NeoSeraphi
2011-11-15, 02:42 AM
The Summoner
Prerequisites:
Feat: Spell Focus (Conjuration), Augment Summoning
Skills: Speak Language (Abyssal, Auran, Aquan, Celestial, Infernal, Ignan, and Terran)
Class Feature: Minor Esoterica (Conjuration) or access to the Summoner Domain
Spellcasting: Ability to cast summon monster iv
Hit Dice: d4
Class Skills: Concentration, Craft, Knowledge (Arcana), Knowledge (The Planes), Profession and Spellcraft
Skill Points: 2+Int per level
{table=head]Level|BAB|Fort|Ref|Will|Special|Spellcasting
1st|+0|+0|+0|+2|Inspired Summoning|
2nd|+1|+0|+0|+3|Summon Combat Training|+1 spellcasting class
3rd|+1|+1|+1|+3|Summoner's Feather Fall|+1 spellcasting class
4th|+2|+1|+1|+4|Scoutmaster Summoner|+1 spellcasting class
5th|+2|+1|+1|+4|Decoy Summoning|
6th|+3|+2|+2|+5|Summoning Potential|+1 spellcasting class
7th|+3|+2|+2|+5|Superior Augment Summoning|+1 spellcasting class
8th|+4|+2|+2|+6|Combination Summoning|+1 spellcasting class
9th|+4|+3|+3|+6|Master Summoner|+1 spellcasting class
10th|+5|+3|+3|+7|Summons Combat Mastery|+1 spellcasting class
[/table]
Class Features:
Weapon and Armor Proficiency: A summoner gains no additional proficiencies.
Inspired Summoning (Su): A summoner is able to call upon her vast reserves of power and use them to call on stronger allies to aid her in battle. Any creature the summoner summons with a summon monster spell gains bonus racial hit dice equal to the summoner's class level.
Spellcasting: At every level except 1st and 5th, the summoner gains access to higher level spells, new spells per day, spells known, and an increased caster level as if she had gained a level in a base class she had that could cast summon monster iv. If she had multiple such classes, she must choose one to advance.
Summon Combat Training (Su): A summoner's knowledge and comprehension of conjuration [summon] effects allows her to improve the combat prowess and flexibility of any monster she summons. Starting at 2nd level, any monster the summoner summons with a summon monster spell gains a bonus fighter feat that it qualifies for of the summoner's choosing. This requires no additional action on the summoner's part, but is treated as if the summoner had cast heroics (Spell Compendium) on the monster(s) she summoned. The summoner need not actually cast the spell, nor even have it prepared or know it or be able to cast it at all. However, the effect can be dispelled, as if the summoner had cast it, with a caster level equal to her caster level.
Summoner's Feather Fall (Ex): A summoner must retain total calmness. After all, she's the only one who can actually save the damn world, between the useless meat shield, the sneaky rogue and the ranger who has to beg for silver-tipped arrows because she didn't study how to throw fire with her hands when she was a kid instead. Therefore, even when she's falling from a thousand feet, she uses her magic to solve the problem.
Starting at 3rd level, a summoner can shorten the duration of one of her summon monster spells to 1 round, but gains the ability to cast it as an immediate action while falling in midair. The creature she summons must be one that has a fly speed, but it appears under her and catches her as a free action. A creature that is summoned in this way cannot attack for the duration of the spell.
Scoutmaster Summoner (Ex): A good summoner doesn't just use her summoned allies as warriors. Starting at 4th level, any creature(s) the summoner summons using her summon monster spells gains a sacred (if the creature is Good or Neutral) or profane (if the creature is Evil) bonus on its Hide, Move Silently, Listen, Spot, and Survival checks equal to its HD. It also gains the Track feat as a bonus feat.
Decoy Summoning (Sp): A summoner's mastery of conjuration magic is not limited simply to her control over her summoning. Starting at 5th level, as an immediate action, a summoner who is being attacked may cast dimension door as a spell-like ability and in the same action cast any summon monster spell she is able to cast. She may only summon one monster with this ability, and that monster must occupy one of the 5' squares the summoner was occupying when she was attacked. The summoned creature becomes the new target of the attack. The duration of the spell she casts becomes 1 round in this case.
The summoner may do this once per day per class level. She may not use the dimension door ability without the summoning (if she runs out of summon monster spells, she is unable to use Decoy Summoning until she refreshes her spell list)
The dimension door effect is a spell-like ability, however, the summoning is not. The ability of the summoner to shorten the casting time of her spell to an immediate action and the duration of it to 1 round is an extraordinary ability.
Summoning Potential (Ex): A summoner's monsters are all coordinated well, and they come ready to fight, and ready to support the team. Any encouragement that is given to them has a strange effect, and even though they know they aren't sticking around, they feel like an important member of the family.
Starting at 6th level, any morale bonus to a roll, check, ability score or save that would apply to one of the creatures the summoner summoned with summon monster is doubled.
Superior Augment Summoning (Ex): Starting at 7th level, any creature a summoner summons with her summon monster spells gets a +8 enhancement bonus to its Strength and Constitution scores. This bonus overlaps the bonus provided from the Augment Summoning feat.
Combination Summoning (Ex): Starting at 8th level, when a summoner successfully casts a summon monster spell while an ally (including herself) is flanked, she can choose to cast a second summon monster spell of the same type as part of the same one-round casting (or lower if she has such an ability). If she does this, she summons one creature in a position so that the ally flanks the first creature flanking him with the creature she summoned, and then the second creature so that it flanks with the ally with the second creature that is flanking him.
For example, if Tordek had a bugbear on his left, and a worg on his right, Mialee could cast summon monster vi twice as the same action. With her first summon monster vi, she could choose to drop a janni behind the bugbear, so now Tordek and the janni are flanking the bugbear, and with her second summon monster vi spell, she could drop a celestial polar bear behind the worg, so Tordek and the celestial polar bear are flanking the worg.
When a creature summoned by the Combination Summoning class feature successfully attacks an enemy that it is flanking, the attacked creature provokes an attack of opportunity from the ally creature flanking it.
Master Summoner (Ex): The summoner calls forth demons, devils and the occasional bear that are all unstoppable compared to a normal wizard's allies. Starting at 9th level, any creature(s) the summoner summons with a summon monster spell have maximum hit points and may treat their extra racial HD gained from the Inspired Summoning class feature as if they were levels in the fighter class instead (d10 HD, full BAB, good Fort, bonus feats at 1st and every even level after that, fighter skills and skill points, etc)
Summons Combat Mastery (Ex): Starting at 10th level, the creatures that a summoner can channel become deadly fighting machines. Any creature that the summoner summons with a summon monster spell or effect gains and provides a +4 bonus to attack rolls from flanking with another creature, rather than the normal +2 bonus. Additionally, they gain DR 5/- and spell resistance equal to 10+their total HD (racial and class levels) that does not apply to spells cast by the summoner. Finally, once per encounter a summoner may consume the highest level prepared summon monster spell he has, or a spell slot equal to the highest summon monster he could cast, and grant all monsters he has currently summoned with a summon monster effect a morale bonus on their attack rolls, damage rolls, and saving throws equal to the level of the spell slot cast. (This bonus is doubled by Summoning Potential, as usual) The morale bonus lasts for 1 round per level of the spell that was used to create its effect.
Prerequisites:
Feat: Spell Focus (Conjuration), Augment Summoning
Skills: Speak Language (Abyssal, Auran, Aquan, Celestial, Infernal, Ignan, and Terran)
Class Feature: Minor Esoterica (Conjuration) or access to the Summoner Domain
Spellcasting: Ability to cast summon monster iv
Hit Dice: d4
Class Skills: Concentration, Craft, Knowledge (Arcana), Knowledge (The Planes), Profession and Spellcraft
Skill Points: 2+Int per level
{table=head]Level|BAB|Fort|Ref|Will|Special|Spellcasting
1st|+0|+0|+0|+2|Inspired Summoning|
2nd|+1|+0|+0|+3|Summon Combat Training|+1 spellcasting class
3rd|+1|+1|+1|+3|Summoner's Feather Fall|+1 spellcasting class
4th|+2|+1|+1|+4|Scoutmaster Summoner|+1 spellcasting class
5th|+2|+1|+1|+4|Decoy Summoning|
6th|+3|+2|+2|+5|Summoning Potential|+1 spellcasting class
7th|+3|+2|+2|+5|Superior Augment Summoning|+1 spellcasting class
8th|+4|+2|+2|+6|Combination Summoning|+1 spellcasting class
9th|+4|+3|+3|+6|Master Summoner|+1 spellcasting class
10th|+5|+3|+3|+7|Summons Combat Mastery|+1 spellcasting class
[/table]
Class Features:
Weapon and Armor Proficiency: A summoner gains no additional proficiencies.
Inspired Summoning (Su): A summoner is able to call upon her vast reserves of power and use them to call on stronger allies to aid her in battle. Any creature the summoner summons with a summon monster spell gains bonus racial hit dice equal to the summoner's class level.
Spellcasting: At every level except 1st and 5th, the summoner gains access to higher level spells, new spells per day, spells known, and an increased caster level as if she had gained a level in a base class she had that could cast summon monster iv. If she had multiple such classes, she must choose one to advance.
Summon Combat Training (Su): A summoner's knowledge and comprehension of conjuration [summon] effects allows her to improve the combat prowess and flexibility of any monster she summons. Starting at 2nd level, any monster the summoner summons with a summon monster spell gains a bonus fighter feat that it qualifies for of the summoner's choosing. This requires no additional action on the summoner's part, but is treated as if the summoner had cast heroics (Spell Compendium) on the monster(s) she summoned. The summoner need not actually cast the spell, nor even have it prepared or know it or be able to cast it at all. However, the effect can be dispelled, as if the summoner had cast it, with a caster level equal to her caster level.
Summoner's Feather Fall (Ex): A summoner must retain total calmness. After all, she's the only one who can actually save the damn world, between the useless meat shield, the sneaky rogue and the ranger who has to beg for silver-tipped arrows because she didn't study how to throw fire with her hands when she was a kid instead. Therefore, even when she's falling from a thousand feet, she uses her magic to solve the problem.
Starting at 3rd level, a summoner can shorten the duration of one of her summon monster spells to 1 round, but gains the ability to cast it as an immediate action while falling in midair. The creature she summons must be one that has a fly speed, but it appears under her and catches her as a free action. A creature that is summoned in this way cannot attack for the duration of the spell.
Scoutmaster Summoner (Ex): A good summoner doesn't just use her summoned allies as warriors. Starting at 4th level, any creature(s) the summoner summons using her summon monster spells gains a sacred (if the creature is Good or Neutral) or profane (if the creature is Evil) bonus on its Hide, Move Silently, Listen, Spot, and Survival checks equal to its HD. It also gains the Track feat as a bonus feat.
Decoy Summoning (Sp): A summoner's mastery of conjuration magic is not limited simply to her control over her summoning. Starting at 5th level, as an immediate action, a summoner who is being attacked may cast dimension door as a spell-like ability and in the same action cast any summon monster spell she is able to cast. She may only summon one monster with this ability, and that monster must occupy one of the 5' squares the summoner was occupying when she was attacked. The summoned creature becomes the new target of the attack. The duration of the spell she casts becomes 1 round in this case.
The summoner may do this once per day per class level. She may not use the dimension door ability without the summoning (if she runs out of summon monster spells, she is unable to use Decoy Summoning until she refreshes her spell list)
The dimension door effect is a spell-like ability, however, the summoning is not. The ability of the summoner to shorten the casting time of her spell to an immediate action and the duration of it to 1 round is an extraordinary ability.
Summoning Potential (Ex): A summoner's monsters are all coordinated well, and they come ready to fight, and ready to support the team. Any encouragement that is given to them has a strange effect, and even though they know they aren't sticking around, they feel like an important member of the family.
Starting at 6th level, any morale bonus to a roll, check, ability score or save that would apply to one of the creatures the summoner summoned with summon monster is doubled.
Superior Augment Summoning (Ex): Starting at 7th level, any creature a summoner summons with her summon monster spells gets a +8 enhancement bonus to its Strength and Constitution scores. This bonus overlaps the bonus provided from the Augment Summoning feat.
Combination Summoning (Ex): Starting at 8th level, when a summoner successfully casts a summon monster spell while an ally (including herself) is flanked, she can choose to cast a second summon monster spell of the same type as part of the same one-round casting (or lower if she has such an ability). If she does this, she summons one creature in a position so that the ally flanks the first creature flanking him with the creature she summoned, and then the second creature so that it flanks with the ally with the second creature that is flanking him.
For example, if Tordek had a bugbear on his left, and a worg on his right, Mialee could cast summon monster vi twice as the same action. With her first summon monster vi, she could choose to drop a janni behind the bugbear, so now Tordek and the janni are flanking the bugbear, and with her second summon monster vi spell, she could drop a celestial polar bear behind the worg, so Tordek and the celestial polar bear are flanking the worg.
When a creature summoned by the Combination Summoning class feature successfully attacks an enemy that it is flanking, the attacked creature provokes an attack of opportunity from the ally creature flanking it.
Master Summoner (Ex): The summoner calls forth demons, devils and the occasional bear that are all unstoppable compared to a normal wizard's allies. Starting at 9th level, any creature(s) the summoner summons with a summon monster spell have maximum hit points and may treat their extra racial HD gained from the Inspired Summoning class feature as if they were levels in the fighter class instead (d10 HD, full BAB, good Fort, bonus feats at 1st and every even level after that, fighter skills and skill points, etc)
Summons Combat Mastery (Ex): Starting at 10th level, the creatures that a summoner can channel become deadly fighting machines. Any creature that the summoner summons with a summon monster spell or effect gains and provides a +4 bonus to attack rolls from flanking with another creature, rather than the normal +2 bonus. Additionally, they gain DR 5/- and spell resistance equal to 10+their total HD (racial and class levels) that does not apply to spells cast by the summoner. Finally, once per encounter a summoner may consume the highest level prepared summon monster spell he has, or a spell slot equal to the highest summon monster he could cast, and grant all monsters he has currently summoned with a summon monster effect a morale bonus on their attack rolls, damage rolls, and saving throws equal to the level of the spell slot cast. (This bonus is doubled by Summoning Potential, as usual) The morale bonus lasts for 1 round per level of the spell that was used to create its effect.