SUMMONER Tradition

Khaalis

Adventurer
Here is round 1 on a summoner specialist tradition. Thoughts?

SUMMONER..............................................................1d6 years
Prerequisites: INT 4+, MAG 4+, any Summon spell list
Spells: Summoners may learn Abjure [Creature], Compel [Creature], Infuse [Creature], Summon [Creature] spell lists from their former magical tradition(s).
While many who dabble in the arcane become adept at beckoning monsters from the farthest reaches of the planes, none are more skilled at it than the summoner.
END +1, INT +1, MAG +2, REP +1, GC +1
CONCENTRATION, LINGUISTICS, NEGOTIATING, SPELLCRAFT; Magic Skills [Abjuration, Compels, Summoning]
I: You gain 2 dice Summoning Points. These act exactly as Magic Points but may only be used for spells of the Summon spell list.
II: You gain an eidolon, a summoned familiar from your Summon spell list creature type of up to level 2, which obeys your every command until destroyed. If destroyed, you may summon a new one with a 24 hour summoning ceremony.
III: The maximum amount of MP you can now spend on any given spell of the Summon spell list is equal to double your MAG attribute.
IV: The “Obedient” Summon enhancement costs only ½ (round down) the MP paid for the Creature Level.
V: The Duration metamagic cost for Summoning spells no longer costs double.
VI: Choose one of your Summon spell lists. Any spell which uses only that spell list (plus metamagic enhancements) is treated as a signature spell.
 

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Sniperfox47

First Post
Here is round 1 on a summoner specialist tradition. Thoughts?


I like it! Has good flavor to it! And I could definitely see a bunch off offshoot traditions focusing on different aspects of the summoner. Could definitely see a specialized eidolon tradition for example.

I hope you don't mind me posting it in your thread, but one such tradition I see could be as follows:

BroodMother
1d6 years
Prerequisites: INT 8+, Summoner II
Special: to take rank V you must be Female
Spells: Summoners may learn Abjure [Creature], Compel [Creature], Infuse [Creature], Summon [Creature] spell lists the same as their ranks in Summoner.
"Summoners focus on the summoning of monsters, BroodMother's on summoning armies."
CHA +1, INT +1, MAG +2
ANIMAL HANDLING, CONCENTRATION, GENEALOGY, SPELLCRAFT, SUMMONING
I: So long as your eidolon is no higher than level 1, it splits in two becoming two equally powerful servants. If it is level 0 you may choose to split it in 4 if you wish. These servants share one mind, and can have no more than 1 mile between them. If one dies, the others split and replace it automatically after 24 hours.
II: Summoning multiple identical monsters costs 1 less MP for each monster past the first. This cannot reduce the cost to less than 1MP per monster.
III: You may make attempt to touch a monster summoned by anyone other than yourself as a single action. If you succeed you may pay one less than the Summon MP cost of that monster and immediately summon a duplicate beside you. This clone obeys you and lasts for the duration of the original spell or 1 minute, whichever is longer. No single summoned monster may be affected more than once by this touch, but you can clone multiple monsters made from the same spell.
IV: All monsters summoned via a single spell share a common hit point pool, containing the full hit points of all the creatures. When any creature is hit the damage is removed from the pool normally, but no creature dies until the whole pool is depleted.
V *Note: Special Prerequisite*: Your form takes on some of the physical features of your eidolon, and you grow an egg-sack.

Once per day you may lay up to two eggs. These eggs are the size of a cantaloupe/small melon and weigh about 3 lbs. They hatch into new creatures based on your current eidelon after a period of 1d6 days, but with a -1 penalty to each attribute. These newborn "children" treat you as their mother and will obey basic commands, so long as they're cared for and treated properly.

You may only have a number of levels worth of these creatures equal to your MAG/2 at any given time (treat level 0 creatures as 1/2 for determining this limit), any birthed past that act as feral beasts.

If you later change your eidolon your form takes on the new appearance and new eggs are laid based on it, but any existing eggs and "children" remain as they are.

Upon reaching adulthood these "children" lose the -1 penalties, but are no longer under your control.
 
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