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| #1nuffJul 22, 2008 13:33:47 | So far 4th edition has yet to have real summonings (though some wizard and cleric conjurations have summoning elements) and with good reason. Summonings have always been complicated, and a new version would probably resemble the current conjurations, forgoing a player having to open a monster manual. While it is possible for such powers to be added to the wizard or cleric class, they would probably be daily powers. The reason is because it is easy to abuse an expendable creature as a shield, scout, mount, etc. if you could call on it every 5 minutes. With that in mind, I figure a real summoner would require it's own class (or at least one-half of a class, a build's worth). The two mostly likely would be a beastmaster (ala summoning druid) and a necromaster. As for role, they would probably be controllers (a summoning does allow extra control through taking up space and opportunity attacks) or strikers with some control elements. Below I present a possible look at a beastmaster (but probably far off from what we'll get): Summoning: A Summoning is a special form of conjuration. Like a standard conjuration, the creature may not leave the power area, and uses the character’s ability scores and defenses unless otherwise noted. It also uses the character’s level and skill modifiers, but can only use Acrobatics, Athletics, Endurance, Perception, and Stealth checks. Summon Hunter Beastmaster Feature At Will Primal, Implement, Conjuration, Summoning Standard Action Close Burst 10 Special: You must spend a healing surge to use this power. Effect: You call forth a medium sized natural beast, such as a wolf or leopard, in an adjacent unoccupied square. The creature has hit points equal to your bloodied value and a speed of 7. It counts as an ally and can make opportunity attacks as normal. You may immediately make it take a move action and make a basic attack. Target: One creature adjacent to the beast. Basic Attack: Wisdom vs. AC Hit: 1d8 + Wisdom modifier damage. At 21st level, increase the damage to 2d8 + Wisdom modifier. Sustain Minor: you may sustain this power until the end of the encounter. When you sustain this power you may make the beast take a move action. As a standard action, you can make another attack with the beast. Some beastmaster daily powers summon other beasts. Other beastmaster powers affect a summoned creature, such as by healing it, moving it or having it make special attacks. Double Team Beastmaster Attack 1 At Will Primal, Weapon Standard Action Melee 1 Target: A creature you an a creature you summoned are adjacent to. Attack: Wisdom vs. AC. Hit: 1[W] damage, and a creature you summoned makes a basic attack against the target. Increase damage to 2[W] at 21st level. Momentary Growth Beastmaster Attack 7 For a moment, your beast surges in size, crushing those around it. Encounter Primal, Implement Standard Action Area 2 centered on your summoning Target: Creatures in burst other than the summoned creature. Attack: Wisdom vs. Reflex. Hit: 2d8 + wisdom modifier and the target is pushed a number of squares equal to your constitution modifier. Bolster Summoning Beastmaster Utility 2 Daily Primal Minor Range 10 Target: A creature you summoned. Effect: the target gains temporary hit points equal to 10 + your constitution modifier. Pecking Birds Beastmaster Attack 5 Daily Primal, Implement, Conjuration, Summoning Standard Close Burst 10 Effect: You conjure 4 Tiny bird natural beasts that occupy any 4 squares within range. The birds have 1 HP and a fly speed of 4. You can move all the birds as a move action. The birds last until the end of the encounter. The birds attack any creature that moves into or starts their turn in their space. Attack: Wisdom+2 Vs. Fortitude attack Hit: Wisdom modifier damage, and the target takes a –2 penalty to attacks until the end of their next turn. Protective Swipe Beastmaster Attack 1 Encounter Primal, Implement Immediate Reaction Close Burst 20 Trigger: An enemy adjacent to a creature you summoned attacks you. Attack: The summoned creature makes a basic attack vs. the target. And here are a couple of feats: Tender of Beasts [Multiclass Beastmaster] Prerequisite: Wis 13 Benefit: You gain training in the Nature skill. In addition, once per day you can use the Beastmaster’s Summon Hunter power. Elemental Beast [Beastmaster] Prerequisite: Beastmaster Benefit: When you taker this feat choose fire, lightning, thunder, cold or acid. When you summon a natural creature, you may choose to instead summon an elemental beast. The beasts attacks gain the keyword you chose and deal that type of damage. The creature also gains resist 5 from that damage type, or resist 10 at the epic tier. Note: For a taste of multiclassing into necromaster you can use similar powers, but using undead summonings, Charisma or Intelligence instead of Wisdom and the shadow power source instead of primal. |
| #2nuffJul 22, 2008 13:36:13 | Sorry, that was longer than I thought. Next time I do one of these I think I will break it up into multiple posts. I am planning one other thread for suggestions for 5E (I don't think there is a thread for that yet). Any other suggestions? |
| #3nowiwantmydmgJul 23, 2008 16:54:36 | I expect the Shaman class in PHB 2 will be primarily a summoning type class. |
| #4nuffJul 24, 2008 15:21:32 | I originally wrote Momentary Growth without a level assingment, and it is way to powerful as is for 7th. Change to Burst 1, and 1d8 damage. I am also adding a summon attack keyword. These are simply powers the summoned creature does. Gnaw the Leg Beastmaster Attack 1 Encounter Primal, Summon attack Standard Action Melee Creature's Reach Target: A creature adjacent the summoned beast. Attack: Wisdom vs. Fortitude. Hit: 1d8 + Wisdom damage, and the target is slowed. Boar Call Beastmaster Attack 1 Daily Primal, Summon Effect: You call forth a medium sized natural beast, such as a boar, in an adjacent unoccupied square. The creature has hit points equal to your bloodied value and a speed of 6. It counts as an ally and can make opportunity attacks as normal. You may immediately make it take a move action and make a basic attack. Target: One creature adjacent to the beast. Basic Attack: Wisdom vs. AC Hit: 1d8 + Wisdom modifier damage + Constitution. Sustain Minor: When you sustain this power you may have the beast take a move action. you may make it attack as a standard action. Whenever you have the beast perform a summon attack, add your consitution modifier to the damage. |
| #5DBrignerJul 24, 2008 15:47:13 | Oh for the love of god people, NO MORE POKEMON! LEAVE THE PETS ALONE, IF YOU WANT A MEAT SHIELD PLAY WITH A TANK! |
| #6master-of-puppetsJul 24, 2008 17:34:09 | I believe that a summoner class would focus on sumoning a sigle moster and use his own actions to make it attack, so that the character doesnt get extra actions, and you play with half a character half a summoned beast. |
| #7deadzaJul 24, 2008 18:45:12 | I believe that a summoner class would focus on sumoning a sigle moster and use his own actions to make it attack, so that the character doesnt get extra actions, and you play with half a character half a summoned beast. Too true. We already have summing spells that use this mechanic in 4th Ed anyway they just don’t give a full power monster anymore (thank god). Explain to me how you can’t describe flaming sphere as a Fire Elemental? Plus the cleric gets a gaggle of Knights and Spiritual Weapon. All we need are more source books for spells. All in good time. |
| #8wizardmonJul 24, 2008 22:23:06 | I expect the Shaman class in PHB 2 will be primarily a summoning type class. It would be interesting to see the Shaman (confirmed leader) somehow use summoning to fulfill the leader, and not controller, role. I am not being fecicious, I do think that has potential to be really neat. However, any class that summons to me sounds like a controller. |