my summoner class

tecnowraith

First Post
This was my first attempt at a spontaneously summoner class. TI'll post spell list soon.

The Summoner

Abilities: Charisma is a vital attribute for summoner, as it dictates their spellcasting power.
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) x4.
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 Seal 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 summoner.
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.
 
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SUMMONER SPELLS
0-LEVEL SUMMONER SPELLS
Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Read Magic, Resistance, Virtue

1ST-LEVEL SUMMONER SPELLS
Calm Animals, Charm Animal, Cure Light Wounds, Detect Animals or Plants, Endure Elements, Faerie Fire, Hide from Animals, Jump, Longstrider, Magic Fang, Obscuring Mist, Shillelagh, Speak with Animals, Summon Monster I, Summon Nature’s Ally I, Summon Undead I

2ND-LEVEL SUMMONER SPELLS
Animal Messenger, Animal Trance, Barkskin, Bear’s Endurance, Bull’s Strength, Cat’s Grace, Delay Poison, Hold Animal, Owl’s Wisdom, Reduce Animal, Resist Energy, Restoration, Lesser; Spider Climb, Summon Monster II, Summon Nature’s Ally II, Summon Undead II

3RD-LEVEL SUMMONER SPELLS
Charm Monster, Cure Moderate Wounds, Daylight, Diminish Plants, Dominate Animal, Glyph of Warding, Magic Fang, Greater, Neutralize Poison, Plant Growth, Protection from Energy, Remove Disease, Speak with Plants, Summon Monster III, Summon Nature’s Ally III, Summon Undead III, Water Breathing, Wind Wall

4TH-LEVEL SUMMONER SPELLS
Antiplant Shell, Blight, Command Plants, Control Water, Cure Serious Wounds, Death Ward, Dispel Magic, Dimensional Anchor, Dismissal, Freedom of Movement, Giant Vermin, Repel Vermin, Scrying, Summon Monster IV, Summon Nature’s Ally IV, Summon Undead IV

5TH-LEVEL SUMMONER SPELLS
Animal Growth, Awaken, Baleful Polymorph, Commune with Nature, Cure Critical Wounds, Death Ward, Insect Plague, Stoneskin, Summon Monster V, Summon Nature’s Ally V, Summon Undead V, Tree Stride, Wall of Fire, Wall of Thorns

6TH-LEVEL SUMMONER SPELLS
Antilife Shell; Banishment; Bear’s Endurance, Mass; Bull’s Strength, Mass; Cat’s Grace, Mass; Cure Light Wounds, Mass; Dispel Magic, Greater; Find the Path, Glyph of Warding, Greater, Liveoak, Owl’s Wisdom, Mass; Repel Wood, Spellstaff, Stone Tell, Summon Monster VI, Summon Nature’s Ally VI, Summon Undead VI, Transport via Plants, Wall of Stone

7TH-LEVEL SUMMONER SPELLS
Animate Plants, Changestaff, Control Weather, Creeping Doom, Cure Moderate Wounds, Mass, Heal, Repulsion, Scrying, Greater; Summon Monster VII, Summon Nature’s Ally VII, Summon Undead VII, True Seeing

8TH-LEVEL SUMMONER SPELLS
Animal Shapes, Control Plants, Cure Serious Wounds, Mass; Dimensional Lock, Repel Metal or Stone, Reverse Gravity, Summon Monster VI, Summon Nature’s Ally VI, Summon Undead VI, Word of Recall

9TH-LEVEL SUMMONER SPELLS
Antipathy, Cure Critical Wounds, Mass; Elemental Swarm, Foresight, Gate, Regenerate, Shambler, Shapechange, Storm of Vengeance, Summon Monster IX, Summon Nature’s Ally IX, Summon Undead IX, Sympathy
 

evening tecnowraith,

I am seeing a lot of typos in your summoner class, ie "these are the class abilities for a spirit shaman" and the level 15 "summoner's sea" ability. You might want to run this through microsoft word, so that we can be certain of what this class is, and what it does. Furthermore, your "abilities" section seems to be cut off, and . . .hmmm, the only other thing that needs to be addressed is if this is a divine or arcane casting class. You list them prof w/ light armours, but can they cast spells in light armour with no penalty?

Just some issues that need to be addressed > good luck with the class though, looks interesting with some promising abilties :)
 

Nyaricus said:
evening tecnowraith,

I am seeing a lot of typos in your summoner class, ie "these are the class abilities for a spirit shaman" and the level 15 "summoner's sea" ability. You might want to run this through microsoft word, so that we can be certain of what this class is, and what it does. Furthermore, your "abilities" section seems to be cut off, and . . .hmmm, the only other thing that needs to be addressed is if this is a divine or arcane casting class. You list them prof w/ light armours, but can they cast spells in light armour with no penalty?

Just some issues that need to be addressed > good luck with the class though, looks interesting with some promising abilties :)

Well the "abilities" section has good reason, I did not finish that part :). I just do not know what what other abilities will be good for this class. I'm still not sure what I this class for either arcane or divine.
 

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