Author Topic: [3.5] Summoner (new warmage-style casting class)  (Read 1182 times)

Offline Prime32

  • Over-Underling
  • Head Moderator
  • *****
  • Posts: 2874
  • Respect: +30
    • View Profile
[3.5] Summoner (new warmage-style casting class)
« Topic Start: February 14, 2012, 05:47:22 PM »
Following on from my wizard rework, another specialised casting class. Intended to be used alongside it.

General casting houserule for use with this class: You can normally control only one spell's worth of summoned creatures at a time, though you may choose to summon a creature without controlling it.

Summoner

HD: d4

Class Skills (2+Int): Concentration, Craft, Diplomacy, Intimidate, Knowledge (all skills, taken individually), Profession, Ride, Sense Motive, Speak Language, Spellcraft.

LevelBABFortRefWillSpecial
1st+0+0+0+2Augment summoning (+4), Guarded, Spells
2nd+1+0+0+3Expanded learning
3rd+1+1+1+3Grant action (swift)
4th+2+1+1+4Imbued summoning
5th+2+1+1+4Expanded learning
6th+3+2+2+5Fortified summoning (+2)
7th+3+2+2+5Augment summoning (+6)
8th+4+2+2+6Expanded learning
9th+4+3+3+6Grant action (move)
10th+5+3+3+7Extended summoning
11th+5+3+3+7Expanded learning
12th+6/+1+4+4+8Fortified summoning (+4)
13th+6/+1+4+4+8Augment summoning (+8)
14th+7/+2+4+4+9Expanded learning
15th+7/+2+5+5+9Grant action (standard)
16th+8/+3+5+5+10Imbued summoning (personal)
17th+8/+3+5+5+10Expanded learning
18th+9/+4+6+6+11Fortified summoning (+6)
19th+9/+4+6+6+11Augment summoning (+10)
20th+10/+5+6+6+12Expanded learning, Twin summoning
Weapon and Armor Proficiency: Summoners are proficient with simple weapons, but not with any type of armor or shield. Armor of any type interferes with a summonerís movements, which can cause his spells with somatic components to fail.

Spells: A summoner casts spells spontaneously based on Intelligence. He has knowledge of every spell on his spell list (see below), like a warmage. Every two levels a summoner possesses in other classes stack with his summoner level for determining caster level and spells per day (eg. a summoner 10/fighter 10 would cast as a summoner 15).
A summoner casts summon spells as a full-round action rather than in 1 round (i.e. he completes the spell at the end of his turn, rather than the start of his next turn). He can control the creatures summoned by a maximum number of spells at one time equal to his Charisma modifier (minimum 1); if he summons additional creatures they are uncontrolled.

Augment Summoning (Su): Whenever you summon a creature, it gains a +4 enhancement bonus to two ability scores of your choice. This otherwise functions as the Augment Summoning feat. Every six levels thereafter, the enhancement bonus granted increases by 2.

Guarded (Ex): While within 30ft of a creature you have summoned with a summoner spell, you may take a move action to take advantage of the distraction to ward yourself from harm. For 1 round, enemies must succeed on a Will save (DC = 10 + the level of the spell the creature was summoned by + your Charisma modifier) in order to target you with attacks and spells. You also gain a bonus on saving throws against area effects equal to the level of the spell that creature was summoned by. Finally, you can cast spells with a range of touch on your chosen creature as if they were adjacent.
When you use summon monster or a similar spell to summon multiple creatures from a lower-level list, use the lower level. This effect ends if the creature you have chosen is slain or moves more than 30ft away from you.

Expanded Learning: At 2nd level and every third level thereafter, a summoner adds one Conjuration spell from any list to his spell list, or two Conjuration spells that summon creatures.

Grant Action (Ex): At 3rd level, as a standard action you may grant a creature within 60ft that you have summoned an immediate swift action. At 9th level you may allow the creature to take a swift or move action, and at 15th level it may take a swift, move or standard action.

Imbued Summoning (Su): At 4th level, whenever you summon one or more creatures you may cast a spell that targets one or more creatures as part of the same action, targeting the summoned creatures regardless of distance. The imbued spell must have a casting time of 1 standard action or less, and can affect only the summoned creature(s) even if it could normally affect multiple targets (this does not allow you to target more creatures than normal). At 16th level, you may cast spells with a range of personal through this ability.

Fortified Summoning (Su): For every six levels of summoner you possess, the DC of caster level checks to dispel your summoned creatures increases by 2.

Extended Summoning (Su): At 10th level, whenever you cast a spell which summons creatures you may reduce the caster level by -2 to increase its duration by one step on the following progression: 1 round/level -> 1 minute/level -> 10 minutes/level -> 1 hour/level -> 1 day/level. You may stack multiple applications of this ability on the same spell. You must still have a caster level high enough to cast a spell of that level.

Twin Summoning (Su): At 20th level, whenever you cast a spell that summons creatures the number of creatures is doubled. If you have the Summon Cohort feat you no longer need to expend a second spell slot to summon it.


Summon Cohort [General]
Prerequisites: Imbued Summoning class feature, Cha 15
Benefit: You gain the ability to summon a single unique creature with your highest-level summon monster spell, by expending an additional spell slot of the same level as part of the casting (this counts as a use of Imbued Summoning and cannot be combined with it). This creature is built as a PC of a level equal to your summoner caster level -2 (levelling up when you do). Your cohort can remain summoned indefinitely, but it counts as two of your controllable summoned creatures. You cannot summon more than one of this creature at a time, and must wait 1 hour after it is slain or dismissed before you may summon it again.
« Last Edit: February 15, 2012, 07:47:56 AM by Prime32 »

Offline Prime32

  • Over-Underling
  • Head Moderator
  • *****
  • Posts: 2874
  • Respect: +30
    • View Profile
Re: [3.5] Summoner (new warmage-style casting class)
« Reply #1: February 14, 2012, 05:47:37 PM »
Spell List

Lv0
A summoner can choose any two lv0 spells to add to his spell list.

Lv1
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Summon Minor Monster: Summon 1d3 Tiny animals.
Summon Monster I: Calls extraplanar creature to fight for you.
Summon Nature's Ally I: Calls creature to fight.

Lv2
Align Fang: Natural weapon becomes good, evil, lawful, or chaotic.
Magic Weapon: Weapon gains +1 bonus.
Protection from Chaos/Good/Evil/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Rapid BurrowingSpC: +20 ft. to subjectís burrow speed.
Summon Monster II: Calls extraplanar creature to fight for you.
Summon Nature's Ally II: Calls creature to fight.
Wings of the SeaSpC: +30 ft. to subjectís swim speed.

Lv3
Bearís Endurance: Subject gains +4 to Con for 1 min./level.
Bullís Strength: Subject gains +4 to Str for 1 min./level.
Catís Grace: Subject gains +4 to Dex for 1 min./level.
Darkvision: See 60 ft. in total darkness.
Eagleís Splendor: Subject gains +4 to Cha for 1 min./level.
Foxís Cunning: Subject gains +4 Int for 1 min./level.
Greater Magic Fang: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).
Jagged ToothSpC: Doubles the critical threat range of natural weapons.
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Summon Monster III: Calls extraplanar creature to fight for you.
Summon Nature's Ally III: Calls creature to fight.

Lv4
Attune FormSpC:
Greater Magic Weapon: +1/four levels (max +5).
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Keen Edge: Doubles normal weaponís threat range.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Magic Circle against Chaos/Good/Evil/Law: As protection spells, but 10-ft. radius and 10 min./level.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Rage: Subjects gains +2 to Str and Con, +1 on Will saves, -2 to AC.
Summon Monster IV: Calls extraplanar creature to fight for you.
Summon Nature's Ally IV: Calls creature to fight.

Lv5
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Resistance, Greater: Subject gains +3 on saving throws.
Summon Monster V: Calls extraplanar creature to fight for you.
Summon Nature's Ally V: Calls creature to fight.

Lv6
Animal Growth: One animal/two levels doubles in size.
Summon Greater ElementalSpC: Summon a greater elemental to follow your commands.
Summon Monster VI: Calls extraplanar creature to fight for you.
Summon Nature's Ally VI: Calls creature to fight.

Lv7
Bearís Endurance, Mass: As bearís endurance, affects one subject/level.
Bullís Strength, Mass: As bullís strength, affects one subject/ level.
Catís Grace, Mass: As catís grace, affects one subject/level.
Eagleís Splendor, Mass: As eagleís splendor, affects one subject/level.
Foxís Cunning, Mass: As foxís cunning, affects one subject/ level.
Greater Heroism: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Owlís Wisdom, Mass: As owlís wisdom, affects one subject/ level.
Summon Monster VII: Calls extraplanar creature to fight for you.
Summon Nature's Ally VII: Calls creature to fight.

Lv8
Summon Monster VIII: Calls extraplanar creature to fight for you.
Summon Nature's Ally VIII: Calls creature to fight.

Lv9
Summon Elemental MonolithSpC: Calls powerful elemental creature to fight for you.
Summon Monster IX: Calls extraplanar creature to fight for you.
Summon Nature's Ally IX: Calls creature to fight.
« Last Edit: February 15, 2012, 06:48:30 AM by Prime32 »

Offline Prime32

  • Over-Underling
  • Head Moderator
  • *****
  • Posts: 2874
  • Respect: +30
    • View Profile
Re: [3.5] Summoner (new warmage-style casting class)
« Reply #2: February 14, 2012, 05:53:49 PM »
Feedback plz. :tongue

Conjuration is the best/broadest spell school, so with seven spells of your choice you can take two summoner builds in very different directions. And while you're using your standard actions for blasting, battlefield control, etc., your move actions let you stand safely on the sidelines like a Pokťmon Trainer. EDIT: Made a change to Grant Action, so now you can spend your standard actions on that too.

Spell list will be limited - summon monster, naturally, and maybe some buffs (even without them, Imbued Summoning will see use with Expanded Learning spells and multiclassed characters).

Hopefully there's enough of a balance between Int and Cha to make this class MAD to some degree.
« Last Edit: February 14, 2012, 06:21:10 PM by Prime32 »

Offline phaedrusxy

  • DnD Handbook Writer
  • ****
  • Posts: 8797
  • The iconic spambot
  • Respect: +49
    • View Profile
Re: [3.5] Summoner (new warmage-style casting class)
« Reply #3: February 14, 2012, 09:32:50 PM »
There's a typo in Extended Summoning. The first one should be 1 round/level, not 1 hour/level.
Solo: Pro leagues are filled with overcompetitive asshats. So you should probably suggest it to TGD.
Kaelik: We love you too Solo.

Offline Prime32

  • Over-Underling
  • Head Moderator
  • *****
  • Posts: 2874
  • Respect: +30
    • View Profile
Re: [3.5] Summoner (new warmage-style casting class)
« Reply #4: February 15, 2012, 03:25:48 AM »
Fixed.

Offline RedWarlock

  • Hero Member
  • ***
  • Posts: 536
  • Crimson-colored caster of calamity
  • Respect: +3
    • View Profile
    • Red Blade Studios
Re: [3.5] Summoner (new warmage-style casting class)
« Reply #5: February 15, 2012, 05:47:11 AM »
Yeah, I could definitely see this guy with buffing and other add-on spells on his list, although probably making them up-ranked compared to other casters' lists. Utility spells aren't as needed, since summons could theoretically do the same functions as a lot of standard 'do-something' spells.

And I know it's kind of pointless to change for your case, since it's warmage-style casting, but I'd rather see a more diverse individual-creature-type summoning list, breaking it down into specific creatures, akin to the individual polymorph-effect spells from the PH2 and Spell Compendium. It would be more to satisfy my belief that Summon Monster in itself is an overly-diverse spell, and make possible being able to have an Expanded Knowledge-like extra-spell-known feat or function that wouldn't over-write this class as a general concept in one shot.
WarCraft post-d20: A new take on the World of WarCraft for tabletop. I need your eyes and comments!

Offline Prime32

  • Over-Underling
  • Head Moderator
  • *****
  • Posts: 2874
  • Respect: +30
    • View Profile
Re: [3.5] Summoner (new warmage-style casting class)
« Reply #6: February 15, 2012, 06:47:14 AM »
Added some buffs, most of them at +1 level.