchic Wolves). This would be a huge benefit for Clerics since they aren't allowed to summon either good or evil creatures depending on their alignment. It also works well with the Variable Allies ability. [/QUOTE]
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