Iron_Chef
First Post
SUMMONER PrC
The summoner specializes in calling and summoning creatures to do his bidding. Summoners tend to be vain, reclusive, lazy, impatient, domineering and overconfident (though certainly not reckless). They trust in their planar servitors to deal with any problem that arises and tend to boss others (even their allies) around as if they were summoned servants they could bind or dismiss at will as well. They delight in watching their creatures tear apart their enemies while they stand back and savor the moment, as this "proves" their own superiority. Their advanced knowledge of all types of summoning magic and additional familiars capable of casting their own summoning spells make them dangerous adversaries if provoked.
A summoner's favorite tactic is to turn invisible and obtain a position of safety overlooking the battle, then begin summoning as many monsters as possible, then buffing them, as neither will break his invisibility.
The greatest weakness of this class is they are far less powerful if caught unprepared, and most of their summoning spells require a full round to cast.
REQUIREMENTS:
Skills: Knowledge (Arcana) 8 ranks, Knowledge
(Monsters) 6 ranks, Knowledge (Planes) 8 ranks,
Knowledge (Religion) 6 ranks.
Feats: Augment Summoning, Spell Focus
(Conjuration), Greater Spell Focus (Conjuration).
Special: Must have successfully called and bound an
elemental or outsider into service as a familiar. Must
be able to cast six different arcane conjuration spells,
three of which must be summon monster I, II and III.
Alignment: The PrC has no alignment restriction, but most are Neutral or Evil; tendencies toward Chaos or Law are evenly split.
BAB: As Wizard (+0 at PrC level 1)
Saving Throws: Will good (+2 at PrC level 1)
Class Skills: Concentration (Con), Craft (Int),
Diplomacy (Cha), Knowledge (Int), Profession (Wis),
Scry (Int), Speak Language (Int), Spellcraft (Int).
Skill Points per Level: 2 + Int mod.
Weapons & Armor: The summoner gains no
additional weapon or armor proficiencies.
CLASS ABILITIES
Summoners cast arcane spells as wizards.
+1 Level of Existing Class: At levels 1, 2, 4, 5, 7
and 9, the summoner gains a new level in his arcane
spellcasting class for the purpose of determining
caster level and the number of spells he can cast per
day.
Bonus Spells: At each new spell level, the summoner
receives that level’s summon monster spell as a bonus
spell that does not count toward the number of spells
he normally receives for going up a level.
________________________________________________
1 - Bonus Spells, Research Breakthrough, Summon Link Familiar
+1 level of existing spellcasting class
2 - Beckon Summoning, Improved Familiar, +1 level of existing
spellcasting class
3 - Spontaneous Summoning
4 - Conjure Mastery, +1 level of existing spellcasting class
5 - Extra Summon Link Familiar, Fast Summoning, +1 level of
existing spellcasting class
6 - Summoning Mastery
7 - Greater Augment Summoning, +1 level of existing
spellcasting class
8 - Heed The Call
9 - Extra Summon Link Familiar, +1 level of existing spellcasting
class
10 - Quicken Summoning, Transcendence
________________________________________________
Summon Link Familiar: At 1st level, the caster’s
existing familiar receives an innate understanding of
summoning magic; it can now cast any prepared
conjuration (summoning) spell directly from the
caster's mind, thus depleting the master's spells per
day. The master and familiar can both cast a spell
from his prepared list at the same time, however, they
cannot cast the same spell from the same slot.
To access this power, the familiar must be
within close range (25 ft. + 5 ft./summoner level) and
the master must be conscious and aware. The master
can choose to allow or deny its familiar access to
casting spells as he sees fit; such permission or
restriction is a free (telepathic) action. The familar
continues to advance normally as any familiar does. If
the master fails a concentration check while both are
casting a spell, the familiar also loses its spell as the
telepathic link is briefly scrambled.
At 5th and 9th level, the summoner receives
an additional summon link familiar. This familiar
may be chosen from the Improved Familiar list if
desired.
Research Breakthrough: At 1st level, the summoner
gains the ability to learn arcane versions of the
following divine spells or psionic abilities: Call
Cohort, Call Creature, Call Deity, Call Weaponry,
Create Astral Construct I-IX, Ecto Puppet,
Ectoplasmic Armor, EEctoplasmic Shamber, Genesis,
Greater Planar Ally, Lesser Planar Ally, Minor
Planar Ally, Minor Planar Servant, Otyugh Swarm,
Pack of Ghouls, Planar Ally, Retrieve, Shambler,
Slime Wave, Spectral Gallows, Summon Dretch
horde, Summon Lemure Horde, Summon Nature’s
Ally I-IX, Summon Undead I-V, Wall of Ectoplasm,
Whitefire. The summoner must still learn these spells
as normal.
Beckon Summoning: At 2nd level, you generate a
mystical aura about you that causes any nearby
summoned monsters to become confused into thinking
that you were the one who summoned them,thus coming
to your aid instead of the aid of the summoning caster.
When any form of summoned monster is
brought into an area up to 60 feet away from you,the
summoned monster must make a Will save with a DC
equal to your Cha ability score + half your caster
level or come to your aid instead of helping the
summoning caster. Monsters that are immune to mind
influencing effects are not affected by Beckon
Summoning.
Improved Familiar: At 2nd level, the summoner
receives this feat for free. Additionally, he can unbind
any familiar from his service at any time to gain a
better familiar if he wishes. Lost or killed familiars
can be replaced in 24 hours, instead of the normal
year and a day.
Spontaneous Summoning: At 3rd level, the
summoner gains the ability to spontaneously cast any
summoning spell known. This otherwise functions as
the cleric’s ability to spontaneously cast cure/inflict
spells.
Conjure Mastery: At 4th level, the summoner
receives this feat free; it provides a +2 bonus to the
STR, DEX and CON of all summoned creatures.
Fast Summoning: At 5th level, the summoner gains a modified version of the Fast Spell feat: The summoner can cast fast versions of any full round conjuration spell he knows, and this does not increase the spell's level. Fast spells change the casting time from 1 full round to 1 action. The summoner can apply his Fast Summoning to a number of full round conjuration spells per day equal to 1/2 his Int mod.
Summoning Mastery: At 6th level, when casting any
summoning spell that brings forth creatures, the
summoner chooses a creature from the table for the
next highest level version of the spell. So if he cast
summon monster II, he would pick a monster from
the summon monster III table instead.
Greater Augment Summoning: At 7th level, the
bonus from the Augment Summoning feat increases
to +2 to attack, damage and AC for all summoned
creatures.
Heed The Call: At 8th level, when casting any
summon monster spell, the summoner automatically
brings forth one additional creature of the same type.
Quicken Summoning: At 10th level, the summoner
can cast a quickened version of any conjuration
(summoning) spell he knows (as the Quicken Spell
feat). This is a free action that does not increase the
level of the spell. The summoner can quicken a
number of such spells per day equal to half his Int mod.
Transcendence: At 10th level, due to his long association with extraplanar forces, the caster's type changes to outsider, with all benefits and weaknesses of a creature of that type. Planar creatures of the same alignment recognize the summoner's transcendant nature and the summoner receives a +4 bonus to all Charisma based checks when interacting with them. He receives a -4 penalty when interacting with outsiders opposed to his alignment.
The summoner specializes in calling and summoning creatures to do his bidding. Summoners tend to be vain, reclusive, lazy, impatient, domineering and overconfident (though certainly not reckless). They trust in their planar servitors to deal with any problem that arises and tend to boss others (even their allies) around as if they were summoned servants they could bind or dismiss at will as well. They delight in watching their creatures tear apart their enemies while they stand back and savor the moment, as this "proves" their own superiority. Their advanced knowledge of all types of summoning magic and additional familiars capable of casting their own summoning spells make them dangerous adversaries if provoked.
A summoner's favorite tactic is to turn invisible and obtain a position of safety overlooking the battle, then begin summoning as many monsters as possible, then buffing them, as neither will break his invisibility.
The greatest weakness of this class is they are far less powerful if caught unprepared, and most of their summoning spells require a full round to cast.
REQUIREMENTS:
Skills: Knowledge (Arcana) 8 ranks, Knowledge
(Monsters) 6 ranks, Knowledge (Planes) 8 ranks,
Knowledge (Religion) 6 ranks.
Feats: Augment Summoning, Spell Focus
(Conjuration), Greater Spell Focus (Conjuration).
Special: Must have successfully called and bound an
elemental or outsider into service as a familiar. Must
be able to cast six different arcane conjuration spells,
three of which must be summon monster I, II and III.
Alignment: The PrC has no alignment restriction, but most are Neutral or Evil; tendencies toward Chaos or Law are evenly split.
BAB: As Wizard (+0 at PrC level 1)
Saving Throws: Will good (+2 at PrC level 1)
Class Skills: Concentration (Con), Craft (Int),
Diplomacy (Cha), Knowledge (Int), Profession (Wis),
Scry (Int), Speak Language (Int), Spellcraft (Int).
Skill Points per Level: 2 + Int mod.
Weapons & Armor: The summoner gains no
additional weapon or armor proficiencies.
CLASS ABILITIES
Summoners cast arcane spells as wizards.
+1 Level of Existing Class: At levels 1, 2, 4, 5, 7
and 9, the summoner gains a new level in his arcane
spellcasting class for the purpose of determining
caster level and the number of spells he can cast per
day.
Bonus Spells: At each new spell level, the summoner
receives that level’s summon monster spell as a bonus
spell that does not count toward the number of spells
he normally receives for going up a level.
________________________________________________
1 - Bonus Spells, Research Breakthrough, Summon Link Familiar
+1 level of existing spellcasting class
2 - Beckon Summoning, Improved Familiar, +1 level of existing
spellcasting class
3 - Spontaneous Summoning
4 - Conjure Mastery, +1 level of existing spellcasting class
5 - Extra Summon Link Familiar, Fast Summoning, +1 level of
existing spellcasting class
6 - Summoning Mastery
7 - Greater Augment Summoning, +1 level of existing
spellcasting class
8 - Heed The Call
9 - Extra Summon Link Familiar, +1 level of existing spellcasting
class
10 - Quicken Summoning, Transcendence
________________________________________________
Summon Link Familiar: At 1st level, the caster’s
existing familiar receives an innate understanding of
summoning magic; it can now cast any prepared
conjuration (summoning) spell directly from the
caster's mind, thus depleting the master's spells per
day. The master and familiar can both cast a spell
from his prepared list at the same time, however, they
cannot cast the same spell from the same slot.
To access this power, the familiar must be
within close range (25 ft. + 5 ft./summoner level) and
the master must be conscious and aware. The master
can choose to allow or deny its familiar access to
casting spells as he sees fit; such permission or
restriction is a free (telepathic) action. The familar
continues to advance normally as any familiar does. If
the master fails a concentration check while both are
casting a spell, the familiar also loses its spell as the
telepathic link is briefly scrambled.
At 5th and 9th level, the summoner receives
an additional summon link familiar. This familiar
may be chosen from the Improved Familiar list if
desired.
Research Breakthrough: At 1st level, the summoner
gains the ability to learn arcane versions of the
following divine spells or psionic abilities: Call
Cohort, Call Creature, Call Deity, Call Weaponry,
Create Astral Construct I-IX, Ecto Puppet,
Ectoplasmic Armor, EEctoplasmic Shamber, Genesis,
Greater Planar Ally, Lesser Planar Ally, Minor
Planar Ally, Minor Planar Servant, Otyugh Swarm,
Pack of Ghouls, Planar Ally, Retrieve, Shambler,
Slime Wave, Spectral Gallows, Summon Dretch
horde, Summon Lemure Horde, Summon Nature’s
Ally I-IX, Summon Undead I-V, Wall of Ectoplasm,
Whitefire. The summoner must still learn these spells
as normal.
Beckon Summoning: At 2nd level, you generate a
mystical aura about you that causes any nearby
summoned monsters to become confused into thinking
that you were the one who summoned them,thus coming
to your aid instead of the aid of the summoning caster.
When any form of summoned monster is
brought into an area up to 60 feet away from you,the
summoned monster must make a Will save with a DC
equal to your Cha ability score + half your caster
level or come to your aid instead of helping the
summoning caster. Monsters that are immune to mind
influencing effects are not affected by Beckon
Summoning.
Improved Familiar: At 2nd level, the summoner
receives this feat for free. Additionally, he can unbind
any familiar from his service at any time to gain a
better familiar if he wishes. Lost or killed familiars
can be replaced in 24 hours, instead of the normal
year and a day.
Spontaneous Summoning: At 3rd level, the
summoner gains the ability to spontaneously cast any
summoning spell known. This otherwise functions as
the cleric’s ability to spontaneously cast cure/inflict
spells.
Conjure Mastery: At 4th level, the summoner
receives this feat free; it provides a +2 bonus to the
STR, DEX and CON of all summoned creatures.
Fast Summoning: At 5th level, the summoner gains a modified version of the Fast Spell feat: The summoner can cast fast versions of any full round conjuration spell he knows, and this does not increase the spell's level. Fast spells change the casting time from 1 full round to 1 action. The summoner can apply his Fast Summoning to a number of full round conjuration spells per day equal to 1/2 his Int mod.
Summoning Mastery: At 6th level, when casting any
summoning spell that brings forth creatures, the
summoner chooses a creature from the table for the
next highest level version of the spell. So if he cast
summon monster II, he would pick a monster from
the summon monster III table instead.
Greater Augment Summoning: At 7th level, the
bonus from the Augment Summoning feat increases
to +2 to attack, damage and AC for all summoned
creatures.
Heed The Call: At 8th level, when casting any
summon monster spell, the summoner automatically
brings forth one additional creature of the same type.
Quicken Summoning: At 10th level, the summoner
can cast a quickened version of any conjuration
(summoning) spell he knows (as the Quicken Spell
feat). This is a free action that does not increase the
level of the spell. The summoner can quicken a
number of such spells per day equal to half his Int mod.
Transcendence: At 10th level, due to his long association with extraplanar forces, the caster's type changes to outsider, with all benefits and weaknesses of a creature of that type. Planar creatures of the same alignment recognize the summoner's transcendant nature and the summoner receives a +4 bonus to all Charisma based checks when interacting with them. He receives a -4 penalty when interacting with outsiders opposed to his alignment.
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