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

From Dungeons and Dragons Wiki
Jump to: navigation, search
Line 234: Line 234:
 
Gilgamesh (Fighter of Summoner class level uses one of 4 different weapons which Excalibur2d6/Masamune2d4/Masurama1d8/Excalipoor1d4 / blade barrier)<br/>
 
Gilgamesh (Fighter of Summoner class level uses one of 4 different weapons which Excalibur2d6/Masamune2d4/Masurama1d8/Excalipoor1d4 / blade barrier)<br/>
 
Ixion (Chain Lightning attack, slashing physical attack with horn)<br/>
 
Ixion (Chain Lightning attack, slashing physical attack with horn)<br/>
Maduin (Word of Chaos without banishment or instant death deals damage instead.)<br/>
+
Maduin (Word of Chaos without banishment or instant death, deals damage instead)<br/>
 
Ragnarok (Transmutes 1 enemy into non-magical equipment rolled randomly on treasure table)<br/>
 
Ragnarok (Transmutes 1 enemy into non-magical equipment rolled randomly on treasure table)<br/>
 
Sraphim (Heal / Cure Moderate Wounds Mass & Heroism Greater)<br/>
 
Sraphim (Heal / Cure Moderate Wounds Mass & Heroism Greater)<br/>
Line 244: Line 244:
 
Aeons (8) (12. 7th)  
 
Aeons (8) (12. 7th)  
  
Anima (Pain telekinetic strike / Suck opponent into portal where lower half of Anima does 8 attacks with max BAB against target )<br/>
+
Anima (Pain powerful telekinetic strike / Suck opponent into portal where lower half of Anima does 8 attacks with max BAB against target)<br/>
 
Asura (Mass Cure Critical Wounds / Random of Cure Light Wounds, Restoration, Heal, Holy Aura, Mass Cure Critical Wounds, True Resurrection)<br/>
 
Asura (Mass Cure Critical Wounds / Random of Cure Light Wounds, Restoration, Heal, Holy Aura, Mass Cure Critical Wounds, True Resurrection)<br/>
Carbuncle (Reflect on Summoner / Reflect on whole party)<br/>
+
Carbuncle (Spell turning up to 7th level spells on Summoner / Spell turning up to 7th level spells on whole party)<br/>
Diablos (Reverse gravity & does 50% current health damage to 1 target / Does 25% current health damage to 50% of targets)<br/>
+
Diablos (Reverse gravity & does 50% current health damage to 1 target / Does 25% current health damage to 50% of enemy targets)<br/>
 
Leviathan (water jet ranged touch attach with knockback / tidal wave)<br/>
 
Leviathan (water jet ranged touch attach with knockback / tidal wave)<br/>
 
Odin (60 ft line Slash attack with save VS death)<br/>
 
Odin (60 ft line Slash attack with save VS death)<br/>
Line 261: Line 261:
 
Knights of the Round (13 knights with CR 3/4 of casters HD)<br/>
 
Knights of the Round (13 knights with CR 3/4 of casters HD)<br/>
 
The Magus Sisters (Cast reflect on each other to bounces spells off bypassing spell resistance / delta attack AoE untyped magic damage)<br/>
 
The Magus Sisters (Cast reflect on each other to bounces spells off bypassing spell resistance / delta attack AoE untyped magic damage)<br/>
Bahamut (AoE massive 60 ft cone breath weapon)<br/>
+
Bahamut (AoE massive 80 ft cone breath weapon)<br/>
 
Phoenix (moderate fire damage to enemies / True Resurrection on all party members and Mass cure critical wounds)<br/>
 
Phoenix (moderate fire damage to enemies / True Resurrection on all party members and Mass cure critical wounds)<br/>

Revision as of 17:53, 1 May 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 5/day, 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 Ediolons 4/day 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 Avatars 3/day 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 Aeons 2/day 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 Astrals 1/day 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), Speak Language (n/a), 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, and a Summoner also gains every version of Summon Monster 1-9 and Summon Nature's Ally 1-9 without needing to select them for their spells known. 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 Summoner 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


Summon Esper (Su): Starting at 1st level, a Summoner learns her signature ability, the ability to summon powerful, special monsters called Espers, to aid her in battle. These Espers come in 5 strength categories ranging from weakest to strong: Guardian Forces, Ediolons, Avatars, Aeons, and then the most powerful, Astrals. Summoners learn to summon Guardian Forces at 1st level, Ediolons at 5th level, Avatars at 9th level, Aeons at 12th level and Astrals at 15th level. Each Esper can be summoned a number of times per day based on what category it is in. Each of the Guardian Forces can be summoned 5/day, Ediolons 4/day, Avatars 3/day, Aeons 2/day and and each Astral can only be summoned once per day each.

Summoning an Esper is a full-round action that provokes an attack of opportunity. The amount of energy it takes to keep an Esper on the material plane causes the Summoner to immediately become staggered for as long as the Esper is present. While the Esper is present it moves as directed by the Summoner on it's turn and assists the Summoner to the best of it's ability. An Esper stays for a number of rounds equal to the Summoner's class level + the Summoner's Charisma modifier (minimum of 1 round), or until its reduced to 1 hit point, after which time it disappears. Espers have a Special attack and an Overdrive attack listed in their creature description page. When a Summoner first gains the ability to summon Guardian Forces at 1st level, these Espers will only ever use their special attacks or physical attacks when summoned. See Overdrive below.

A Summoner may only have 1 Esper present at any given time and must dismiss her current Esper to remove her staggered condition in order to take a full-round action to summon another. The staggered condition cannot be removed by any means while there is an Esper present and any attempt to summon an additional Esper while there is one present will simply result in the current Esper being dismissed and the new one being summoned.

Spell Focus (Conjuration): At first level a Summoner gains Spell Focus (Conjuration) as a bonus feat even if she doesn't meet the prerequisites. If she already has Spell Focus (Conjuration) from another source, she may instead select any other feat for which she qualifies.

Augment Summoning: At first level a Summoner gains Augment Summoning as a bonus feat even if she doesn't meet the prerequisites. If she already has Augment Summoning from another source, she may instead select any other feat for which she qualifies.

Improved Ally (Ex): When a Summoner casts a planar ally spell (including the lesser and greater versions), he makes a Diplomacy check to convince the creature to aid him for a reduced payment. If the Summoner’s Diplomacy check adjusts the creature’s attitude to helpful the creature will work for 50% of the standard fee, as long as the task is one that is not against its nature. The Summoner’s improved ally class feature only works when the planar ally shares at least one aspect of alignment with the Summoner. A Summoner can have only one such ally at a time, but he may bargain for tasks from other planar allies normally.

Extended Summoning (Ex): At 3rd level and higher, all spells from the summoning subschool that the Summoner casts have their durations doubled, as if the Extend Spell feat had been applied to them. The levels of the summoning spells don’t change, however. This ability stacks with the effect of the Extend Spell feat, which does change the spell’s level.

Contingent Conjuration (Ex): A 4th-level Summoner can prepare a summoning or calling spell ahead of time to be triggered by some other event. This functions as described for the contingency spell, including having the Summoner cast the summoning or calling spell beforehand. The spell is cast instantly when the trigger event occurs.

The conditions needed to bring the spell into effect must be clear, although they can be general. If complicated or convoluted condition as are prescribed, the contingent conjuration may fail when triggered. The conjuration spell occurs based solely on the stated conditions, regardless of whether the Summoner wants it to, although most conjurations can be dismissed normally. A Summoner can have only one contingent conjuration active at a time.

Overdrive (Ex): Starting at 6th level a Summoner gains a second option they can use when summoning an Esper. Instead of having the Esper be a combat ally for a number of rounds equal to the Summoner's class level + her Charisma modifier, she can instead summon the Esper for this one round only and have the Esper use their Overdrive ability and disappear right after. Overdrives are a unique and usually extremely helpful or very devastating ability and the specifics of each Esper's Overdrive can be found in the Esper's description.


Guardian Forces (11) (1. 0, 1st, 2nd)

Bomb (Burning Hands / 15ft explosion)
Cactuar (1000 needles d4 per 2 cl to single target)
Cait Sith (Cat scratch fever / Save or confusion on multiple enemies)
Chocobo (drops onto 10 ft square dealing 3d4 damage to all enemies in 10 ft sq / portable hole)
Cockatrice (d4/cl to single target and save vs petrify)
Kirin (Fast Healing equal to 1/2 CL rounded down for XdX rounds)
Mindflayer (Mind blast single target causing paralysis / )
Mist Dragon (Obscuring Mist & Fog Cloud and dragon attacks / Breath weapon)
Sylph (Drain single target and give to lowest party member / Drain all enemies and give evenly to party)
Tonberry (death attack vs 1 opponent / karma)
Quezacotl (electrical attack single target / 30 ft line electrical attack)


Ediolons (10) (5. 3rd, 4th)

Bismark (Water Breathing & Water Walking / 10ft wide line of water damage)
Fenrir (Displacement on summoner / Displacement on party multiple targets)
Ifrit (Fireball strike / AoE Fire damage)
Palidor (Huge bird gives group overland transportation for short duration / Cast Fly on entire party)
Ramuh (Lightning bolt / AoE Lightning damage)
Shiva (Heavenly strike / AoE Cold damage)
Siren (Charm Monster / Silences all enemy casters for 2d4 + 2 rounds)
Starlet (Cure Serious Wounds / Cure Light Wounds Mass)
Unicorn (Magic Circle against Evil & Mount / Removes all status effects)
Valefor (AoE Sonic damage)


Avatars (9) (9. 5th, 6th)

Catoblepas (Shoat) (Bull Strength Mass Bull attacks, charge / AoE save or petrify i.e Circle of death & flesh to stone)
Gilgamesh (Fighter of Summoner class level uses one of 4 different weapons which Excalibur2d6/Masamune2d4/Masurama1d8/Excalipoor1d4 / blade barrier)
Ixion (Chain Lightning attack, slashing physical attack with horn)
Maduin (Word of Chaos without banishment or instant death, deals damage instead)
Ragnarok (Transmutes 1 enemy into non-magical equipment rolled randomly on treasure table)
Sraphim (Heal / Cure Moderate Wounds Mass & Heroism Greater)
Tritoch (line of Tri-elemental damage)
Yojimbo (Requires gold payment and amount of gold equals attack used)
Zoneseek (Grants Spell Resistance =/cl to party)


Aeons (8) (12. 7th)

Anima (Pain powerful telekinetic strike / Suck opponent into portal where lower half of Anima does 8 attacks with max BAB against target)
Asura (Mass Cure Critical Wounds / Random of Cure Light Wounds, Restoration, Heal, Holy Aura, Mass Cure Critical Wounds, True Resurrection)
Carbuncle (Spell turning up to 7th level spells on Summoner / Spell turning up to 7th level spells on whole party)
Diablos (Reverse gravity & does 50% current health damage to 1 target / Does 25% current health damage to 50% of enemy targets)
Leviathan (water jet ranged touch attach with knockback / tidal wave)
Odin (60 ft line Slash attack with save VS death)
Phantom (Has see invis & true seeing see magic auras, and can hit ethereal oppenents / group invisibility and etherealness)
Titan (Huge creature does imp grab, constrict, throw, / Earthquake)


Astrals (7) (15. 8th, 9th)

Alexander (2 lines of massive holy damage)
Crusader (Massive dome AoE damage centered on Crusader that hits all enemies or allies in area except summoner)
Eden (Eternal breath - Normal 60 ft 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 / delta attack AoE untyped magic damage)
Bahamut (AoE massive 80 ft cone breath weapon)
Phoenix (moderate fire damage to enemies / True Resurrection on all party members and Mass cure critical wounds)