eversilentone
2019-03-16, 10:52 AM
Hi folks,
First time posting in this part of the forum. I'd love some feedback about this.
Concept & Premise
I prefer spontaneous and CHA-based arcane casters to prepared and INT casters.
I love summoners, however they are often very weak at lower levels and at higher levels are seriously powerful (although I don't make claims they're OP at the higher levels).
Summoning at full round casting time sucks, but is only easy to work around with prepared casters (primarily through Rapid Summoning).
I wanted to make a summon-focused, spontaneous, CHA-based caster that was stronger at lower levels than usual, and yet relied on their summons for almost everything.
Malconvokers are my favourite prestige class ever thematically - tricking super powerful creatures into compliance is the sort of high risk, high reward strategy I absolutely associate with a CHA-based character.
With all that in mind, I've tried to make a balanced character that's playable at all levels, but I've never built a base class before (well, or PrC either, but I imagine they're potentially a lot easier). I'm going to be playing this in an upcoming game and will be playtesting it without PrCs, but in a party with T2-3 characters, so I'm confident I'll be able to pull my weight.
Design Choices
The base class is a mix of Dread Necromancer and Malconvoker.
Spell mechanic is CHA-based, spontaneous arcane but from a full but very limited list.
Spell list (below) is SRD only and draws exclusively (barring cantrips where I've padded out the list) from Conjuration, Enchantment, Abjuration, Divination and general spells. All spells are from the Sorcerer/Wizard list apart from Glibness at level 3 which is just too thematically on point to miss.
The primary focus in summoning but there's a strong "talk them into compliance" theme, backed up by controlling Abjuration, creature-focused Divination and a teleportation subtheme (going to or getting away from those to be called/summoned).
There are 9 spells per level - thematically there are the 9 Hells of Baator, but really I wanted a pretty limited list as summons themselves give a lot of versatility.
There is no direct damage - all damage comes from summons.
There is almost no defense - the base class is very vulnerable and depends on summons and charm/domination for survival.
Skill list is from Malconvoker but I added Sense Motive as it feels like a glaring ommission for any deception-based class not to have it. My forthcoming DM asked for 6+INT skill points/level although my instinct is 2+INT/level. However, the character *is* skill dependent - you'd probably always want Bluff, Sense Motive and Knowledge: Planes as a minimum, so I could see an argument for 4+INT/level.
Rapid Summoning is essential - it is a straight rip from the UA Conjurer feature and it's really powerful, but I can't see a focused summoner getting by without it.
Deceptive Summons starting early is because at level 2 that (hopefully) turns summons into 4 rounds/level spells, which is still short but means you won't feel like you're burning through spells without impact - low level summons are pretty weak so being able to have one or two up at a time is important.
Fiendish Legion - this is where the mini-horde theme kicks in. It's a super strong mechanic but at this early level it really just starts to push the summons a little; they're still summoning 2 Fiendish Rats, which isn't trivial, but gives that Fiendish Legion feel. However, to future-proof this a little I tied the spells it can affect to those from the base class slots, capped at base class levels - I don't want it to be a three level dip instead of the current 5 levels (and losing a caster level) that Malconvoker currently is.
I made a new class feature called Provoke Fiendish Fury. It's essentially Arcane Strike (feat from Complete Warrior) that instead affects your summons. It can affect numerous summons/called monsters which is a huge impact for even a 1st level spell slot. However, the number of fiends affected is again tied to base class levels to mitigate the worst abuses and likewise although it's stronger than Arcane Strike, it's also entirely dependent on the summons; this does literally nothing without them. There's scope for having a Fiendish Legion of Fiendish Rats that start churning out damage - that image made me chuckle! - but realistically it's just a way of using spell slots and doing damage if you've got utility summons. I can see an argument for requiring this to use a Standard Action as I think then it actually involves the base class character - it's a little passive, but I was mindful the character will have already spent turns summoning - definitely looking for feedback here.
I added a very light (weak, really) capstone to Deceptive Summons to give a little mitigation against bad luck. On the one hand it's pretty weak, especially at the level you get it. On the other, failing at later levels has a much more serious consequence, so I thought it rounded things out.
I'm not great at formatting tables on here, so I'll post the link to a PDF here (https://drive.google.com/file/d/1fGe4Xc1_sszKx4IbETK2N2XEV0K6SKcJ/view?usp=sharing). However, hopefully the below is ok!
Malconvoker Base Class
Hit Dice: D6
Alignment: Any non-evil
Skill Points: 6+INT
Skills: Bluff, Concentration, Craft, Disguise, Knowledge (Arcana), Knowledge (Planes), Knowledge (Religion), Profession, Sense Motive, Spellcraft
CR
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Class Features
1
Malconvoker
+0
+0
+0
+2
Unrestricted Conjuration, Rapid Summoning
2
Malconvoker
+1
+0
+0
+3
Deceptive Summons, Skill Focus (Bluff)
3
Malconvoker
+1
+1
+1
+3
Fiendish Legion
4
Malconvoker
+2
+1
+1
+4
5
Malconvoker
+2
+1
+1
+4
Deceptive Summons (Fury)
6
Malconvoker
+3
+2
+2
+5
Provoke Fiendish Fury
7
Malconvoker
+3
+2
+2
+5
8
Malconvoker
+4
+2
+2
+6
Deceptive Summons (Resistance)
9
Malconvoker
+4
+3
+3
+6
10
Malconvoker
+5
+3
+3
+7
11
Malconvoker
+5
+3
+3
+7
12
Malconvoker
+6
+4
+4
+8
Deceitful Bargaining
13
Malconvoker
+6
+4
+4
+8
14
Malconvoker
+7
+4
+4
+9
Improved Calling
15
Malconvoker
+7
+5
+5
+9
16
Malconvoker
+8
+5
+5
+10
Safe Summoning
17
Malconvoker
+8
+5
+5
+10
18
Malconvoker
+9
+6
+6
+11
Deceptive Summons (Convoluted Lie)
19
Malconvoker
+9
+6
+6
+11
20
Malconvoker
+10
+6
+6
+12
Class Features
Weapon and Armour Proficiency:
Malconvokers are proficient with all simple weapons. Malconvokers are proficient with light armour, but not with shields. The somatic components required for malconvoker spells are simple, so members of this class can cast malconvoker spells while wearing light armour without incurring the normal arcane spell failure chance. She still incurs the normal arcane spell failure chance for arcane spells derived from other classes. In addition, if a malconvoker wears medium or heavy armour, or uses a shield, she incurs the same chance of arcane spell failure as any other arcane caster if the spell in question has a somatic component (most do).
Spells:
A malconvoker casts arcane spells (the same type of spells available to sorcerers and wizards), which are drawn from the malconvoker spell list given below. She can cast any spell he knows without preparing it ahead of time the way a cleric or wizard must. When a malconvoker gains access to a new level of spells, she automatically knows all the spells for that level listed on the malconvoker's spell list. Essentially, her spell list is the same as her spells known list.
To cast a spell, a malconvoker must have a Charisma score of 10 + the spell's level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a malconvoker's spell is 10 + the spell's level + the malconvoker's Charisma modifier. Like other spellcasters, a malconvoker can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table below. In addition, she receives bonus spells for a high Charisma score (see Table 1—1, page 8 of the Player's Handbook).
Unlike a cleric or a wizard, a malconvoker need not prepare his spells in advance. She can cast any spell he knows at any time, assuming she has not yet used up her spells per day for that spell level.
Unrestricted Conjuration:
For the purpose only of casting conjuration spells, you can ignore any restrictions that forbid you from casting spells of certain alignments. In addition, regular use of conjuration spells with the evil descriptor does not threaten to change your alignment. For example, a good malconvoker could cast summon monster I to summon a fiendish raven (whose alignment gives the spell the evil descriptor). The malconvoker could not cast death knell, though, which has the evil descriptor but is not of the conjuration school.
Rapid Summoning (Ex):
Any time a malconvoker casts a Summon Monster spell, its casting time is 1 standard action rather than 1 full round. (Creatures so summoned can only take a standard action in the round they are summoned.) Malconvokers gain the normal benefits of enhancing a Summon Monster spell with the Quicken Spell feat.
Deceptive Summons (Su):
At 2nd level, you can attempt to trick evil creatures you conjure into serving you for longer than they normally would. When casting a Summon Monster spell to summon an evil-aligned creature, you can attempt a Bluff check as a free action, opposed by the creature’s Sense Motive check. If your check succeeds, the duration of the effect is doubled (as if by the Extend Spell feat), and the summoned creature might be subject to additional effects as described below. If it fails, the duration remains as normal and no additional effects can be applied. If you fail the check by 5 or more, the creature breaks free of your control and is hostile toward you (though it still disappears as normal when the spell’s duration ends). If you use this ability when summoning multiple creatures, you must attempt an opposed skill check separately against each creature you wish to affect.
Beginning at 5th level, you can whip the deceived creatures into an infernal fury. If your Bluff check to extend the duration of summoning succeeds, the creatures get a +2 bonus on weapon damage rolls and 2 extra hit points per Hit Die (if you have take the Augment Summoning feat, these bonuses stack).
Beginning at 8th level, you can instill the deceived creatures with exceptional resistance to your enemies’ attempts to control or dismiss them. If your Bluff check to extend the duration of summoning succeeds, the creatures get a +2 bonus on Will saves, and your effective caster level is increased by 2 for the purpose of resisting dispel magic and similar effects against those creatures.
Beginning at 18th level, you can weave a convoluted lie within a lie. If your Bluff check to extend the duration of summoning fails, you can immediately attempt a second Bluff check with a -5 penalty. The result of this second check stands and cannot be rerolled.
Skill Focus (Bluff):
At 3rd level, you gain Skill Focus (Bluff) as a bonus feat. If you already have this feat, you can select any other feat for which you meet the prerequisite.
Fiendish Legion (Ex):
Once you attain 3rd level, whenever you use a Summon Monster spell to summon one or more evil-aligned creatures, you summon one extra creature of the same kind. This applies only to Summon Monster spells cast from your malconvoker spell slots and only affects Summon Monster spells of a spell level equal to half your malconvoker level. For example, at 6th level a malconvoker could apply this to Summon Monster , II or III.
Provoke Fiendish Fury (Ex):
Starting at 6th level, when you activate this ability (a free action that does not provoke an attack of opportunity), you can channel arcane energy to provoke fury in the fiends under your command. As your magical provocation sears into the fiends under your control, one fiend per two malconvoker levels (maximum of 9 fiends at level 18) can be provoked in this way - all affected fiends must be within 30’ of you. This ability only affects evil-aligned creatures summoned via a Summon Monster spell or called via a Lesser Planar Binding, Planar Binding, Greater Planar Bindings or Gate spell. You must sacrifice one of your spells for the day (of 1st level or higher) to do this, and these provoked fiends gain a bonus on all their attack rolls for 1 round equal to the level of the spell sacrificed, as well as extra damage equal to 1d4 points x the level of the spell sacrificed. The bonus added to these attack rolls cannot be greater than half your malconvoker level.
Deceitful Bargaining (Ex):
Starting at 12th level, you become exceptionally adept at convincing evil creatures you call that your intentions parallel their own. Upon calling an evil outsider using a planar binding spell, you can make a Bluff check opposed by the creature’s Sense Motive skill check. If you succeed on this check, the called creature becomes more amenable to your cause, taking a –5 penalty on the opposed Charisma check made to refuse serving you. If you fail, the creature immediately makes a new Will saving throw against your spell . On a failure, the spell functions as normal. If it succeeds on this save, the creature breaks free of your control and can either flee or attack you.
Improved Calling (Su):
At 14th level, your understanding of the ways of fiends shows you how to tempt even more powerful beings into your service. The normal HD limit for your planar ally and planar binding spells (including lesser and greater versions) increases by 2.
Safe Summoning (Ex):
At 16th level, you can dismiss any evil creature that you have summoned as an immediate action rather than as a standard action.
Spells per Day
Level
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
5
3
-
-
-
-
-
-
-
-
2nd
6
4
-
-
-
-
-
-
-
-
3rd
6
5
-
-
-
-
-
-
-
-
4th
6
6
3
-
-
-
-
-
-
-
5th
6
6
4
-
-
-
-
-
-
-
6th
6
6
5
3
-
-
-
-
-
-
7th
6
6
6
4
-
-
-
-
-
-
8th
6
6
6
5
3
-
-
-
-
-
9th
6
6
6
6
4
-
-
-
-
-
10th
6
6
6
6
5
3
-
-
-
-
11th
6
6
6
6
6
4
-
-
-
-
12th
6
6
6
6
6
5
3
-
-
-
13th
6
6
6
6
6
6
4
-
-
-
14th
6
6
6
6
6
6
5
3
-
-
15th
6
6
6
6
6
6
6
4
-
-
16th
6
6
6
6
6
6
6
5
3
-
17th
6
6
6
6
6
6
6
6
4
-
18th
6
6
6
6
6
6
6
6
5
3
19th
6
6
6
6
6
6
6
6
6
4
20th
6
6
6
6
6
6
6
6
6
5
Spell List
Spell List
0
Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Ghost Sound, Arcane Mark, Prestidigitation
1st
Protection From X, Shield, Summon Monster I, Unseen Servant, Comprehend Languages, Identify, Charm Person, Hypnotism, Sleep
2nd
Resist Energy, Glitterdust, Summon Monster II, Summon Swarm, Detect Thoughts, See Invisibility, Daze Monster, Hideous Laughter, Touch Of Idiocy
3rd
Dispel Magic, Magic Circle Against X, Nondetection, Summon Monster III, Glibness, Tongues, Deep Slumber, Hold Person, Suggestion
4th
Dimensional Anchor, Black Tentacles, Dimension Door, Summon Monster IV, Detect Scrying, Locate Creature, Scrying, Charm Monster, Lesser Geas
5th
Dismissal, Lesser Planar Binding, Summon Monster V, Teleport, Contact Other Plane, Telepathic Bond, Dominate Person, Hold Monster, Mind Fog
6th
Greater Dispel Magic, Repulsion, Planar Binding, Summon Monster VI, Legend Lore, True Seeing, Geas, Mass Suggestion, Symbol Of Persuasion
7th
Banishment, Plane Shift, Summon Monster VII, Greater Teleport, Vision, Mass Hold Person, Insanity, Sumbol Of Stunning, Limited Wish
8th
Dimensional Lock, Maze, Greater Planar Binding, Summon Monster VIII, Trap The Soul, Discern Location, Binding, Mass Charm Monster, Demand
9th
Imprisonment, Mage's Disjunction, Gate, Summon Monster IX, Teleportation Circle, Foresight, Dominate Monster, Mass Hold Monster, Wish
Edit: typos, table formatting, add spoilers
First time posting in this part of the forum. I'd love some feedback about this.
Concept & Premise
I prefer spontaneous and CHA-based arcane casters to prepared and INT casters.
I love summoners, however they are often very weak at lower levels and at higher levels are seriously powerful (although I don't make claims they're OP at the higher levels).
Summoning at full round casting time sucks, but is only easy to work around with prepared casters (primarily through Rapid Summoning).
I wanted to make a summon-focused, spontaneous, CHA-based caster that was stronger at lower levels than usual, and yet relied on their summons for almost everything.
Malconvokers are my favourite prestige class ever thematically - tricking super powerful creatures into compliance is the sort of high risk, high reward strategy I absolutely associate with a CHA-based character.
With all that in mind, I've tried to make a balanced character that's playable at all levels, but I've never built a base class before (well, or PrC either, but I imagine they're potentially a lot easier). I'm going to be playing this in an upcoming game and will be playtesting it without PrCs, but in a party with T2-3 characters, so I'm confident I'll be able to pull my weight.
Design Choices
The base class is a mix of Dread Necromancer and Malconvoker.
Spell mechanic is CHA-based, spontaneous arcane but from a full but very limited list.
Spell list (below) is SRD only and draws exclusively (barring cantrips where I've padded out the list) from Conjuration, Enchantment, Abjuration, Divination and general spells. All spells are from the Sorcerer/Wizard list apart from Glibness at level 3 which is just too thematically on point to miss.
The primary focus in summoning but there's a strong "talk them into compliance" theme, backed up by controlling Abjuration, creature-focused Divination and a teleportation subtheme (going to or getting away from those to be called/summoned).
There are 9 spells per level - thematically there are the 9 Hells of Baator, but really I wanted a pretty limited list as summons themselves give a lot of versatility.
There is no direct damage - all damage comes from summons.
There is almost no defense - the base class is very vulnerable and depends on summons and charm/domination for survival.
Skill list is from Malconvoker but I added Sense Motive as it feels like a glaring ommission for any deception-based class not to have it. My forthcoming DM asked for 6+INT skill points/level although my instinct is 2+INT/level. However, the character *is* skill dependent - you'd probably always want Bluff, Sense Motive and Knowledge: Planes as a minimum, so I could see an argument for 4+INT/level.
Rapid Summoning is essential - it is a straight rip from the UA Conjurer feature and it's really powerful, but I can't see a focused summoner getting by without it.
Deceptive Summons starting early is because at level 2 that (hopefully) turns summons into 4 rounds/level spells, which is still short but means you won't feel like you're burning through spells without impact - low level summons are pretty weak so being able to have one or two up at a time is important.
Fiendish Legion - this is where the mini-horde theme kicks in. It's a super strong mechanic but at this early level it really just starts to push the summons a little; they're still summoning 2 Fiendish Rats, which isn't trivial, but gives that Fiendish Legion feel. However, to future-proof this a little I tied the spells it can affect to those from the base class slots, capped at base class levels - I don't want it to be a three level dip instead of the current 5 levels (and losing a caster level) that Malconvoker currently is.
I made a new class feature called Provoke Fiendish Fury. It's essentially Arcane Strike (feat from Complete Warrior) that instead affects your summons. It can affect numerous summons/called monsters which is a huge impact for even a 1st level spell slot. However, the number of fiends affected is again tied to base class levels to mitigate the worst abuses and likewise although it's stronger than Arcane Strike, it's also entirely dependent on the summons; this does literally nothing without them. There's scope for having a Fiendish Legion of Fiendish Rats that start churning out damage - that image made me chuckle! - but realistically it's just a way of using spell slots and doing damage if you've got utility summons. I can see an argument for requiring this to use a Standard Action as I think then it actually involves the base class character - it's a little passive, but I was mindful the character will have already spent turns summoning - definitely looking for feedback here.
I added a very light (weak, really) capstone to Deceptive Summons to give a little mitigation against bad luck. On the one hand it's pretty weak, especially at the level you get it. On the other, failing at later levels has a much more serious consequence, so I thought it rounded things out.
I'm not great at formatting tables on here, so I'll post the link to a PDF here (https://drive.google.com/file/d/1fGe4Xc1_sszKx4IbETK2N2XEV0K6SKcJ/view?usp=sharing). However, hopefully the below is ok!
Malconvoker Base Class
Hit Dice: D6
Alignment: Any non-evil
Skill Points: 6+INT
Skills: Bluff, Concentration, Craft, Disguise, Knowledge (Arcana), Knowledge (Planes), Knowledge (Religion), Profession, Sense Motive, Spellcraft
CR
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Class Features
1
Malconvoker
+0
+0
+0
+2
Unrestricted Conjuration, Rapid Summoning
2
Malconvoker
+1
+0
+0
+3
Deceptive Summons, Skill Focus (Bluff)
3
Malconvoker
+1
+1
+1
+3
Fiendish Legion
4
Malconvoker
+2
+1
+1
+4
5
Malconvoker
+2
+1
+1
+4
Deceptive Summons (Fury)
6
Malconvoker
+3
+2
+2
+5
Provoke Fiendish Fury
7
Malconvoker
+3
+2
+2
+5
8
Malconvoker
+4
+2
+2
+6
Deceptive Summons (Resistance)
9
Malconvoker
+4
+3
+3
+6
10
Malconvoker
+5
+3
+3
+7
11
Malconvoker
+5
+3
+3
+7
12
Malconvoker
+6
+4
+4
+8
Deceitful Bargaining
13
Malconvoker
+6
+4
+4
+8
14
Malconvoker
+7
+4
+4
+9
Improved Calling
15
Malconvoker
+7
+5
+5
+9
16
Malconvoker
+8
+5
+5
+10
Safe Summoning
17
Malconvoker
+8
+5
+5
+10
18
Malconvoker
+9
+6
+6
+11
Deceptive Summons (Convoluted Lie)
19
Malconvoker
+9
+6
+6
+11
20
Malconvoker
+10
+6
+6
+12
Class Features
Weapon and Armour Proficiency:
Malconvokers are proficient with all simple weapons. Malconvokers are proficient with light armour, but not with shields. The somatic components required for malconvoker spells are simple, so members of this class can cast malconvoker spells while wearing light armour without incurring the normal arcane spell failure chance. She still incurs the normal arcane spell failure chance for arcane spells derived from other classes. In addition, if a malconvoker wears medium or heavy armour, or uses a shield, she incurs the same chance of arcane spell failure as any other arcane caster if the spell in question has a somatic component (most do).
Spells:
A malconvoker casts arcane spells (the same type of spells available to sorcerers and wizards), which are drawn from the malconvoker spell list given below. She can cast any spell he knows without preparing it ahead of time the way a cleric or wizard must. When a malconvoker gains access to a new level of spells, she automatically knows all the spells for that level listed on the malconvoker's spell list. Essentially, her spell list is the same as her spells known list.
To cast a spell, a malconvoker must have a Charisma score of 10 + the spell's level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a malconvoker's spell is 10 + the spell's level + the malconvoker's Charisma modifier. Like other spellcasters, a malconvoker can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table below. In addition, she receives bonus spells for a high Charisma score (see Table 1—1, page 8 of the Player's Handbook).
Unlike a cleric or a wizard, a malconvoker need not prepare his spells in advance. She can cast any spell he knows at any time, assuming she has not yet used up her spells per day for that spell level.
Unrestricted Conjuration:
For the purpose only of casting conjuration spells, you can ignore any restrictions that forbid you from casting spells of certain alignments. In addition, regular use of conjuration spells with the evil descriptor does not threaten to change your alignment. For example, a good malconvoker could cast summon monster I to summon a fiendish raven (whose alignment gives the spell the evil descriptor). The malconvoker could not cast death knell, though, which has the evil descriptor but is not of the conjuration school.
Rapid Summoning (Ex):
Any time a malconvoker casts a Summon Monster spell, its casting time is 1 standard action rather than 1 full round. (Creatures so summoned can only take a standard action in the round they are summoned.) Malconvokers gain the normal benefits of enhancing a Summon Monster spell with the Quicken Spell feat.
Deceptive Summons (Su):
At 2nd level, you can attempt to trick evil creatures you conjure into serving you for longer than they normally would. When casting a Summon Monster spell to summon an evil-aligned creature, you can attempt a Bluff check as a free action, opposed by the creature’s Sense Motive check. If your check succeeds, the duration of the effect is doubled (as if by the Extend Spell feat), and the summoned creature might be subject to additional effects as described below. If it fails, the duration remains as normal and no additional effects can be applied. If you fail the check by 5 or more, the creature breaks free of your control and is hostile toward you (though it still disappears as normal when the spell’s duration ends). If you use this ability when summoning multiple creatures, you must attempt an opposed skill check separately against each creature you wish to affect.
Beginning at 5th level, you can whip the deceived creatures into an infernal fury. If your Bluff check to extend the duration of summoning succeeds, the creatures get a +2 bonus on weapon damage rolls and 2 extra hit points per Hit Die (if you have take the Augment Summoning feat, these bonuses stack).
Beginning at 8th level, you can instill the deceived creatures with exceptional resistance to your enemies’ attempts to control or dismiss them. If your Bluff check to extend the duration of summoning succeeds, the creatures get a +2 bonus on Will saves, and your effective caster level is increased by 2 for the purpose of resisting dispel magic and similar effects against those creatures.
Beginning at 18th level, you can weave a convoluted lie within a lie. If your Bluff check to extend the duration of summoning fails, you can immediately attempt a second Bluff check with a -5 penalty. The result of this second check stands and cannot be rerolled.
Skill Focus (Bluff):
At 3rd level, you gain Skill Focus (Bluff) as a bonus feat. If you already have this feat, you can select any other feat for which you meet the prerequisite.
Fiendish Legion (Ex):
Once you attain 3rd level, whenever you use a Summon Monster spell to summon one or more evil-aligned creatures, you summon one extra creature of the same kind. This applies only to Summon Monster spells cast from your malconvoker spell slots and only affects Summon Monster spells of a spell level equal to half your malconvoker level. For example, at 6th level a malconvoker could apply this to Summon Monster , II or III.
Provoke Fiendish Fury (Ex):
Starting at 6th level, when you activate this ability (a free action that does not provoke an attack of opportunity), you can channel arcane energy to provoke fury in the fiends under your command. As your magical provocation sears into the fiends under your control, one fiend per two malconvoker levels (maximum of 9 fiends at level 18) can be provoked in this way - all affected fiends must be within 30’ of you. This ability only affects evil-aligned creatures summoned via a Summon Monster spell or called via a Lesser Planar Binding, Planar Binding, Greater Planar Bindings or Gate spell. You must sacrifice one of your spells for the day (of 1st level or higher) to do this, and these provoked fiends gain a bonus on all their attack rolls for 1 round equal to the level of the spell sacrificed, as well as extra damage equal to 1d4 points x the level of the spell sacrificed. The bonus added to these attack rolls cannot be greater than half your malconvoker level.
Deceitful Bargaining (Ex):
Starting at 12th level, you become exceptionally adept at convincing evil creatures you call that your intentions parallel their own. Upon calling an evil outsider using a planar binding spell, you can make a Bluff check opposed by the creature’s Sense Motive skill check. If you succeed on this check, the called creature becomes more amenable to your cause, taking a –5 penalty on the opposed Charisma check made to refuse serving you. If you fail, the creature immediately makes a new Will saving throw against your spell . On a failure, the spell functions as normal. If it succeeds on this save, the creature breaks free of your control and can either flee or attack you.
Improved Calling (Su):
At 14th level, your understanding of the ways of fiends shows you how to tempt even more powerful beings into your service. The normal HD limit for your planar ally and planar binding spells (including lesser and greater versions) increases by 2.
Safe Summoning (Ex):
At 16th level, you can dismiss any evil creature that you have summoned as an immediate action rather than as a standard action.
Spells per Day
Level
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
5
3
-
-
-
-
-
-
-
-
2nd
6
4
-
-
-
-
-
-
-
-
3rd
6
5
-
-
-
-
-
-
-
-
4th
6
6
3
-
-
-
-
-
-
-
5th
6
6
4
-
-
-
-
-
-
-
6th
6
6
5
3
-
-
-
-
-
-
7th
6
6
6
4
-
-
-
-
-
-
8th
6
6
6
5
3
-
-
-
-
-
9th
6
6
6
6
4
-
-
-
-
-
10th
6
6
6
6
5
3
-
-
-
-
11th
6
6
6
6
6
4
-
-
-
-
12th
6
6
6
6
6
5
3
-
-
-
13th
6
6
6
6
6
6
4
-
-
-
14th
6
6
6
6
6
6
5
3
-
-
15th
6
6
6
6
6
6
6
4
-
-
16th
6
6
6
6
6
6
6
5
3
-
17th
6
6
6
6
6
6
6
6
4
-
18th
6
6
6
6
6
6
6
6
5
3
19th
6
6
6
6
6
6
6
6
6
4
20th
6
6
6
6
6
6
6
6
6
5
Spell List
Spell List
0
Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Ghost Sound, Arcane Mark, Prestidigitation
1st
Protection From X, Shield, Summon Monster I, Unseen Servant, Comprehend Languages, Identify, Charm Person, Hypnotism, Sleep
2nd
Resist Energy, Glitterdust, Summon Monster II, Summon Swarm, Detect Thoughts, See Invisibility, Daze Monster, Hideous Laughter, Touch Of Idiocy
3rd
Dispel Magic, Magic Circle Against X, Nondetection, Summon Monster III, Glibness, Tongues, Deep Slumber, Hold Person, Suggestion
4th
Dimensional Anchor, Black Tentacles, Dimension Door, Summon Monster IV, Detect Scrying, Locate Creature, Scrying, Charm Monster, Lesser Geas
5th
Dismissal, Lesser Planar Binding, Summon Monster V, Teleport, Contact Other Plane, Telepathic Bond, Dominate Person, Hold Monster, Mind Fog
6th
Greater Dispel Magic, Repulsion, Planar Binding, Summon Monster VI, Legend Lore, True Seeing, Geas, Mass Suggestion, Symbol Of Persuasion
7th
Banishment, Plane Shift, Summon Monster VII, Greater Teleport, Vision, Mass Hold Person, Insanity, Sumbol Of Stunning, Limited Wish
8th
Dimensional Lock, Maze, Greater Planar Binding, Summon Monster VIII, Trap The Soul, Discern Location, Binding, Mass Charm Monster, Demand
9th
Imprisonment, Mage's Disjunction, Gate, Summon Monster IX, Teleportation Circle, Foresight, Dominate Monster, Mass Hold Monster, Wish
Edit: typos, table formatting, add spoilers