The Summoner
While a summoner may look weak, marching into battle with nothing but his staff drawn, he is much more than he appears. For in his staff he has the ability to summon many creatures from the outer planes, all of which may turn the tide of any battle.
Sorcerers are the most common summoners, but wizards are quite common as well. No other class has the ability to gain the prerequisites.
Prereqs:
Feats: Augment Summoning
Special: Must be able to cast Summon Monster V. Must also have summoned a good and evil creature at the same time and maintained control of both.
Hit die: d4
Class skills: Concentration, Diplomacy, Gather Information, Handle Animal, Knowledge (Arcana), Knowledge (The Planes), Search, Spellcraft, Spot, Use Magic Device
| Level | BAB | Fort | Ref | Will | Special |
| 1 | 0 | 0 | 0 | 2 | Summoner's Staff, Control Opposites |
| 2 | 1 | 0 | 0 | 3 | Summoning |
| 3 | 1 | 1 | 1 | 3 | |
| 4 | 2 | 1 | 1 | 4 | Summoning |
| 5 | 2 | 1 | 1 | 4 | |
| 6 | 3 | 2 | 2 | 5 | Summoning |
| 7 | 3 | 2 | 2 | 5 | |
| 8 | 4 | 2 | 2 | 6 | Summoning |
| 9 | 4 | 3 | 3 | 6 | |
| 10 | 5 | 3 | 3 | 7 | Summoning |
Monster, with a number up to the enhancement bonus. Each version of Summon monster can be used 3 times per day, and he can only cast up to what he can cast with his base class. It is possible to increase the advancement later, but each one costs twice as much as usual.
Control Opposites: A summoner gains the ability to have complete control over every monster he summons, even if they have conflicting alignments. However, if his alignment is an extreme, (LG, CG, LE, CE), then he can only control creatures on his
Good-Evil and Law-Chaos axis, and also any creatures that are True Neutral. He does gain an alignment summoning (Anarchic, Axiomatic, Evil, Good, according to Summoner's alignment) as a free summoning in this case.
Summonings: A summoner gains a summoning every even level. Each one provides a distinct bonus.
Attacker: At a cost of -6 AC, a monster can be imbued with a +4 to both attack and damage rolls, as well as a +3 to all saves.
Anarchic: Only a chaotic summoner can take the Anarchic summoning. He loses the ability to summon lawful creatures, but all of his creatures summoned gain DR 4/chaotic and inflict an extra d8 of damage against lawful creatures.
Axiomatic: Only a lawful summoner can take the Axiomatic summoning. He loses the ability to summon chaotic creatures, but all of his creatures summoned gain DR 4/lawful and inflict an extra d8 of damage agaisnt chaotic creatures.
Cohort: A summoner can summon a creature of their own alignment to become a permanentely summoned cohort. Doing so uses up material components equal to the version of Summon Monster times 2000 gp. Should the cohort die, the summoner loses the version of Summon Monster cast times 200 in XP. A summoner may only have one cohort at a time, and the Summon Monster spell cast may only be up to the character's summoner level divided by two. A cohort can be dismissed at no penalty to the summoner, but the process takes one hour. A summoner must have 6 or more levels in summoner before they take this summoning.
Defender: At a cost of -4 to base attack bonus and -2 to damage rolls, a monster can be imbued with +6 AC.
Enhance: A summoner gains 8 enhancement points, which recharge during rest. A summoner can use as many enhancement points as he likes in a round as a free action, imbuing any monster with the number of points used to any ability. This summoning can be taken multiple times. Each taking gives the summoner 8 more enhancement points.
Evil: Only an evil summoner can take the Evil summoning. He loses the ability to summon good creatures, but all of his creatures summoned gain DR 4/evil and inflict an extra d8 of damage against good creatures.
Extend: A summoned creature remains 3 rounds longer than it would have. This summoning can be taken multiple times. Its effects stack.
Good: Only a good summoner can take the Good summoning. He loses the ability to summon evil creatures, but all of his creatures summoned gain DR 4/good and inflict an extra d8 of damage against evil creatures.
Maximize: When using a summon spell to summon a monster from a lower spell list, all dice rolls are assumed to have been rolled at maximum.
Minimize: A summoner can summon a monster at one size category smaller than usual, giving the standard bonuses for small size.
Quicken: A summoner can summon a monster as a free action. However, he may not summon any more than once that round.
Retrieve: A summoner may teleport any monster to a square within 10 feet of the summoner as a move action.
Share Initiative: Instead of rolling for initiative, each monster summoned gains the summoner's initiative. The summoner must decide whether or not to use this before the monster rolls.
Just a note, if you like the idea but have new ideas, feel free to share new summoning ideas.


3 Comments:
I know its similar. But its like the similarities between the spellsword and eldritch knight. Different, but similar. The DR is set up that way because you're full of your alignment enough that you can protect against anything else that might try to destroy you. And is Augment Summoning a feat?
By
Igor, at 7:33 PM
Ah, so it is. Edited.
By
Igor, at 7:37 PM
Edit: I have added in a new summoning, called Cohort.
By
Igor, at 9:16 PM
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