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
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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
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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 FeaturesYour 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 ListLevel 0:Acid Splash
Arcane Mark
Caltrops
SCDetect Magic
Prestidigitation
Read Magic
Resistance
Level 1:Buzzing Bee
SCGrease
Hail of Stone
SCIdentify
Mage Armor
Mount
Obscuring Mist
Resinous Tar
2Summon Component
2Summon Monster I
Summon Nature's Ally I
ASummon Undead I
SCUnseen Servant
Wall of Smoke
SCLevel 2:Cloud of Bewilderment
SCFog Cloud
Inky Cloud
SCIncendiary Slime
CMKelgore's Grave Mist
2Malevolant Miasma
SCSummon Monster II
Summon Nature's Ally II
ASummon Undead II
SCSummon Swarm
Web
Level 3:Bands of Steel
SCCaustic Smoke
CMContagious Fog
SCDispel Magic
Mage Armor, Greater
SCMagic 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
ASummon Undead III
SCTiny Hut
Level 4:Bright Worms
2Caustic Mire
CMDimensional Anchor
Ethereal Mount
SCEvard's Black Tentacles
Minor Creation
Secure Shelter
Solid Fog
Summon Monster IV
Summon Nature's Ally IV
ASummon Undead IV
SCWall of Sand
SCWall of Water
SCLevel 5:Call Zelekhut
SCCloudkill
Dragon Ally, Lesser
SCHidden Lodge
SCMajor Creation
Mordenainen’s Faithful Hound
Planar Binding, Lesser
Secret Chest
Summon Monster V
Summon Nature's Ally V
ASummon Undead V
SCViscid Glob
SCWall of Stone
Level 6:Acid Fog
Dispel Magic, Greater
Freezing Fog
SCMordenkainen's Trusted Bloodhound
2Planar Binding
Steal Summoning
2Summon Monster VI
Summon Nature's Ally VI
AWall of Iron
Level 7:Call Kolyarut
SCChoking Cobwebs
CMDragon Ally
SCInstant Summons
Mordenainen’s Magnificent Mansion
Summon Monster VII
Summon Nature's Ally VII
ALevel 8:Incendiary Cloud
Planar Binding, Greater
Summon Monster VIII
Summon Nature's Ally VIII
ALevel 9:Call Marut
SCDragon Ally, Greater
SCGate
Refuge
Summon Elemental Monolith
SCSummon Golem
CMSummon Monster IX
Summon Nature's Ally IX
ASC – Spell Compendium
CM - Complete Mage
2 – PHB2
A – As an arcane spellSummoner Alternate Class FeaturesCelestial SummonerLose:- 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 SummonerLose:- 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
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.* 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.