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Summoner core class (ToM & MoI)

Taraxia

First Post
I would find this class a lot cooler if it used a variant of the Astral Construct rules from the XPH to make completely customized summons rather than simply replicating the Summon Monster table.
 

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DreamChaser

Explorer
Taraxia said:
I would find this class a lot cooler if it used a variant of the Astral Construct rules from the XPH to make completely customized summons rather than simply replicating the Summon Monster table.

Hmmm. I hadn't actually thought of that but that would work a great deal better than the summon monster tables, you're right.

Let me mull that over.

DC
 

DreamChaser

Explorer
Revised Espers

As per some feedback, here are the espers for the summoner class redesigned around the Astral Construct rules.

Espers
Back in the days of the Elder Gods, the espers were their dedicated servants. Embodying the raw power of the elements, the principles of the being they served, and an unwavering devotion to a cause, espers inspired hope, awe, and fear in the mortals who gazed upon them.
When the Unnaming cast the Elder Gods from the world, the espers too became trapped for only the Elder Gods possessed the power to draw them from the outer realms in which they reside to the mortal plane. Eventually, summoners learned that by speaking the Truename and scribing the sigil of an esper, they could summon it into the world using a splinter of their own life force.

Alignment: All espers are either chaotic neutral, lawful neutral, neutral evil, or neutral good. A summoner can only bond with espers that share her alignment. An esper’s natural attacks share its alignment for the purposes of overcoming DR.

Esper Skills: Every esper has maximum ranks in Climb, Jump, Listen, and Spot. Additionally, individual espers learn two additional skills.

Appearance: Each esper has a unique appearance; some are very humanoid seeming while others are animalistic, diabolic, or simply bizarre. The abilities, alignment, and skills should be reflected in the appearance of the esper. An esper with the Mobility special ability will likely be light an agile looking.

Espers with Four or More Legs: By default, an esper is considered to have two arms and two legs. An esper can be built with four or more legs, increasing its speed and stability. Such an esper gains a +10 bonus to land speed but suffers a -2 penalty to Dexterity.

1st-Level Esper CR 1
CN, LN, NE, or NG Small outsider
Init +2; Senses darkvision 60 ft., Listen +5, Spot +5

AC 15, touch 13, flat-footed 14 (+3 natural)
hp 11 (2 HD)
Fort +3, Ref +5, Will +3

Speed 30 ft. (6 squares)
Melee slam +5 (1d4)
Space 5ft.; Reach 5ft.
Base Atk +2; Grp -2

Abilities Str 11, Dex 15, Con 11, Int 6, Wis 11, Cha 10
SA smite, 1/day
SQ outsider traits
Feats Weapon Finesse
Skills Climb +5, Jump +5, Listen +5, Spot +5, <2 others selected at creation> +5

Smite (Su) the esper can deal extra damage equal to its HD (max +20) to creatures of its opposed alignment. The esper can use this ability once per day per 5 HD (rounded up).
Special Abilities 1 ability from Table A


2nd-Level Esper CR 2
CN, LN, NE, or NG Medium outsider
Init +0; Senses darkvision 60 ft., Listen +7, Spot +7

AC 15, touch 10, flat-footed 15 (+5 natural)
hp 22 (4 HD)
Fort +5, Ref +4, Will +4

Speed 30 ft. (6 squares)
Melee slam +9 (1d6+4)
Space 5ft.; Reach 5ft.
Base Atk +4; Grp +4

Abilities Str 18, Dex 11, Con 13, Int 6, Wis 11, Cha 10
SA smite, 1/day
SQ outsider traits
Feats Weapon Focus (slam), Power Attack
Skills Climb +11, Jump +11, Listen +7, Spot +7, <2 others selected at creation> +7

Smite (Su) the esper can deal extra damage equal to its HD (max +20) to creatures of its opposed alignment. The esper can use this ability once per day per 5 HD (rounded up).
Special Abilities 1 ability from Table A


3rd-Level Esper CR 4
CN, LN, NE, or NG Medium outsider
Init +0; Senses darkvision 60 ft., Listen +9, Spot +9

AC 17, touch 10, flat-footed 17 (+7 natural)
hp 33 (6 HD)
Fort +6, Ref +5, Will +5

Speed 30 ft. (6 squares)
Melee slam +11 (1d8+4)
Space 5ft.; Reach 5ft.
Base Atk +6; Grp +6

Abilities Str 18, Dex 11, Con 13, Int 6, Wis 11, Cha 10
SA smite, 2/day
SQ outsider traits
Feats Weapon Focus (slam), Power Attack, Improved Natural Attack (slam)
Skills Climb +13, Jump +13, Listen +9, Spot +9, <2 others selected at creation> +9

Smite (Su) the esper can deal extra damage equal to its HD (max +20) to creatures of its opposed alignment. The esper can use this ability once per day per 5 HD (rounded up).
Special Abilities 1 ability from Table A


4th-Level Esper CR 6
CN, LN, NE, or NG Medium outsider
Init +0; Senses darkvision 60 ft., Listen +11, Spot +11

AC 19, touch 10, flat-footed 19 (+9 natural)
hp 52 (8 HD)
Fort +8, Ref +6, Will +6

Speed 30 ft. (6 squares)
Melee slam +13 (1d8+4)
Space 5ft.; Reach 5ft.
Base Atk +8; Grp +8

Abilities Str 18, Dex 11, Con 14, Int 6, Wis 11, Cha 10
SA smite, 2/day
SQ outsider traits
Feats Weapon Focus (slam), Power Attack, Improved Natural Attack (slam)
Skills Climb +15, Jump +15, Listen +11, Spot +11, <2 others selected at creation> +11

Smite (Su) the esper can deal extra damage equal to its HD (max +20) to creatures of its opposed alignment. The esper can use this ability once per day per 5 HD (rounded up).
Special Abilities 1 ability from Table B or 2 abilities from Table A


5th-Level Esper CR 8
CN, LN, NE, or NG Large outsider
Init -1; Senses darkvision 60 ft., Listen +13, Spot +13

AC 21, touch 8, flat-footed 21 (+13 natural)
hp 85 (10 HD); DR 5/<opposed alignment>
Fort +11, Ref +6, Will +7

Speed 40 ft. (6 squares)
Melee 2 slams +18 (2d6+8)
Space 10ft.; Reach 10ft.
Base Atk +10; Grp +14

Abilities Str 26, Dex 9, Con 18, Int 6, Wis 11, Cha 10
SA smite, 3/day
SQ outsider traits
Feats Weapon Focus (slam), Power Attack, Improved Natural Attack (slam), Improved Bull Rush
Skills Climb +21, Jump +21, Listen +13, Spot +13, <2 others selected at creation> +13

Smite (Su) the esper can deal extra damage equal to its HD (max +20) to creatures of its opposed alignment. The esper can use this ability once per day per 5 HD (rounded up).
Special Abilities 1 ability from Table B or 2 abilities from Table A


6th-Level Esper CR 10
CN, LN, NE, or NG Large outsider
Init +0; Senses darkvision 60 ft., Listen +15, Spot +15

AC 24, touch 9, flat-footed 24 (+15 natural)
hp 102 (12 HD); DR 10/<opposed alignment>
Fort +12, Ref +8, Will +8

Speed 40 ft. (6 squares)
Melee 2 slams +20 (2d6+8)
Space 10ft.; Reach 10ft.
Base Atk +12; Grp +16

Abilities Str 26, Dex 10, Con 18, Int 6, Wis 11, Cha 10
SA smite, 3/day
SQ outsider traits
Feats Weapon Focus (slam), Power Attack, Improved Natural Attack (slam), Improved Bull Rush, Improved Grapple
Skills Climb +23, Jump +23, Listen +15, Spot +15, <2 others selected at creation> +15

Smite (Su) the esper can deal extra damage equal to its HD (max +20) to creatures of its opposed alignment. The esper can use this ability once per day per 5 HD (rounded up).
Special Abilities 1 ability from Table B or 2 abilities from Table A


7th-Level Esper CR 12
CN, LN, NE, or NG Large outsider
Init +0; Senses darkvision 60 ft., Listen +18, Spot +18

AC 26, touch 9, flat-footed 26 (+11 natural)
hp 127 (15 HD); DR 10/<opposed alignment>
Fort +13, Ref +9, Will +9

Speed 40 ft. (6 squares)
Melee slam +23 (2d6+8)
Space 10ft.; Reach 10ft.
Base Atk +15; Grp +19

Abilities Str 26, Dex 10, Con 18, Int 6, Wis 11, Cha 10
SA smite, 4/day
SQ outsider traits
Feats Weapon Focus (slam), Power Attack, Improved Natural Attack (slam), Improved Bull Rush, Improved Grapple, Awesome Blow
Skills Climb +26, Jump +26, Listen +18, Spot +18, <2 others selected at creation> +18

Smite (Su) the esper can deal extra damage equal to its HD (max +20) to creatures of its opposed alignment. The esper can use this ability once per day per 5 HD (rounded up).
Special Abilities 1 ability from Table C or 2 abilities from Table B or 1 ability from Table B and 2 abilities from Table A or 4 abilities from Table A


8th-Level Esper CR 14
CN, LN, NE, or NG Large outsider
Init +0; Senses darkvision 60 ft., Listen +21, Spot +21

AC 28, touch 9, flat-footed 28 (+19 natural)
hp 153 (18 HD); DR 15/<opposed alignment>
Fort +15, Ref +11, Will +11

Speed 40 ft. (6 squares)
Melee slam +26 (2d6+8)
Space 10ft.; Reach 10ft.
Base Atk +18; Grp +22

Abilities Str 26, Dex 11, Con 18, Int 6, Wis 11, Cha 10
SA smite, 4/day
SQ outsider traits
Feats Weapon Focus (slam), Power Attack, Improved Natural Attack (slam), Improved Bull Rush, Improved Grapple, Awesome Blow, Cleave
Skills Climb +29, Jump +29, Listen +21, Spot +21, <2 others selected at creation> +21

Smite (Su) the esper can deal extra damage equal to its HD (max +20) to creatures of its opposed alignment. The esper can use this ability once per day per 5 HD (rounded up).
Special Abilities 1 ability from Table C or 2 abilities from Table B or 1 ability from Table B and 2 abilities from Table A or 4 abilities from Table A


9th-Level Esper CR 16
CN, LN, NE, or NG Huge outsider
Init +0; Senses darkvision 60 ft., Listen +24, Spot +24

AC 32, touch 8, flat-footed 32 (+24 natural)
hp 175 (21 HD); DR 15/<opposed alignment>
Fort +18, Ref +12, Will +12

Speed 50 ft. (6 squares)
Melee slam +32 (3d6+12)
Space 15ft.; Reach 15ft.
Base Atk +21; Grp +29

Abilities Str 34, Dex 10, Con 22, Int 6, Wis 11, Cha 10
SA smite, 5/day
SQ outsider traits
Feats Weapon Focus (slam), Power Attack, Improved Natural Attack (slam), Improved Bull Rush, Improved Grapple, Awesome Blow, Cleave, Great Cleave
Skills Climb +36, Jump +36, Listen +24, Spot +24, <2 others selected at creation> +24

Smite (Su) the esper can deal extra damage equal to its HD (max +20) to creatures of its opposed alignment. The esper can use this ability once per day per 5 HD (rounded up).
Special Abilities 1 ability from Table C or 2 abilities from Table B or 1 ability from Table B and 2 abilities from Table A or 4 abilities from Table A


Creating an Esper
Each esper is unique, with its own appearance, abilities, and drives. Before a summoner can summon an esper, she must discover its nature and bond with it. Esper abilities can be selected from a range of options. A summoner can always substitute two choices from a lesser menu for one of its given abilities. Multiple selections of the same menu choice do not stack unless the ability specifically notes that stacking is allowed.

Some menu choices grant an esper the ability to summon specific powers as spell-like abilities. Unless using the ability is a free action, an esper using such a power does so as a standard action that provokes attacks of opportunity. All such powers have a caster level equal to the esper’s Hit Dice or the creator’s summoner level, whichever is lower. Psionic powers used as the basis for an spell-like ability are always cast without any augmentation.

An esper does not need to meet the prerequisites for a feat granted by a menu choice.
Esper Menu A

A summoner creating a 1st-level, 2nd-level, or 3rd-level esper can choose one special ability from this menu.
*Buff (Ex): The esper gains an extra 5 hit points.
*Celerity (Ex): The esper’s land speed is increased by 10 feet.
*Cleave (Ex): The esper gains the Cleave feat.
*Deflection (Ex): The esper gains a +1 deflection bonus to Armor Class.
*Energy Ray (Sp): The esper can use energy ray (as the power) as a standard action. Once an esper has used this ability, it cannot use it again for 5 rounds. The type of energy is chosen at the time the esper is created.
*Fly (Ex): The esper has physical wings and a fly speed of 20 feet (average).
*Improved Bull Rush (Ex): The esper gains the Improved Bull Rush feat.
*Improved Slam Attack (Ex): The esper gains the Improved Natural Attack feat.
*Incarnate Weapon (Su): The esper appears with a weapon crafted of Incarnum. This can be any melee weapon but regardless of appearance deals 1d6 damage for a Small esper, 1d8 for a Medium esper, 2d6 for a Large esper, and 3d6 for a Huge esper. This ability is otherwise identical to the incarnate weapon soulmeld. An esper fighting with a weapon gains iterative attacks as normal for its base attack progression.
*Mobility (Ex): The esper gains the Mobility feat.
*Power Attack (Ex): The esper gains the Power Attack feat.
*Resistance (Ex): Choose one of the following energy types: fire, cold, acid, electricity, or sonic. The esper gains resistance 5 against that energy type.
*Spell-like Ability, Least (Sp): Choose a 0-level spell; the esper can use this spell as a spell-like ability three times per day. Alternately you can choose a 1st-level spell for the esper to use once per day.
*Swim (Ex): The esper is streamlined and shark like, and gains a swim speed of 30 feet.
*Trip (Ex): If the esper hits with a slam attack, it can attempt to trip the opponent as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the esper.​


Esper Menu B

A summoner creating a 4th-level, 5th-level, or 6th-level esper can choose one special ability from this menu. Alternatively, the outsider can have two special abilities from Menu A.

*Agile (Ex): The esper gains a +4 bonus to its Dexterity score.
*Energy Touch (Ex): The esper’s physical attacks are wreathed in fire, cold, acid, electricity, or sonic energy, dealing an extra 1d6 points of energy damage.
*Extra Attack: If the esper is Medium or smaller, it gains two slam attacks instead of one when it makes a full attack. Its bonus on damage rolls for each attack is equal to its Strength modifier, not its Strength modifier x 1-1/2. If the esper is Large or larger, it gains three slams instead of two when it makes a full attack. Its attacks are otherwise unchanged.
*Fast Healing (Ex): The esper heals 2 hit points each round. It is still immediately destroyed when it reaches 0 hit points.
*Heavy Deflection (Ex): The esper gains a +4 deflection bonus to Armor Class.
*Improved Buff (Ex): The esper gains an extra 15 hit points.
*Improved Critical (Ex): The esper gains the Improved Critical feat with its slam attacks.
*Improved Damage Reduction (Ex): The esper’s surface forms a hard carapace and provides an additional 3 points of damage reduction (or damage reduction 3/magic if it does not already have damage reduction).
*Improved Fly (Ex): The esper has physical wings and a fly speed of 40 feet (average).
*Improved Grab (Ex): To use this ability, the outsider must hit with its slam attack. An esper can use this ability only on a target that is at least one size smaller than itself.
*Improved Swim: The esper is streamlined and sharklike, and gains a swim speed of 60 feet.
*Multidextrous (Ex): The esper has 4 arms and gains the benefits of the Multiattack feat. An esper with 1 slam attack can make a second slam attack at -2 penalty; an esper with 2 slam attacks can make 2 additional slam attacks each at a -2 penalty. This benefit is calculated before the benefit of the Extra Attack ability.
*Muscle (Ex): The esper gains a +4 bonus to its Strength score.
*Poison Touch (Ex): If the esper hits with a melee attack, the target must make an initial Fortitude save (DC 10 + 1/2 esper’s HD + esper’s Cha modifier) or take 1 point of Constitution damage. One minute later, the target must save again or take 1d2 points of Constitution damage.
*Pounce (Ex): If the esper charges a foe, it can make a full attack.
*Spell-like Ability, Lesser (Sp): Choose a 1st-level spell; the esper can use this spell as a spell-like ability three times per day. Alternately you can choose a 2nd-level spell for the esper to use once per day.
*Trample (Ex): As a standard action during its turn each round, a Large or larger esper can literally run over an opponent at least one size smaller than itself. It merely has to move over the opponent to deal bludgeoning damage equal to 1d8 + its Str modifier. The target can attempt a Reflex save (DC 10 + 1/2 esper’s Hit Dice + esper’s Str modifier) to negate the damage, or it can instead choose to make an attack of opportunity at a –4 penalty.​


Esper Menu C

A summoner creating a 7th-level, 8th-level, or 9th-level esper can choose one special ability from this menu. Alternatively, the esper can have two special abilities from Menu B. (One or both of the Menu B choices can be swapped for two choices from Menu A.)

*Blindsight (Ex): The esper has blindsight out to 60 feet.
*Energyburst (Sp): The esper can cast fireburst (5d8 damage within 10 feet) as a swift action. Once this ability has been used, the esper cannot use it again for 5 rounds. The energy type of this ability can be changed at the time the ability is selected.
*Constrict (Ex): The esper has the improved grab ability with its slam attack. In addition, on a successful grapple check, the esper deals damage equal to its slam damage.
*Dimension Slide (Sp): The esper can use dimension slide (as the power, caster level equal to Hit Dice) as a move action once per round.
*Energy Bolt (Sp): The esper can use energy bolt (caster level 8th) as a standard action; once the esper has used this ability, it cannot be used for 5 rounds. The summoner selects the energy type that the esper can cast when he creates it.
*Extra Buff (Ex): The esper gains an extra 30 hit points.
*Extreme Damage Reduction (Ex): The esper’s surface forms hard, armor-like plates and provides an additional 6 points of damage reduction.
*Extreme Deflection (Ex): The esper gains a +8 deflection bonus to Armor Class.
*Natural Invisibility (Su): The esper is constantly invisible, even when attacking. This ability is inherent and not subject to the invisibility purge spell.
*Spell-like Ability, Greater (Sp): Choose a 2nd-level spell; the esper can use this spell as a spell-like ability three times per day. Alternately you can choose a 3rd-level spell for the esper to use once per day.
*Spell Resistance (Ex): The esper gains spell resistance equal to 10 + its Hit Dice.
*Rend (Ex): The esper makes claw attacks instead of slam attacks (it deals the same amount of damage as it would with its slam damage, but does slashing damage instead of bludgeoning damage). An esper that hits the same opponent with two claw attacks in the same round rends its foe, which deals extra damage equal to 2d6 + 1-1/2 times its Str modifier.
*Spring Attack (Ex): The esper gains the Spring Attack feat.
*Whirlwind Attack (Ex): The esper gains the Whirlwind Attack feat.​

 

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