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Dalek Zek
2009-02-05, 10:30 PM
Originally Posted by Dalek Zek
Summoner

A summoner is a magician with a natural preference for the use of magic to create something. They love animals, especially those they summon them selfs and hold an even closer link with there familiars than sorcerer an wizards. Therefore they may never dismiss their familiars but they do gain more.

adventure : summers are usually adventures for the sake of adventure itself. They are very social, even though they often live as hermits. The live on the road passing new places that appeal to them.

characteristics : Summoners are social, linked with nature. They glisten with there ability to call things forth and have pleasure in using their magic. A benevolent summoner is often an offbeat who seems to care more about her magical creature then the people around her although they do care a lot about friendship and close personal connection with them. Evil summoners are scarce if they even exist.

alignment : summoners are allowed to have any alignment, but no stories are known of evil ones.

background : Summoners are magicians ho are often mistaken fore a special kind of sorcerer. The truth is that they are closer to druids. There inventive ,emotional and closely linked to nature.

races : summoners can be of any race and are more or less equally divided over the different races.

other classes : Summoners like to travel with other adventures seeking new adventures and lands. They especially like working with druids and rangers, but also bards and rogues are close to there hearts. Although they see fighting as a necessary drawback of adventuring they will find no problem with the likes of fighters, barbarians, paladins or monks. Arcane magic they often find crude and excessive, but those who wield it they like as friends, if only because they often have familiars. Clerics they always like to see, for one who can heal you is a friend indeed.

role : A summoner uses her magic to call forth a small army in combat or for protection and to survive on their loved adventures. They are usually behind the fighters flooding the battlefield with monsters so that there enemies are quickly overwhelmed.

sommoner
{table=head]Level|BAM|Fort|Ref|Will|Special|1st|2nd|3rd|4th|5t h|6th|7th|8th|9th


1st|
+0|
+0|
+0|
+2|familiar, calling I|3

2nd|
+1|
+0|
+0|
+3|agurent calling|4

3rd|
+1|
+1|
+1|
+3|calling II|5

4th|
+2|
+1|
+1|
+4|calling III|6|3

5th|
+2|
+1|
+1|
+4|familiar|6|4

6th|
+3|
+2|
+2|
+5|calling IV|6|5|3

7th|
+3|
+2|
+2|
+5|calling V|6|6|4

8th|
+4|
+2|
+2|
+6|6|6|5|3

9th|
+4|
+3|
+3|
+6|improved familiar|6|6|6|4

10th|
+5|
+3|
+3|
+7|familiar|6|6|6|5|3

11th|
+5|
+3|
+3|
+7|calling VI|6|6|6|6|4

12th|
+6|
+4|
+4|
+8|calling VII|6|6|6|6|5|3

13th|
+6/1|
+4|
+4|
+6|6|6|6|6|6|4

14th|
+7/2|
+4|
+4|
+9|calling VIII|6|6|6|6|6|5|3

15th|
+7/2|
+5|
+5|
+9|familiar|6|6|6|6|6|6|4

16th|
+8/3|
+5|
+5|
+10|calling IX|6|6|6|6|6|6|5|3

17th|
+8/3|
+5|
+5|
+10|6|6|6|6|6|6|6|4

18th|
+9/4|
+6|
+6|
+11|extendet calling|6|6|6|6|6|6|6|5|

19th|
+9/4|
+6|
+6|
+11|6|6|6|6|6|6|6|6|4

20th|
+10/5|
+6|
+6|
+12|familiar[/table]|6|6|6|6|6|6|6|6|6

HD : 1d6
skill points : 4+int. modifier per level, 4x(4+int. modifier) at level one
class skills : concentration, knowlege nature, spellcraft, handle animal, craft, profession.

calling : the calling feat allows a sumnoner to call forth an extra-dimensional creature from the corresponding list of summon monster. She can use each calling only once per day and only to call forth a monster from the actual list, not from lower once as per the spell. For example, a level 16 summoner can call forth one creature from each list once per day. The duration works as the spell. At level 18 calling works extended, meaning the creatures stays twice as long as normal. This does not alter the list from where the creature can be chosen.

Familiar : At level 5 and each fife levels after that, the summoner gains an additional familiar. She keeps all previous once, so at level 20 she has five different familiars. All other rules for familiars count as normal for a summoner, only she can never dismiss any of her familiars.

spells :

A summoner learns two spells a level like a wizard, but she cannot learn new once from scrolls or magical books. She cast her spells on her charisma and dos not need to prepare them beforehand. She dos however need eight hours of rest and an our of meditation in other to gain new spells. The difficulty class for overcoming her spell is 10+spell level+cha. modifier. She gains bonus spells fore having a high charisma according to page 8 of the player handbook. The first spell of any level the summoner learns must be summon monster. All her spells count as being of the school conjuration (summoning)

[b]level 1[b]
summon monster I
shield
mage armor
goodberry
mount
unseen servant

level 2
summon monster II
summon swarm
continual flame
spiritual weapon
web
mirror image

level 3
summon monster III
create food and water
leomund's tiny hut
snare
phantom steed
plant growth

level 4
summon monster IV
minor creation
leomond secure shelter
shadow conjuration
mordenkainen's faithfull hound
evard's black tentacles

level 5
summon monster V
major creation
celestial familiar (see below)
wall of stone
shadow evocation
bigby's interposing hand

level 6
summon monster VI
hero's feast
prying eyes
liveoak limited
wall of iron
bigby's forcing hand

level 7
summon monster VII
mordenkainen's magnificent mansion
shadow conjuration, greater
wish (creating options only)
enlarge familiar (see below)
bigby's grasping hand

level 8
summon monster VII
maze
shadow evocation, greater
bigby's cleansing fist
prying eyes
clone

level 9
summon monster IX
wish (creating options only)
bigby's crushing hand
elemantal swarm
shambler
greater familiar (see below)

Celestial familiar:
conjuration (sommoning)
level: sum 5
components :s, v, f, m, xp
casting time : 24 ours
range : personal
effect : make one of your familiars celestial
duration : pernament
saving throw : none
spell resistens : no

one of your familiars of witch the base creature is of the standert list becoms a celestial version of it self.

material component : one acurate clay strukture of the target familiar, one liter of acid
XP : 750

larger familiar:
conjuration (sommoning)
level: sum 7
components :s, v, f, m, xp
casting time : 24 ours
range : personal
effect : make one of your familiars celestial
duration : pernament
saving throw : none
spell resistens : no

One of your celestial familiar of witch the base creature is of the standert list gains a size categorie.

materiel component : one verry acurate collerd clay strukture of the target familiar with 100 gp of zilverdost in it, 3 liters of acid
XP : 1500

greater familiar:
conjuration (sommoning)
level: sum 9
components :s, v, f, m, xp
casting time : 24 ours
range : personal
effect : make one of your familiars celestial
duration : pernament
saving throw : none
spell resistens : no

One of your familiars witch has been anlarged by the greater familiar spell gains an aditional size category.

marteriel component : one persily matching collerd clay stucture of the target familiar with 1000 gp of zilverdost in it.
XP : 3000

Keinnicht
2009-02-05, 10:42 PM
Spell check. Perhaps you've heard of it.

LordZarth
2009-02-05, 10:59 PM
...waa? Is this a joke? "Summeners are sociaal, linkt with nature en chery. They glissen with there abilety to caal things forth and hafe pleasure in using there magic. A benavolent summener is often an ofbeat ho seams to care more about her magical creature then the peopel around hare although they do care alot about frendship and close personal conection with them. Evil summeners are scarse if they even exist."

Interesting class idea, but I couldn't get past the first bit. Sorry! Try fixing up your spelinhg...

Kroy
2009-02-05, 11:12 PM
Don't be cruel, I'm pretty sure his first language is French, or maybe dutch (since he's from the Netherlands).

Keinnicht
2009-02-05, 11:17 PM
Don't be cruel, I'm pretty sure his first language is French, or maybe dutch (since he's from the Netherlands).

Sorry, I didn't even think about that. But this is the internet, and you are expected to type in at least passable english.

thegurullamen
2009-02-05, 11:27 PM
This is the second thread like this. If you do have dyslexia, that's fine, but please refrain from posting incomprehensible classes until you can spell-check them. GitP forums provide you with this tool if you don't already have it.

Lappy9000
2009-02-06, 12:01 AM
Ah, so a Conjurer who gets some extra summons per day? It seems balanced enough, but they're a little bland. Maybe you could add in some spontaneous spellcasting onto that? Drop a spell for a Summon Monster (http://www.d20srd.org/srd/spells/summonmonsteri.htm) of the same level, aye?

If they are summoners, why not add Summon Nature's Ally (http://www.d20srd.org/srd/spells/summonNaturesAllyI.htm) onto the list of spells? It'd certainly be a little more interesting.

Maybe they could also get some bonus feats, Augment Summoning (http://www.d20srd.org/srd/feats.htm#augmentSummoning) is gonna be a must anyway, and adding in some more (probably as class features instead of bonus fears) to buff their summoned critters and their familiar.

Why not take a look at the Conjurer Wizard (http://www.d20srd.org/srd/variant/classes/specialistwizardvariants.htm) variant class for some more ideas?

There's nothing wrong with a base class being a little vanilla (I actually think it works better, since base classes are meant to be so versitile), but the Summoner definitely needs more.

As a side note, I think you should leave the name as "Summener" and not "Summoner," if only to help it stand out from the pack :smallwink:

Knaight
2009-02-06, 12:06 AM
Never mind, it was table making advice, but I see you got it on the Archer thread.

Shades of Gray
2009-02-06, 12:16 AM
Summoner

A summoner is a magician with a natural preference for the use of magic to create something. They love animals, especially those they summon them selfs and hold an even closer link with there familiars than sorcerer an wizards. Therefore they may never dismiss their familiars but they do gain more.

adventure : summers are usually adventures for the sake of adventure itself. They are very social, even though they often live as hermits. The live on the road passing new places that appeal to them.

characteristics : Summoners are social, linked with nature. They glisten with there ability to call things forth and have pleasure in using their magic. A benevolent summoner is often an offbeat who seems to care more about her magical creature then the people around her although they do care a lot about friendship and close personal connection with them. Evil summoners are scarce if they even exist.

alignment : summoners are allowed to have any alignment, but no stories are known of evil ones.

background : Summoners are magicians ho are often mistaken fore a special kind of sorcerer. The truth is that they are closer to druids. There inventive ,emotional and closely linked to nature.

races : summoners can be of any race and are more or less equally divided over the different races.

other classes : Summoners like to travel with other adventures seeking new adventures and lands. They especially like working with druids and rangers, but also bards and rogues are close to there hearts. Although they see fighting as a necessary drawback of adventuring they will find no problem with the likes of fighters, barbarians, paladins or monks. Arcane magic they often find crude and excessive, but those who wield it they like as friends, if only because they often have familiars. Clerics they always like to see, for one who can heal you is a friend indeed.

role : A summoner uses her magic to call forth a small army in combat or for protection and to survive on their loved adventures. They are usually behind the fighters flooding the battlefield with monsters so that there enemies are quickly overwhelmed.

level BAB f r w special spels per day
1 2 3 4 5 6 7 8 9
01 0 0 0 2 familiar, calling I 3
02 1 0 0 3 augment calling 4
03 1 1 1 3 calling II 5
04 2 1 1 4 calling III 6 3
05 2 1 1 4 familiar 6 4
06 3 2 2 5 calling IV 6 5 3
07 3 2 2 5 calling V 6 6 4
08 4 2 2 6 6 6 5 3
09 4 3 3 6 improved familiar 6 6 6 4
10 5 3 3 7 familiar 6 6 6 5 3
11 5 3 3 7 calling VI 6 6 6 6 4
12 6 4 4 8 calling VII 6 6 6 6 5 3
13 6 4 4 8 6 6 6 6 6 4
14 7 4 4 9 calling VIII 6 6 6 6 6 5 3
15 7 5 5 9 familiar 6 6 6 6 6 6 4
16 8 5 5 10 calling IX 6 6 6 6 6 6 5 3
17 8 5 5 10 6 6 6 6 6 6 6 4
18 9 6 6 11 extended calling 6 6 6 6 6 6 6 5
19 9 6 6 11 6 6 6 6 6 6 6 6 4
20 10 6 6 12 familiar 6 6 6 6 6 6 6 6 6

HD : 1d6
skill points : 4+int. modifier per level, 4x(4+int. modifier) at level one
class skills : concentration, knowlege nature, spellcraft, handle animal, craft, profession.

calling : the calling feat allows a sumnoner to call forth an extra-dimensional creature from the corresponding list of summon monster. She can use each calling only once per day and only to call forth a monster from the actual list, not from lower once as per the spell. For example, a level 16 summoner can call forth one creature from each list once per day. The duration works as the spell. At level 18 calling works extended, meaning the creatures stays twice as long as normal. This does not alter the list from where the creature can be chosen.

Familiar : At level 5 and each fife levels after that, the summoner gains an additional familiar. She keeps all previous once, so at level 20 she has five different familiars. All other rules for familiars count as normal for a summoner, only she can never dismiss any of her familiars.

spells :

A summoner learns two spells a level like a wizard, but she cannot learn new once from scrolls or magical books. She cast her spells on her charisma and dos not need to prepare them beforehand. She dos however need eight hours of rest and an our of meditation in other to gain new spells. The difficulty class for overcoming her spell is 10+spell level+cha. modifier. She gains bonus spells fore having a high charisma according to page 8 of the player handbook. The first spell of any level the summoner learns must be summon monster. All her spells count as being of the school conjuration (calling)

level 1[B] [B]level 2 level 3

summon monster I summon monster II summon monster III
shield summon swarm phantom steed
mage armor snare leomund's tiny hut
goodberry spiritual weapon summon torch
mount web create food and water
unseen servant continual flame plant growth

level 4 level 5

summon monster IV summon monster V
minor creation celestial familiar
leomond secure shelter major creation
shadow conjuration wall of stone
mordenkainen's faithfull hound shadow evocation
evard's black tentacles bigby's interposing hand

level 6 level 7

summon monster VI summon monster VII
hero's feast mordenkainen's magnificent mansion
prying eyes shadow conjuration, greater
liveoak limited wish (creating options only)
wall of iron enlarge familiar (?)
bigby's forcing hand bigby's grasping hand

level 8 level 9

summon monster VII summon monster IX
maze wish (creating options only)
shadow evocation, greater greater familiar
bigby's cleansing fist bigby's crushing hand
prying eyes greater elemantal swarm
clone shambler

Enjoy the spelling fixes. Feel free to copy-Paste this to edit your first post.

Lappy9000
2009-02-06, 12:21 AM
Enjoy the spelling fixes. Feel free to copy-Paste this to edit your first post.You're a real champ, Shades of Gray :smallcool:

Shades of Gray
2009-02-06, 12:22 AM
You must include the spell, transmute E's to O's.

It's a spell that make the foe take a will save, or they are baffled and can't understand what anyone is saying.

I'm joing, really...

Knaight
2009-02-06, 12:25 AM
Alright, you got this thread and I got the Archer one, so I think that covers them.

Shades of Gray
2009-02-06, 12:28 AM
I don't really know how to make tables though, think you could do this one?

Kroy
2009-02-06, 12:43 AM
I don't really know how to make tables though, think you could do this one?

WHAAAAAAAAAATTTTTTTTTT!!!!!!!!!!!!!!!

Dalek Zek
2009-02-06, 12:43 AM
Enjoy the spelling fixes. Feel free to copy-Paste this to edit your first post.


Thank you. I would copy paste it, but I seem to be unabel to edit the post.

But right after posting this the link dos apear.

Dalek Zek
2009-02-06, 02:04 AM
Alright. I belife I hafe finaly evryting in order. Manny thanks to all the peopel ho have helpt, I would have been completly lost without it.

Dalek Zek
2009-02-06, 08:26 AM
Alright. I belife I hafe finaly evryting in order. Manny thanks to all the peopel ho have helpt, I would have been completly lost without it.

I cant seem to make an edit in my post.

lesser_minion
2009-02-06, 08:53 AM
The Summoner

A summoner is a magician with a natural preference for the use of magic to create something. They love animals, especially those they summon themselves and hold an even closer link with their familiars than sorcerers and wizards. Therefore they may never dismiss their familiars but they do gain more.

Adventures: Summoners usually adventure for the sake of adventure itself. They are very social, even though they often live as hermits. The live on the road passing new places that appeal to them.

Characteristics : Summoners are social, linked with nature. They shine in their ability to call allied creatures forth and have pleasure in using their magic. A benevolent summoner is often an offbeat who seems to care more about her magical creatures then the people around her although they do care a lot about friendship and close personal connection with them. Evil summoners are scarce if they even exist.

Alignment : While summoners may be of any alignment, evil-aligned summoners are extremely rare.

Background : Summoners are magicians who are often mistaken for an unusual kind of sorcerer. The truth is that they are closer to druids. They are inventive ,emotional and closely linked to nature.

Races : summoners can be of any race and are more or less equally divided over the different races.

Other Classes : Summoners like to travel with other adventures seeking new adventures and lands. They especially like working with druids and rangers, but also bards and rogues are close to there hearts. Although they see fighting as a necessary drawback of adventuring they will find no problem with the likes of fighters, barbarians, paladins or monks. Arcane magic they often find crude and excessive, but those who wield it they like as friends, if only because they often have familiars. Clerics they always like to see, for one who can heal you is a friend indeed.

role : A summoner uses her magic to call forth a small army in combat or for protection and to survive on their loved adventures. They are usually behind the fighters flooding the battlefield with monsters so that there enemies are quickly overwhelmed.

The bit after the table:


Hit Dice : 1d6
Skill Points : 4+int. modifier per level, 4x(4+int. modifier) at level one
Class Skills : Concentration, Knowledge (nature), Spellcraft, Handle Animal, Craft, Profession.

Familiar: At 1st level, a Summoner may summon a familiar in the same way as a sorcerer of their level. Levels in all classes that grant the Familiar class feature stack for purposes of determining the benefits of the link, but note that a Summoner may never dismiss a familiar under any circumstances.

Calling(Sp) : A summoner is an expert at summoning creatures. At 1st level, a Summoner may call a single monster from the Summon Monster I list of possible creatures, once per day as a standard action. This is otherwise similar to the spell Summon Monster I.

At certain levels, as indicated on the table, the Summoner also gains the ability to summon a single monster appropriate to a higher level form of the Summon Monster spell - e.g. Calling III can be used to summon a monster from the Summon Monster III list. Each version of the Calling Class feature can be used once per day. Please note that the Calling class feature can only summon single creatures, regardless of the spell it duplicates.

Augmented Summoning: At 2nd level, a Summoner gains Augmented Summoning as a bonus feat.

Extended Calling (Ex): At 18th level, monsters summoned using the Summoner's calling class feature remain for twice the normal duration.

Improved Familiar: At 9th level, the Summoner gains Improved Familiar as a bonus feat.

Bonus Familiar: At 5th,10th,15th and 20th level, a Summoner may summon an additional familiar.

Spellcasting :A 1st level summoner begins the game knowing Summon Monster I and three other 1st-level spells from the Summoner's spell list. Every time the summoner gains a level, they learn two additional spells of any level that they may cast, in a similar way to a wizard. They may not, however, learn additional spells from scrolls or other magical writings. The Summoner does not have a spellbook - they simply know their spells.

A Summoner prepares and casts spells in the same way as a Wizard, although they do not have a spellbook - they simply choose from their spells known. All of these spells are considered Arcane spells

Level 1
Summon Monster I
Shield
Mage Armour
Goodberry
Mount
Unseen Servant

level 2
summon monster II
summon swarm
continual flame
spiritual weapon
web
mirror image

level 3
summon monster III
create food and water
leomund's tiny hut
snare
phantom steed
plant growth

level 4
summon monster IV
minor creation
leomond secure shelter
shadow conjuration
mordenkainen's faithfull hound
evard's black tentacles

level 5
summon monster V
major creation
celestial familiar (see below)
wall of stone
shadow evocation
bigby's interposing hand

level 6
summon monster VI
hero's feast
prying eyes
liveoak limited
wall of iron
bigby's forcing hand

level 7
summon monster VII
mordenkainen's magnificent mansion
shadow conjuration, greater
wish (creating options only)
enlarge familiar (see below)
bigby's grasping hand

level 8
summon monster VII
maze
shadow evocation, greater
bigby's cleansing fist
prying eyes
clone

level 9
summon monster IX
wish (creating options only)
bigby's crushing hand
elemantal swarm
shambler
greater familiar (see below)


Celestial Familiar:
Conjuration (Summoning)
level: Summoner 5
components :V,S,M,XP
casting time : 24 hours
range : touch
target: one of your familiars
duration : Instantaneous
saving throw : none
spell resistance : no

You may use this spell to apply the Celestial template to one of your familiars. You may not use this with a familiar gained using the Improved Familiar feat.

Material Components: Two flasks of acid; A clay sculpture accurately depicting the target familiar, worth roughly 12sp. You must carve this yourself
XP Cost: 750

Larger Familiar:
conjuration (summoning)
level: summoner 7
components :V,S,M,XP
casting time : 24 Hours
range : touch
target: One of your familiars
duration : Instantaneous
saving throw : none
spell resistens : no

You may use this spell to increase the size of one of your familiars, provided that it already has the celestial template. You may not use this spell on a familiar obtained using the Improved Familiar feat.

The targeted familiar gains a size category. Please refer to the Monster Manual for details of the effects of this happening.

You may not cast this spell on a familiar more than once.

Material Components: One extremely accurate clay sculpture depicting the chosen familiar, and sprinkled with 100gp in silver dust. The sculpture itself is worth 12gp, based on the quality of sculpting.
XP : 1500

Greater Familiar
conjuration (summoning)
level: Summoner 9
components :V, S, M, XP
casting time : 24 Hours
range : touch
target: one of your familiars, which was not obtained using the Improved Familiar feat.
duration : instantaneous
saving throw : none
spell resistens : no

The targeted familiar gains a size category. Please refer to the Monster Manual for details of the effects of this happening.

You may not cast this spell on a familiar more than once.

Material Components : One flawless painted clay sculpture depicting the target familiar. This is worth 250gp, and must also have 1000gp in gold dust sprinkled over it.
XP cost: 3000


I've had a look through it and made a couple of edits - there were still a few mistakes, but it wasn't too bad. I've also changed the text of a few things, and added a little formatting so that hopefully it will be a bit easier to understand. You should be able to grab all of the code by highlighting everything in the box (except the quote: originally posted by bit.)

I changed the new spells to instantaneous as well, so that they can't be dispelled.

As for the new spells themselves, I think it might be simpler to describe them as class features or summoner-only feats - they are very limited and the class can only learn a small number of spells in the first place. Burning them on spells that do nothing more than improve a familiar seems like a bad move.

(Sorry about the hideous length - I couldn't get any spoiler tags to work with quote and noparse.)

Dalek Zek
2009-02-06, 01:16 PM
Becouse of the lenght I replay to the post without qouting. Your adjustments to the sepll are well resived. It was indeed the intantion that the cannot be dispelt and also that they can be cast on each familiar only once. Stating that the spell cant be cast on a familiar gaind by the improved familiar feat however dos not work cos this feat also allows you to take a celstial familiar of the standert list (ore so it dos in my 3.0 version of toom and blood) and these you should be abel to increase in size. I hafe doudet if these should be spells ore feats and choisen fore spells so not to give servel special feats at certen levels, but this is one of the points is are open fore alteration. Finely, all spells should require accid cose the clay structure most be destroid as a symbal of the former form of your familiar.

Thank you fore your feedback, it has certenly helpt.

lesser_minion
2009-02-06, 01:41 PM
Well the quoted bit just adds some code to your original post - if you open the 'Edit' link at the bottom of the OP in a new tab, you can paste the first part of the post in above the table and the second bit below it - all it does is change it so that the individual headings are in bold, and puts in a few spoiler tags so everything looks a little bit neater.

There were a couple of minor grammar mistakes which I've fixed as well.


Stating that the spell cant be cast on a familiar gaind by the improved familiar feat however does not work because this feat also allows you to take a celstial familiar of the standert list (ore so it dos in my 3.0 version of toom and blood) and these you should be abel to increase in size


That's probably OK - the problem I was trying to correct was the possibility of DMs permitting some other innocuous creature like a squirrel or a badger as a familiar. I don't see how a giant squirrel familiar can be abused.

It might be an idea to replace the Familiars with something more in line with the druid's animal companion or the paladin's warhorse (you can find themhere (http://www.d20srd.org)) - giant squirrel familiars are spectacularly useless (a collossal ++++++++++ squirrel familiar still only has 35hp or so, because it just uses half of its master's hp)