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View Full Version : Pathfinder Convoker - a Summoner archetype for being more punchy



Roadie
2017-11-06, 02:38 AM
Name extremely subject to change. This is basically a take off the exciter archetype for spiritualists, with some extra stuff thrown in because the summoner's pile of spell-like summons (up to freakin' gate) is extremely valuable. If anything, I suspect this is probably still a bit on the weak side for what it loses, even with a direct buff for the spellcasting stat available.

Convoker (summoner archetype)

Psychic Spellcasting: A convoker's spells and spell-like abilities (if any) count as psychic instead of arcane. The convoker uses thought and emotion components instead of verbal and somatic components when casting spells.

This ability alters spellcasting, but doesn't make this archetype incompatible with others that alter or remove spellcasting, unless those archetypes specifically require a non-psychic kind of spellcasting.

Rapture (Su): At 1st level, a convoker gains the ability to enter an ecstatic state in which he's consumed and overwhelmed by his passions and driven into a fighting fury. This functions similarly to a bloodrager's bloodrage (Pathfinder RPG Advanced Class Guide 15), treating his summoner level as his bloodrager level, though he doesn't qualify for feats or other elements that require rage or bloodrage. When entering a rapture, the convoker can choose to exchange the normal +4 morale bonus to his Strength and Constitution scores normally gained from bloodrage for a +4 morale bonus to his Dexterity and Charisma scores or a +2 morale bonus to his Strength, Dexterity, Constitution, and Charisma scores. While in a rapture, the convoker can cast summoner spells, but only if they don't have an emotion component, and he can't cast defensively or attempt concentration checks. In addition to the fatigue for ending the rapture, a convoker can't enter a rapture again for 1 minute after ending his last rapture.

This ability replaces summon monster I.

Uncanny Dodge (Ex): At 3rd level, a convoker can react to danger before her senses would normally allow her to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A convoker with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

If a convoker already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

This ability replaces summoner monster II.

Perfect Passion (Su):

At 5th level, a convoker can cast psychic spells with an emotion component even while in his rapture. He can cast these spells defensively and attempt concentration checks for these spells without impairment, despite being in a rapture.

He also can attempt Charisma– and Intelligence-based skill checks related to psychic spells with an emotion component while in his rapture. He cannot cast arcane or divine spells or psychic spells that have a thought component while in a rapture.

This ability replaces summon monster III.

Improved Uncanny Dodge (Ex): At 8th lever, a convoker can no longer be flanked. This defense denies enemies the ability to sneak attack the convoker by flanking him, unless the attacker has at least four more levels in a class that grants sneak attack than the target has summoner levels.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character.

This ability replaces summon monster IV.

Overwhelming Excitement (Su): At 9th level, a convoker can share the effects of his rapture with willing allies within 10 feet. He must expend 2 additional rounds of his rapture each round for each ally sharing its effects. The convoker's allies share all effects of the rapture except the rage powers; each ally must end its turn within 10 feet of the convoker, or the effects of the rapture end for that ally and it becomes fatigued.

Rapturous Rage: At 9th level and every 4 spiritualist levels thereafter, a convoker can select one rage power for which he qualifies, treating his summoner level as his barbarian level for all purposes relating to that particular rage power (he still doesn't qualify for the Extra Rage Power feat or any similar abilities).

This ability replaces summon monster V, summon monster VII, and summon monster IX.

Greater Rapture (Su): At 11th level, a convoker increases the morale bonus his rapture grants to each applicable ability score by 2 and the morale bonus he gains on Will saves by 1. In addition, upon entering a rapture, he can apply the effects of a single summoner spell he knows to himself. The spell must have a range of touch or personal, and it must be a 1st- or 2nd-level spell. For every 3 summoner levels he has beyond 11th, the maximum spell level of this spell increases by 1. If he uses this ability to apply the effects of a spell again before the duration of the previous spell expires, the previous spell ends immediately.

This ability replaces summon monster VI.

Tireless Rapture (Su): At 15th level, a convoker no longer becomes fatigued at the end of his rapture. Allies who accept the benefits of rapture also no longer become fatigued when exiting it. The convoker still can't enter rapture again for 1 minute after ending his last rapture.

This replaces summon monster VIII.

Mighty Rapture (Su): At 19th level, a convoker increases the morale bonus his rapture grants to each applicable ability score by another 2 and the morale bonus he gains on Will saves by another 1. Furthermore, the spell he can apply to himself at the beginning of a rapture due to the greater rapture class feature is not limited by spell level.

This ability replaces gate.

Roadie
2017-11-08, 12:25 AM
To make this more thematically interesting (and as a subtle nerf to make combining spellcasting and frontlining harder), I changed it to switch the spellcasting type from arcane to psychic.

Knitifine
2017-11-08, 12:31 AM
This is a strict upgrade over the normal summoner since you can still use your eidolin while doing the thing that replaces summon monster (which is an alternative to eidolin).

Roadie
2017-11-08, 01:43 AM
This is a strict upgrade over the normal summoner since you can still use your eidolin while doing the thing that replaces summon monster (which is an alternative to eidolin).

The counterpoint I'd make to that is that at higher levels, getting 10+ uses of summon monster VIII / IX / gate a day, and all as a standard action (so, for example, your ghaele azata can immediately use raise dead the same turn)... well, that's pretty amazing. I'd call it substantially better than having both an eidolon active and a stat boost.

For anything lower-level, though, I see the point of the strict upgrade claim.

My first thought would be something where you can't use rapture while your eidolon is active, and then at some suitable level (12, maybe?), remove that restriction. Alternately, maybe something where it reduces the eidolon's effective level by some gradually decreasing amount while rapture is active.

Knitifine
2017-11-08, 02:19 AM
That restriction is fine. Any attempt to remove it at a later level is broken.