Need help finding a summoner Prestige Class

Haves

First Post
Hey guys, I need a little help. I have a player looking for a summoner/conjurer style prestige class for which to shoot. Any type of summoner (just has to summon something )would be okay, but some reason, I can't seem to locate anything for him. Any suggestions would be most welcome (please include the source it's from as well so I can look up the entire class). Thanks!
 

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Well, if you are going a cleric-based summoner, then The Thaumaturgist is a good choice (and about as Core as a PrC gets)

If you aren't, try a Sorceror with a Planar Binding kit (A Magic Circle Against [alignment to bind] (to contain), (Lesser/Normal/Greater) Planar Binding (to Call), Dimensional Anchor (to Hold), and Dismissal (for when things get ugly)); making a deal with the bound creature is an opposed Charisma check, which is the Sorceror's primary casting stat. Downside: no Knoweledge (The Planes) without a PrC of some kind or multiclassing. A few Summon Monster spells wouldn't hurt, although in some ways the Shadow Conjouration line is somewhat superior (mostly for the standard action vs. 1 round casting times, but also for the added flexibility to mimic other spells, such as Phantom Steed, or later, Wall of Iron, Wall of Stone, Secure Shelter....)

Careful though; a Summoner concept requires a lot more bookkeeping than many concepts.
 
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Sorry I forgot to clarify, he's going towards an arcane caster and I think he's leaning towards a Wizard for this one, though that Sorceror build is intriguing....
 

How about Alienist from CArc? It's significantly toned down from the 3.0 version, however.

You might also consider using the Conjurer from the Specialist Wizard Variants in UA.
 

Haves said:
Hey guys, I need a little help. I have a player looking for a summoner/conjurer style prestige class for which to shoot. Any type of summoner (just has to summon something )would be okay, but some reason, I can't seem to locate anything for him. Any suggestions would be most welcome (please include the source it's from as well so I can look up the entire class). Thanks!

Path of Magic features both the Arcane Negotiator and the Summoner prestige classes.
 

Arcana Unearthed (the WotC book, I always get them confused with Monte's book) also has some rules for varient Specialist wizards which short of the vary few classes out their for Arcane summoner's is prolly your best bet without going to 3rd party material.
 


This is a homebrew class I've been working on for a while.

You give up a reaonable amount of total caster power (-2 caster levels) in return for stronger summoned creatures that are harder to banish and faster to summon, improved ability to banish other summoned creatures, and improved familiars. It isn't intended for low level characters (7th level pre-req) but is suitable for arcane and divine casters.

Grand Summoner
pre reqs
spellcraft 10, knowledge(planes):5
feats: augment summoning, spell focus:conjuration
special: know 3 "summon" spells and dismissal or banishment, speak 2 "planar" languages, no specialist wizard except conjurer.

class skills
alchemy, concentration, craft, know(planes, arcana, religion), scry, speak lang, spell craft, diplomacy, sense motive, bluff
skills 2/level
armor: none
weapons: none
spells: increase every level except @ 2, 7
bab: +1/2
saves: will good

1 specialist, familiar
2 faster summoning
3 expanded share spell
4 improved augment Summon
5 augmented familiar
6 improved banishment
7 Improved Summons
8
9 maximized summon 3/day
10 faster summoning

specialist: automatically knows all Summon spells on caster's spell list (This replaces the Conjurer specialist abilities). This adds to the number of spells the caster automatically gain. (E.G. Wizards gain 2 spells + Summon at appopriate levels)

familiar-Summoner acquires a familiar. If they already have one they acquire a second. All class levels that provide familiars stack.

faster summoning: at 2nd summon spells take 1std+1move action to cast, completing @ end of action (as compared to beginning of following turn). At 10th summon spells take 1 std action.

expanded share spell - spells shared between caster & familiar work out to 1 mile.

improved augment Summon - bonus changes to +1/2 Summoner levels

augment familiar - familiar(s) gain celestial or fiendish template (match summoner's alignment. Neutral summoners may choose their familiars' templates; may choose different templates for multiple familiars.)

Improved summon - add half Summoner levels as bonus to caster level on Summon spells. Bonus adds to difficulty for Dispel/banish/ dismissal checks on Summoned creatures. Increases summoned creatures' SR vs spells that prevent contact (e.g. Prot vs evil) and dispel/banish/dismssal spells.

improved banishment -add half Summoner levels to Dispel/ banishment checks against summoned or extraplanar creatures. Bonus also applies to defeat target creature's SR against dispel/banish.

maximize summons - as Sudden Maximize except only for Summon spells. 3/day
 
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kigmatzomat said:
faster summoning: at 2nd summon spells take 1std+1move action to cast, completing @ end of action (as compared to beginning of following turn).
This is in error. it requires a full round action to cast summon monster but it acts immediatly. In other words. the disadvantage of casting a summon monster spell is unless your hasted the only other thing you can do that round is make a 5ft step. the creature appears immediatly, attacks and remains till the the appropriate number of rounds equal to your caster level (with the round that it appeared counting twords the limited duration). So even at 1st level it would appear, attack and remain until just before your action the following round (thus enabling it to make AoO, get attacked by other enemies, block a narrow passage or otherwise 'get in the way'.

In general, I'm also not really impressed with the class. the Improved Augment Summoning is a waste at +1 per Summoner levels. that means a max of +5 STR/CON... as opposed to +4 with the feat. If you added that must STR and CON on top of the Augment Summonging feat that becomes +9 which I suspect is way over powered (expecially once you start figuring the higher level summon monsters in). The familiar benefits are not particularly worth while and the idea of multiple familiars seems a little off. The Improved Banishment is perhaps the only thing that really is very important and depending on where the character is (or where the creature is from) may or may not be of real value. the Improved Summons is confusing and I wouldent involve SR at all and instead just improve their saves.

All that and loosing out on 2 caster levels. Sorcerers wont get Summon Monster 9 till 20th level. Not worth it I'm afraid.
 

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