User:Viatos/Summoner (3.5e Class)

Summoner
"You want my soul, huh? You asked for it..."

Summoners are

Making a Summoner
Summoners

Abilities: Charisma is a summoner's most important attribute, determining the power of his magicka and adding several bonuses to his summon. Constitution is essential to bring up the summoner's low hitpoints and Fortitude save. Dexterity adds to a summoner's low AC, reflex save, and ranged attacks (the primary method of self-defense for summoners who do not employ annihilae magicka).

Races: Humans

Alignment: Any.

Starting Gold: 5d4&times;10 GP (125 GP).

Starting Age: As sorcerer.

Class Features
All of the following are class features of the Summoner.

Weapon and Armor Proficiency: A Summoner is proficient with all simple weapons and light armor.

 (Su): Your summon acts on your initiative.

As a swift action, you gain control of your summon for 1 round and may dictate all its actions freely. If you choose not to spend this action, your summon will defend you and itself against any direct threats (anyone who attacks you or uses a hostile ability against you, not counting skill checks).

 (Su): Calling a summon is a 10-minute ritual requiring a successful DC 20 Concentration check (you can take 20 on this check, but doing so extends the ritual to a full hour rather then the usual effects of taking 20). At the end of this ritual, a summoner may immediately bring his summon into existence (requiring sufficient space for the summon) or 'hold' the summon for up to an hour per class level. A 'held' summon can be brought into existence as a standard action. You may call a summon as many times per day as shown on Table 1-1 without penalty; each additional call fatigues you and deals 1d10 subdual damage per class level to you. You may not call a summon if you are exhausted.

 (Special; see text): The wizard draws and orders the ambient magic of the world, and the sorcerer calls to the arcane power welling up in his very blood. Summoners are to sorcerors as sorcerors are to wizards: they invoke power not from the environment or their physical forms, but from the depths of their very souls. This source of eldritch strength is too primal to be learned, prepared, or even practiced in the normal style; it is simply unleashed, in a few generally coherent forms. These forms are known as magicka.

At 1st level, choose 3 + Charisma modifier 0th-level spells from any class list. You may cast these spells as at-will supernatural abilities.

At 2nd level, your true potential awakens. Choose one magicka to become your expressive magicka: you immediately gain a rank in it, may use its granted powers as at-will supernatural abilities, and gain an additional rank at 5th, 10th, 15th, and 20th level (this may exceed the normal rank limit for magicka). In addition, choose a second magicka to gain a rank in. At 6th, 11th, and 16th level, you may add another rank to any magicka except your expressive magicka, although you may not exceed the rank limit for magicka (I at 2nd, II at 6th, and so on according to Table 1-1).

All magicka except your expressive magicka are at-will spell-like abilities with a caster level equal to your summoner class level and a spell level equal to one-half your summoner class level.


 * Annihilae
 * The magicka of destruction, annihilae allows you to release blasts of pure energy that carve away at an enemy's flesh, mind, and soul.


 * I: As a standard action, make a ranged touch attack with a critical multiplier of x3 against a target within 100 feet, substituting your Charisma modifier for your Dexterity modifier and adding an enhancement bonus equal to your ranks in annihilae to the attack roll. On a successful strike, you deal your Charisma modifier + your ranks in annihilae in vile damage, and the target takes a -1 penalty to all saves until the end of your next turn.
 * II: Once per round, you may use annihilae I as a move action. The damage of annihilae I increases to twice your Charisma modifier.
 * III: Once per round, you may use annihilae I as a swift action. The damage of annihilae I increases to three times your Charisma modifier.
 * IV: Once per round, you may use annihilae I as a free action. The damage of annihilae I increases to five times your Charisma modifier.
 * V: The damage from annihilae I counts as epic for the purpose of overcoming reduction, and annihilae I gains a critical threat range of 19-20 and a critical multiplier of x4.


 * Revivika
 * The magicka of restoration and healing, revivika allows you to salve the wounds of your allies, cleanse negative effects from their flesh, minds, and souls, and eventually even return the dead to life.


 * I: As a standard action, choose an ally within 30 feet. That ally regains hitpoints equal to your Charisma modifier, to a maximum of one-half their full normal hitpoints, and may make a new save against any fear effect they are under due to a failed save.
 * II: The healing from revivika I increases to twice to your Charisma modifier. By spending a full-round action instead of a standard action to use revivika I, you may apply its effects to all allies within range.
 * III: The healing from revivika I increases to three times your Charisma modifier. By spending a full-round action instead of a standard action to use revivika I, you may additionally remove the blinded, confused, cowering, dazed, dazzled, deafened, exhausted, frightened, nauseated, panicked, paralyzed, petrified, shaken, sickened, stunned, or turned condition from the target.
 * IV: The healing from revivika I increases to five times your Charisma modifier. By spending a full ten minutes concentrating, you can use revivika I to restore a dead ally to life with 1 hitpoint, as long as they died no more then your Charisma modifier rounds before you began concentrating. If you touch an ally (a move action that provokes attacks of opportunity), you can preserve them for an additional 1 round before you must begin concentrating; you may preserve a dead ally this way only once per round.
 * V: You can activate the full-round action benefits of revivika II and revivika III simultaneously with a single full-round action. You can use revivika IV to restore to life an ally who died no more then your Charisma modifier days before you began concentrating, and a touch preserves them for 1 day instead of 1 round. You may now use revivika I to heal allies to their full normal hitpoints.


 * Protexia
 * The magicka of protection, protexia allows you to ward allies against a multitude of harms.


 * I: As a standard action, choose an ally within 30 feet. You grant that ally a bonus to all saves and to AC equal to one-half your Charisma modifier until the end of your next turn.
 * II: An ally affected by protexia I also gains resistance to acid, cold, electricity, and fire equal to 5 + your Charisma modifier. By spending a full-round action instead of a standard action to use protexia I, you may apply its effects to all allies within range.
 * III: An ally affected by protexia I also gains spell resistance equal to 10 + your Charisma modifier.
 * IV: An ally affected by protexia I increases their bonus to saves, AC, and DR to your Charisma modifier, their spell resistance to 20 + your Charisma modifier, and their bonus energy resistance to 15 + your Charisma modifier.
 * V: Protexia I becomes a 30-foot aura you may activate or dismiss as a swift action.


 * Peregrinneus
 * The magicka of motion and travel, peregrinneus allows you to speed up allies, eventually even permitting teleportation and translocation.


 * I: As a standard action, choose an ally within 30 feet. That ally is not surprised, may join the surprise round after the end of the current turn, and gets a bonus to initiative, Climb checks, Jump checks, and Swim checks equal to your Charisma modifier until the end of your next turn. You may activate this ability as an immediate action while surprised.
 * II: An ally affected by peregrinneus I also gains a bonus to their base landspeed equal to 5 x your Charisma modifier.
 * III: An ally affected by peregrinneus I also gains the effects of a blink spell.
 * IV: An ally affected by peregrinneus I may cast dimension door once per encounter as a spell-like ability (supernatural if peregrinneus is your expressive magicka). Their caster level is equal to your summoner level.
 * V: You may cast teleport, greater once per day as a spell-like ability (supernatural if peregrinneus is your expressive magicka).


 * Inspirion
 * The magicka of conviction and valor, inspirion allows you to charge your allies with supernatural combat acumen.


 * I: As a standard action, choose an ally within 30 feet. That ally gains a bonus to damage rolls equal to your Charisma modifier until the end of your next turn.
 * II: An ally affected by inspirion I also gains a bonus to attack rolls equal to your Charisma modifier.
 * III: An ally affected by inspirion I also gains the effects of a haste spell.
 * IV: An ally affected by inspirion I increases the critical threat range of all their attacks by 1 (apply this effect before any other effects that alter critical threat range).
 * V: If you spend a full-round action instead of a standard action activating inspirion I, you may affect all allies within range.

 (Su):

Epic Summoners
Free Call: You may call a summon an unlimited number of times per day.

Primordial Magicka: Any magicka with a rating of VI or higher becomes an expressive magicka if it was not already.


 * Annihilae
 * VI: The damage of annihilae I increases to ten times your Charisma modifier.
 * VII: As a full-round action, you may use a single annihilae I magicka against a target within 1,000 feet. If it hits, it is automatically a confirmed critical hit. You may not use annihilae I as a standard, move, swift, or free action during a round you use this ability.


 * Revivika
 * VI: The healing from revivika I increases to ten times your Charisma modifier, and allies may be restored to life by revivika IV as long as they died no more then your Charisma modifier weeks ago.
 * VII: The healing from revivika I increases to twenty times your Charisma modifier.


 * Protexia
 * VI: Attacks against allies warded by protexia I have a 10% miss chance, and spells cast against them have a 5% arcane spell failure chance in addition to any miss chance or arcane spell failure chance they may already suffer.
 * VII: The miss chance and arcane spell failure chance of protexia VI increase to 25% and 10% respectively.


 * Peregrinneus
 * VI: You may use peregrinneus V once per encounter rather then once per day.
 * VII: Allies affected by peregrinneus I gain a fly speed equal to their base land speed at a maneuverability of perfect.


 * Inspirion
 * VI: Allies affected by inspirion I gain a +2 morale bonus to all of their attributes, and each ally may choose one of their damage rolls each round to maximize.
 * VII: Inspirion I becomes a 30 foot aura you may activate or dismiss as a swift action..

Human Summoner Starting Package
Weapons: Falchion.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Feat: Tough Summon, Mounted Combat

Gear: Quarterstaff, mundane gear.

Gold: None.

Playing a Summoner
Religion:

Other Classes: Summoners get along well with most other classes - their summons and magicka both tend to take pressure off other characters in combat, and their high Charisma makes them hard to hate. The impressive nature of their summons and their bottomless wells of eldritch power do, however, tend to attract jealousy from other arcane classes - and the source of such might raises troubling questions to disciples of the divine.

Combat: Fighter/support. You lend a potent direct combatant

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Summoners in the World
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Summoner Lore
Characters with ranks in Martial Lore or Knowledge (Arcana) can research Summoners to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Summoners in the Game
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EL 10: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.

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