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*Pathfinder & Starfinder
Master Summoner - Prestige Class
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<blockquote data-quote="Bront" data-source="post: 2255829" data-attributes="member: 19696"><p>Spontanious is overpowered because you are steping on the toes of other casters. Druids have their spontanious because they are servants of nature, so they can call nature to their aid if needed (that's what I feel it simulates). Clerics have healing more as a balance so they can actualy memories other spells and not be only the healer (Trying to intice more players to play a cleric, dispite it being a fairly powerful class). Sorcers get all their spells spontanious, but have a limited selection. Wizards have the biggest and most powerful spell selection, but can't cast them spontaniously which balances it out.</p><p></p><p>The extra spell benifits all classes that might take this class, allows the character to always have a summon spell, and doesn't let him spontaniously cast it if he runs out (unless he can already).</p><p></p><p>Reasonable. I would advise not loosing more than 2, and suggest loosing only one though. Something about a magic using character at 20th level not being able to cast 9th level spells when they took all magic classes (PRC and otherwise) doesn't seem right, and that's a HUGE disadvantage by even delaying them (lowers your caster level, and lowers per day spells, so every "power" of the class is effected). You are loosing out on familiar progression, and other class powers, but true, that's not that exciting.</p><p></p><p>Of This World sounds cool because it is, but negating level 3+ spells is nasty. Name an ability that any spellcasting PrC has that lets you have others blow off particular 3rd level spells (not simply grant an additional save). If you realy want it, make it the 10th level power, as it is by far the most powerful ability you have listed.</p><p></p><p>I like making Denial like turning, allowing you to either turn or control summoned creatures. Start it off at 1st level (as if a 1st level cleric), and go from there. Knowledge: Planes would give the +2 bonus, and the turn is still based on charisma. You can choose to control creatures that are within 2 steps of your alignment, or turn any. I like that mechanic.</p><p></p><p>Changing the Fiendish/Celestial templates is actualy a suggested rule in UA, where there are also themed summoning lists. I personaly let casters do it now, since there is no real difference between Celestial or Fiendish as far as power goes. I don't think you need to add it to the power list.</p></blockquote><p></p>
[QUOTE="Bront, post: 2255829, member: 19696"] Spontanious is overpowered because you are steping on the toes of other casters. Druids have their spontanious because they are servants of nature, so they can call nature to their aid if needed (that's what I feel it simulates). Clerics have healing more as a balance so they can actualy memories other spells and not be only the healer (Trying to intice more players to play a cleric, dispite it being a fairly powerful class). Sorcers get all their spells spontanious, but have a limited selection. Wizards have the biggest and most powerful spell selection, but can't cast them spontaniously which balances it out. The extra spell benifits all classes that might take this class, allows the character to always have a summon spell, and doesn't let him spontaniously cast it if he runs out (unless he can already). Reasonable. I would advise not loosing more than 2, and suggest loosing only one though. Something about a magic using character at 20th level not being able to cast 9th level spells when they took all magic classes (PRC and otherwise) doesn't seem right, and that's a HUGE disadvantage by even delaying them (lowers your caster level, and lowers per day spells, so every "power" of the class is effected). You are loosing out on familiar progression, and other class powers, but true, that's not that exciting. Of This World sounds cool because it is, but negating level 3+ spells is nasty. Name an ability that any spellcasting PrC has that lets you have others blow off particular 3rd level spells (not simply grant an additional save). If you realy want it, make it the 10th level power, as it is by far the most powerful ability you have listed. I like making Denial like turning, allowing you to either turn or control summoned creatures. Start it off at 1st level (as if a 1st level cleric), and go from there. Knowledge: Planes would give the +2 bonus, and the turn is still based on charisma. You can choose to control creatures that are within 2 steps of your alignment, or turn any. I like that mechanic. Changing the Fiendish/Celestial templates is actualy a suggested rule in UA, where there are also themed summoning lists. I personaly let casters do it now, since there is no real difference between Celestial or Fiendish as far as power goes. I don't think you need to add it to the power list. [/QUOTE]
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Master Summoner - Prestige Class
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