Summoner Class Design Thread

First of all, allow me to apologize in advance for the length of this post (it's a doozy).

The idea of using the beguiler as a basic template for a summoner class inspired me, so I made this. Let me know if it fits what you're looking for. The spell list is incomplete, but the basics are there.

Oh, and as a side note, there are guidelines for adding new creatures to the summon spells' lists. The system is located in Dragon Magazine #302, on pages 25-28, and is based on the creatures' CRs. The magazine is 3.0, but the information is still valid, and would add a great deal of value to the class below.

Anyway, here is:

Table 1-X: The Summoner
Code:
[b]Hit Die: d4

  Lvl   BAB   Fort Ref  Will   Special[/b]
  1st   +0    +0   +0   +2     Augment Summoning, forceful summons
  2nd   +1    +0   +0   +3     Enhanced summons (+2 vs dispel)
  3rd   +1    +1   +1   +3     Advanced learning
  4th   +2    +1   +1   +4     Summon companion 1/day (1 hour)
  5th   +2    +1   +1   +4      ---
  6th   +3    +2   +2   +5     Rapid summons (standard action)
  7th   +3    +2   +2   +5     Advanced learning
  8th   +4    +2   +2   +6     Enhanced summons (+2 Str / +2 Con)
  9th   +4    +3   +3   +6      ---
  10th  +5    +3   +3   +7     Summon companion 2/day (10 minutes)
  11th  +5    +3   +3   +7     Advanced learning
  12th  +6    +4   +4   +8      ---
  13th  +6    +4   +4   +8      ---
  14th  +7    +4   +4   +9     Enhanced summons (+4 vs dispel)
  15th  +7    +5   +5   +9     Advanced learning
  16th  +8    +5   +5   +10    Summon companion 3/day (1 minute)
  17th  +8    +5   +5   +10     ---
  18th  +9    +6   +6   +11     ---
  19th  +9    +6   +6   +11    Advanced learning
  20th  +10   +6   +6   +12    Enhanced summons (+4 Str / +4 Con)

  [b]Class Skills (4 + Int mod per level, x4 at 1st)[/b]: Bluff, Concentration,
  Diplomacy, Gather Information, Knowledge (all, taken individually),
  Profession, Sense Motive, Speak Language, Spellcraft.

Class Features

Weapon and Armor Proficiency: All simple weapons, but no armor or shields. Arcane spell failure applies as normal.

Spells: As the beguiler, except as noted below.
  • Use the summoner spell list below.
  • To cast a summoner spell, you must have an Intelligence score of (10 + spell level).
  • The DCs for your summoner spells are (10 + spell level + Charisma mod).
  • Bonus spells are based off of your Charisma.

Augmented Summoning: You gain Augmented Summoning as a bonus feat at 1st level, even if you don't meet the prerequisites; however, the benefits of the feat only apply to summon spells you cast as a summoner. If you meet or later gain the prerequisites, the benefits apply to all summon spells you cast (as normal).

Forceful Summons (Ex): Your force of personality and dedication to the summoning arts allows you to compel extended service from the entities you summon. When you cast a summon spell, you may add your Charisma bonus (minimum +1) to the spell's duration. This bonus is added last (after any other modifiers to the spell's duration, such as from the Extend Spell metamagic feat or other effects). The forceful summons ability only applies to summon spells you cast as a summoner.

Enhanced Summons (Ex): Starting at 2nd level, your summoned creatures are tougher to dispel. Add +2 to the DC of any caster level check made to dispel your summoned creatures. At 14th level, this addition to the DC increases to +4.
Beginning at 8th level, your summoned creatures gain an additional +2 bonus to Strength and Constitution. At 20th level, these bonuses increase to +4. As untyped bonuses, these bonuses stack with those granted by the Augmented Summoning feat and similar effects.

Advanced Learning (Ex): As the beguiler, except the spells chosen must be sorcerer/wizard spells of the abjuration or conjuration schools.

Summon Companion (Sp): Once per day at 4th level, and an additional time per day every 6 levels thereafter, you gain the ability to summon a companion using a special ritual with a casting time of 1 hour. At the completion of the ritual, choose one creature from a summon nature's ally or summon monster spell you know of up to one level lower than the maximum you are capable of casting. That creature is summoned and remains under your control for 24 hours or until it is killed, dispelled, or dismissed (whichever comes first). The creature is treated for all purposes (except for casting time, duration, and number of creatures summoned) as if you had summoned it using the appropriate summon spell (it can be dispelled and/or dismissed, winks out in an antimagic field, is hedged out by the appropriate protection from and magic circle against spells, is affected by your summon spell related feats and abilities, and etc.). Regardless of the level of the summon spell from which you choose the companion, or the number of times per day you can perform the ritual, you cannot have more than one such companion in existence at one time.
As you gain levels, your mastery of the summoning arts reduces the time required to gain (or regain) your companion. The summoning ritual's casting time is reduced to 10 minutes at 10th level, and to 1 minute at 16th level.

Rapid Summons (Ex): Beginning at 6th level, whenever you cast a summon spell that normally has a casting time of 1 round, its casting time is reduced to 1 standard action.​

Summoner Spell List

0th-Level: 7 spells.
1st-Level: summon monster I, 13 others.
2nd-Level: summon nature's ally I, summon monster II, 17 others.
3rd-Level: summon nature's ally II, summon monster III, 18 others.
4th-Level: summon nature's ally III, summon monster IV, 9 others.
5th-Level: summon nature's ally IV, summon monster V, 9 others.
6th-Level: summon nature's ally V, summon monster VI, 6 others.
7th-Level: summon nature's ally VI, summon monster VII, 6 others.
8th-Level: summon nature's ally VII, summon monster VIII, 5 others.
9th-Level: gate, summon nature's ally VIII, summon monster IX, 4 others.

Optional Rules

Subtype Specialist Summoners
At 1st level, choose one of the subtypes from either Column I or Column II on the Specialist Subtypes table below and note the subtype located in the column directly opposite of your choice. You gain a +1 bonus to your caster level when casting summon spells that summon creatures of the chosen subtype, but suffer a -1 penalty to caster level (minimum 0) when casting summon spells that summon creatures of the opposite subtype. At 5th level and every 4 levels thereafter, you increase the caster level bonus and penalty for your chosen subtype and its opposite by 1 (to +2/-2 at 5th, +3/-3 at 9th, +4/-4 at 13th, and +5/-5 at 17th). Once chosen, your choice of subtype and its opposite is permanent and cannot later be changed.​

Table 1-Y: Specialist Subtypes
Code:
  [b][u]Column I[/u][/b]       [b][u]Column II[/u][/b]
    Air            Earth
    Fire       Water/Aquatic*
    Cold           Fire
    Good           Evil
    Law            Chaos

    * The Water and Aquatic subtypes are a single subtype for this purpose.
 
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You guys are great...

I hadn't had much time to delve into this like I thought I would... but what you guys came up with is a great start. Exactly the sort of stuff I was hoping for!
 

At low levels (sub-level 5 or so), this class will be really weak, due mainly to the fact that the bread-and-butter Summon spells are rounds-per-level. I'd suggest either A) Enhance the duration of their summons in some way (flat +x caster level for Conj(Summ) spells, automatic Extend Spell for Conj(Summ) spells, etc), or B) add some good non-Summon Monster Conjurations to their spell list; Grease, for example.

EDIT: Ah, I just thought of a good way to do it: Assuming they're a Cha-based caster, which would fit perfectly IMO, give them a bonus to their Caster Level for Conjuration (Summoning) spells equal to their Intelligence bonus. That way you have a semi split-stat caster and you make lower level Summoners Summoning things viable.
 

I think extending durations by CHA or INT bonus is a great idea.

What can be done for a specialization mechanism? Maybe choose a creature type (animal, humanoid, fey, CE outsider, LE outsider, NE outsider, L/N/CG outsider,... list goes on) and with that choice grant a specialization bonus like +1 CL when dealing with that type of creature (or something along those lines like +2DC's), whether commanding/dismissing/durations/... etc. Maybe give this feature at 5th level for fist specialization... then again at 10th, 15th, 20th... and the specialist may choose the same type of creature or another creature type. At each specialization feature given, the Summoner must choose another creature type that he is specifically banned from being able to summon/control/etc.

anyhow, just an idea... and it might need refinement.
 

Due to the excellent suggestions, I added the Forceful Summons (Cha bonus to summons' durations) ability at 1st level. Charisma was chosen due to the fact that your Intelligence determines the highest level summoner spell you can cast, and will therefore always be at least a 19 (unless you don't want to be able to cast 9th-level spells). Plus, it's yet another reason not to dump Charisma. ;)

In addition, I added an optional rules section for Subtype Specialist Summoners, the idea being that a single subtype of summons is boosted while its opposite is penalized. It's worth noting that even if your effective caster level is somehow reduced to 0, due to the aforementioned Forceful Summons ability, the summon spell will last for at least 1 round.

The list of subtypes could be larger, and could include creature types as well; however, the problem lies in balancing it so that a choice does not completely outweigh its opposite.

"Animals" and "Outsiders," for example, seems like a fine pairing at first glance, but it has some issues. Choosing "Animals" pumps up your SNA spells (already a spell level behind -- a sub-par choice) while simultaneously dumping on your SM spells (your most powerful option -- another sub-par choice). Choosing "Outsiders" makes your strongest suite of summoning spells even better and your weaker spells (due to the spell level lag) slightly weaker (pretty much a no-brainer). If you make it so the summoner gains access to the SNA spells at the same rate as SM spells (I-IX at 1st-9th rather than I-VIII at 2nd-9th), you're basically yoinking something that's pretty much exclusive to the Druid (and, to a lesser extent, the Ranger), causing further unneeded wonkiness.

Choosing "Elementals," another decent option at the first pass through, doesn't actually have any effect at all until later into the class and spell progression, and will therefore unbalance almost anything it's paired with.

Finally, most of the other creature types and subtypes are barely represented, if at all, in the summoning spells, making balancing the pairings difficult if not impossible. Of course, I subscribe to the "sub-par or over-powered options aren't really options at all" design mentality.
 
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Why not pair the summons by subtype, rather than actual type? Because the specialty lies in outsiders and elementals it would be easy enough to enact the normal good/evil, law/chaos, fire/cold kind of split. In addition, summoners who choose to boost their animals could have a bonus to SNA without any detriment.
 

Rather than trying to pair opposites, I think it might be easier to simply create a list of types... some might be large (demons, devils, etc), while some might be smaller (celestial, abberations). Like normal wizardly specialization, one chooses one to excel at and at the same time must choose another from the list to be deficient at.

List
Animals, Magical Beasts
Fey
Ooze, Vermin
Humanoids, Monstrous Humanoids
Dragons
Giants
Aberrations
Plant
Construct
Undead
Outsider, Good (Celestial)
Outsider, CE (demons)
Outsider, LE (devils)
Outsider, Elemental Fire
Outsider, Elemental Air
Outsider, Elemental Water
Outsider, Elemental Earth

There are others to be sure, but I am doing this list from memory. Some might be dropped from the list (I suggest Construct and Plant completely, since I dont think there are any spells that summon these in their repertoire. A few more might be grouped if popular consensus thinks they should (CE & LE to simply Evil Outsiders, or Fey in with the Magical Beasts and Animals). Some were separated from other likely candidates simply because their list is long (Giants vs. Humanoids). Some of the choices might have obligatory requirements for the deficient choices (if Fire is chosen, one must choose Water as their opposed choice, or if Fey is chosen, one must choose Aberrations - just arbitrary suggestions).

Simply my take on that little problem. I defer to popular consensus, since this is a communal class creation process.
 
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