User:The-Marksman/Sandbox6

From Dungeons and Dragons Wiki
Jump to: navigation, search


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 3/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 3/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 2/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) (6 HD)

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 (Holy Aura 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) (10 HD)

Bismark (Water Breathing & Water Walking / Breach Blast 10ft wide line of water damage)
Fenrir (Displacement on summoner / Displacement on party multiple targets)
Ifrit (Meteor strike Fireball / Hellfire AoE Fire damage)
Palidor (Huge bird gives group overland transportation for short duration / Cast Fly on entire party)
Ramuh (Judgement Bolt Lightning bolt / AoE Lightning damage)
Shiva (Heavenly strike / Diamond Dust 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 / Healing Horn Removes all status effects)
Valefor (AoE Sonic damage)


Avatars (9) (9. 5th, 6th) (13 HD)

Catoblepas (Shoat) (Bull Strength Mass Bull attacks, charge / Demon Eye 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 (Chaos Wave Word of Chaos without banishment or instant death, deals damage instead)
Ragnarok (Metamorphose Transmutes 1 enemy into non-magical equipment rolled randomly on treasure table)
Sraphim (Heal / Angel Feathers Cure Moderate Wounds Mass & Heroism Greater on party)
Tritoch (line of Tri-elemental damage)
Yojimbo (Requires gold payment and amount of gold equals attack used)
Zoneseek (Magic Shield Grants Spell Resistance = cl to party / Globe of Invulnerability)


Aeons (8) (12. 7th) (16 HD)

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 / Asura's Boon 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 / Ruby Light 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 (Zantetsuken 60 ft line Slash attack with save VS death)
Phantom (Has see invis & true seeing see magic auras, and can hit ethereal oppenents / Ghostly Veil group invisibility and etherealness)
Titan (Huge creature does imp grab, constrict, throw, / Gaia's Wrath Earthquake)


Astrals (7) (15. 8th, 9th) (20 HD)

Alexander (Divine Judgement 2 lines of massive holy damage)
Crusader (Cleansing 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 (Mega Flare AoE massive 80 ft cone breath weapon)
Phoenix (moderate fire damage to enemies / Flames of Rebirth True Resurrection on all party members and Mass cure critical wounds)


Bomb
Size/Type: Small Elemental (Fire, Esper)
Hit Dice: 6d12 + 12 (84 hp)
Initiative: 6
Speed: 5 ft (50 ft flying, good menuverability)
Armor Class: 19 (2 Natural armor, 6 Dex, +1 size), touch 17, flat-footed 13
Base Attack/Grapple: 3/1 (3 BAB, 2 Str, -4 size)
Attack: Bite +9 melee (1d4 +2 plus 1d4 fire damage)
Full Attack: Bite +9 melee (1d4 +2 plus 1d4 fire damage)
Space/Reach: 2 1/2 ft/2 1/2 ft
Special Attacks: Burn, Bodyblow, Fireball 3/day, Self-Destruct
Special Qualities: Darkvision 120 ft, Low-Light Vision, Immunity to banishment, dismissal, diseases, petrification, transmuations and death effects, +4 racial bonus on saves against all poisons, elemental traits, immunity to fire, vulnerability to cold
Saves: Fort 4, Ref 11, Will 3
Abilities: Str 14, Dex 22, Con 14, Int 5, Wis 12, Cha 16
Skills: Listen +3 Spot +3
Feats: Dodge, Mobility, Spring Attack
Environment: Warm or temperate plains or Underground
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always Chaotic Evil
Advancement:
Level Adjustment:


A mass of solidified flickering flames floats here in the shake of an orb that is 3 feet wide. The front of the orb has a smooth uninterrupted surface that appears to have a pair of flaming eyes and an extensively large fang filled mouth covering the front. It has a pair of stubby arms sticking out from either side, with continual spikes of flames coming up from the back side.

Like a fire elemental, a bomb is both fast and agile, and the merest touch from its fiery body is enough to set most materials aflame. Unlike a fire elemental tho, a bomb can enter water or other non-flammable liquid without suffering ill effect. Bombs vary in size from have a width of 2-4 feet and generally have negligible weight. Bombs speak ignan and have hot tempered, foul personalities.

  • Tongues (Su): All Espers can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
  • Word of Recall (Su): While on the Material Plane, Espers can use Word of Recall at will, as the spell (cl 14th), except that it can take them back to their home plane across planar boundries and the creature can transport only itself and up to 50 pounds of objects.

Combat

A bomb generally likes to reserve its burning hands and fireball attacks for only the most annoying and difficult opponents, instead preferring to use its bite and bodyblow attacks freely, but will always act as directed by the Summoner.

Special Attacks

Burn: A bomb's bite attack deals piercing damage plus fire damage from the bomb's flaming body. Those hit by a bomb's bite attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds, and the save DC is 14. A burning creature can take a move action to put out the flame; the save DC is Constitution-based. Creatures hitting a bomb with natural weapons or unarmed attacks take fire damage as though hit by the bombs attack, and also catch on fire unless they succeed on a Reflex save.

Bodyblow: In place of their standard bite attack, a bomb may instead make a Bodyblow attack. To do so, a bomb spins and flies at its run speed of 200 ft for the round. The bomb hurls itself at its target, attempting to make a ranged touch attack using its own body as its weapon. If successful, the target takes 2d6 points of fire damage. Regardless of whether the attack was successful or not, the bomb uses his remaining movement, generally to return to the square which he started the round in.

Burning Hands: At will a Bomb may cast the burning hands spell as a spell-like ability, with a caster level equal to the Summoner's class level. The reflex DC against the bomb's burning hands attack is 16 and is Charisma-based.

A Bomb summoned by a 6th level or higher Summoner can also use the fireball ability. A Bomb summoned with Grand Summoning uses Fireball as it enters and Self-destruct as it leaves.

Fireball: 3 times per day, a bomb may cast the fireball spell as a spell-like ability. The bomb uses its pseudo-arm to pull a blob of fire from its own body and then hurls it at the nearest open area where it can strike multiple PC's. The bomb casts fireball with a caster level equal to the Summoner's class level, and the fireball deals 6d6 points of damage. The reflex DC against the bomb's Fireball attack is 16 and is Charisma-based.

Overdrive

Self-Destruct: When used, the bomb will attempt to do its Self-Destruct attack. When using its Self-Destruct attack, a bomb will target the last person who successfully struck it for damage. The bomb will take a move action to get as close to the target of the attack as possible, up to adjacent if such movement is possible, and will then explode in a 10 ft radius, dealing 6d8 fire damage to any creature within 10 feet. Using Self-Destruct dismisses the bomb immediately.

X
Size/Type: Large Outsider (Esper)
Hit Dice: Xd12 (X) + (X con) (232 hp)
Initiative: (1 Dex)
Speed: 40 ft
Armor Class: Normal (Armor +X, Dex +X), touch , flat-footed
Base Attack/Grapple: /
Attack: +X melee XdX + X 19-20×2
Full Attack:
Space/Reach: 10 ft/10 ft
Special Attacks:
Special Qualities:
Saves: Fort , Ref , Will
Abilities: Str , Dex , Con , Int , Wis , Cha
Skills:
Feats:
Environment: Any
Organization: Any
Challenge Rating: 16
Treasure:
Alignment:
Advancement:
Level Adjustment:


  • Tongues (Su): All Espers can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
  • Word of Recall (Su): While on the Material Plane, Espers can use Word of Recall at will, as the spell (cl 14th), except that it can take them back to their home plane across planar boundries and the creature can transport only itself and up to 50 pounds of objects.

Special Attacks

Overdrive

X
Size/Type: Large Outsider (Esper)
Hit Dice: Xd12 (X) + (X con) (232 hp)
Initiative: (1 Dex)
Speed: 40 ft
Armor Class: Normal (Armor +X, Dex +X), touch , flat-footed
Base Attack/Grapple: /
Attack: +X melee XdX + X 19-20×2
Full Attack:
Space/Reach: 10 ft/10 ft
Special Attacks:
Special Qualities:
Saves: Fort , Ref , Will
Abilities: Str , Dex , Con , Int , Wis , Cha
Skills:
Feats:
Environment: Any
Organization: Any
Challenge Rating: 16
Treasure:
Alignment:
Advancement:
Level Adjustment:


  • Tongues (Su): All Espers can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
  • Word of Recall (Su): While on the Material Plane, Espers can use Word of Recall at will, as the spell (cl 14th), except that it can take them back to their home plane across planar boundries and the creature can transport only itself and up to 50 pounds of objects.

Special Attacks

Overdrive

X
Size/Type: Large Outsider (Esper)
Hit Dice: Xd12 (X) + (X con) (232 hp)
Initiative: (1 Dex)
Speed: 40 ft
Armor Class: Normal (Armor +X, Dex +X), touch , flat-footed
Base Attack/Grapple: /
Attack: +X melee XdX + X 19-20×2
Full Attack:
Space/Reach: 10 ft/10 ft
Special Attacks:
Special Qualities:
Saves: Fort , Ref , Will
Abilities: Str , Dex , Con , Int , Wis , Cha
Skills:
Feats:
Environment: Any
Organization: Any
Challenge Rating: 16
Treasure:
Alignment:
Advancement:
Level Adjustment:


  • Tongues (Su): All Espers can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
  • Word of Recall (Su): While on the Material Plane, Espers can use Word of Recall at will, as the spell (cl 14th), except that it can take them back to their home plane across planar boundries and the creature can transport only itself and up to 50 pounds of objects.

Special Attacks

Overdrive