Master Summoner - take 2

farscapesg1

First Post
OK, lets try this again. I appreciate all the feedback on the previous version of this prestige class, and would like to hear back from everyone that participated. Of course all comments are welcome and the more input I can get, the more balanced I can make it.

Again, I am sorry for the unimaginative name, I just haven't been able to think of anything better :heh:


Master Summoner

Gareth watched as the image of his last guardian being defeated by his opponent’s summoned elementals faded from his crystal glob. Within a few moments, he would come through the door, but Gareth was ready. During the battle he had prepared a magic circle to keep the remaining fire elemental at a distance. That would let him focus his spells on the intruder. This was not the first time another wizard was bent on ending his life.

As the door to his chamber shattered before the fire elemental, Gareth released a bolt of lightning at Jorlath. Knowing his opponent was a strong opponent with Evocation magic, Jorlath had prepared by protecting himself from several elements, one being electricity. As the lightning fizzled against the protective spells, Gareth smiled to himself thinking that he may finally have an opponent worth fighting. His smile quickly faded however, as the fire elemental walked right through his protective circles as if they weren’t there. Gareth began to worry as he backed away from the monster. His spell was still there, so how could the summoned creature ignore it? Soon, Gareth had more to worry about though as a claw of fire tore into his shoulder.


Many casters dabble in the magics pertaining to summoning creatures from other planes. Conjurers focus in this field of magical study. Master Summoners immerse themselves in it. To a Master Summoner, very few things cannot be accomplished by bringing another being from a distant plane to do it for them. Master Summoners make fierce opponents on the battlefield by calling forth stronger creatures to do their bidding and taking control of creatures summoned by other casters.

Requirements

To qualify to become a Master Summoner, a character must fulfill all the following criteria.

Skills: Knowledge (Planes) 8 ranks, Spellcraft 8 ranks, Knowledge (Arcana) 8 ranks
Feats: Spell Focus (Conjuration), Augment Summoning, Skill Focus – Knowledge (planes)
Spells: Able to cast Summon Monster I, Summon Monster II, and Summon Monster III
Special: Able to speak at least 2 planar languages


Class Skills

The master summoner’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (Int), Profession (Wis), Speak Language, and Spellcraft (Int).

Skill points per level: 2 + Int modifier
Hit Dice: 1d4


Code:
Level BAB Fort Ref Will 
--------------------------
  1   +0  +0   +0   +2    
  2   +1  +0   +0   +3
  3   +1  +1   +1   +3   
  4   +2  +1   +1   +4   
  5   +2  +1   +1   +4  
  6   +3  +2   +2   +5  
  7   +3  +2   +2   +5   
  8   +4  +2   +2   +6  
  9   +4  +3   +3   +6  
  10  +5  +3   +3   +7  


Level   Special Abilities             		Spells
-----------------------------------------------------------
  1     Control,                                     --------
         Communication, Enhanced Specialization
  2     Improved Augmentation                        +1 Spellcaster Level
  3     Extended Summoning                           +1 Spellcaster Level
  4     Stronger Control                             +1 Spellcaster Level
  5     Distant Summoning                            +1 Spellcaster Level                             
  6     Greater Augmentation                         --------
  7     Maximized Summoning                          +1 Spellcaster Level
  8     Banishment                                   +1 Spellcaster Level                             
  9     Of Both Worlds                               +1 Spellcaster Level 
  10    Spell Enhanced Summoning                     +1 Spellcaster Level


Class Features

Weapon and Armor Proficiency: Master Summoners gain no proficiency with any weapon or armor.

Spells per Day/Spells Known: At each level, except for 1st and 6th, a Master Summoner gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, a bonus feat, and so on). If he had more than one spellcasting class before becoming a Master Summoner, he must decide to which class to add each level of the purpose of determining spells per day and spells known.

Communication (Sp): A Master Summoner can automatically communicate with any creature they have summoned. To anyone else listening, they are each speaking their own language, but they are able to understand each other similar to the familiar ability “speak with master.”

Enhanced Specialization: A master summoner increases his devotion to the school of Conjuration. If the character was already a Conjurer, he must choose one additional prohibited school of magic (cannot be abjuration or divination). If the character was not specialized (whether a generalist wizard, sorcerer, etc.), he must choose two prohibited schools of magic (cannot be abjuration, divination, or conjuration). He can never again learn spells from these additional schools of magic, but is still able to cast spells from the schools that he previously learned and he can still use items that are activated by spell completion or spell trigger that utilize spells he already knows. The master summoner does not gain any additional spells or bonuses to spellcraft from this enhanced specialization.

Control (Ex): A Master Summoner may make an attempt to take control of creatures summoned by other spellcasters as a standard action. The Master Summoner and his opponent make an opposed Charisma roll. The Master Summoner adds +1 per two levels of Master Summoner to his check, while the opponent adds +1 per spell level of the Monster Summoning spell used to summon the creatures. If the Master Summoner is successful, he gains control of the summoned creatures but cannot command them until his next action. This ability does not affect the opposing spellcaster’s normal actions for the round.

Improved Augmentation (Ex): Each creature summoned by the Master Summoner receives a +4 enhancement bonus to Dexterity in addition to the Strength and Constitution bonus from Augmented Summoning.

Extended Summoning (Ex): Twice per day a Master Summoner may cast any Summon Monster spell as if he had prepared it with the Extend Spell feat. This does not affect the spell’s casting time or spell level. This ability may be combined with normal metamagic feats (Maximize Spell, Enlarge Spell, etc.), but not with the Master Summoner’s Maximized Summoning ability.

Stronger Control (Ex): Creatures summoned by the Master Summoner have a much stronger connection to the summoner. Any creature summoned gains a +4 bonus to Will saves to Dismissal, Banishment, or compulsion spells. The Master Summoner also gains a +4 on Charisma checks to resist the Control power of another Master Summoner.

Distant Summoning (Ex): Any Summon Monster spell cast by the Master Summoner has a range of Medium (100ft + 10 ft/level) instead of Close (25 ft. + 5 ft/2 levels).

Greater Augmentation (Ex): All creatures summoned by the Master Summoner gain 2 additional hit dice. These extra hit dice affects the creatures BAB, hit points, saves, and possibly size depending on the creature’s advancement rules.

Maximized Summoning (Ex): Once per day a Master Summoner may cast any Summon Monster spell as if he had prepared it with the Maximize Spell feat. This does not affect the spell’s casting time or spell level. This ability may be combined with normal metamagic feats (Extend Spell, Enlarge Spell, etc.), but not with the Master Summoner’s Extended Summoning ability.

Banishment: Once per day a master summoner can banish enemy summoned creatures as per the Banishment spell except that the target is a 30’ radius centered on the caster. This is a standard action.

Of Both Worlds: Creatures summoned by a master summoner have the ability to bypass protections that would normally keep them out of an area, such as Protection from Evil or Magic Circle against Evil. The master summoner must make a Caster Level check against the spell for each creature. A success means that the creature is not blocked from entering the area and attacking those protected by the spell.

Spell Enhanced Summoning: Twice per day, a master summoner may choose to expend an additional spell of 4th level or lower with a range of Touch or Personal when casting a summoning spell. All creatures summoned gain the benefit of the spell as if it had been cast on them. The extra spell is treated as a quickened spell for purposes of maximum number of spells per round (only one quickened spell per round). For example, a master summoner could summon celestial black bears and choose to also expend Mage Armor to give them each the benefit of a Mage Armor spell (+4 AC).
 
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I like this version much better.

I still think enhanced specialization is strange given that clerics, sorcerers and bards can join, it actualy ends up discouraging a wizard from selecting the class, since they are the only ones that loose something.

I like how you redid Of Both Worlds.
 

Thanks Bront.

The enhanced specialization is taken directly from the Red Wizard prestige class. I think they did the same thing with the Incantrix from Forgotten Realms. Is this a bad thing? I was using it to try to balance the class a little more. Would the class be overpowered if I dropped this?

I agree about the Of Both Worlds. It works better since I have seperated it's abilities.

I couldn't find a way to bring in the Variable Allies ability though. I think it would be too much to add it with another ability, but couldn't figure out an ability to drop in it's place.

Is the Greater Augmentation too strong?
 

Greater augmentation is fine, though it requires more math than normal.

I think the class is fine without it. The problem is that unlike the Red Wizard, this is not a wizard only class.
 

Well I was stuck on the idea because I originally wanted the class to be wizard only, I just wasn't able to make the requirements work right to force that. Not to mention there was a lot of "make it open to other classes" sentiments both in the previous thread and the one I posted on the WOTC boards.

Would replacing the Enhanced Summoning with the following be to much at first level?

Variable Allies (Ex): Any time the Master Summoner uses a Summon Monster spell to summon multiple creatures, they no longer have to be of the same kind. A Master Summoner using Summon Monster IV to summon 3 creatures from the 3rd level list could select any 3. The only restriction is that the summoned creatures must be within 1 alignment shift on the Good/Evil axis. For example, he could summon a Celestial Black Bear, a small elemental, and a Celestial Dire Badger but could not summon a Hell Hound with any of the previous 3 creatures.


That would give the class 3 abilities at first level. I think that would make it a little too front-loaded with the Control ability also given at the beginning.
 

If you want it to be restricted to Wizards, Sorcerors, and Bards, add "as an arcane spell" after Summon Monster III in the prerequisites. If you want to totally restrict it to wizards, use the phrase, "Spells: Must have 3 Summon Monster spells scribed into his spellbook."
 

I think just dumping the Enhanced summoning. I don't think variable allies is that interesting an ability, and honestly thing that you're better off keeping them being summoned as only the same type (a little less paperwork, and given you're bringing them in from other planes, only one plane to connect to).
 

Well paperwork isn't an issue. Since I know I will be summoning multiple creatures, I have each creature's stats written on a 3x5 index card. I then organize the index cards by offensive, defensive, and utility (most of the water creatures) on different colored cards. This way, I can quickly pull out the information I need for a specific creature. The stats have all been modified with bonuses from Augment Summoning. Once I gain some of the abilities of the prestige class (+4 Dex, +2 HD) I will update the cards with the appropriate changes.

This makes it much easier to keep track of extra damage, hp, saves, etc. This is also why I wasn't worried about the extra paperwork for adding HD to summoned creatures. I can figure out all the details between sessions and have the new stats within easy reach at the game.

I also have them on my pda in case I forget my index cards (which has happened several times in the past).

Of course, i do the same thing with my spells to reduce the time it takes to look stuff up in books.
 

Well, I made a couple changes for the campaign and the DM approved it :D
In fact he was okay with dropping the enhanced specialization and changing out Skill Focus with Nexus Method from the Greyhawk regional feats in Dragon Magazine. Of course I had to pay 1000 gp and spend a month training just to get the feat (on top of training costs for 3rd level). It would have been nice to avoid losing two spellcaster levels, but something has to be given up, right :p

Of course, I'm still interested in making sure it is balanced, so I am happy to hear from anyone else.
 

Does anyone have any advice on balancing the class so that the character would not loose any caster levels? Is it possible without loosing too many of the class abilities?
 

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