Author Topic: Summoner  (Read 4313 times)

Offline RobbyPants

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Summoner
« on: June 10, 2015, 01:55:39 PM »
This is a class I started a while ago and decided to finish up when a player showed interest. It's part of a three-class project to fill in all of the schools of magic with specialty classes like the Beguiler, Dread Necromancer, and Warmage. I created an Oracle class for Divination and Abjuration, and I still need to finish a Transmuter class some day.

So, what are your thoughts? Is this guy viable? He gets some good Conjuration goodies for solid crowd control, and he should be able to get summons out in combat fairly quickly. Also, having access to a wide variety of creatures gives him access to a wide variety of SLAs and movement forms.

At the end of the class are two ACFs for people who want to focus on summoning celestials or fiends.

Let me know if any of the wording on this is too stilted.



Summoner

"Why don’t you pick on someone your own size? Here, I’ll help you."



Summoners are magic users who specialize in summoning creatures to do their bidding and conjuring matter to whatever end suits them. They can fill the battlefield with a variety of deadly impediments, bind outsiders from the far planes to fulfill contracts, or simply summon servants to make life a bit easier. Because a summoner needs to be very persuasive to control that which he summons, he tends to be far more personable than most other people.


The Aeromancer    Hit Die: d6
Level BAB    Fort Ref  Will  Special
             Save Save Save

______________________________________________________________________
1     +0     +0   +0   +2    Armored mage, master summoner, rapid summoning
2     +1     +0   +0   +3    Extended summons
3     +1     +1   +1   +3    Augment summoning
4     +2     +1   +1   +4    Advanced learning
5     +2     +1   +1   +4    Dispel ward
6     +3     +2   +2   +5    Summon group
7     +3     +2   +2   +5    Sculpt spell
8     +4     +2   +2   +6    Distant summoning, advanced learning
9     +4     +3   +3   +6    Master binder
10    +5     +3   +3   +7    Summoned resistance
11    +5     +3   +3   +7    Magical ward
12    +6/+1  +4   +4   +8    Advanced learning
13    +6/+1  +4   +4   +8    Reactive summoning
14    +7/+2  +4   +4   +9    Summon horde
15    +7/+2  +5   +5   +9    Tough summons
16    +8/+3  +5   +5   +10   Advanced learning
17    +8/+3  +5   +5   +10   Reflexive summoning
18    +9/+4  +6   +6   +11   Immunity
19    +9/+4  +6   +6   +11   Abduct
20    +10/+5 +6   +6   +12   Undeniable calling, advanced learning
______________________________________________________________________


Class Skills (4 + Int modifier per level, x4 at 1st level): Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Profession (Wis), Sense Motive (Wis), Speak Language, and Spellcraft (Int).

Class Features

Your class features focus on advancing your strength with conjuring and summoning magic.

Weapon and Armor Proficiency: Summoners are proficient with simple weapons and light armor, but not shields.

Spells: A summoner casts arcane spells which are drawn from the spell list below. He can cast any spell he knows without preparing it ahead of time.  To cast a spell of a given level, the summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a summoner’s spell is 10 + the spell level + the summoner’s Charisma modifier.
Like other spellcasters, a summoner can cast only a certain number of spells of each spell level per day. His base daily spell allotment is identical to a sorcerer of equal level. In addition, he receives bonus spells per day if she has a high Charisma score.

Armored Mage (Ex): A summoner can cast arcane spells in light armor without risking arcane spell failure. This only applies to spells granted by the summoner class.

Master Summoner (Ex): A summoner gains the Master Summoner feat* as a bonus feat, even if he does not meet the prerequisites.

Rapid Summoning (Ex): When casting a Conjuration (Summoning) spell with a casting time of 1 full round, the summoner may reduce the casting time to a standard action. If he does, the summoned creature may only take a standard action on the round that it’s summoned.

Extended Summons (Ex): At 2nd level, all Conjuration (Summoning) spells cast by the summer have their durations doubled.

Augment Summoning (Ex): At 3rd level, a summoner gains the Augment Summoning feat as a bonus feat, even if he does not meet the prerequisites.

Advanced Learning (Ex): At 4th level, the summoner learns a new spell. This spell can be chosen from any Conjuration spell off the Sorcerer/Wizard list. The spell must be of a level the summoner can cast. The selected spell is permanently added to the summoner's spell list.
   The summoner gets another spell at 8th, 12th, 16th, and 20th level.

Dispel Ward (Ex): At 5th level, any creature called or summoned by the summoner becomes more difficult to dispel. When someone attempts to dispel any of his summoned or called creatures, their caster level check is opposed by 11 + his caster level + his Charisma bonus (if any).
   These creatures also add the summoner’s Charisma bonus to their saving throws against spells that would force them back to their native plane, such as Dismissal or Banishment.

Summon Group (Ex): At 6th level, when the summoner casts a summon spell of a particular level to summon more monsters off of a lower level list, the dice rolled to determine the number of monsters are maximized. So, typically, a summoner would summon three monsters off of a list one level lower (1d3 maximized) and five monsters off of a list two levels lower (1d4+1 maximized).

Sculpt Spell (Ex): At 7th level, the summoner gains the Sculpt Spell metamagic feat (Complete Arcane) as a bonus feat, even if he does not meet the prerequisites.

Distant Summoning (Ex): At 8th level, all Conjuration Summoning spells the summoner casts with a range of Close are extended to Medium range (100 feet + 10 feet per caster level).

Master Binder (Ex): At 9th level, a summoner may add a +4 competence bonus to opposed Charisma checks made while casting Planar Binding spells (including the Lesser and Greater versions).

Summoned Resistance (Su): At 10th level, the summoner may gain energy resistance calling or summoning a creature. The summoner may pick any one energy resistance or immunity the summoned creature has and gain it for a number of rounds equal to his Charisma modifier (minimum one). He gains a number of points of resistance equal to the creature's resistance or his class level, whichever is lower. If the creature has immunity to the energy type, the summoner gains resistance to that energy type equal to his class level.
   For example: if a 13th level summoner summons a bone devil, he could gain fire resistance 13 (the devil is immune to fire) or acid resistance 10 or cold resistance 10 (the devil has a resistance of 10 to both of those energy types).

Magical Ward (Ex): At 11th level, any creature called or summoned by the summoner gains Spell Resistance equal to 8 + your caster level. If the creature already has Spell Resistance, it uses the higher of the two values and adds two if its own resistance is higher.

Reactive Summoning (Ex): At 13th level, if an opponent provokes an attack of opportunity from the summoner, he may opt to cast a Summoning spell as an immediate action in lieu of making the attack. This ability uses the attack of opportunity for the round. The summoned monster appears immediately, although it does not act until the summoner's next initiative pass.

Summon Horde (Ex): At 14th level, when the summoner casts a summoning spell, he may opt to summon ten creatures of the same type from a summoning list three levels lower. So, the summoner could summon ten creatures from the Summon Monster III list when casting Summon Monster VI.
   The level of the summoning spell cast must be at least two levels lower than the maximum level the summoner is able to cast. So, if the summoner can cast 7th level spells, he may only use 5th level or lower Summoning spells with this ability.

Tough Summons (Ex):[/b] At 15th level, all creatures called or summoned by the summoner have maximum hit points for their Hit Dice.

Reflexive Summoning (Ex): At 17th level, whenever a summoner casts a spell other than a calling or summoning spell, he may cast a summoning spell as a swift action. The summoned monster may only take a move action on this round.
   This summoning spell must be of a lower level than the first spell cast. For example: if the summoner casts Solid Fog (4th level), he may cast a 3rd level or lower summoning spell as a swift action.

Immunity (Ex): At 18th level, any creature called or summoned by the summoner gains the benefits of one of the following spells for the duration the creature is summoned: Death Ward, Freedom of Movement, Mind Blank, or True Seeing. The caster level for this ability is equal to the summoner's caster level.

Abduct (Ex): At 19th level, whenever a summoning spell ends either due to the duration ending or the summoner dismisses it, the creature may abduct another creature as it leaves. If the summoned creature successfully grapples and holds a creature, the held creature is taken back to the same plane and location as the summoned creature.
   The abducted creature may negate this ability with a successful Will save, DC 10 + 1/2 the summoner's hit dice + the summoner's Charisma modifier.

Undeniable Calling (Ex): At 20th level, when the summoner casts Gate to call a creature, even deities and unique creatures are compelled to come. Note that this does not confer the ability to control unique creatures or deities with the spell, and a creature that would not have otherwise come on its own accord might be hostile.



Summoner Spell List

Level 0:
Acid Splash
Arcane Mark
Caltrops SC
Detect Magic
Prestidigitation
Read Magic
Resistance

Level 1:
Buzzing Bee SC
Grease
Hail of Stone SC
Identify
Mage Armor
Mount
Obscuring Mist
Resinous Tar 2
Summon Component 2
Summon Monster I
Summon Nature's Ally I A
Summon Undead I SC
Unseen Servant
Wall of Smoke SC

Level 2:
Cloud of Bewilderment SC
Fog Cloud
Inky Cloud SC
Incendiary Slime CM
Kelgore's Grave Mist 2
Malevolant Miasma SC
Summon Monster II
Summon Nature's Ally II A
Summon Undead II SC
Summon Swarm
Web

Level 3:
Bands of Steel SC
Caustic Smoke CM
Contagious Fog SC
Dispel Magic
Mage Armor, Greater SC
Magic Circle against Chaos
Magic Circle against Evil
Magic Circle against Good
Magic Circle against Law
Phantom Steed
Sleet Storm
Stinking Cloud
Summon Monster III
Summon Nature's Ally III A
Summon Undead III SC
Tiny Hut

Level 4:
Bright Worms 2
Caustic Mire CM
Dimensional Anchor
Ethereal Mount SC
Evard's Black Tentacles
Minor Creation
Secure Shelter
Solid Fog
Summon Monster IV
Summon Nature's Ally IV A
Summon Undead IV SC
Wall of Sand SC
Wall of Water SC

Level 5:
Call Zelekhut SC
Cloudkill
Dragon Ally, Lesser SC
Hidden Lodge SC
Major Creation
Mordenainen’s Faithful Hound
Planar Binding, Lesser
Secret Chest
Summon Monster V
Summon Nature's Ally V A
Summon Undead V SC
Viscid Glob SC
Wall of Stone

Level 6:
Acid Fog
Dispel Magic, Greater
Freezing Fog SC
Mordenkainen's Trusted Bloodhound 2
Planar Binding
Steal Summoning 2
Summon Monster VI
Summon Nature's Ally VI A
Wall of Iron

Level 7:
Call Kolyarut SC
Choking Cobwebs CM
Dragon Ally SC
Instant Summons
Mordenainen’s Magnificent Mansion
Summon Monster VII
Summon Nature's Ally VII A

Level 8:
Incendiary Cloud
Planar Binding, Greater
Summon Monster VIII
Summon Nature's Ally VIII A

Level 9:
Call Marut SC
Dragon Ally, Greater SC
Gate
Refuge
Summon Elemental Monolith SC
Summon Golem CM
Summon Monster IX
Summon Nature's Ally IX A


SC – Spell Compendium
CM - Complete Mage
2 – PHB2
A – As an arcane spell




Summoner Alternate Class Features

Celestial Summoner

Lose:
  • Remove all Summon Nature’s Ally, Summon Undead, and Dragon Ally spells from the spell list.
  • Remove Knowledge (Nature) from your list of class skills.
  • You may only summon celestial creatures or good outsiders with Summon Monster and Planar Binding spells.
Gain:
  • Add the following spells to your spell list: L1 – Protection from Evil, L2 – Align Weapon, L3 – Remove Curse, L4 –Holy Smite, L5 – Dispel Evil, L6 – Banishment, L7 – Holy Word, L8 – Holy Aura, L9 – Imprisonment
Fiend Summoner

Lose:
  • Remove all Summon Nature’s Ally and Summon Undead spells from the spell list.
  • Remove Knowledge (Nature) from your list of class skills.
  • You may only summon fiendish creatures or evil outsiders with Summon Monster and Planar Binding spells.
Gain:
  • Add the following spells to your spell list: L1 – Protection from Good, L2 – Align Weapon, L3 – Bestow Curse, L4 – Unholy Blight, L5 – Dispel Good, L6 – Banishment, L7 – Blasphemy, L8 – Unholy Aura, L9 - Imprisonment

.
.
.
.


* I don't have the exact text of Master Summoner handy, but the gist of it is you cast a Summon ___ spell to summon a creature, and the duration of the spell is permanent; however, you don't recover the spell slot used to cast the spell until after it ends or is dismissed (and you rest). You can only have one creature summoned in this way at a time.
« Last Edit: August 11, 2015, 08:36:39 AM by RobbyPants »
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Offline Stratovarius

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Re: Summoner
« Reply #1 on: June 10, 2015, 05:06:10 PM »
I like it, although it feels more powerful than the other specialist casters.

Also, it's missing two summon chains (Desert Ally and Ice Beast). Ice Beast is the notable one of those two.

Offline RobbyPants

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Re: Summoner
« Reply #2 on: June 10, 2015, 08:48:41 PM »
It might be more powerful than the other two. I don't think it's as solid as a wizard or sorcerer, but I could be wrong. Is there anything that jumps out as overpowered?

Are those from Sandstorm and Frostburn?
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Offline Stratovarius

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Re: Summoner
« Reply #3 on: June 10, 2015, 11:03:06 PM »
They are. The Sandstorm ones suck (I wrote the handbook on them, and it boils down to "if you're specializing in these, your DM is happy!"), while the Frostburn ones are very good, possibly better than any other summon line. It's more just that they should be included for completeness of Summon X choice, although Conjure Ice Beast will definitely boost the summon power level a little.

And the balance issue is basically this - there aren't dead levels or crappy 1/day like the other kinds are inflicted with. Dread Necro, the busiest class table of the existing three, still has levels where it gains 1 Negative Energy Burst a day. At level 18. Whoop de damn do. Whereas your class, somewhat more sensibly, gains the ability to make summons immune to one or more categories of Save or Suck spells.

I certainly don't think it's overpowered compared to a CoDzilla or Wiz/Sorc - you're not breaking the tier system with this. But it's probably in the bottom end of Tier 2, as opposed to the other specialists that top out somewhere in Tier 3. Probably sitting pretty nicely near the Binder with the Summon Vestige ranking.

Offline bhu

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Re: Summoner
« Reply #4 on: June 11, 2015, 02:13:57 AM »
 :thumb

Offline RobbyPants

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Re: Summoner
« Reply #5 on: June 11, 2015, 09:46:51 AM »
They are. The Sandstorm ones suck (I wrote the handbook on them, and it boils down to "if you're specializing in these, your DM is happy!"), while the Frostburn ones are very good, possibly better than any other summon line. It's more just that they should be included for completeness of Summon X choice, although Conjure Ice Beast will definitely boost the summon power level a little.
They weren't included for pretty much the sole reason that I don't have the books. Now, there are five Advanced Learnings spread throughout the class, good for any Conjuration spell off the Wiz/Sor list, so that could be used to add other summoning spells.

That being said, if I were running one, my 4th level AL choice would almost certainly be Glitterdust, because Glitterdust.


And the balance issue is basically this - there aren't dead levels or crappy 1/day like the other kinds are inflicted with. Dread Necro, the busiest class table of the existing three, still has levels where it gains 1 Negative Energy Burst a day. At level 18. Whoop de damn do. Whereas your class, somewhat more sensibly, gains the ability to make summons immune to one or more categories of Save or Suck spells.
That makes sense. I tend to shy away from x/day abilities unless I feel they make a lot of sense. Actually, looking at these, I'd kind of like to run through those original three classes and modify them a bit to remove the lame abilities.


I certainly don't think it's overpowered compared to a CoDzilla or Wiz/Sorc - you're not breaking the tier system with this. But it's probably in the bottom end of Tier 2, as opposed to the other specialists that top out somewhere in Tier 3. Probably sitting pretty nicely near the Binder with the Summon Vestige ranking.
That's about what I was aiming for.

My biggest concern would be allowing the character to summon or call something better than him. In my house rules, if you summon or call something with a level X spell, that creature cannot use spells or SLAs of level X or higher for the duration of the spell. It's kind of quick and dirty, but I feel it's a net plus.


:thumb
I'd ask you if I could roll one in one of your games, but I don't want to kill the game with half-a-dozen summons in a combat. :p
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Offline Stratovarius

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Re: Summoner
« Reply #6 on: June 11, 2015, 10:49:44 AM »
They weren't included for pretty much the sole reason that I don't have the books. Now, there are five Advanced Learnings spread throughout the class, good for any Conjuration spell off the Wiz/Sor list, so that could be used to add other summoning spells.

That being said, if I were running one, my 4th level AL choice would almost certainly be Glitterdust, because Glitterdust.

Glitterdust is definitely a stronger choice than either, given the already reasonable array of summoning spells known. Although it does feel a little odd to see SNA and Summon Undead sitting next to one another, given the usual distance between nature and the undead.  :P

Quote
That makes sense. I tend to shy away from x/day abilities unless I feel they make a lot of sense. Actually, looking at these, I'd kind of like to run through those original three classes and modify them a bit to remove the lame abilities.

You're going to need to do a lot of work on the Warmage, and some on the Beguiler. Both of them just have a great deal of empty space or weak powers. Althouh if you want a real challenge, boost the Healer :D

I don't know if you'll find it useful, but one of my classes (Elementalist) I've used before as a drop-in replacement for a Warmage type caster. It's mostly the same idea mechanically, just without the sucking.

Quote
That's about what I was aiming for.

My biggest concern would be allowing the character to summon or call something better than him. In my house rules, if you summon or call something with a level X spell, that creature cannot use spells or SLAs of level X or higher for the duration of the spell. It's kind of quick and dirty, but I feel it's a net plus.

That's a nice rule for cutting out the Efreet and other SLA abusing masses. Although it does significantly nerf a few of the outsiders who come equipped with a large Spell/SLA array, including Blasphemy and so on. Have you figured out how it affects their CR/Summon level?

Offline RobbyPants

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Re: Summoner
« Reply #7 on: June 11, 2015, 12:28:52 PM »
Although it does feel a little odd to see SNA and Summon Undead sitting next to one another, given the usual distance between nature and the undead.  :P




Althouh if you want a real challenge, boost the Healer :D
I created an Illuminator class that's sort of a white mage type. It's probably 75-100% done, and I think handles healing fairly well, although it might be boring to play.

Also, I've beefed up the effects of the Cure line of spells, too.


I don't know if you'll find it useful, but one of my classes (Elementalist) I've used before as a drop-in replacement for a Warmage type caster. It's mostly the same idea mechanically, just without the sucking.
That class looks interesting, although it's definitely more than just a blaster.

The most I've ever tried for a blasting class before was my pyromancer. I tried to make it a better blaster by bypassing some resistance/immunity along with the ability to do damage over time with one spell slot. It also has some crowd control built in out of necessity.


That's a nice rule for cutting out the Efreet and other SLA abusing masses. Although it does significantly nerf a few of the outsiders who come equipped with a large Spell/SLA array, including Blasphemy and so on. Have you figured out how it affects their CR/Summon level?
I haven't done any in-depth study. It was the first quick-and-dirty rule I could think of that addressed the problem and seemed to "make sense" in-world. The justification being that if a certain amount of magic summoned/called the creature, it would only have so much magic available to it for that time.

Actually, looking at my own house rules, that might have been an older rule I tried. That, or my post here is horribly out of date. My current post has the rule stated as:
Quote
Creatures called or summoned cannot be forced to use any spells or spell-like abilities of a level higher than the calling or summoning spell's cost. They may still use these abilities on their own behalf, but not while being compelled by the caster.
It works in a way, but I'm not sure which of those I like better. They still have the ability to cast higher level spells, but you can't make them.
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Offline Stratovarius

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Re: Summoner
« Reply #8 on: June 27, 2015, 07:16:45 AM »
I like the Pyromancer class, although I get the feeling it should be able to create more than a single square of smoke much earlier. It also suffers from having no abilities that work outside of it spellcasting Fire spells, although it's got enough of those that shouldn't be too much of an issue. I wonder, are there any low level wide AoE spells that could be tricked out via all the abilities?

And of the two rule changes, I like the latter one better - it means the monsters still have access to their own abilities, which is handy. Especially if things go badly and they want to try and flee.

As for the Elementalist, I've never actually worked out what her spelllist would actually be - I'm presuming there's a fair bit of BFC from the Druid list, among others. Too many sourcebooks out there for me to try.

Offline Bronzebeard

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Re: Summoner
« Reply #9 on: June 28, 2015, 03:28:42 AM »
Weapon and Armor Proficiency: Summoners are proficient with simple weapons and light armor, but not shields.

Armored Mage (Ex): A summoner can cast arcane spells in light armor without risking arcane spell failure. This only applies to spells granted by the summoner class.
Why would the summoner need armor? Is he supposed to engage in melee? This seems... out of place.

Dispel Ward (Ex): At 5th level, any creature called or summoned by the summoner becomes more difficult to dispel. The summoner adds his Charisma bonus (if any) to his caster level checks when someone attempts to dispel any of his summoned or called creatures.
   These creatures also add the summoner’s Charisma bonus to their saving throws against spells that would force them back to their native plane, such as Dismissal or Banishment.
Wording could change a bit to explain that this is an ability against spells that ends the summoning.

Summon Group (Ex): At 6th level, when the summoner casts a summon spell of a particular level to summon more monsters off of a lower level list, the dice rolled to determine the number of monsters are maximized. So, typically, a summoner would summon three monsters off of a list one level lower (1d3 maximized) and five monsters off of a list two levels lower (1d4+1 maximized).
Has this been checked? Seems a bit much. Maybe roll twice and choose the higher result?

Sculpt Spell (Ex): At 7th level, the summoner gains the Sculpt Spell metamagic feat (Complete Arcane) as a bonus feat, even if he does not meet the prerequisites.
Again. Why? How would a summon spell be affected by this?

Magical Ward (Ex): At 11th level, any creature called or summoned by the summoner gains Spell Resistance equal to the level of the summoning or calling spell plus your caster level plus your Charisma modifier. If the creature already has Spell Resistance, it uses the higher of the two values and adds two if its own resistance is higher.
This, too, seems to be very powerful. Maybe damage reduction instead?

Reactive Summoning (Ex): At 13th level, if an opponent provokes an attack of opportunity from the summoner, he may opt to cast a Summoning spell as an immediate action in lieu of making the attack. This ability uses the attack of opportunity for the round. The summoned monster appears immediately, although it does not act until the summoner's next initiative pass.
Does that mean that the spell becomes immediate action? Or that I need to choose a spell that is already immediate action?

Immunity (Ex): At 18th level, any creature called or summoned by the summoner gains the benefits of one of the following spells for the duration the creature is summoned: Death Ward, Freedom of Movement, Mind Blank, or True Seeing. The caster level for this ability is equal to the summoner's caster level.
Who chooses the benefit? Is it random or decided by DM? or by Player?

Offline linklord231

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Re: Summoner
« Reply #10 on: June 28, 2015, 04:39:54 PM »
Dispel Ward (Ex): At 5th level, any creature called or summoned by the summoner becomes more difficult to dispel. The summoner adds his Charisma bonus (if any) to his caster level checks when someone attempts to dispel any of his summoned or called creatures.
   These creatures also add the summoner’s Charisma bonus to their saving throws against spells that would force them back to their native plane, such as Dismissal or Banishment.

That's not how Dispels work.  The caster of the dispel makes a Dispel Check vs a DC equal to 11 + the spell's caster level.  For this to work as intended, creatures summoned by the Summoner should have a DC to dispel equal to 11 + the Summoner's caster level + the Summoner's Charisma modifier. 
I'm not arguing, I'm explaining why I'm right.

Offline RobbyPants

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Re: Summoner
« Reply #11 on: August 11, 2015, 08:21:15 AM »
Dispel Ward (Ex): At 5th level, any creature called or summoned by the summoner becomes more difficult to dispel. The summoner adds his Charisma bonus (if any) to his caster level checks when someone attempts to dispel any of his summoned or called creatures.
   These creatures also add the summoner’s Charisma bonus to their saving throws against spells that would force them back to their native plane, such as Dismissal or Banishment.

That's not how Dispels work.  The caster of the dispel makes a Dispel Check vs a DC equal to 11 + the spell's caster level.  For this to work as intended, creatures summoned by the Summoner should have a DC to dispel equal to 11 + the Summoner's caster level + the Summoner's Charisma modifier.

Good catch. Yeah, it would work how you stated.
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Offline RobbyPants

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Re: Summoner
« Reply #12 on: August 11, 2015, 08:31:42 AM »
Weapon and Armor Proficiency: Summoners are proficient with simple weapons and light armor, but not shields.

Armored Mage (Ex): A summoner can cast arcane spells in light armor without risking arcane spell failure. This only applies to spells granted by the summoner class.
Why would the summoner need armor? Is he supposed to engage in melee? This seems... out of place.
The class is meant to be an analog of the Beguiler, War Mage, and Dread Necromancer. Each of those three classes focuses on one or two schools of magic and each have d6 HD, 1/2 BAB, a good Will save, light armor proficiency, and Armored Mage. The Summoner is one of three classes I'm working on to fill up the remaining four schools of magic (Summoner = Conjuration, Oracle = Abjuration and Divination, Transmuter = Transmutation).


Dispel Ward (Ex): At 5th level, any creature called or summoned by the summoner becomes more difficult to dispel. The summoner adds his Charisma bonus (if any) to his caster level checks when someone attempts to dispel any of his summoned or called creatures.
   These creatures also add the summoner’s Charisma bonus to their saving throws against spells that would force them back to their native plane, such as Dismissal or Banishment.
Wording could change a bit to explain that this is an ability against spells that ends the summoning.
What is it you'd want to see changed in the wording?


Summon Group (Ex): At 6th level, when the summoner casts a summon spell of a particular level to summon more monsters off of a lower level list, the dice rolled to determine the number of monsters are maximized. So, typically, a summoner would summon three monsters off of a list one level lower (1d3 maximized) and five monsters off of a list two levels lower (1d4+1 maximized).
Has this been checked? Seems a bit much. Maybe roll twice and choose the higher result?
No, I haven't gotten a chance to test it, although I am running a PbP where someone is playing a Summoner. I'll have to see how it goes.


Sculpt Spell (Ex): At 7th level, the summoner gains the Sculpt Spell metamagic feat (Complete Arcane) as a bonus feat, even if he does not meet the prerequisites.
Again. Why? How would a summon spell be affected by this?
The spell list contains a lot of Conjuration spells, which typically affect areas. That, combined with the fact that the Summoner will likely have some summoned/called creatures fighting on his behalf, it would be handy to cast spells that catch opponents in the AoE while excluding his allies.


Magical Ward (Ex): At 11th level, any creature called or summoned by the summoner gains Spell Resistance equal to the level of the summoning or calling spell plus your caster level plus your Charisma modifier. If the creature already has Spell Resistance, it uses the higher of the two values and adds two if its own resistance is higher.
This, too, seems to be very powerful. Maybe damage reduction instead?
Yeah, that might be bit much. I think I'll drop it down to 8 + your CL, and leave out the Cha mod. This would make it consistent, and keep it below the 50% mark.


Reactive Summoning (Ex): At 13th level, if an opponent provokes an attack of opportunity from the summoner, he may opt to cast a Summoning spell as an immediate action in lieu of making the attack. This ability uses the attack of opportunity for the round. The summoned monster appears immediately, although it does not act until the summoner's next initiative pass.
Does that mean that the spell becomes immediate action? Or that I need to choose a spell that is already immediate action?
You cast a Summoning spell, and it becomes an immediate action.


Immunity (Ex): At 18th level, any creature called or summoned by the summoner gains the benefits of one of the following spells for the duration the creature is summoned: Death Ward, Freedom of Movement, Mind Blank, or True Seeing. The caster level for this ability is equal to the summoner's caster level.
Who chooses the benefit? Is it random or decided by DM? or by Player?
The caster chooses it.


Thanks for the input! :D
« Last Edit: August 11, 2015, 08:35:39 AM by RobbyPants »
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Offline Bronzebeard

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Re: Summoner
« Reply #13 on: December 09, 2017, 06:51:33 PM »
Wording could change a bit to explain that this is an ability against spells that ends the summoning.
What is it you'd want to see changed in the wording?

Dispel Ward (Ex): At 5th level, summoned creatures add the Summoner's Charisma bonus to saving throws against spells that attempt to remove them such as Dismissal or Banishment, as well as Summoner's caster level check.
Creatures called or summoned by the Summoner becomes much more difficult to dispel, banish, dismiss or the like.



Thanks for the input! :D
You're very welcome.