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Summoner Class Design Thread
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<blockquote data-quote="iceifur" data-source="post: 3672371" data-attributes="member: 18077"><p>First of all, allow me to apologize in advance for the length of this post (it's a doozy).</p><p></p><p>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.</p><p></p><p>Oh, and as a side note, there are guidelines for adding new creatures to the <em>summon</em> spells' lists. The system is located in <em>Dragon Magazine</em> #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.</p><p></p><p>Anyway, here is:</p><p></p><p><strong>Table 1-X: The Summoner</strong></p><p>[code]</p><p>[b]Hit Die: d4</p><p></p><p> Lvl BAB Fort Ref Will Special[/b]</p><p> 1st +0 +0 +0 +2 Augment Summoning, forceful summons</p><p> 2nd +1 +0 +0 +3 Enhanced summons (+2 vs dispel)</p><p> 3rd +1 +1 +1 +3 Advanced learning</p><p> 4th +2 +1 +1 +4 Summon companion 1/day (1 hour)</p><p> 5th +2 +1 +1 +4 ---</p><p> 6th +3 +2 +2 +5 Rapid summons (standard action)</p><p> 7th +3 +2 +2 +5 Advanced learning</p><p> 8th +4 +2 +2 +6 Enhanced summons (+2 Str / +2 Con)</p><p> 9th +4 +3 +3 +6 ---</p><p> 10th +5 +3 +3 +7 Summon companion 2/day (10 minutes)</p><p> 11th +5 +3 +3 +7 Advanced learning</p><p> 12th +6 +4 +4 +8 ---</p><p> 13th +6 +4 +4 +8 ---</p><p> 14th +7 +4 +4 +9 Enhanced summons (+4 vs dispel)</p><p> 15th +7 +5 +5 +9 Advanced learning</p><p> 16th +8 +5 +5 +10 Summon companion 3/day (1 minute)</p><p> 17th +8 +5 +5 +10 ---</p><p> 18th +9 +6 +6 +11 ---</p><p> 19th +9 +6 +6 +11 Advanced learning</p><p> 20th +10 +6 +6 +12 Enhanced summons (+4 Str / +4 Con)</p><p></p><p> [b]Class Skills (4 + Int mod per level, x4 at 1st)[/b]: Bluff, Concentration,</p><p> Diplomacy, Gather Information, Knowledge (all, taken individually),</p><p> Profession, Sense Motive, Speak Language, Spellcraft.[/code]</p><p></p><p><strong>Class Features</strong></p><p></p><p style="margin-left: 20px"><strong>Weapon and Armor Proficiency</strong>: All simple weapons, but no armor or shields. Arcane spell failure applies as normal.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Spells</strong>: As the beguiler, except as noted below.</p> <ul style="margin-left: 20px"> <li data-xf-list-type="ul">Use the summoner spell list below.</li> <li data-xf-list-type="ul">To cast a summoner spell, you must have an Intelligence score of (10 + spell level).</li> <li data-xf-list-type="ul">The DCs for your summoner spells are (10 + spell level + Charisma mod).</li> <li data-xf-list-type="ul">Bonus spells are based off of your Charisma.</li> </ul> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Augmented Summoning</strong>: 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 <em>summon</em> spells you cast as a summoner. If you meet or later gain the prerequisites, the benefits apply to all <em>summon</em> spells you cast (as normal).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Forceful Summons (Ex)</strong>: 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 <em>summon</em> 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 <em>summon</em> spells you cast as a summoner.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Enhanced Summons (Ex)</strong>: 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.</p> <p style="margin-left: 20px">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.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Advanced Learning (Ex)</strong>: As the beguiler, except the spells chosen must be sorcerer/wizard spells of the abjuration or conjuration schools.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Summon Companion (Sp)</strong>: 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 <em>summon nature's ally</em> or <em>summon monster</em> 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 <em>summon</em> spell (it can be dispelled and/or dismissed, winks out in an <em>antimagic field</em>, is hedged out by the appropriate <em>protection from</em> and <em>magic circle against</em> spells, is affected by your <em>summon</em> spell related feats and abilities, and etc.). Regardless of the level of the <em>summon</em> 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.</p> <p style="margin-left: 20px">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.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Rapid Summons (Ex)</strong>: Beginning at 6th level, whenever you cast a <em>summon</em> spell that normally has a casting time of 1 round, its casting time is reduced to 1 standard action.</p><p></p><p><strong>Summoner Spell List</strong></p><p></p><p style="margin-left: 20px"><strong>0th-Level</strong>: 7 spells.</p> <p style="margin-left: 20px"><strong>1st-Level</strong>: <em>summon monster I</em>, 13 others.</p> <p style="margin-left: 20px"><strong>2nd-Level</strong>: <em>summon nature's ally I, summon monster II</em>, 17 others.</p> <p style="margin-left: 20px"><strong>3rd-Level</strong>: <em>summon nature's ally II, summon monster III</em>, 18 others.</p> <p style="margin-left: 20px"><strong>4th-Level</strong>: <em>summon nature's ally III, summon monster IV</em>, 9 others.</p> <p style="margin-left: 20px"><strong>5th-Level</strong>: <em>summon nature's ally IV, summon monster V</em>, 9 others.</p> <p style="margin-left: 20px"><strong>6th-Level</strong>: <em>summon nature's ally V, summon monster VI</em>, 6 others.</p> <p style="margin-left: 20px"><strong>7th-Level</strong>: <em>summon nature's ally VI, summon monster VII</em>, 6 others.</p> <p style="margin-left: 20px"><strong>8th-Level</strong>: <em>summon nature's ally VII, summon monster VIII</em>, 5 others.</p> <p style="margin-left: 20px"><strong>9th-Level</strong>: <em>gate, summon nature's ally VIII, summon monster IX</em>, 4 others.</p> <p style="margin-left: 20px"></p><p></p><p><strong>Optional Rules</strong></p><p></p><p style="margin-left: 20px"><strong>Subtype Specialist Summoners</strong></p><p style="margin-left: 20px">At 1st level, choose one of the subtypes from either <strong>Column I</strong> or <strong>Column II</strong> on the <strong>Specialist Subtypes</strong> 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 <em>summon</em> spells that summon creatures of the chosen subtype, but suffer a -1 penalty to caster level (minimum 0) when casting <em>summon</em> 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.</p></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Table 1-Y: Specialist Subtypes</strong></p> <p style="margin-left: 20px">[code]</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"> [b][u]Column I[/u][/b] [b][u]Column II[/u][/b]</p> <p style="margin-left: 20px"> Air Earth</p> <p style="margin-left: 20px"> Fire Water/Aquatic*</p> <p style="margin-left: 20px"> Cold Fire</p> <p style="margin-left: 20px"> Good Evil</p> <p style="margin-left: 20px"> Law Chaos</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"> * The Water and Aquatic subtypes are a single subtype for this purpose.[/code]</p></blockquote><p></p>
[QUOTE="iceifur, post: 3672371, member: 18077"] 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 [i]summon[/i] spells' lists. The system is located in [i]Dragon Magazine[/i] #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: [b]Table 1-X: The Summoner[/b] [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.[/code] [b]Class Features[/b] [indent][b]Weapon and Armor Proficiency[/b]: All simple weapons, but no armor or shields. Arcane spell failure applies as normal. [b]Spells[/b]: As the beguiler, except as noted below. [list] [*]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.[/list] [b]Augmented Summoning[/b]: 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 [i]summon[/i] spells you cast as a summoner. If you meet or later gain the prerequisites, the benefits apply to all [i]summon[/i] spells you cast (as normal). [b]Forceful Summons (Ex)[/b]: 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 [i]summon[/i] 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 [i]summon[/i] spells you cast as a summoner. [b]Enhanced Summons (Ex)[/b]: 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. [b]Advanced Learning (Ex)[/b]: As the beguiler, except the spells chosen must be sorcerer/wizard spells of the abjuration or conjuration schools. [b]Summon Companion (Sp)[/b]: 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 [i]summon nature's ally[/i] or [i]summon monster[/i] 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 [i]summon[/i] spell (it can be dispelled and/or dismissed, winks out in an [i]antimagic field[/i], is hedged out by the appropriate [i]protection from[/i] and [i]magic circle against[/i] spells, is affected by your [i]summon[/i] spell related feats and abilities, and etc.). Regardless of the level of the [i]summon[/i] 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. [b]Rapid Summons (Ex)[/b]: Beginning at 6th level, whenever you cast a [i]summon[/i] spell that normally has a casting time of 1 round, its casting time is reduced to 1 standard action.[/indent] [b]Summoner Spell List[/b] [indent][b]0th-Level[/b]: 7 spells. [b]1st-Level[/b]: [i]summon monster I[/i], 13 others. [b]2nd-Level[/b]: [i]summon nature's ally I, summon monster II[/i], 17 others. [b]3rd-Level[/b]: [i]summon nature's ally II, summon monster III[/i], 18 others. [b]4th-Level[/b]: [i]summon nature's ally III, summon monster IV[/i], 9 others. [b]5th-Level[/b]: [i]summon nature's ally IV, summon monster V[/i], 9 others. [b]6th-Level[/b]: [i]summon nature's ally V, summon monster VI[/i], 6 others. [b]7th-Level[/b]: [i]summon nature's ally VI, summon monster VII[/i], 6 others. [b]8th-Level[/b]: [i]summon nature's ally VII, summon monster VIII[/i], 5 others. [b]9th-Level[/b]: [i]gate, summon nature's ally VIII, summon monster IX[/i], 4 others. [/indent] [b]Optional Rules[/b] [indent][b]Subtype Specialist Summoners[/b] [indent]At 1st level, choose one of the subtypes from either [b]Column I[/b] or [b]Column II[/b] on the [b]Specialist Subtypes[/b] 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 [i]summon[/i] spells that summon creatures of the chosen subtype, but suffer a -1 penalty to caster level (minimum 0) when casting [i]summon[/i] 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.[/indent] [b]Table 1-Y: Specialist Subtypes[/b] [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.[/code][/indent] [/QUOTE]
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