tecnowraith
First Post
This was my first attempt at a spontaneously summoner. Any feedback?
The Summoner
Abilities: Charisma is a vital attribute for summoner, as it dictates their spellcasting power. Wisdom
Alignment: Any
Hit Die: d6.
Class Skills
The summoner’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Ride (Dex),Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4+ Int modifier.
Class Features
All of the following are class features of the spirit shaman.
Weapon and Armor Proficiency: A summoner is proficient with all simple weapons, light armor, and no shields.
Spellcasting: Same as the warmage and Dread Necromancer, he knows every spell on the summoner spell list and able to spontaneously cast them with a daily limit.
Summoner’s Seal: At 3rd level and every 3 levels, the summoner has the ability seal other summoned creatures into special items that later be later used. At each level this ability can be used once perday and each additional day at the new level gains this ability. In addition, the summoner gains the bonus item creation feat appropriate at level
Enhanced Summoning (Ex): At 1st level, a summoner gains the Augmented Summoning feat for free.
At 5th level, the summoner 's summoned creatures become particularly tough to dispel. Add 2 to the DC of any caster level check made to dispel the conjurer's summoned creatures. At 15th level, this addition to the DC increases to 4.
At 10th level, the summoner's summoned creatures gain an additional +2 bonus to Strength and Constitution. At 20th level, these bonuses increase to +4. These bonuses stack with those granted by the Augmented Summoning feat.
Extended Summoning: At 4th level and higher, all spells from the summoning subschool that the summoner casts have their durations doubled, as if the Extend Spell feat had been applied to them. The levels of the summoning spells don’t change, however. This ability stacks with the effect of the Extend Spell feat, which does change the spell’s level.
Advanced Learning: At 3rd, 6th, 11th, and 16th level, a summoner can add a new spell to his list, representing the result of personal study and experimentation. The spell must be a of the Conjuration school, and of a level no higher than that of the highest-level spell the summoner already knows. Once a new spell is selected, it is forever added to that summoner’s spell list and can be cast just like any other spell on the summoner’s list.
Mind Link (Ex): At 13th level, the summoner gains the extraordinary ability to have a telepathic link between him and his summoned creatures.
Rapid Summoning (Ex): Any time summoner casts a summon monster spell, its casting time is 1 standard action rather than 1 full round. (Creatures so summoned can only take a standard action in the round they are summoned.) The summoner gain the normal benefits from enhancing a summon monster spell with the Quicken Spell feat.
The Summoner
Abilities: Charisma is a vital attribute for summoner, as it dictates their spellcasting power. Wisdom
Alignment: Any
Hit Die: d6.
Class Skills
The summoner’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Ride (Dex),Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4+ Int modifier.
Code:
Lv BAB For Ref Wil
1 + 0 + 0 + 0 + 2 Enhanced Summoning
2 + 1 + 0 + 0 + 3
3 + 1 + 1 + 1 + 3 Advanced Learning, Summoner’s Seal 1/day
4 + 2 + 1 + 1 + 4 Extended Summoning
5 + 2 + 1 + 1 + 4
6 + 3 + 2 + 2 + 5 Advanced Learning
7 + 3 + 2 + 2 + 5 Summoner’s Seal 1/day
8 + 4 + 2 + 2 + 6
9 + 4 + 3 + 3 + 6 Summoner’s Seal 2/day
10 + 5 + 3 + 3 + 7
11 + 5 + 3 + 3 + 7 Advanced Learning
12 + 6/+1 + 4 + 4 + 8 Summoner’s Seal 3/day
13 + 6/+1 + 4 + 4 + 8 Mind Link
14 + 7/+2 + 4 + 4 + 9
15 + 7/+2 + 5 + 5 + 9 Summoner’s Sea 4/day
16 + 8/+3 + 5 + 5 + 10 Advanced Learning
17 + 8/+3 + 5 + 5 + 10
18 + 9/+4 + 6 + 6 + 11 Summoner’s Seal 5/day
19 + 9/+5 + 6 + 6 + 11
20 + 10/+6 + 6 + 6 + 12 Rapid Summoning
Class Features
All of the following are class features of the spirit shaman.
Weapon and Armor Proficiency: A summoner is proficient with all simple weapons, light armor, and no shields.
Spellcasting: Same as the warmage and Dread Necromancer, he knows every spell on the summoner spell list and able to spontaneously cast them with a daily limit.
Summoner’s Seal: At 3rd level and every 3 levels, the summoner has the ability seal other summoned creatures into special items that later be later used. At each level this ability can be used once perday and each additional day at the new level gains this ability. In addition, the summoner gains the bonus item creation feat appropriate at level
Enhanced Summoning (Ex): At 1st level, a summoner gains the Augmented Summoning feat for free.
At 5th level, the summoner 's summoned creatures become particularly tough to dispel. Add 2 to the DC of any caster level check made to dispel the conjurer's summoned creatures. At 15th level, this addition to the DC increases to 4.
At 10th level, the summoner's summoned creatures gain an additional +2 bonus to Strength and Constitution. At 20th level, these bonuses increase to +4. These bonuses stack with those granted by the Augmented Summoning feat.
Extended Summoning: At 4th level and higher, all spells from the summoning subschool that the summoner casts have their durations doubled, as if the Extend Spell feat had been applied to them. The levels of the summoning spells don’t change, however. This ability stacks with the effect of the Extend Spell feat, which does change the spell’s level.
Advanced Learning: At 3rd, 6th, 11th, and 16th level, a summoner can add a new spell to his list, representing the result of personal study and experimentation. The spell must be a of the Conjuration school, and of a level no higher than that of the highest-level spell the summoner already knows. Once a new spell is selected, it is forever added to that summoner’s spell list and can be cast just like any other spell on the summoner’s list.
Mind Link (Ex): At 13th level, the summoner gains the extraordinary ability to have a telepathic link between him and his summoned creatures.
Rapid Summoning (Ex): Any time summoner casts a summon monster spell, its casting time is 1 standard action rather than 1 full round. (Creatures so summoned can only take a standard action in the round they are summoned.) The summoner gain the normal benefits from enhancing a summon monster spell with the Quicken Spell feat.