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Agent_0042
2010-07-03, 03:00 PM
The world is full of self-proclaimed summoners, conjuring their celestial dogs and fiendish ravens, believing angelic and infernal creatures to be the pinnacle of summoning. Oh, what little do these charlatans know! A planar thaumaturge recognizes that there are more than two forces in this multiverse and learns to call upon them for his own ends.

Prerequisites:

Skills: Knowledge(Planes) 10 ranks, Knowledge(Arcana) 6 ranks, Knowledge(Religion) 6 ranks
Feat: Augment Summoning
Spellcasting: Ability to cast three Summon Monster spells.
Special: Must be able to speak at least two of the following languages: Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, Terran.

PLANAR THAUMATURGE
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting
1st|
+0|
+0|
+0|
+2|Multiversal Repertoire|+1 of existing class
2nd|
+1|
+0|
+0|
+3|Summoning Mastery|+1 of existing class
3rd|
+1|
+1|
+1|
+3|Multiversal Repertoire|+1 of existing class
4th|
+2|
+1|
+1|
+4|Summoning Mastery|+1 of existing class
5th|
+2|
+1|
+1|
+4|Multiversal Repertoire|+1 of existing class
6th|
+3|
+2|
+2|
+5|Summoning Mastery|+1 of existing class
7th|
+3|
+2|
+2|
+5|Multiversal Repertoire|+1 of existing class
8th|
+4|
+2|
+2|
+6|Summoning Mastery|+1 of existing class
9th|
+4|
+3|
+3|
+6|Multiversal Repertoire|+1 of existing class
10th|
+5|
+3|
+3|
+7|Summoning Mastery|+1 of existing class[/table]

Hit Die: d4
Class Skills: The planar thaumaturge’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Arcana, Religion, Planes, taken separately) (Int), Profession (Wis), Speak Language, and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.

CLASS FEATURES
Weapon and Armor Proficiency

Planar thaumaturges gain no proficiency with any weapon or armor.

Spellcasting

When a new planar thaumaturge level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained.

Multiversal Repertoire

At 1st level, a planar thaumaturge selects two of the following templates: celestial creature (MM p31, requires a nonevil alignment), fiendish creature (MM p107, requires a nongood alignment), air elemental creature (MotP p191), earth elemental creature (MotP p192), fire elemental creature (MotP p193), or water elemental creature (MotP p194).

When using a Summon Monster spell to summon a creature which would have the celestial or fiendish template, the planar thaumaturge replaces that template with one of the templates he selected. This ability is not optional; for instance, if the planar thaumaturge did not add the fiendish template to his repertoire, he can no longer summon the creatures on his list as fiendish creatures, and must instead apply one of his selected templates in its place. If multiple creatures are summoned with a single spell, the same template must be applied to all creatures.

At 3rd level, the planar thaumaturge has extended his knowledge to the rest of the outer planes. He adds an additional template to his repertoire, which may be any aforementioned template or one of the following: anarchic creature (PH 108, requires a nonlawful alignment), or axiomatic creature (PH 111, requires a nonchaotic alignment).

At 5th level, the planar thaumaturge has learned to summon from the small planes that exist between the elemental planes. He adds an additional template to his repertoire, which may be any aforementioned template or one of the following: ice elemental creature (DR347 p59), magma elemental creature (DR347 p61), ooze elemental creature (DR347 p62), or smoke elemental creature (DR347 p62).

At 7th level, the planar thaumaturge has gained mastery over various planes throughout the multiverse. He adds an additional template to his repertoire, which may be any aforementioned template or one of the following: pseudonatural creature (CA p160), wood elemental creature (DR321 p74), or shadow creature (MotP p90).

At 9th level, the planar thaumaturge can tap into the forces of life and death, via the energy planes. He adds an additional template to his repertoire, which may be any aforementioned template or one of the following: entropic creature (PH p123), or vivacious creature (PH p131).

*CA = Complete Arcane; DR### = Dragon Magazine Issue ###; MM = Monster Manual; MotP = Manual of the Planes; PH = Planar Handbook. All templates can also be found here (http://www.crystalkeep.com/d20/rules/DnD3.5Index-Templates.pdf), pages 15-19.

Summoning Mastery

At 2nd level, and at each even level thereafter, the planar thaumaturge selects one effect from the following list. These effects apply to all Conjuration (Summoning) spells or creatures produced by such a spell, unless otherwise mentioned. Unless otherwise specified, each effect can only be selected once.

Greater Augment

The planar thaumaturge chooses one of the following ability scores: Dexterity, Intelligence, Wisdom, or Charisma. The enhancement bonus granted by Augment Summoning also applies to this score. In addition, the bonuses from Augment Summoning increase by 1/2 the planar thaumaturge's class level. This effect may be selected a second time, in which case the planar thaumaturge chooses another of those ability scores for the bonus to apply. The same score may not be chosen twice.

Otherworldly Horde

When the planar thaumaturge uses a Summon Monster spell to summon multiple creatures from a lower level list, he may increase the size of the die rolled by one step. Thus, he can summon 1d4 creatures from the list one level lower, or 1d6+1 creatures from the list two or more levels lower. This effect may be selected a second time, in which case he summons 1d2 creatures whenever he uses Summon Monster to summon a creature from the same level list.

Rapid Response (Minimum 4th level)

When taking his first turn after the start of a combat, the planar thaumaturge may cast any Summon Monster spell, or other Conjuration (Summoning) spell that summons one or more creatures, that he knows as a swift action.

Metamagic Summoning (Minimum 6th level)

When applying metamagic to a Summon Monster or other Conjuration (Summoning) spell that summons one or more creatures, the planar thaumaturgist may reduce the total spell level adjustment by one, to a minimum of the spell's original level. This effect may be selected multiple times.

Planar Gestalt (Minimum 6th level)

When summoning one or more templated creatures with a Summon Monster spell, the planar thaumaturge may apply a second template from his repertoire to those creatures. The second template can be applied even if the creature is not of an appropriate type for that template, or even if the templates are contradictory, such as with opposed elemental or alignment templates. The caster decides which type the creature or creatures will be if the templates result in different types; otherwise, all benefits and penalties of both templates are applied. If multiple creatures are summoned with a single spell, the same two templates must be applied to all creatures. Summoning creatures with this ability requires a Summon Monster spell one level higher than usual, and the creatures only last for half the normal duration.

Anchored Summoning (Minimum 8th level)

Summoned creatures are treated as natives of whatever plane they are on. They do not gain the extraplanar subtype, and are unaffected by Banishment, Dismissal, Protection vs. Alignment's warding against summoned creatures, and similar effects.

Planar Infusion (Minimum 8th level)

When summoning one or more non-templated creatures, the planar thaumaturge may apply any template from his Repertoire, even if it seems contradictory (such as the celestial creature template to a demon) and regardless of the creature's or creatures' type. If multiple creatures are summoned with a single spell, the same template must be applied to all creatures. Summoning creatures with this ability requires a Summon Monster spell one level higher than usual, and the creatures only last for half the normal duration.

Agent_0042
2010-07-03, 03:04 PM
What do people think? I realize the class might be strong for a prestige class. However, considering that summoning is considered a weaker choice for most spellcasters, and that this doesn't really stack with the other powerful summoning class (Malconvoker), I'm not sure where this stands in terms of overall balance.

zagan
2010-07-03, 03:35 PM
Okay, I'm not the best at Peaching but I really like summoning and I think your idea as merit so i'll give it a try.


The world is full of self-proclaimed summoners, conjuring their celestial dogs and fiendish ravens, believing angelic and infernal creatures to be the pinnacle of summoning. Oh, what little do these charlatans know! A planar theurge recognizes that there are more than two forces in this multiverse and learns to call upon them for his own ends.

Nice fluff.


Prerequisites:
Skills: Knowledge(Planes) 10 ranks, Knowledge(Arcana) 6 ranks, Knowledge(Religion) 6 ranks
Feats: Augment Summoning; Skill Focus(Spellcraft)
Spellcasting: Ability to cast 4th level spells, ability to cast three summon monster spells.

You could probably remove skill focus, augment summoning necessite spell focus (conjuration) so that's two feat to enter the class it's probably enough.


{table=head]Level|BAB|F|R|W|Abilities|Spellcasting
1|0|0|0|2|Multiversal Repertoire|+1 of existing class
2|1|0|0|3|Summons Mastery|+1 of existing class
3|1|1|1|3|Multiversal Repertoire|+1 of existing class
4|2|1|1|4|Summons Mastery, Greater Augment|+1 of existing class
5|2|1|1|4|Multiversal Repertoire|+1 of existing class
6|3|2|2|5|Summons Mastery|+1 of existing class
7|3|2|2|5|Multiversal Repertoire|+1 of existing class
8|4|2|2|6|Summons Mastery, Planar Gestalt|+1 of existing class
9|4|3|3|6|Multiversal Repertoire|+1 of existing class
10|5|3|3|7|Summons Mastery, Planar Infusion|+1 of existing class
[/table]

Clean up the table you can find the standard modele here. (http://www.giantitp.com/forums/showthread.php?t=10313)


Multiversal Repertoire: At 1st level, a planar theurge selects two of the following templates: celestial creature (requires a nonevil alignment), fiendish creature (requires a nongood alignment), air creature, earth creature, fire creature, water creature. When summoning a creature which would have the celestial or fiendish template, the planar theurge replaces that template with one of the templates he selected. This ability is not optional; for instance, if the planar theurge did not add the fiendish template to his repertoire, he can no longer summon the creatures on his list as fiendish creatures, and must instead apply one of his selected templates in its place. If multiple creatures are summoned with a single spell, the same template must be applied to all creatures.
At 3rd level, the planar theurge has extended his knowledge to the rest of the outer planes. He adds an additional template to his repertoire, which may be any aforementioned template or one of the following: anarchic creature (requires a nonlawful alignment), or axiomatic creature (requires a nonchaotic alignment).
At 5th level, the planar theurge has learned to summon from the small planes that exist between the elemental planes. He adds an additional template to his repertoire, which may be any aforementioned template or one of the following: ice creature, magma creature, ooze creature, smoke creature.
At 7th level, the planar theurge has gained mastery over various planes throughout the multiverse. He adds an additional template to his repertoire, which may be any aforementioned template or one of the following: pseudonatural creature, radiant creature, shadow creature.
At 9th level, the planar theurge can tap into the forces of life and death, via the energy planes. He adds an additional template to his repertoire, which may be any aforementioned template or one of the following: entropic creature, vivacious creature.

Source on these various template ?


Summons Mastery: At each even level, a planar theurge may remove two non-templated constructs, elementals, or outsiders from the list of any one summon monster spell he can cast. He can then add another non-templated construct, elemental, or outsider, approved by the DM, to the same list. The new creature must have the extraplanar subtype, and its CR may be no more than one plus the higher of the two CR's of the creatures removed.

Ability that need DM rulling aren't great. Still you give some guideline I hope it's enough.


Greater Augment: At 4th level, a planar theurge selects one of the following ability scores: Charisma, Dexterity, Intelligence, Wisdom. This choice cannot be changed. When summoning a creature, the planar theurge adds the bonus from his Augment Summoning feat to the selected ability score of that creature. In addition, the planar theurge adds half his class level to the the bonuses granted by his Augment Summoning feat.

The wording is a little weird but understandable. It's a nice little boost.


Planar Gestalt: At 8th level, when summoning one or more templated creatures, the planar theurge may apply a second template from his repertoire to those creatures. The second template can be applied even if the creature is not of an appropriate type for that template, or even if the templates are contradictory, such as with opposed elemental or alignment templates. The caster decides which type the creature or creatures will be if the templates result in different types; otherwise, all benefits and penalties of both templates are applied. If multiple creatures are summoned with a single spell, the same two templates must be applied to all creatures. Creatures summoned with this ability are unstable, only lasting for half the normal duration.

Nice ability.



Planar Infusion: At 10th level, when summoning one or more non-templated creatures, the planar theurge may apply any template from his repertoire, even if it seems contradictory (such as the celestial creature template to a demon) and regardless of the creature's or creatures' type. If multiple creatures are summoned with a single spell, the same template must be applied to all creatures. Creatures summoned with this ability are unstable, only lasting for half the normal duration.

Okay, nice too.

Conclusions: The class isn't really powerfull but it does add some versatility to the dedicated summoner. Probably balanced particulary since it's a full casting class.

I hope that helps.

Milskidasith
2010-07-03, 03:40 PM
Entry is weird; it's a seventh level entry PrC.

Giving up the ability to summon certain creatures is rather odd, but not bad.

Pseudonatural template is broken. Why would you give them an epic +16 CR template that grants such gems as a +35 natural armor bonus and an +15 insight bonus to attack rolls?

Greater Augment is pretty nice; +7 con, dex, and str (or cha if you want your creatures to have high DC abilities; int is worthless, and wis is only useful if you fear will saves).

Anyway, besides pseudonatural, it's still pretty good, since it doesn't require much at all and grants a lot of free abilities. It could stand to use another feat as a requirement, maybe, or lose a caster level if the templates you've listed are powerful (I have never seen some of them, you might want to source them); if not, just another feat requirement would be reasonable.

zagan
2010-07-03, 03:45 PM
Pseudonatural template is broken. Why would you give them an epic +16 CR template that grants such gems as a +35 natural armor bonus and an +15 insight bonus to attack rolls?


He most probably mean pseudonatural from complete arcana (or Lord of madness its the same one) not the epic version.

Milskidasith
2010-07-03, 03:46 PM
He most probably mean pseudonatural from complete arcana (or Lord of madness its the same one) not the epic version.

That would be much more reasonable, though, as with the rest of the templates, he should really specify where they come from.

Agent_0042
2010-07-03, 04:13 PM
You could probably remove skill focus, augment summoning necessite spell focus (conjuration) so that's two feat to enter the class it's probably enough.

One thing, though: a wizard with the enhanced summoning ACF replaces their Scribe Scroll feat with Augment Summoning. The Skill Focus ensures they have to burn something to get in.



Clean up the table you can find the standard modele here. (http://www.giantitp.com/forums/showthread.php?t=10313)

Done.



Source on these various template?

All of them can be found on the Crystalkeep archive, located here (http://www.crystalkeep.com/d20/rules/DnD3.5Index-Templates.pdf). Page 15, or thereabouts. Most of them are found in the Planar Handbook or Manual of the Planes. I'll go ahead and source them, though.



The wording is a little weird but understandable. It's a nice little boost.

Any suggestions on how to reword it?


Entry is weird; it's a seventh level entry PrC.

I realize that. The summon-swapping ability gives a greater benefit the later it's taken, so I wanted to nudge the entrants in that direction.



Pseudonatural template is broken. Why would you give them an epic +16 CR template that grants such gems as a +35 natural armor bonus and an +15 insight bonus to attack rolls?

That was referring to the CArc one. I didn't even realize there was another template with the same name. I'll clear that up.



Anyway, besides pseudonatural, it's still pretty good, since it doesn't require much at all and grants a lot of free abilities. It could stand to use another feat as a requirement, maybe, or lose a caster level if the templates you've listed are powerful (I have never seen some of them, you might want to source them); if not, just another feat requirement would be reasonable. All the templates are on par, CR-wise, with the celestial and fiendish templates. The exceptions are the entropic and vivacious templates, which are slightly stronger, and the character can only have one.

Considering the class is more of a versatility booster than a power booster, I think four feats would be a bit much. Besides, if that were the case, then only humans and wizards could enter the class normally at 8th.

Thank y'all both, let me dig up the references to the templates.

zagan
2010-07-03, 04:29 PM
One thing, though: a wizard with the enhanced summoning ACF replaces their Scribe Scroll feat with Augment Summoning. The Skill Focus ensures they have to burn something to get in.

I didn't remember that, still I'm not sure that it warrant skill focus particulary for spellcraft. Iron will and combat casting are common but it's barely better. Rank in some cross class skill perhaps. Ah you ask the ability to speak celestial, abyssal, terran or other planar language at least 3 or 4 that eat up skill point and it flavorfull.


All of them can be found on the Crystalkeep archive, located here (http://www.crystalkeep.com/d20/rules/DnD3.5Index-Templates.pdf). Page 15, or thereabouts. Most of them are found in the Planar Handbook or Manual of the Planes. I'll go ahead and source them, though.

It's better to give the booksource yes.


Any suggestions on how to reword it?

Perhaps something like that:

The bonus grant by augment summoning increase by an amount equal to half your class level. In addition it also apply to one of the following ability score: Dexterity, Inteligence, Wisdom or Charisma, chosen at the time this calss feature is gained.


Thank y'all both, let me dig up the references to the templates.

My pleasure.

Analytica
2010-07-03, 05:43 PM
This is nice. Do note, though, that "theurge" classes generally advance two forms of magic at once. I would call it "Planar Thaumaturge" instead for this reason.

Fizban
2010-07-03, 08:22 PM
I like it. The template choices make use of some of the less common templates which is very nice, though it makes me want more (as in, reading through every single book and adding all the appropriate templates to the lists, mmm choices). The fact that you only get a few means (to me at least) that it doesn't matter how many you have to choose from, so why not open the floodgates (because you don't have the time to do so probably, which is fine).

I do have one nitpick though: the Radiant template. Unlike the other templates which are just variations on the Celestial templates themes, Radiant adds spell like abilities based on hit dice, like Half-Celestial. This is actually pretty awesome, it really makes your summons different from everyone else's and gives a serious power boost that isn't just OMG strength bonus. But it's also the only template on the list that does this, which makes it into a must-have so it could use some (very carefully picked) friends. I'd imagine that the Half-Elements would be fine since they don't have anything crazy, but Half-Celestial/Fiend are probably right out. Phrenic and Half-Pseudonatural might be okay. And of course there's the fact that a lot of the high level summons actually have more hit dice than you, which could muck with power expectations if you don't watch out.

That said, I think the Radiant option, and any possible expansion, is the coolest part of the class. Limiting it to a few times per day would work, though I'd be loathe to do it msyelf. As long as the character is actually depending on summons then being able to effectively convert summons into a couple other spells is just fine. A sorcerer summoner in particular gets screwed if he actually has a lot of summon spells, but a prestige class that lets him apply a couple half-templates to his summons that give them spell-like abilities to cover his own spellcasting gaps is the perfect fix.

Milskidasith
2010-07-03, 08:30 PM
Ooze elemental gets some pretty nice immunities and a bit of DR and acid damage; radiant isn't the only useful template.

Agent_0042
2010-07-03, 09:49 PM
Ah you ask the ability to speak celestial, abyssal, terran or other planar language at least 3 or 4 that eat up skill point and it flavorfull.

I do really like that idea, and I'm kicking myself a little that I didn't think of it. Implemented.


This is nice. Do note, though, that "theurge" classes generally advance two forms of magic at once. I would call it "Planar Thaumaturge" instead for this reason.
That's what it was originally named, actually, but I figured it was a little awkward. If "theurge" causes confusion, it'll be changed back.



-snip-

*ponders*
Maybe something like:
1st - Two of Celestial, Fiendish, Air, Earth, Water, or Fire
3rd - One of Axiomatic, Anarchic, Magma, Ooze, Smoke, Ice, or previous templates
5th - One of Entropic, Vivacious, Shadow, or previous templates
7th - One of Radiant, Phrenic, or previous templates, OR upgrade one of the original six to appropriate Half- template
9th - Same as 7th

If I did that, though, I would definitely have to add in drawbacks to the class somewhere. Lose one or two caster levels, lose access to a school, something.

One other thing I'm considering changing is the Summons Mastery. The idea was to give the summoner some customization and versatility with his non-templated summons, but I'm liking the feature less and less. What if I were to instead replace it with and expand Greater Augment, where every even level you pick from a list of bonuses akin to the Astral Construct special abilities? Then you'd have G.A. giving your summons set bonuses, and your templates to let you adjust things on a case-by-case basis. Would that be a bit much?

Fizban
2010-07-04, 01:37 AM
Ooze elemental gets some pretty nice immunities and a bit of DR and acid damage; radiant isn't the only useful template.
True, the ooze has a pretty good acid defense, but the DR and immunities are the same as all the other elements. Compared to those, a free Prismatic Spray with my Summon Monster VIII? I'll take that one every time.


*ponders*
Maybe something like:
1st - Two of Celestial, Fiendish, Air, Earth, Water, or Fire
3rd - One of Axiomatic, Anarchic, Magma, Ooze, Smoke, Ice, or previous templates
5th - One of Entropic, Vivacious, Shadow, or previous templates
7th - One of Radiant, Phrenic, or previous templates, OR upgrade one of the original six to appropriate Half- template
9th - Same as 7th

If I did that, though, I would definitely have to add in drawbacks to the class somewhere. Lose one or two caster levels, lose access to a school, something.
Something like that looks good. I wouldn't include just any half template though, Half-Celestial/Fiend are definitely quite right out, with things like Ressurection and Blasphemy for free, and at huge caster levels. The Half-Elements are fine, and there's a nice Half-Shadow (not it's actual name) in Unapproachable East. The Lemorian template on Crystal Keep looks like it could do the job of Half-Fiend without breaking things too badly. Half Fey could be nifty. Half-Farspawn Looks okay, and I could see Pseudonatural showing up on the first or second tier. Wood Element would be fun, and Woodling is the next step up from that (MMIII, though most of it's SLAs are Nature's Ally). Phrenic also looks like it'd be okay.

I don't think the Shadow template is quite up to par with Entropic and Vivacious myself. I'd nix it and use the Dark template from Tome of Magic, on the first tier list.

Here's my table:
1st: One of Celestial, Fiendish, Air, Earth, Water, Fire, or Dark
3rd: One of Axiomatic, Anarchic, Magma, Ooze, Smoke, Ice, Wood, or Pseudonatural (or previous list)
5th: One of Entropic, Vivacious, or Shadow-Walker (UE) (or previous list)
7th: One of the following, but you must already have the template in parenthesis: Half-Elemental (same element), Radiant (Celestial or Vivacious), Lemorian (Fiendish), Woodling (Wood), or Half-Farspawn (Pseudonatural).

I don't really have a proper prerequisite for Radiant, and I'd leave it blank but then Celestial wouldn't have anything to match Lemorian. And Vivacious makes more sense so it's there too. They're only suggestions anyway, it's your class after all. If the template choices get upgraded it should definitely lose a caster level, probably at 5th since that's the first point where it starts getting templates that others can't without summoning weaker creatures.

Fearan
2010-07-04, 04:36 PM
Imho, you should get rid of the "theurge" in PrC name. Because "theurge" is reffered to a class with 2 spell progressions (Mystic Theurge, Psychic Theurg, etc)

Agent_0042
2011-05-19, 02:18 PM
So, I'm in the process of digging up and completing my unfinished homebrew. This class has been retooled to an extent; instead of getting set bonuses on even levels, they have multiple options they can use to enhance their summoning spells. Any feedback on the Summoning Mastery abilities, or on the class as a whole, would be appreciated. Thanks, playgrounders!