Summoner Core Class

Iron_Chef

First Post
SUMMONER CORE CLASS
This is a third draft and feedback is welcome.

Abilities: Int is most important as it governs bonus spells and spell DCs, followed by Cha for successful bargaining with summoned creatures. Wisdom is important for withstanding the temptations offered by summoned creatures.

Alignment: Must be within one step of the alignment of the creatures they want to summon (LE = devils, N = elementals, CE = demons, etc.)

BAB: As Wizard
Saves: As Wizard
Weapons and Armor: As Wizard

Class Skills: Bluff, Concentration, Craft, Diplomacy, Gather Information, Intimidate, Knowledge (any), Profession, Scry, Sense Motive, Spellcraft

Skill Points/Level and Starting Skills: As Wizard (2+Int)

Class Abilities:
Note that this class uses the variant summon monster rules from the DMG; it can summon any appropriate type of creature from any monster resource and is not restricted to those listed in the summon monster and summon nature's ally descriptions.

Level 1:
Bonus Spells (can cast 1 extra spell per spell level per day but it must be a summoning spell)
Summon Familiar (as Wizard class ability)
Summoning Specialist (all summoning spells are cast at twice caster level for range and duration).

Level 5: Bonus Feat

Level 10: Bonus Feat

Level 15: Bonus Feat

Level 20: Bonus Feat


Summoner Bonus Feats:
At fifth level and every five levels thereafter, the summoner can pick a bonus feat from the following list; these feats are also available at any time the summoner earns a new feat. Also, add any familiar enhancing feats to the list of bonus feats available.

Augment Summoning (+1 attack, damage and AC for all summoned monsters)

Extend Summoning (duration of summon monster spells changed from rounds to minutes, prereq. summoner level 3+)

Greater Augment Summoning (+2 attack, damage and AC of summoned monsters, prereq: Augment Summoning, summoner level 5+)

Greater Summoning Mastery (you consult the summon monster table as if you had cast a summon monster spell that was two levels higher. Ex: You cast summon monster II and pick from the sumon monster IV table for the type of creature you summon; prereq.: Int 20+, augment summoning, summoning mastery, summoner level 10+).

Heed The Call (when casting any create arcane astral construct, summon monster, summon nature's ally or summon undead spell, you summon one additional creature of the same type; prereq: augment summoning)

Improved Familiar (see FRCS, T&B)

Persistent Summoning (duration of summon monster spells changed from minutes to hours, prereq: extend summoning, summoner level 10+)

Quicken Summoning (once per day, you can quicken (as the feat "quicken spell") any one summon monster spell and it does not increase the spell level; this feat may be taken multipple times; prereq: summoner level 4+)

Summon Resist (all summoned monsters have acid, cold, electricity, fire and sonic resistance 5; the creature uses this resistance unless its own natural resistance is better, prereq.: augment summoning)

Summoning Mastery (you consult the summon monster table as if you had cast a summon monster spell that was one level higher. Ex: You cast summon monster II and pick from the summon monster III table for the type of creature you summon, prereq: augment summoning, summoner level 5+)


SPELLS
Can learn any arcane or divine conjuration spells, can learn all metacreativity psionic powers as arcane spells. Spells are learned, prepared and cast as a wizard.

Spell List: (in progress)

Source Key:
BoEM1 (Book of Eldritch Might 1)
BoEM2 (Book of Eldritch Might 2)
BVD (Book of Vile Darkness)
D2 (Diablo 2: Diablerie)
DotF (Defenders of the Faith)
KKPG (Kingdoms of Kalamar Player's Guide)
MoF (Magic of Faerun)
MotW (Masters of the Wild)
Psi (Psionics Handbook)
QC (Quintessential Cleric)
QW (Quintessential Wizard)
RR1 (Relics & Rituals 1)
RR2 (Relics & Rituals 2)
S&S (Spells & Spellcraft)
T&B (Tome & Blood)

0 - acid splash (MoF), arcane mark, black bag (BVD), conjurer's toolbelt (S&S), create water, cure minor wounds, dancing lights, detect magic, devlin's barb (BoEM1), filch (RR2), ghost sound, inkling (psi), missive (psi), prestidigitation, quill (S&S), ray of frost, read magic, repair minor damage (T&B), summon 0 (RR2), summon monster 0 (summons one CR 1/3 or worse monster, otherwise as summon monster I), tongue of angels (BoEM1), tongue of fiends (BoEM1), trinket (psi)

1 - animal messenger, animate rope, beget bogun (MOTW), bone armor (D2), call weaponry (psi), cobwebs (RR2), comprehend languages, corrosive grasp (MoF), create astral construct I (psi), detect chaos/evil/good/law, dissipating touch (psi, as shocking grasp but teleports minute quantities of target away), elina's wardrobe (RR2), erase, field of razors (RR2), glue (RR1), grease, lesser acid/cold/electricity/fire/sonic orb (T&B), magic fang, magic weapon, melzek's diabolic treasurer (QW), message, minor creation (psi), mount, obscuring mist, protection from chaos/evil/good/law, repair light damage (T&B), sense link (psi), shield, summon I (RR2), summon monster I, summon nature's ally I, summon undead I (MoF), syron's energy armor (S&S), teeth (D2), tenser's floating disk, tracker (KKPG), unseen servant, web sphere (RR2), whirlwind of ice (S&S)

2 - adrenaline surge (MOTW), arcane lock, augury, aura of darkness (spells & spellcraft), aura of light (spells & spellcraft), bed bug bites (RR2), bull's strength, burst of energy, cat's grace, choke (T&B), chromatic rod (KKPG), clay golem (D2), continual flame, create astral construct II (psi), create magic tattoo (FRCS), cure light wounds, delay poison, dolomar's mapping (RR1), eagle's splendor (FRCS), enhance familiar (T&B), ecto puppet (psi), ectoplasmic cocoon (psi), ectoplasmic form (psi), endurance, feast of worms (RR2), felonious friend I (S&S), fog cloud, fox's cunning, glitterdust, green blockade (MOTW), ice shards (RR2), igedrazaar's miasma (MOF), ice knife (T&B), leomund's tiny hut, lesser restoration, life shield (RR1), lillandel's fury (RR1), locate object, magic mouth, melf's acid arrow, mirror image, owl's wisdom, regenerate moderate wounds (MOTW), phantom steed, power word sleep, regenerate light wounds (MOTW), repair moderate damage (T&B), rope trick, sense psychoportation (psi), sever the tie (psi), slipping the ranks (spells & spellcraft), summon II (RR2), summon monster II, summon nature's ally II, summon swarm, summon undead II (MoF), unseen trickster (QW), voice of authority (S&S), wall of thought (KKPG), web, whispering wind

3 - belarosh's law (AEG's Evil), black cloud of horror (spells & spellcraft), blink, bloodblade (spells & spellcraft), bolt of conjuring (BoEM1), bone wall (D2), call aquatic humanoid I (RR1), call lightning, chains of binding (RR2), create astral construct III (psi), create food and water, cure moderate wounds, devlin's venomblade (BoEM1), dispel magic, doomfog (S&S), dragonskin (BoEM1), drawmij's instant summons, flame arrow, gas cloud (RR1), greater magic fang, greater magic weapon, helping hand, leomund's secure shelter, lesser domination (psi), magic circle against chaos/evil/good/law, mestil's acid breath (MoF), misile storm (RR2), ochre cloud (KKPG), phantom steed, regenerate serious wounds (MOTW), regenerate ring (MOTW), rejuvenation (psi), remote viewing (psi), remove disease, remove paralysis, repair serious damage (T&B), rescue (spells & spellcraft), sandstorm (KKPG), sepia snake sigil, sleet storm, stinking cloud, summon dretch horde, summon lemure horde, summon III (RR2), summon monster III, summon nature's ally III, summon undead III (MoF), tongues, whitefire (psi), windwall

4 - acid/cold/electricity/fire/sonic orb (T&B), arcane eye, armor of brambles (RR2), blood golem (D2), bone spear (D2), bottle of smoke (MOTW), bottomless pit (RR1), chaos hammer, contact other plane, create astral construct IV (psi), cure serious wounds, dimension door, dimensional anchor, dismissal, divination, enduring webs (RR2), evard's black tentacles, felonious friend II (S&S), fire shield, fortify familiar (T&B), ice storm, iron butterflies (RR2), leomund's secret chest, lesser geas, lesser planar ally, locate creature, mark of sarish (blood reign of nishanpur), miasma (MOTW), minor creation, otiluke's dispelling screen (T&B), neutralize poison, pack of ghouls (spells & spellcraft), phantom artillery (QW), poisoned goblet (spells & spellcraft), regenerate critical wounds (MOTW), repair critical damage (T&B), restoration, robe of reflection (BoEM2), solid fog, status, summon IV (RR2), summon monster IV, summon nature's ally IV, summon undead IV (MoF), tanil's spectral archers (RR2), tevik's creeping eye (RR2), verminplague (RR1), wall of chaos (MoF), wall of earth (S&S), wall of ectoplasm (psi), wall of evil (MoF), wall of fire, wall of fungus (KKPG), wall of good (MoF), wall of ice, wall of law (MoF), unholy blight

5 - baleful teleport (psi), beetleswarm (RR2), bone prison (D2), breath of death (RR2), burden of faith (RR2), call aquatic monster (RR1), cloudkill, cloudsleep (KKPG), commune, commune with nature, control winds, create astral construct V (psi), cure critical wounds, darksoul (RR2), demonbane (RR2), dimensional lock (MOF), dispel chaos/evil/good/law, finger of life (S&S), greater command, greater familiar (RR1), ectoplasmic armor, ectoplasmic shambler (psi), lesser planar binding, lung burst (QC), mestil's acid sheath (MoF), pillar of attraction/repulsion, plane shift, major creation, mordenkainen's faithful hound, permanency, prying eyes, raise dead, sending, spirit wall, summon V (RR2), summon monster V, summon nature's ally V, summon undead V (MoF), sumptuous feast (S&S), teleport, teleport block (BoEM1), teleport redirect (BoEM1), teleport trigger (psi), wall of bones, wall of force, wall of iron, wall of stone, wall of thorns, wall of vermin (S&S),

6 - acid fog, animate objects, avalanche (RR2), awaken lesser titan avatar (RR1), banishment, blade barrier, bone spirit (D2), call aquatic humanoid II (RR1), call cohort (psi), create astral construct VI (psi), dust storm (KKPG), felonious friend III (S&S), fire golem (D2), fire spiders (MoF), forbiddance, geas/quest, greater dispelling, forbiddance, guards and wards, healing circle, heroes' feast, hydra (D2), imbue familiar with spell ability (T&B), insect plague, iron golem (D2), perivax's poison pillar (spells & spellcraft), planar ally, planar binding, power word thunder (RR1), regenerate circle (MOTW), retrieve (psi), sudden wave (BoEM2), summon VI (RR2), summon monster VI, summon nature's ally VI, trace teleport (psi), touch of renewal (RR2), wall of snakes, word of recall

7 - blasphemy, cloak of chaos, control weather, create astral construct VII (psi), crippling fog (QC), daggers of vaul (RR1), dictum, divert teleport, erosion (QC), ethereal jaunt, fiendform (MoF), gemjump (MoF), heal, holy word, infernal legion (RR2: True Ritual), limited wish, mass cocoon (psi), mass teleport (T&B), mordenkainen's magnificent mansion, oedema (QC), otiluke's greater dispelling screen (T&B), phase door, power word stun, regenerate, resurrection, slime wave (MOTW), summon VII (RR2), summon monster VII, summon nature's ally VII, teleport without error, vanish, vipergout (MoF), word of chaos

8 - antipathy, binding, create astral construct VIII (psi), creeping doom, demand, discern location, etherealness, greater finger of life (S&S), greater planar ally, holy aura, imbue guardian (BoEM1), incendiary cloud, maze, melzek's swarm of voracious ghell beetles (QW), power word blind, prismatic wall, shield of law, spectral gallows (QC), stone assault (RR2), summon VIII (RR2), summon monster VIII, summon nature's ally VIII, symbol, sympathy, trap the soul, true creation (psi), undead gate (S&S), unholy aura,

9 - astral projection, avatar (QC), black blade of disaster (MoF), command construct (spells & spellcraft), create astral construct IX (psi), deluge (QC), elemental swarm, gate, genesis (psi), holy war (RR2), magma burst (BoEM1), power word kill, shambler, storm of vengeance, summon IX (RR2), summon monster IX, summon nature's ally IX, teleportation circle, tendrils of eternal night (RR2), true resurrection, wish, zalimarjin's avalanche (MoF)
 
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I'd just create a summoner prestige class that got various powerups for their summoning/calling spells. What you're after fits two of the possible design objectives for a PrC (fleshing out a niche, making a weak concept viable) to a tee.
 


Well, I think several PrCs fit the bill nicely, such as Acolyte of the Skin and Alienist from T&B and R&R1's Summoner. BVD's Demonoligist is not quite right, in that it doesn't give you +1 existing spellcasting class level but rather a whole new (short) list of spells starting back at level 1 (ack!). BVD's Diabolist is even less useful. AEG's EVIL has a Demonologist PrC, so maybe I'll check that out but I remember it not being quite right for me either.

I need a PrC I can get into at 6th level (at latest) and that doesn't shaft me out of too many spellcasting levels. A variant core class would sure make a nice start. I figure my summoner core class might be under or over powered at this point, but it is a rough draft work in progress. Any help to make it work as a core class variant would be welcome.
 


Interesting, but your summoner feats are, IMO, wayyyy too powerful. Especially summoning mastery and greater summoning mastery.

The "charm outsider" feat would work better as a spell than as a feat, I think, and its save should be determined like any save. At worst, it should have a save similar to Poison (1/2 class level + relevant ability score). Is this a mind-affecting power?

I'd have to look at the conjuration spell lists of clerics to see whether your spell list is too powerful or not.

Are spells prepared or cast spontaneously? If prepared, do they need a spell book?

Are the summoning feats available through normal feat channels (e.g., levels divisible by 3)?

Honestly, I think you're wrong that summoners got the shaft. They start off very weak, but they quickly get good.

If you want them to be useful, ask if you can change the duration of summoning spells to 2 rounds + 1 round/level. That way, at low levels, they're useful, but they're not significantly better at high levels.

I play a druid, the weakest of all summoners (because their critters aren't templated). Even so, his summoned critters clean up in combat, to the point where my DM is trying to find ways to tone the PC down.

Daniel
 

The Caller

((its mainly psionic based but these are Arcane effects))

Callers
Conjurers. Summoners. Callers. Theirs is the gift of summoning and calling forth creatures from other planes known as Anima, Espers, Guardian Forces, Eidolons or Aeons. Callers come from many walks of life, humble beginnings and continue helping others along their lives or born of wealth and spoiled riches and continued thinking of their superiority over others. They are all on Ry'ia for one purpose, to guard the 6 shards of the Xaos Stone. There are some, however, who choose devote their abilities to the forces of darkness.

There is a major rift war between human callers and elven callers. Most callers have uneasy ties with other racial callers and most will band together but for mixed reasons and unclear stories, but the elven callers have retreated into hiding.

Adventures: Most callers see adventures as life experiences. They learn as they venture forth gaining the power to summon their mystic allies to guard the stones.

Characteristics: Most callers are wise and intelligent. Callers mainly stick to staves, short spears and daggers to defend and protect themselves. Usually callers are acompanied by a Guardian. Some callers have been known to have more than one Guardian.

Alignment: Callers may be of any alignment. Good callers follow the teachings of their Faith and giving their lives to protect the Xaos shards. Lawful callers follow the laws of the callers and help those in need while protecting the shards. Evil callers follow their own Faith and their inner beliefs. They could care less about protecting the shards, in fact, rumors persist of callers who seek the shards for themselves.

Religion: Callers tend to worship Hiro, the god ancestors, community and family; Obi, the god of the arcane, magic and knowledge; Carbunkle, the god of protection, ancestors and protection. Evil callers tend to worship Drake, the god of Chaos, Ancestors, Magic. There is rumors of a forgotten goddess whose sole purpose was to guide, protect and help the callers, but her pressence has been lost to mankind and is only a fairy tale told to children callers. Other caller's who believe in themself draw upon their teachings. Caller's may also pray to other gods as well.

Background: Callers come from all walks of life, from the bustling city of Veruna, to the small desert town of Omni, to a tribal community in Gemordia to staying hidden in the technological cities in the Machine Empire. Most callers are enlightened but some take to arms and decide to battle the forces with arms and armor.

Races: Human callers are the majority of callers on Ry'ia. Elven callers are known but they don't speak much to the other callers. Half-Elf callers are second to humans. They are torn between the war against human and elven callers. Gnome callers are uncommon but not rare. They tend to use their allies for pranks. Hafling callers are next to human and half-elf callers. Dwarven callers are rare but they tend to stick to calling allies who are made of rock and earth. Half-Orc callers are extremely rare but their are tales that speak of these remarkable people.

Other Classes: The caller isnt suited for hand to hand combat but instead excells at using their summoning abilities for fighting. Most callers tend to start studying the arcane arts of the black mages or focusing their Faith into the cloisters of white mages. Some warrior callers take to learning how to fight in case the forces of darkness come to them.

Game Rule Information
Abilities: Wisdom is useful for callers for great will saves, allows more bonus points to summon allies and they gain an armor bonus as well. Constitution is good for callers to boost their hit points and dexterity is good because it boosts their armor class.
Alignment: Any
Hit Die: d6.
Skill Pts per level: 6 + Int Mod
Class Skills: The caller's class skills (and the key ability for each skill) are Alchemy (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (Int), Spellcraft (Int), and Use Magic Device (Cha, exclusive skill).
Weapon and Armor Proficiency: A caller is proficient with all simple weapons. Callers are not proficient with any armor or shields.

TABLE: The Caller
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
----- ------------ ---- ---- ---- -------

1 +0 +2 +0 +2 Faith, Domain Spells, The Calling, Astral Construct I
2 +1 +3 +0 +3
3 +1 +3 +1 +3 Caller's Gift
4 +2 +4 +1 +4 Birthright, Astral Construct II
5 +2 +4 +2 +4
6 +3 +5 +2 +5 Astral Construct III
7 +3 +5 +3 +5
8 +4 +6 +3 +6 Birthright, Astral Construct IV
9 +4 +6 +4 +6
10 +5 +7 +4 +7 Blessed Faith, Astral Construct V
11 +5 +7 +5 +7
12 +6/+1 +8 +5 +8 Birthright, Astral Construct VI
13 +6/+1 +8 +6 +8
14 +7/+2 +9 +6 +9 Astral Construct VII
15 +7/+2 +9 +7 +9
16 +8/+3 +10 +8 +10 Birthright, Astral Construct VIII
17 +8/+3 +10 +8 +10
18 +9/+4 +11 +9 +11 Astral Construct IX
19 +9/+4 +11 +9 +11
20 +10/+5 +12 +10 +12 Birthright

Table: Calling Points (CP)
Level CP Pts/Day

----- -----------
1 2
2 3
3 4
4 7
5 10
6 15
7 20
8 27
9 34
10 43
11 52
12 63
13 74
14 87
15 95
16 105
17 115
18 123
19 132
20 141

Calling Points/Day: How many calling points the caller has access to each day. The caller possesses a maximum number of calling points equal to the given number of calling points per day plus any bonus calling points per day.

Table: Caller Bonus Calling Points

Ability --------- Bonus Calling Points (by Caller Level) ---------

Score 1-2 3-4 5-6 7-8 9-10 11-12 13-14 15-16 17-18 19-20
------- --- --- --- --- ---- ----- ----- ----- ----- -----
1-11 - - - - - - - - - -
12-13 1 - - - - - - - - -
14-15 1 3 - - - - - - - -
16-17 1 3 5 - - - - - - -
18-19 1 3 5 7 - - - - - -
20-21 3 3 5 7 9 - - - - -
22-23 3 5 5 7 9 11 - - - -
24-25 3 5 7 7 9 11 13 - - -
26-27 3 5 7 9 9 11 13 15 - -
28-29 5 5 7 9 11 11 13 15 17 -
30-31 5 7 7 9 11 13 13 15 17 19
32-33 5 7 9 9 11 13 15 15 17 19
34-35 5 7 9 11 11 13 15 17 17 19
36-37 7 7 9 11 13 13 15 17 19 19
38-39 7 9 9 11 13 15 15 17 19 21
40-41 7 9 11 11 13 15 17 17 19 21

note: A caller's summonings use the Astral Construct summonings from the Psionics handbook as used in the book. Below are additional Construct Abilities to use as with those in the book. They do not appear ectoplasmic and, in fact, look as how the caller wishes them to be, however, once the look is asigned, it never changes. It is also assigned a name. A caller gains summonings as follows:

Level 1 - Astral Construct I, Level 4 - Astral Construct II, Level 6 - Astral Construct III, Level 8 - Astral Construct IV, Level 10 - Astral Construct V, Level 12 - Astral Construct VI, Level 14 - Astral Construct VII, Level 16 - Astral Construct VIII and Level 18 - Astral Construct IX

Faith: A caller adds her Wisdom bonus (if any) to AC, in addition to her normal Dexterity modifier. The Wisdom bonus represents a preternatural awareness of danger, and a caller does not lose it even in situations when she loses her Dexterity modifier due to being unprepared, ambushed, stunned, and so on. (Callers do lose these AC bonuses when immobilized.)

When wearing armor, a caller loses her AC bonus for Wisdom. Furthermore, her special abilities all face the arcane spell failure chance that the armor type normally imposes.

Domain Spells: At 1st level, choose a deity for your caller. The caller's deity influences her alignment, her values, and how others see her.

Choose two from among the deity's domains for your caller's domains. You can only select an alignment domain (such as Good) for your caller if her alignment matches that domain.

If your caller is not devoted to a particular deity, you still select two domains to represent her spiritual inclinations and abilities (but the restriction on alignment domains still applies). Each domain gives your caller access to a domain spell at each spell level, from 1st on up, as well as a granted power. Your caller gets the granted powers of all the domains selected. With access to two domain spells at a given spell level, a caller prepares one or the other each day.

The Calling: At 1st level, the caller gains the feat Spell Thematics used only for her summonings.

Caller's Gift: At 3rd level, the caller gains the Augment Summoning feat.

Augment Summoning
Prerequisite: Caller level 2nd+.
Benefit: Summoned creatures you create with the astral construct power gain +1 hit point per Hit Die and a +1 competence bonus on attack and damage rolls.


Birthright: At 4th, 8th, 12th, 16th and 20th level the caller gains one of the following feats: Extend Summoning, Persistant Summoning, Quicken Summoning, Empower Summoning and Advanced Summoning.

Note: The feats above can be found below.

Blessed Faith: At 10th level, the caller gains another domain ability. She can still only have one domain spell per day.

-----

Summoning Feats

Empower Summoning

You can manifest creatures with additional special abilities.
Prerequisite: Augment Construction
Benefit: Summoned creatures you create with the astral construct powers gain one additional special ability. The ability must be from a menu that the construct can legally choose from.

Advanced Summoning
You can choose special abilities for your creature from an extended list.

Prerequisite: Augment Summoning.
Benefit: You can add new special abilities to the list of special abilities from which you can choose when manifesting creatures. When you take this feat, you can select from Table 1-1: Advanced Summoning Special Abilities a number of Menu A special abilities that equal twice your caller level. When you make a selection, that ability is permanently added to the selection from which you can choose when manifesting creatures. For each caller level that you gain, you can select two additional special abilities from Menu A. You can trade in two selections from Menu A for one selection from Menu B. You can elect to postpone your selections until you gain another level. If you have postponed a selection from an earlier level, you can trade in four Menu A selections for one selection from the Menu C. If you have postponed selections so that you have eight Menu A selections available, you can trade them for a selection from the D menu.

Extended Summoning
You gain an increased duration on your manifested creatures.

Prerequisite: Caller level 3rd+, Augment Summoning
Benefit: Creatures that you manifest have a duration of 1 minute per caller level instead of their normal duration. For example a 13th-level caller manifests astral construct VI, creating a single type VI construct with a duration of 13 minutes

Persistent Power
Creatures summoned stay around longer.

Prerequisite: Extend Power.
Benefit: A persistent power has a duration of 24 hours. A persistent power costs a number of power points equal to its standard cost +8.

Quicken Power
Summonings are quicker.

Benefit: Manifesting a quickened power is a free action. You may only manifest one quickened power per round. The quickened power costs a number of power points equal to its standard cost +8.

-----

Table 1-1: Advanced Construction Special Abilities
Menu A


Brawn (Ex): The creatures does an additional +1 point of damage on a successful melee attack. (Multiple selections stack, and you cannot select this ability more than 8 times.)

Claws (Ex): The creature has razor sharp claws. Attacks are now considered claw attacks instead of slams. Damage from these claw attacks is 1d8 + Strength modifier. The claw attacks are considered slashing or piercing weapons. The type is chosen when the creature is manifested. (If the construct has the extra arms ability, this ability must be chosen twice to affect both sets of arms.)

Cleave (Ex): The cleave extraordinary ability works as the Cleave feat, and though no prerequisites are required (Str 13+, Power Attack), creatures do not get the benefits from the prerequisites, either.

Dodge (Ex): The dodge extraordinary ability works as the Dodge feat, and though no prerequisites are required (Dex 13+), creatures do not get the benefits from the prerequisites, either.

Improved Bull Rush (Ex): The improved bull rush extraordinary ability works as the Improved Bull Rush feat, and though no prerequisites are required (Str 13+, Power Attack), creatures do not get the benefits from the prerequisites, either.

Power Attack (Ex): The power attack extraordinary ability works as the Power Attack feat, and though no prerequisites are required (Str 13+), creatures do not get the benefits from the prerequisites, either.

Spiked Armor (Ex): The creatures body is covered in spikes. The spikes allow the construct to deal 1d6 points of piercing damage (x2 critical) with a successful trample, squeeze, bull rush, or grapple attack.

Menu B
Astral Repair (Ex): The creature heals 2 hit points each round so long as it has at least 1 hit point.

Carapace (Ex): The creature's surface forms hard, armorlike plates. The creature gains a damage reduction of 10/+1 . This replaces any damage reduction the creature might already have.

Energy Touch (Ex): The creature's physical attacks do 1d4 points of energy damage (fire, cold, electricity, sonic, acid) in addition to their standard damage. The type of energy is chosen when the creature is manifested. (Multiple selections stack and may be of different energy types. You cannot select this ability more than 5 times.)

Extra Arms (Ex): The creature has an additional set of arms and can make an additional attack with an attack bonus equal to its highest attack bonus -2. (A creature with squeeze or rend can use that ability with these arms, as well.) This ability cannot be chosen more than once.)

Expertise (Ex): The expertise extraordinary ability works as the Expertise feat, and though no prerequisites are required (Int 13+), creatures do not get the benefits from the prerequisites, either.

Great Cleave (Ex): The great cleave extraordinary ability works as the Great Cleave feat, and though no prerequisites are required (Str +13, Power Attack, Cleave, base attack bonus +4 or higher), creatures do not get the benefits from the prerequisites, either.

Improved Critical (Ex): The improved critical extraordinary ability works as the Improved Critical feat, and though no prerequisites are required (proficient with weapon, base attack bonus +8 or higher), creatures do not get the benefits from the prerequisites, either.

Improved Fly (Ex): The creature has physical wings (12-foot wingspan) and a speed of 120 feet (average). (This is similar to the power in the Psionics Handbook, though slower.)

Improved Swim (Ex): The creature becomes streamlined and sharklike with a large (8-foot-wide) tail. Its speed is 120 feet.

Mobility (Ex): The mobility extraordinary ability works as the Mobility feat, and though no prerequisites are required (Dex 13+, Dodge), creatures do not get the benefits from the prerequisites, either.

Poison Touch (Ex): The creature is covered in a shimmering purple liquid. If the creature hits with a melee attack, the target must make an initial Fortitude save (DC 15) or take 1d2 points of temporary Wisdom damage. A minute later, the target must save again (Fortitude save DC 15) or lose 1d4 points of temporary Wisdom damage.

Reach (Ex): The creature's arms elongate, which increases its reach by 5 feet. (If the creature has the extra arms ability, this ability must be chosen twice to affect both sets of arms.)

Spike Volley (Ex): The creature can send forth a volley of 3 spikes as a standard action. This ranged attack has a range of 120 feet with no range increment. These spike attacks are treated as thrown weapons, so the construct's Strength bonus is applied to damage (see page 97 of the Player's Handbook for more on thrown weapons). Damage is 1d6 + Strength modifier per spike. The creature can use this attack up to three times. (The creature must have the spiked armor ability to use this attack.) This volley can be fired in any direction (including straight up) regardless of the direction the creature is facing.

Stunning Fist (Ex): The stunning fist extraordinary ability works as the Stunning Fist feat, and though no prerequisites are required (Dex 13+, Improved Unarmed Strike, Wis 13+, base attack bonus +8 or higher), creatures do not get the benefits from the prerequisites, either.

Tough (Ex): The creature receives 7 hit points per die, instead of 5.5 per die.

Menu C
Ectoplasmic Form (Sp): The creature manifests ectoplasmic form as a standard action.

Hardened Carapace (Ex): The creature's surface forms hard, armorlike plates. The creature gains a damage reduction of 15/+2. This replaces any damage reduction the creature might already have.

Power Resistance (Ex): The creature gains a power resistance of 5 + the creature's Hit Dice. This ability can be chosen multiple times and adds 5 to the power resistance of the creature. For example, choosing this ability three times for an astral construct IX would give a total power resistance of 34 (19 + 5 + 5 +5 = 34)

Rend (Ex):[/i] A creature that hits with its claw attack does an additional 2d6 + 1.5 times its Strength modifier points of damage. (It must also have the claws ability; see entry above. A creature cannot use squeeze and rend in the same round.)

Spike Flurry (Ex):[/i] The creature can send forth a hail of spikes as a standard action. The attack is a cone shape with a range of 60 feet. Anyone caught in the flurry is immediately struck by 2d4 spikes that deal 1d6 damage each. A successful Reflex save (DC 13) halves the damage. This attack can be used only once. (The creature must have the spiked armor ability to use this attack.)

Spring Attack (Ex): The spring attack extraordinary ability works as the Spring Attack feat, and though no prerequisites are required, creatures do not get the benefits from the prerequisites, either.

Tail Slap (Ex): The creature has a tail and gains one additional slam attack with an attack bonus equal to its highest attack bonus -2, and it deals damage of 2d8 + 1.5 times its Strength modifier (A creature cannot have a tail if it has extra arms.)

Tougher (Ex): The creature receives 8.5 hit points per die, instead of 5.5 per die.

Whirlwind Attack (Ex): The whirlwind attack extraordinary ability works as the Whirlwind Attack feat, and though no prerequisites are required (Int 13+, Expertise, Dex 13+, Dodge, Mobility, base attack bonus +4 or higher, Spring Attack), creatures do not get the benefits from the prerequisites, either.

Menu D
Amplified Invisibility (Sp): The creature manifests amplified invisibility (self only) as a standard action.

Extra Hard Carapace (Ex): The creature's surface forms hard, armorlike plates. The creature gains a damage reduction of 20/+3. This replaces any damage reduction the creature might already have.

Mass Concussion (Sp): The creature manifests mass concussion as a free action 3 times per day.

Super Buff (Ex): The creature gains 17d10 temporary hit points. Multiple selections do not stack.

Toughest (Ex): The creature receives 10 hit points per die, instead of 5.5 per die.

Ultraheavy Armor (Ex): The creature gains a +10 deflection bonus to AC.

Whitefire Aura (Ex): The entire surface of the creature radiates with an intense white-hot flame. Anyone within 5 feet of the creature take 5d4 points of damage. The fire ignites combustibles as the whitefire power. Once activated, the aura burns for a number of rounds equal to half of the creature's Hit Dice. Multiple selections do not stack.
 
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They prepare spells like a wizard.

The charm outsider and dominate outsider are mind-affecting effects. I lifted them from Book of Vile Darkness' Demonologist PrC. The summoning mastery and greater summoning mastery also were taken directly from this PrC.
 

Thanks Angelsboi. I'll print it out and check it over carefully. Has this been extensively playested in your campaign for balance and fun? Tell me more about their usefulness over standard wizards.
 


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