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

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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