Difference between revisions of "User:The-Marksman/Sandbox6"

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'''{{Anchor|Summoning}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'''
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'''{{Anchor|Wild Empathy}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''
  
  

Revision as of 17:36, 28 April 2019


Table: The Summoner

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Summon Guardian Forces, Spell Focus (Conjuration) 5 3
2nd +1 +0 +0 +3 Augment Summoning 6 4
3rd +1 +1 +1 +3 Extended Summoning 6 5
4th +2 +1 +1 +4 Improved Ally 6 6 3
5th +2 +1 +1 +4 Summon Espers 6 6 4
6th +3 +2 +2 +5 Overdrive 6 6 5 3
7th +3 +2 +2 +5 Contingent Conjuration 6 6 6 4
8th +4 +2 +2 +6 6 6 6 5 3
9th +4 +3 +3 +6 Summon Ediolons 6 6 6 6 4
10th +5 +3 +3 +7 6 6 6 6 5 3
11th +5 +3 +3 +7 6 6 6 6 6 4
12th +6/+1 +4 +4 +8 Summon Avatars 6 6 6 6 6 5 3
13th +6/+1 +4 +4 +8 6 6 6 6 6 6 4
14th +7/+2 +4 +4 +9 6 6 6 6 6 6 5 3
15th +7/+2 +5 +5 +9 Summon Aeons 6 6 6 6 6 6 6 4
16th +8/+3 +5 +5 +10 6 6 6 6 6 6 6 5 3
17th +8/+3 +5 +5 +10 6 6 6 6 6 6 6 6 4
18th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 5 3
19th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +12 Grand Summoning 6 6 6 6 6 6 6 6 6 6

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Knowledge (The Planes) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int).

Class Features

All of the following are class features of the Summoner.

Weapon and Armor Proficiency: Summoners are proficient with all simple weapons. They are not proficient with any type of armor or shields.

Spells: A Summoner casts divine spells which are drawn primarily from the Summoner spell list. She can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

To learn or cast a spell, a 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. Her base daily spell allotment is given on Table: The Summoner. In addition, she receives bonus spells per day if she has a high Charisma score.

A Summoner’s selection of spells is extremely limited. A Summoner begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new Summoner level, she gains one or more new spells, as indicated on Table: Summoner Spells Known. (Unlike spells per day, the number of spells a Summoner knows is not affected by her Charisma score; the numbers on Table: Summoner Spells Known are fixed.) These new spells can be common spells chosen from the Cleric spell list, or they can be unusual spells that the Summoner has gained some understanding of by study. The Summoner can’t use this method of spell acquisition to learn spells at a faster rate, however.

Upon reaching 4th level, and at every even-numbered Summoner level after that (6th, 8th, and so on), a Summoner can choose to learn a new spell in place of one she already knows. In effect, the Summoner “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Summoner spell the Summoner can cast. A Summoner may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric, a Summoner need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells she’ll cast.

Table: Summoner Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2
2nd 5 2
3rd 5 3
4th 6 3 1
5th 6 4 2
6th 7 4 2 1
7th 7 5 3 2
8th 8 5 3 2 1
9th 8 5 4 3 2
10th 9 5 4 3 2 1
11th 9 5 5 4 3 2
12th 9 5 5 4 3 2 1
13th 9 5 5 4 4 3 2
14th 9 5 5 4 4 3 2 1
15th 9 5 5 4 4 4 3 2
16th 9 5 5 4 4 4 3 2 1
17th 9 5 5 4 4 4 3 3 2
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3


Summoning (Su):


Wild Empathy (Ex):


(Espers, Guardian Forces, Aeons, Eidolons, Astrals),


Guardian Forces (11)

Bismark (10ft wide line of water damage)
Bomb (15ft explosion)
Cactuar (1000 needles to single targe)
Cait Sith (Save or confusion on enemies)
Chocobo (drops onto 10 ft square)
Cockatrice (Single target, small damage and save or petrify)
Kirin (Fast Healing equal to 1/2 CL rounded down for XdX rounds)
Mindflayer (Mind blast single target causing paralysis)
Sylph (drain and give evenly to party)
Tonberry (death attack vs 1 opponent)
Quezacotl (single line electrical attack)


Espers (10)

Fenrir (Grants concealment multiple images)
Ifrit (AoE Fire damage)
Mist Dragon (Breath weapon)
Palidor (Huge bird gives overland transportation for short duration)
Ramuh (AoE Lightning damage)
Shiva (AoE Cold damage)
Siren (silences enemy casters for XdX rounds and casts charm monster on non casting enemies)
Starlet (Cure Serious Wounds)
Unicorn (Removes all status effects)
Valefor (AoE Sonic damage)


Ediolons (9)

Catoblepas (Shoat) (AoE save or petrify)
Gilgamesh (used one of 4 different weapons which Excalibur/Masamune/Masurama/Excalipoor)
Ixion (Lightning attack, slashing physical attack with horn)
Maduin (AoE Chaos damage)
Sraphim (Cure Critical Wounds)
Titan (Earthquake)
Tritoch (line of Tri-elemental damage)
Yojimbo (Requires gold payment and amount of gold equals attack used)
Zoneseek (Grants Spell Resistance X to party)


Avatars (8)

Anima (Pain telekinetic strike)
Asura (Random of Cure light wounds, Cure Critical Wounds, True Resurrection, Restoration)
Carbuncle (Reflect on whole party)
Crusader (Massive dome AoE damage centered on Crusader that hits all enemies or allies except summoner)
Diablos (does 50% current health damage to XdX targets)
Leviathan (tidal wave)
Phantom (group invisibility and etherealness)
Ragnarok (Transmutes 1 enemy into non-magical equipment rolled randomly)


Aeons (7)

Alexander (2 lines of massive holy damage)
Eden (Eternal breath - Normal cone breath weapon that bypasses all DR/SR)
Knights of the Round (13 knights with CR 3/4 of casters HD)
The Magus Sisters (Cast reflect on each other to bounces spells off bypassing spell resistance and delta attack AoE untyped magic damage)
Neo-Bahamut (AoE massive cone breath weapon)
Odin (60 ft line Slash attack with save VS death)
Phoenix (True Resurrection on party members, Mass cure moderate wounds, moderate fire damage to enemies)