User:Ilextm/Sandbox

Summary:: Length:: Minimum Level:: Base Attack Bonus Progression:: Fortitude Save Progression:: Reflex Save Progression:: Will Save Progression:: Class Ability:: Class Ability Progression::

Allowed Alignments::Neutral Good Allowed Alignments::Neutral Allowed Alignments::Neutral Evil Allowed Alignments::Chaotic Good Allowed Alignments::Chaotic Neutral Allowed Alignments::Chaotic Evil

Rogue Summoner
On the Island city of Nortia, the justice system is not based on trials by religious figures, or trials by a jury. They are instead determined by a group known simply as "Summoners". These summoners share a special bond with some people by way of an arcane pact. This pact allows the summoners to call these people from anywhere on any plane. However, not anyone can become a summoner, they must show exceptional talent in the arcane arts at a young age and receive an invitation to practice with the order then take an oath that prohibits them from leaving the grounds of their court. All that is needed is brought to them, and so much as going down to the pub is taken as a violation warranting death. So in disputes, these select few are called to settle the disputes in arena style combat. However, some summoners find the order corrupt and therefore, break their oath and desert their life of law. When the order learns of the breach in their order, they will relentlessly hunt this person untill they are dead. This is why rogue summoners generally keep their heads low, as not to attract the attention of their former order. Even if this leads to them keeping with low-lifes, and thugs.

Making a Rogue Summoner
Rogue Summoners are great additions to teams that work in all out battles, as well as through the shadows however, they are as fragile as fine china and usually need a meat shield. In parties, they usually work well in balanced teams in the distance caster role.

Abilities: Int, wis, cha, dex, str, then fort.

Races: summoners are almost exclusively human, elf ,and half elf, due to the diverse opinions of these species, however, some of the more level headed dwarfs, and halflings have been known to be allowed in to the order and therefore diversifying it, and furthering its neutrality in most disputes.

Alignment: Any non-lawful, lawful characters generally don't break their oath to the order.

Starting Gold: 5d10 x 10 gp).

Starting Age: (2d3+3)x3.

Class Features
All of the following are class features of the Rogue summoner.

Weapon and Armor Proficiency: Weapon and armor training are not part of the training for a summoner, therefore, they only know simple weapon proficiency.

callings: callings are bound to the summoner by marks on the called, and the summoner. For every calling that is bound to the summoner, the summoner gains a brand on his hand. in order to bind a calling the summoner and the calling must make a pact involving a ritual that takes 1 hour(+time it takes to convince the calling to be bound to summoner)Summoner gains its first calling at the end of their training, and can only control one until their mind expands enough to control more. a calling takes a full turn to summon and lasts through the encounter, or until summoner releases it.the summoner and the summoning share a turn.the calling has only what they have on them at the time as equipment, as determined by the DM. A calling can only be called through summoner's gauntlets, until the summoner becomes advanced enough to be able to cast without them. when a calling is killed they cannot be used for the rest of the battle.

speed calling: For every level of speed calling, everything that involves calling a calling takes one swift action less.

equipped calling: A calling can be given equipment upon being called, the limit for this equipment is 250gp at 1st equipped calling, 600gp at equipped calling 2, and 1500gp at equipped calling 3. This equipment is free, and disappears with the calling

Dual calling: The Rogue summoner's mind has expanded to the point that he can control 2 callings, the second calling takes just as long to call and has the same equipment budget, and rolls initiative for it's turn placement.

Forgiven: The Rogue summoner has made enough of a name for him'herself, that their former order has stopped hunting them.

Innate Calling: The Rogue Summoner has gained enough knowledge of his/her craft that they no longer need the summoner's gauntlets to call and cast spells.

Caster's Might: The Rogue Summoner gains enough control over his craft that his first summoning now gains its own turn and all roll their own initiative when cast.

Triple calling: The Rogue summoner's mind has expanded to the point that he can control 3 callings. The same rules apply as with the first two callings.

Divine calling: A Rogue summoner can now summon a cleric or paladin of any god that shares their alignment, regardless of weather or not they are bound.

Supported: The summoner's former order has taken note of their achievements, and now gives their full support of the summoner, making any person of the summoner's former order friendly to the entire party.

New Divide: The Summoner's mind has gone beyond the physical plane and they can now call bound callings from other planes, so long as they pass a DC20Knowledge(planar)check

Guided Calling: The summoner no longer needs to make any sort of check for a calling.

Quintuple Calling: The summoner has taken a massive leap in power and now can control a fourth and a fifth summoning, all the same rules apply.

Rogue summoners choose their spells from the following list that all require line of sight:

1st&mdash;These spells have a cooldown of 1d3 rounds;heal(heals target calling or caster for 2/3 rounded down of max health, and allies within 10ft for 1/2 of target calling or caster's max health), smite(as smite evil with opposite alignment of caster), surge (gives target an extra standard action for the round)

2nd&mdash;These spells have a cooldown of 1d4+1 rounds;Cleanse(cures target of all negative status efects), promote(turns an enemy minion for 1 d6 rounds and gives them +1d6 health)

3rd&mdash;These spells have a cooldown of 1d4+2 rounds; Ignite(as burning hands cast through a called ally), Ghost(target gains an additional 1/2 of their base land speed, and ignores collisions with any non spectral enemies).

4th&mdash;these spells have a cooldown of 1d6+1 rounds; clairvoyance (target calling gains +6 to spot, search, listen, and detect device)

5th&mdash;these spells have a cooldown of 1d6+2 rounds; exhaust(target can either move or attack)Teleport (Target calling can teleport to any ally within line of sight)

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Ex-Rogue Summoner
When a summoner leaves the order, he/she is hunted by the order for breaking the sacred oath that they took at the beginning of their training. Until the order forgives them, they will be hunted, however, when they are forgiven they may return to the order an become an Ex-Rogue Summoner.

Human Rogue Summoner Starting Package
Weapons: dagger 1d4 dam.

Skill Selection: Knowledge (arcana) (Geography) (History) (local) (nature)(Nobility) (religion)

Feat: Closed Mind.

Bonus Feats: Deceitful.

Gold: 93gp.

Playing a Rogue Summoner
Religion: Summoners are taught, as part of their training, to be impartial in religious affairs, therefore most do not worship gods.

Other Classes: Rogue Summoners get along well with their close friends and seem to be introvertic and paranoid to anyone else, due to their former order's relentless hounding. therefore they are only friendly to those they trust.

Combat: Other caster. The summoner is a class that is a caster class that is used as a utility for the whole party.

Rogue Summoners in the World
"once we hit the Field we’re a part of a team. For better or worse, our fates are intertwined with that of our teammates. Once the game gets into full swing, you have to make a choice between being a positive force for your team, or contributing to your own demise."

Less Known Rogue Summoners can generally not be found unless they find you. However, better Known Rogue Summoners, are quite easy to find, just follow the trail of evil or good deeds, respectively.

Daily Life: Rogue Summoners go about their daily lives much like common folk, and unless you were in the know, you couldn't tell them from a normal person.

Notables: Thoven Dawntreader was the Rogue Summoner that first became notable by slaying an elder red dragon with his party, he now resides as the captain of the elite guard of the elusive Obsidian Tendari, an elite group of assassins that strive to eradicate evil. "The reliance on a corrupt order to deal justice is outrageous! We, select few have taken their justice to their doorstep, let's see how they like it."

Organizations: Summoners are found in a large Conclave in the Farshift Mountains where they posess a large stronghold and an arena, used to settle disputes.

NPC Reactions: Most NPCs have no idea that the Person is a rogue summoner until they are told, however when they are, the greedy will seek to collect the bount, and the kind will seek to preserve the secret that they have been entrusted with.

Rogue Summoners Lore
Characters with ranks in knowledge(Local can research Rogue summoners to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Rogue Summoners in the Game
As a PC this is a combat caster, as well as a support caster. However, as an NPC it is mainly a plot device, unless you can be creative.

Adaptation: it can be modified to be a solely combat caster by taking some meta-magic feats.

Sample Encounter: A rogue summoner is being attacked by 6 orc bounty Hunters down the street, will you help, let him die, or perhaps something else?

EL 3: the Summoner has the basic package included above.