Author Topic: "Heed my call, arise at my beckoning..." [3.5, Base Class]  (Read 8586 times)

Offline Amechra

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The Convoker

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I would like you to meet my little friend. Please, keep your hands away from his face; he hasn't been house-broken yet.
-A Convoker, introducing the Fiendish Tyranosaur that he just summoned to one of his friends.
Some people are capable of summoning creatures through their spells, commanding them to do this or that, this thing or that other thing.

Those people are amateurs; they are only focused on summoning insofar that it gets them to their goal. They don't breath it, eat it, or drink it like it was the cleanest spring of water they had ever tasted.

A Convoker does. And when they summon a creature, it is something to sing about; you know, if you are a bard. Hey are you taking this down?

MAKING A CONVOKER
You rarely if ever get your hands dirty; your summons simply pop up where you need them, and do the jobs that you need them for. Piece of cake, really.
Abilities: You are gonna need Charisma for when you eventually start binding outsiders and fey. And as your casting stat. But other than that? Constitution so that you survive a hit or two is nice, I guess...
Races: Most races spit out a Convoker or two every so often; however, so often they are swayed by the ease of just being a Wizard, Cleric, or Druid that Convokers end up being relatively rare.
Alignment: Convokers rarely take a side; if they do, it kinda limits their options. Oh well, water under the bridge, if you ask any of them.
Starting Gold: 4d4x10(100 GP)
Starting Age: As Sorcerer.

Class Skills
The Class Name's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge (the Planes) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + int)x4
Skill Points at Each Additional Level: 2 + int

Hit Dice: d6



Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
1st+0+0+0+2Lengthy Summons, Familiar
2nd+1+0+0+3Diverse Summons (Alignment), Protection from Summons (Sanctuary), Advanced Learning
3rd+2+1+1+3Potent Summoning (+1 Spell Level), Corpsecraft Potency
4th+3+1+1+4Summon Latency I, Advanced Learning
5th+3+1+1+4Rapid Summons
6th+4+2+2+5Advanced Studies, No Choice, Advanced Learning
7th+5+2+2+5Potent Summoning (+2 Spell Levels), Protection from Summons (Corrupt Summons)
8th+6/+1+2+2+6Diverse Summons (Soldier), Summon Latency II, Advanced Learning
9th+6/+1+3+3+6Advanced Studies
10th+7/+2+3+3+7Reactive Summons, Advanced Learning
11th+8/+3+3+3+7Potent Summoning (+3 Spell Levels)
12th+9/+4+4+4+8Summon Latency III, Advanced Studies, Protection from Summons (Dismissal), Advanced Learning
13th+9/+4+4+4+8Summon Crowd
14th+10/+5+4+4+9Diverse Summons (Diverse Essence), Advanced Learning
15th+11/+6/+1+5+5+9Potent Summoning (+4 Spell Levels), Advanced Studies
16th+12/+7/+2+5+5+10Summon Latency IV, Advanced Learning
17th+12/+7/+2+5+5+10Protection from Summons (Perfect Defense)
18th+13/+8/+3+6+6+11Advanced Studies, Advanced Learning
19th+14/+9/+4+6+6+11Potent Summoning (+5 Spell Levels)
20th+15/+10/+5+6+6+12Diverse Summons (A Thousand Lists), Summon Latency V, Advanced Learning

Weapon and Armor Proficiencies: A Convoker is proficient in all simple weapons, all light armors, and in light shields. In addition, they ignore the spell failure chance that they receive while wearing light armor or using light shields.

Spells: A Convoker casts arcane spells, which are drawn from the Convoker spell list. When they gain access to a new level of spells, they automatically know all the spells of that level on the Convoker spell list. They can cast any spell they know without preparing it ahead of time. Essentially, their spell list is the same as their spells known list.

To cast a Convoker spell, a Convoker must have an 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 Convoker’s spell is 10 + the spell’s level + the Convoker’s Cha modifier.

Like other spellcasters, a Convoker can cast only a certain number of spells of each spell level per day. The base daily spell allotment is equal to that of a Duskblade (look, I'll replace this when I fix up the table). In addition, they receive bonus spells for a high Charisma score (PH 8). A Convoker need not prepare spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level.

Lengthy Summons (Ex): It would be useless to summon a creature for so short a time that they are hardly able to help, wouldn't it? Thankfully, you found a better way.

At 1st level, any Conjuration (Summoning) spell cast out of a Convoker spell slot has its duration increased to 1 minute/caster level (D).

Familiar (Ex): Everyone needs to practice a little, right? So what if your version of practice was to summon up an adorable little kitty that follows you around and attacks your enemies?

At 1st level, a Convoker gains the ability to summon a Familiar as if they were a Sorcerer or Wizard, with one difference; on top of the normal benefits of being a Familiar, a Convoker's familiar also receives the benefits of the Protection from Summons class feature.

Diverse Summons (Ex): Summoning creatures just like another caster is demeaning; it is taking the summoning spell from a form of art to shear drudgery. So, if you are anything like your regular Convoker, you get a little... creative.

At 2nd level, whenever a Convoker summons a creature that would normally have the Celestial or Fiendish templates applied to them, they may select which alignment-based template the creature receives (in other words, they can choose that a creature receives one of the following templates: Anarchic, Axiomatic, Celestial, or Fiendish)

At 8th level, a Convoker may choose to summon a creature as if it were on a higher level list than normal; if they do so, the creature receives a benefit as indicated on the following table:

Effective
Level
Increase
Bonus HDNatural
Armor
Bonus
Adjustment
Strength
Increase
Intelligence
Increase
+1+2+2+2+0
+2+4+4+2+2
+3+6+6+4+4
+4+8+8+6+6

Any HD gained through this ability count as advancing the creature in HD for the purpose of size increases, improved saving throw DCs, spell resistance, and the caster levels of their racial spell-like abilities. In addition, they receive maneuvers and stances as, and use them in the same manner as, if they had gained those hit dice as levels in the Soldier NPC class.

At 14th level, a Convoker is no longer restricted to summoning multiples of the same creature when they choose to summon multiple creatures on a lower level menu; they may choose any number of different creatures, as long as they are all eligible; base the number of creatures summonable off of the highest level spell normally required to summon the most powerful creature summoned.

At 20th level, a Convoker no longer uses multiple creature lists for their Summon Monster, Summon Nature's Ally, and Summon Undead spells; all of the lists are consolidated, using the lowest spell level that a creature appears at as the level required to summon that creature.

Protection from Summons (Su): When you are playing with creatures from beyond the mortal realms, it pays to be secure; after all, what happens if a Bind goes wrong, or if you accidentally summon a creature in the area of a Corrupt Summons spell?

At 2nd level, a Convoker gains a permanent Sanctuary spell, cast at their Caster Level, that only applies to creatures summoned or called by a Conjuration (Summoning) or Conjuration (Calling) spell, or any other spell or effect that summons a creature. The Will Save DC is equal to 10+1 /2 the Convoker's Caster Level+ the Convoker's Charisma modifier.

At 7th level, any creature that attacks the Convoker and fails their Will save against the sanctuary effect no longer obey the orders of the creature that summoned or bound them, and cannot be dismissed by their summoner. In addition, the creature is filled with a rage towards the being that summoned them, and they focus their attacks on the insolent fool that tried to summon or call them.

At 12th level, whenever a creature fails a Will save vs. the Convoker's sanctuary effect, the Convoker may choose to dismiss (if they were a summoned creature) or banish (if they were a called creature) the creature as a free action they may take on another creature's turn.

At 17th level, any creature that attacks the Convoker that is capable of being affected by the Convoker's sanctuary effect automatically fails their save. In addition, they are affected as if by a Charm Monster spell until the spell that summoned or called them wears off or they are dismissed or banished.

Advanced Learning (Ex): Everyone learns a little differently, right? So what if you end up with a few piddling additions to your spell list?

At 2nd level and every 2 levels thereafter, a Convoker may add a new spell to their spell list. The spell must be a Conjuration spell from either the [Summoning] or [Calling] Subschools, and cannot be higher level than the highest level Conjuration (Summoning) spell that the Convoker can cast.

If the spell is 6th level or higher, it automatically gains the [Potent] descriptor, and may be cast through the Potent Summoning class feature as if it were a Summon Monster spell of equal level. Epic spells may not be selected through this class feature.

Potent Summons (Ex): Your natural ability to call magic might be a little weak, but since you only really care about summoning, you have developed a work around.

At 3rd level, whenever a Convoker casts a Summon Monster, Summon Nature's Ally, Summon Undead, or Summon Desert Ally spell, they are instead treated as if they were summoning the equivalent spell one level higher; for example, a 3rd level Convoker that casts Summon Monster I may elect to be treated as if they had cast Summon Monster II for all intents and purposes.

Any time a prerequisite requires that a caster knows a specific Summon Monster, Summon Nature's Ally, Summon Undead, or Summon Desert Ally spell, or that requires that they can cast a Conjuration (Summoning) spell of a given level, they use the highest level of spell that they can cast using this feature instead of the highest level of spell that they can normally cast; this means that a 5th level Convoker could theoretically enter the Alienist prestige class, but could not enter any prestige class that required that they be able to cast 3rd level Arcane spells.

At 7th level, and every 4 levels thereafter, the increase in level from this class feature increases by 1. If this would result in a spell of a higher level than any existing equivalent (i.e., if it would result in a Summon Undead VI or above, or a Summon Monster X), they are restricted to using creatures affected by the Diverse Summons (Soldier) class feature, or to summoning multiple creatures as indicated by the spell (so Summon Monster X would allow the Convoker to summon 1d3 creatures from the Summon Monster IX list, and so on and so forth.)

Corpsecraft Potency (Su): Summoning Undead is nice and all, but it kinda lacks oomph compared to your other options. So it might be due for a little bit of extra oomph...

A 3rd level Convoker treats the highest level of spells that they are capable of casting due to Potent Summons as the highest level of spells that they can cast for the purpose of qualifying for Corpsecrafter feats. In addition, they treat any creature that they summon through Summon Undead as if they had been created by a casting of Animate Dead for the purposes of feats.

If a particular Corpsecrafting feat requires a material cost, it is included as an additional material component as part of casting the spell.

Summon Latency (Ex): Sometimes the people you have to travel around act all weird about the fact that you just brought a Giant Centipede into the middle of a crowded marketplace. Strange, huh? However, you do have to concede to their odd fears, or else you'll get stoned in the streets.

At 4th level, any creature that a Convoker summons with Summon Monster I, Summon Nature's Ally I, or Summon Undead I automatically gains the benefits of the Deceivingly Innocent Form feat, with the following differences:
-They are already in their humanoid form, which is selected by the Convoker at the time of casting.
-They lose all of their Supernatural and Spell-like Abilities while they are in their alternate form.
-As long as they are in their alternate form, the duration of the summoning spell that summoned them is changed to 1 hour/Caster Level (D).
-They use the Convoker's Intelligence, Charisma, and Wisdom scores in place of their own if they are better; this benefit is lost when the creature loses the benefits of their Deceptively Innocent Form feat.
-As soon as they change into their natural form, they lose all benefits of the feat, and have the duration changed back to 1 minute/Caster Level (D), with the number of minutes remaining in the duration reduced by the number of hours they spent in their alternate form.

A Convoker may only have one creature with this effect applied to them at any given time.
At 8th level, and every 4 levels thereafter, the highest level of Summon Monster, Summon Nature's Ally, Summon Desert Ally, or Summon Undead spell that this can be applied to is increased by 1.

Rapid Summons (Ex): Summoning things has become a second nature to you; you are fully capable of keeping up with those so-called full casters in this regard, thank you very much.

At 5th levels, the casting time for all Conjuration (Summoning) spells that a Convoker casts is reduced as if by the Rapid Spell metamagic, without any spell level adjustment or increase in casting time.

Advanced Studies (Ex): Sometimes, it pays to think outside the box. And you have, quite a lot.

At 6th level, and every 3 levels thereafter, a Convoker adds a new creature to each level of Summon Monster, Summon Nature's Ally, and Summon Undead spell that they are able to cast, without taking into account the Potent Summons class feature.

The creature must be an Outsider or Elemental to be added to the Summon Monster list, an Animal, Magical Beast, Fey, or Plant creature to be added to the Summon Nature's Ally list, or any Undead for the Summon Undead list.

In addition, to be added to a given level of spell, the creature must have a CR that is at most equal to the following table, after any templates have been applied to the creature:

Spell LevelHighest CR
1st1/2
2nd1
3rd2
4th3
5th5
No Choice (Ex): It is kinda silly, how other casters are limited in their choices of what to summon; you, on the other hand, are quite versatile.

At 6th level, a Convoker adds all creatures that would normally require removing a different creature from their Summon Monster list to their Summon Monster list without removing any creatures already on their Summon Monster list. This does not allow them to add creatures that are limited to being summoned by spellcasters that worship specific deities, or that have any other such restriction.

Reactive Summons (Su): If you are ambushed, it is a great idea to have a couple of your friends leap out and seize your enemies by the throat. Metaphorically, of course, though based on your choice of friends, it could be all too literal.

At 10th level, a Convoker may cast any Conjuration (Summoning) spell on their class list as an Immediate action once per encounter; if they do so, they are dazed the next round.
 
Summon Crowd (Ex): As they say, two is company, and three's a crowd...

At 13th level, any time a Convoker casts a Conjuration (Summoning) spell, they summon one additional  creature that could be summoned by that spell, and that spell is automatically Maximized for the purpose of how many creatures are summoned.

PLAYING A CONVOKER
 A Convoker has a bunch of violent monstrosities at their beck and call; its kinda like having a party of adventurers on speed dial.
 Combat: A Convoker usually likes to sit back and let their minions deal with the rabble; however, with their middling BAB, they are able to quarterstaff at some unsuspecting monster's face if the need arises.
 Advancement: A Convoker will usually follow whatever path allows them to summon stronger creatures. It kinda ends up getting rather vicious, if they know what they are doing.
 Resources: A Convoker can always count on getting some help from the massive beatstick they just called up, but besides that, there really only is the small network of like-minded freaks or adventurers that they have met that the Convoker can fall back on.

CONVOKERS IN THE WORLD
”Where the FUCK did that T-Rex just come from?”;
-The last thoughts of a lowly Goblin grunt as it was devoured by the above-mentioned T-Rex
Convokers are lucky in that they can hide their powers; its not like “guy that can summon like hella strong monsters” is carved into their foreheads, though individual appearances may vary.
 Daily Life: A Convoker wakes up; BAM, summons a Janni to make him breakfast. And it gets better from there.

NPC Reaction
When they aren't summoning creatures, NPCs usually treat them like they would any other spellcaster with money; when they are summoning creatures, the NPCs are usually praying that their guts won't be the next thing exposed to the night air, and that they really shouldn't have followed this weird guy in a dress who walked all innocent-like and unarmed into their alleyway.

CONVOKERS IN THE GAME
 If you are a DM, I really hope you are ready for some slowdown during battle. And I hope to god no other character is bothering to make a tank.
 Adaptation: Can people summon in your setting; then Convokers fit in. If you have an issue with the Summon Desert Ally spell, or any of the others, or use some sort of alternate set of Summoning Spells, all you need to do is adjust the class features accordingly.
 Encounters: A PC group that goes against a Convoker better be ready for a pretty metal fight; what else can the fight be when the freakin' cows that the Convoker just summoned are flipping out and doing kung-fu? A DM should be warned that a fight vs. a Convoker can get long. And painful for any unprepared PCs.
« Last Edit: June 18, 2012, 12:09:13 AM by Amechra »
"There is happiness for those who accept their fate, there is glory for those that defy it."

"Now that everyone's so happy, this is probably a good time to tell you I ate your parents."

Offline Amechra

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Re: "Heed my call, arise at my beckoning..." [3.5, Base Class]
« Reply #1 on: May 29, 2012, 12:27:33 AM »
0: Summon Monster 0*, Summon Nature's Ally 0*, Summon Undead 0*
1: Summon Monster I, Summon Nature's Ally I, Summon Undead I, Protection from Chaos/Evil/Law/Good
2: Summon Monster II, Summon Nature's Ally II, Summon Undead II, Magic Circle against Chaos/Evil/Law/Good
3: Summon Monster III, Summon Nature's Ally III, Summon Undead III
4: Summon Monster IV, Summon Nature's Ally IV, Summon Undead IV
5: Summon Monster V, Summon Nature's Ally V, Summon Undead V
6: Summon Monster VI [Potent], Summon Nature's Ally VI [Potent], Summon Undead VI [Potent]
7: Summon Monster VII [Potent], Summon Nature's Ally VII [Potent], Summon Undead VII [Potent]
8: Summon Monster VIII [Potent], Summon Nature's Ally VIII [Potent], Summon Undead VIII [Potent]
9: Summon Monster IX [Potent], Summon Nature's Ally IX [Potent], Summon Undead IX [Potent]
10: Summon Monster X [Potent], Summon Nature's Ally X [Potent], Summon Undead X [Potent]

Note: The spells marked with a * have no effect without the application of the Potent Summoning class feature. Any spell with the [Potent] Descriptor may only be cast through the Potent Summoning class feature, and may is equivalent to a Summon Monster/Nature's Ally/Undead spell of equal level.
...

You know, this is the first Vancian caster I have ever homebrewed. Ever.
« Last Edit: June 18, 2012, 12:01:12 AM by Amechra »
"There is happiness for those who accept their fate, there is glory for those that defy it."

"Now that everyone's so happy, this is probably a good time to tell you I ate your parents."

Offline FireInTheSky

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Re: "Heed my call, arise at my beckoning..." [3.5, Base Class]
« Reply #2 on: May 29, 2012, 08:08:02 AM »
This looks really cool! 

Quote
Protection from Summons (Su):
{Snip}
At 7th level, any creature that attacks the Convoker and fails their Will save against the sanctuary effect no longer obey the orders of the creature of the creature that summoned or bound them, and cannot be dismissed by their summoner. In addition, the creature is filled with a rage towards the being that summoned them, and they focus their attacks on the insolent fool that tried to summon or call them.

At 12th level, whenever a creature fails a Will save vs. the Convoker's sanctuary effect, the Convoker may choose to dismiss (if they were a summoned creature) or dismiss (if they were a called creature) the creature as a free action they may take on another creature's turn.

You've got an extra "of the creature" in there, which I bolded. 

What's the difference between Dismissing a creature that was summoned vs. a creature that was called?

Quote
Summon Latency (Ex):
{Snip}
-As soon as they change into their natural form, they lose all benefits of the feat, and have the duration changed back to 1 minute/Caster Level (D), with the number of minutes remaining in the duration reduced by the number of minutes they spent in their alternate form.

Should this be reduced by the number of hours they spent in their alternate form, rather than the number of minutes?  Otherwise, what's the point of changing the duration to hour/level?

Offline Vaerenth

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Re: "Heed my call, arise at my beckoning..." [3.5, Base Class]
« Reply #3 on: May 29, 2012, 01:28:56 PM »
I very much like this. Especially the part about serious slowdown.

Playing this class would definitely require some serious pre-game prepwork on the players part.

I can just imagine someone pulling out a stack of papers, "Okay guys, I'm ready to play!"

"What is that?"

"My options."

"..."

Offline Amechra

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Re: "Heed my call, arise at my beckoning..." [3.5, Base Class]
« Reply #4 on: May 29, 2012, 01:45:36 PM »
Fixed terminology, and replaced the second dismiss with banish, just because.

I really need suggestions for a spell list; I'm thinking the following are appropriate:

0: A coupla homebrew cantrips I've found that fit the theme.
1: Summon Monster I, Summon Nature's Ally I, Summon desert Ally I, Summon Undead I, Summon Swarm, Protection from Chaos/Evil/Law/Good
2: Summon Monster II, Summon Nature's Ally II, Summon desert Ally II, Summon Undead II, Magic Circle against Chaos/Evil/Law/Good, Lesser Planar Binding
3: Summon Monster III, Summon Nature's Ally III, Summon desert Ally III, Summon Undead III, Insect Plague, Fey Ring, Planar Binding
4: Summon Monster IV, Summon Nature's Ally IV, Summon desert Ally IV, Summon Undead IV, Greater Planar Binding
5: Summon Monster V, Summon Nature's Ally V, Summon desert Ally V, Summon Undead V, Summon Golem, Crawling Doom
"There is happiness for those who accept their fate, there is glory for those that defy it."

"Now that everyone's so happy, this is probably a good time to tell you I ate your parents."

Offline sirpercival

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Re: "Heed my call, arise at my beckoning..." [3.5, Base Class]
« Reply #5 on: May 29, 2012, 02:08:07 PM »
...you're giving GPB at the same level as SM V?  That seems like a major power change.  Especially because it means that Chameleons will be throwing down GPBs like NOBODY's business.
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Offline Garryl

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Re: "Heed my call, arise at my beckoning..." [3.5, Base Class]
« Reply #6 on: May 29, 2012, 02:13:40 PM »
Don't put spells on a spell list at significantly lower level than normal. Just give spells of appropriately high level slots. Give them level 1/3/5/7/9 slots (skipping the even-numbered levels or whatever) if you have to. The very existence of a spell on a spell list at a given level has... implications.

Artificers will be even worse than Chameleons. They'll be able to make GPB items at level 5, if I understand their crafting rules correctly.

Offline sirpercival

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Re: "Heed my call, arise at my beckoning..." [3.5, Base Class]
« Reply #7 on: May 29, 2012, 02:22:46 PM »
Don't put spells on a spell list at significantly lower level than normal. Just give spells of appropriately high level slots. Give them level 1/3/5/7/9 slots (skipping the even-numbered levels or whatever) if you have to. The very existence of a spell on a spell list at a given level has... implications.

Artificers will be even worse than Chameleons. They'll be able to make GPB items at level 5, if I understand their crafting rules correctly.

Not quite.  They still have to be level 7 to make GPB items.  At level 5 they could make an item with a CL req of 7 as long as the spell itself was 3rd or lower.
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Offline Amechra

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Re: "Heed my call, arise at my beckoning..." [3.5, Base Class]
« Reply #8 on: May 29, 2012, 08:51:28 PM »
Eh, I'm not sold on them having GPB on their list anyway, but...

Since it is actually not that useful at a low CL (the only difference between the three PB spells, iirc, is their HD cap, which can't exceed your character level anyway.), I'm not sure about it being as big a problem.

It would be like having Greater Dispel Magic at the same spell level as Dispel Magic; until you reach high levels, you can't cast it at all.

And Artificer crafting is based off the CL that the class itself would require to craft/cast it, and these guys need to have a CL of 13 to cast it anyway...

That isn't the finalized list, anyhow; might as well jack it up to being a 5th level spell.

And SM V for these guys is actually closer to SM IX/SM X, thanks to Potent Summons.
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Offline sirpercival

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Re: "Heed my call, arise at my beckoning..." [3.5, Base Class]
« Reply #9 on: May 30, 2012, 08:03:39 AM »
Eh, I'm not sold on them having GPB on their list anyway, but...

Since it is actually not that useful at a low CL (the only difference between the three PB spells, iirc, is their HD cap, which can't exceed your character level anyway.), I'm not sure about it being as big a problem.

Actually that's not true, as far as I can see.  It's just the HD cap based on the spell.
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Offline Amechra

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Re: "Heed my call, arise at my beckoning..." [3.5, Base Class]
« Reply #10 on: May 30, 2012, 05:08:03 PM »
Let me amend that (after checking); Greater Planar Binding is exactly the same as Planar Binding, except the HD cap is 18 instead of 12; Reserves of Strength says high (I know, I shouldn't be telling you that anyway.)

But you are right, they are not limited by CL or by HD; Fey Ring, on the other hand, is. Which is what probably confused me in the first place.

Alright, what if I restricted their spell list to just the 4 different summoning-type spells (besides utility spells like the Circle spells) and then gave them Advanced Learning restricted to Conjuration (Summoning) and Conjuration (Calling) spells on the Wizard/Sorcerer spell list at every even level, and granting them the ability, as part of Potent Summons, to use the different summoning spells as if they were the Planar Binding line/Fey Ring/something appropriate for Summon Undead/Desert Ally?

So they could choose to, once they get the ability to cast SM V  (so 9th level, or at Potent Summons +2), instead cast it as Lesser Planar Binding (as an equivalent to SM V; so they could replace SM III at 9th level, SM II at 11th level, and SM I at 15th level); the same would apply to SM VI and Planar Binding, and SM VIII and Greater Planar Binding.

So they could replicate each spell at the same level as a Wizard could cast them, which is pretty nice.

Maybe have it so using SM only nets you Outsiders and Elementals, but you can grab Fey using Summon Nature's Ally, or desert-dwelling stuff using Summon Desert Ally, or even some nice undead using Summon Undead?

Actually, does anyone know of any set of summoning spells that aren't included in that grouping of 4?
"There is happiness for those who accept their fate, there is glory for those that defy it."

"Now that everyone's so happy, this is probably a good time to tell you I ate your parents."

Offline Amechra

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Re: "Heed my call, arise at my beckoning..." [3.5, Base Class]
« Reply #11 on: June 17, 2012, 11:59:46 PM »
Alright, a half update; some things have been changed/adjusted.

Now I have to hunt down that variant on Summon Monster where the spell summons up a Unique outsider/whatever (I.E., if it died, it died forever, iirc), that's the same each time.
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Offline sirpercival

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Re: "Heed my call, arise at my beckoning..." [3.5, Base Class]
« Reply #12 on: June 18, 2012, 12:24:33 AM »
So wait, do they stop at 5th level spells like a duskblade?  Or do they get 10th-level spells?  I'm confused.  And note that Summon Undead as printed only goes up to SU V.
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Offline Amechra

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Re: "Heed my call, arise at my beckoning..." [3.5, Base Class]
« Reply #13 on: June 18, 2012, 01:32:53 AM »
They only get up to 5th level spell slots; I probably shouldn't have extended their spell list out that far, but they have all those spells on there anyway, due to Potent Summoning, so...

Basically, they can cast higher level spells out of lower level slots; the ability that let's them do that is staged in such a way that they can, for example, cast SM II out of a level 1 slot at the same time that a Wizard would gain the ability to cast 2nd level spells.

So it is, in essence, having a full caster progression for a small number of spells; anything that adds spells to the spell list other than Advanced Learning is limited to 5th level spells, so...
"There is happiness for those who accept their fate, there is glory for those that defy it."

"Now that everyone's so happy, this is probably a good time to tell you I ate your parents."