All-Summon Base Class (Peach, please) [Archive] - Wizards Community

Post/Author/DateTimePost
Nausicaa

06-08-06, 02:40 PM
I think there's a lot of work to refine this class, but i liked the idea of a class which could summon all monsters without type restriction. I wish you like (a bit) this class.



Fantasy Summoner

Starting Gold: 6d4x10 gp (150 gold)

Starting Age: As Bard.

Hit Die: d8
Class Skills: The Summoner's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (All) (Int), Profession (Wis), Sense Motive (Cha).
Skills/Level: 4 + Intelligence Bonus
BAB: medium (2/3)
ST: Fortitude: Low, Reflex: High, Will, High.

Level, Benefit
1 Summoning (Full round action, one creature, Max CR ˝), Lore
2 Summoning (Max CR 1), Fantasy Enhancement I
3 Summoning (Max CR 2)
4 Summoning (Max CR 3)
5 Summoning (Max CR 3)
6 Summoning (Max CR 4)
7 Summoning (Max CR 5), Fantasy Enhancement II
8 Summoning (Max CR 6), Planar Connection I
9 Summoning (Max CR 6)
10 Summoning (Two Creatures, Max CR 7)
11 Summoning (Standard Action Evocation, Max CR 8)
12 Summoning (Max CR 9), Fantasy Enhancement III
13 Summoning (Max CR 9)
14 Summoning (Max CR 10)
15 Summoning (Max CR 11)
16 Summoning (Max CR 12), Planar connection II
17 Summoning (Max CR 12)
18 Summoning (Max CR 13), Fantasy Enhancement IV
19 Summoning (Max CR 14)
20 Summoning (Three Creatures, Max CR 15)


All of the following are Class Features of the Summoner class:
Weapon and Armor Proficiency: Summoners are proficient with all simple weapons. Summoners are proficient with light armor and medium armor and with shields (except tower shield)

Lore: As the bard ability

Summoning(Su): The base ability of the fantasy summoner is the summoning ability. With the manifestation of her fantasy, the fantasy summoner creates monsters that are similar to real ones. With a full round action she can create from her mind strange manifestations. This conjuration is a supernatural abilities that lasts 1 minute per class level and conjures a monster selected among the “fantasy pool” (any creature that has a lower CR than the maximum CR set by the level of the Fantasy Summoner).
The fantasy summoner uses her fantasy but summon real creatures: this is why the knowledge skills are so important to her, because to summon a creature she must check a specific Knowledge Skill against a DC set by the CR and Hit Dice of the monster. The exact DC of the check is 10 + ˝ Monster HD + Monster CR + Total number of successful evocation in the same day. For example if Alita, a 20th level fantasy summoner, wants to summon an Astral Deva, but she has already summoned another monster in the same day, the Knowledge DC would be 10 + 6 + 14 + 1 for a total of 31. The tipe of knowledge subskill depends on the monster type, as stated in the table:


Type Knowledge Skill
Humanoid, Giant
Mostrous Humanoid Knowledge (History)
Animal, Plant,
Vermin Knowledge (Nature)
Dragon, Magical Beast,
Fey Knowledge (Arcane)
Outsider, Elemental Knowledge (The Planes)
Undead Knowledge (Religion)
Construct Knowledge (Architecture&engineering)
Aberration Knowledge (Dungeoneering)

For example, if alita wants to summon the same Astral Deva, the Knowledge (The Planes) DC would be 31.

At 1st level the fantasy summoner can have only a monster summoned at the same time. If she attempts to summon another creature, the first fade into nothing, whether the attempt is succesful or not. At 10th level she can have two monsters and at 20th three monsters at the same time.

Fantasy Enhancement (Su): The strange abilities of the Fantasy Summoner permits her to conjure nastier and stronger creature than it was in normal life. At 3rd level she can add one of these abilities to any monster summoned
The monster gain a +2 bonus to a physical characteristic
The monster gain a +2 bonus to a mental characteristic
A natural weapon of the monster deals damage as if a size bigger.
The monster gains a bonus feat (feats without prerequisites).

Planar Connection (Su): The fantasy summoner can add each day, for a number of times equal to 3+ her intelligence modifier, the celestial or fiendish template to any monster she summons.

Fantasy Enhancement II (Su): As Fantasy Enhancement I, except that the summoner can add one of these abilities instead:
The monster gain a +3 bonus to a physical characteristic and a +2 bonus to another physical characteristic
The monster gain a +3 bonus to a mental characteristic and a +2 bonus to another mental characteristic
The monster gain a +2 bonus to all physical or mental characteristics.
A natural weapon of the monster deals damage as if a size bigger and has its critical thread doubled.
The monster gains two bonus feats (feats without prerequisites).

Fantasy Enhancement III (Su): As Fantasy Enhancement II, except that the summoner can add one of these abilities instead:
The monster gain a +4 bonus to a physical characteristic, a +3 bonus to another physical characteristic and a +2 bonus to the last physical characteristic
The monster gain a +4 bonus to a mental characteristic, a +3 bonus to another mental characteristic and a +2 bonus to the last mental characteristic
Up to two natural weapons of the monster deal damage as if a size bigger and have them critical thread doubled.
The monster gains three bonus feats (feats without prerequisites).
The monster gains DR 5/alignment


Planar Connection II (Su): As Planar Connection I, except that, once per day, the Fantasy Summoner may add the Half Celestial or Half Fiendish Template to any monster she summons.

Fantasy Enhancement IV (Su): As Fantasy Enhancement III, except that the summoner can add one of these abilities instead:
The monster gain a +6 bonus to a physical characteristic, a +4 bonus to another physical characteristic and a +3 bonus to the last physical characteristic
The monster gain a +6 bonus to a mental characteristic, a +4 bonus to another mental characteristic and a +3 bonus to the last mental characteristic
The monster gains a +3 bonus to all characteristics
Up to three natural weapons of the monster deal damage as if a size bigger and have them critical thread doubled.
The monster gains four bonus feats (feats without prerequisites).
The monster gains DR 10/alignment
The monster gains SR 11+your class level.
Voldar_Mecorthio

06-08-06, 03:13 PM
Wow. I have to say, I like the idea!

Good job. It should have a d6 hit die though, d8 is for warrior types and other "strong" characters. I wouldn't go to d4 though, as that would be too weak.
Nephlite

06-08-06, 03:36 PM
Wow. I have to say, I like the idea!

Good job. It should have a d6 hit die though, d8 is for warrior types and other "strong" characters. I wouldn't go to d4 though, as that would be too weak.
I disagree though.
Clerics and Druids have d8. They can both summon with spells.

So, d8 seems fine.

But I must ask why High Will and High Reflex?
Nausicaa

06-08-06, 03:45 PM
I disagree though.
Clerics and Druids have d8. They can both summon with spells.

So, d8 seems fine.

But I must ask why High Will and High Reflex?

I choose d8 and two good saves because it should be a defensive class.. imo its unique "form of atk" should be summons (that are, in fact, stronger than normal), and, for 10 levels he gets only one.. so, he should be, at least, strong in the saves part.
Do you think i should add some extra-summon class abilities?
belthazzar1113

06-09-06, 05:24 AM
http://boards1.wizards.com/showthread.php?t=636032

there was my summoner, might be just what your looking for and another way to get summoning done.
Elemental_Master

06-09-06, 06:55 AM
Rephrase Planar connection and UpgradeII makes the +2 to all ability seems overpowered compared to +3 and +2. EX. +12 compare to +5?
Nausicaa

06-09-06, 10:40 AM
Rephrase Planar connection and UpgradeII makes the +2 to all ability seems overpowered compared to +3 and +2. EX. +12 compare to +5?

Sorry, can you explain better?
EldritchEvos

10-03-06, 03:52 PM
I am interested...
Hopefully this will help with PEACHing
:bump: :mrt:
dragonfire8974

10-31-06, 01:16 PM
it's not ALL ability scores, it's all MENTAL, OR all PHYSICAL abilities, so it's a +6, not a +5

intresting take on it, i think i tried to do something like this. i like the restraint you took on some of the enhancements. i do think you can add the celestial or fiendish templates too many times per day, but that's just my opinion, has anyone play tested this?