Arcane Summoner (3.5e Class)

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Summoner[edit]

This is an original base class for characters interested in playing an arcane spellcaster focused on summoning. The summoner excels at summoning outsiders and spirits to act as sages, servants, and bodyguards, and can easily influence others with his potent personality. The summoner is also proficient at banishing spirits and outsiders, including those summoned by him and others. Although a summoner has less raw magical power than other casters, he can augment his prowess by attuning himself to his planar companion, gaining potent abilities.

Making a Summoner[edit]

Abilities: Intelligence is the most important ability for a summoner, as it determines how powerful a spell she can cast, how many spells she can cast per day, and how hard those spells are to resist. Charisma is useful when bargaining with called spirits and outsiders, and for many of the summoner's class skills. A summoner benefits from high Dexterity and Constitution scores much as a sorcerer or wizard would.

Races: Summoners appear in every race. Halflings in particular are very likely to adopt the way of the Summoner

Alignment: Any.

Starting Gold: Same as Wizard.

Starting Age: Complex.

Table: The Summoner

Hit Die: d6

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 Armored mage, master linguist, potent summons 3 1
2nd +1 +0 +0 +3 Planar companion (1st companion) 4 2
3rd +1 +1 +1 +3 Augmented being (least augments) 4 3 1
4th +2 +1 +1 +4 Rapid summoning 4 3 2
5th +2 +1 +1 +4 Persuasive 4 3 3 1
6th +3 +2 +2 +5 Spirited summons +1 4 3 3 2
7th +3 +2 +2 +5 Augmented being (lesser augments) 4 4 3 3 1
8th +4 +2 +2 +6 Planar companion (2nd companion) 4 4 3 3 2
9th +4 +3 +3 +6 Planar eidolon 4 4 3 3 2 1
10th +5 +3 +3 +7 4 4 4 3 3 2
11th +5 +3 +3 +7 Augmented being (greater augments) 4 4 4 4 3 2 1
12th +6/+1 +4 +4 +8 Spirited summons +2 9 6 6 6 6 4 2
13th +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1
14th +7/+2 +4 +4 +9 Planar companion (3rd companion) 4 4 4 4 4 3 3 2
15th +7/+2 +5 +5 +9 Augmented being (dark augments) 4 4 4 4 4 4 3 2 1
16th +8/+3 +5 +5 +10 4 4 4 4 4 4 3 3 2
17th +8/+3 +5 +5 +10 Improved calling 4 4 4 4 4 4 3 3 2 1
18th +9/+4 +6 +6 +11 Spirited summons +3 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 Augmented being (fearsome augments) 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Planar companion (4th companion) 4 4 4 4 4 4 4 4 4 4

Class Skills 2+Int Modifier (x4 at 1st level)
Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int).

Class Features[edit]

Your spells and class features make you well-suited to a variety of roles depending on the type of creature you summon, but you often find yourself using your summoned minions to protect your allies and intercept the attacks of your foes. You have little in the way of defensive magic, so be sure to summon some bodyguards when in dangerous situations and use your augments to shore up your defenses. Outside of combat, your forceful personality and social acumen often make you the leader or spokesman for your group, and you are a font of knowledge when it comes to matters involving other planes of existence. Your augments can be helpful here as well by boosting your mental stats and skill bonuses.

Weapon and Armor Proficiency: The summoner gains proficiency with all simple weapons and with light armor, but not with shields.

Spells: A summoner casts arcane spells, which are drawn from the summoner spell list (below). When you gain access to a new level of spells, you automatically gain access to all the spells for that level on the summoner’s spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list.

To cast a summoner spell, you must have an Intelligence score of 10 + the spell's level. The Difficulty Class for a saving throw against a summoner’s spell is 10 + the spell's level + the summoner’s Int mod. Like other spellcasters, a summoner can cast only a certain number of spells of each spell level per day. The daily spell allotment is given in the table above. If you attempt to cast spells while wearing any armor other than light armor, you suffer an arcane spell failure chance.

A summoner need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that level. However, you may only cast one summoner spell per round, even if you would otherwise have enough actions available to cast more than one. Casting a spell with a casting time of one immediate action counts as your use of a spell for the following round. Unlike some other spellcasters, you do not gain bonus spells for a high ability score.

Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster's gestures, causing an arcane spell failure chance. However, a summoner's limited focus and specialized training allow you to ignore the arcane spell failure chance for light armor. This training does not extend to shields, other forms of armor, or spells gained from other spellcasting classes.

Master Linguist (Ex): A summoner's training begins with the study of the languages spoken by spirits and outsiders. In addition to your normal racial bonus languages (if any), you may select as a bonus language any language spoken by any creature that can be summoned by the the spells on your class list.

Potent Summons (Ex): Each creature you conjure with any conjuration (summoning) or conjuration (calling) spell, or with your Planar Companion class feature, gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it. This feature counts as the Augment Summoning Feat when meeting prerequisites.

Whenever you cast a conjuration (summoning) spell with a duration of 1 round/level, the duration of the spell is increased by 2 rounds. Whenever you cast a conjuration (summoning) spell with a duration of 'Concentration', its duration is changed to 'Concentration + 2 rounds'.

Planar Companion: Upon reaching 2nd level, you may perform a special incantation to call and bind an outsider to serve as your companion. The ritual requires rare dusts and pigments costing 100gp, and requires 24 hours of uninterrupted meditation. You call any creature you could normally summon with a conjuration (summoning) spell on your summoner spell list.

The planar companion progresses as a familiar, as described in the Player's Handbook (pp. 52-53), except that you do not lose experience if your companion is killed, and you may replace a slain planar companion, or one that has been released from service, simply by repeating the ritual. Additionally, the planar companion uses its normal hit points, base attack bonus, or Intelligence score if they are better than the values acquired by virtue of being a planar companion. If a planar companion’s statistics block indicates that it is wearing or carrying any equipment, it appears with that gear when it is first called. The companion will not part with its starting gear, although you can give it additional equipment if you wish. If you attempt to forcefully take some article of its starting gear, it is released from service and may attack you or depart. When it departs in this fashion, it takes all its gear with it.

Once per day, as a full-round action, a summoner may magically call his companion from the extra-planar realm in which it resides. The companion immediately appears adjacent to you and remains for 2 hours per summoner level; it may be dismissed at any time as a free action. The companion is the same creature each time it is called, though you may release a particular companion from service (in order to call a different sort of companion, for instance). Each time the planar companion is called, it appears in full health, regardless of any damage it may have taken previously. The companion also appears wearing or carrying any gear it had when it was last dismissed. A planar companion that is slain vanishes and is released from service, although any gear that you have given it remains behind.

For every six additional levels you gain above 2nd, you may call and bind an additional planar companion (two at 8th level, three at 14th level, etc.). You may call each companion once per day as described above, but once you call a companion, you must dismiss it before you can summon another (you can't have more than one companion with you at once).

Calling a planar companion is a conjuration (calling) effect. Calling the planar companion is a spell-like ability with a level equivalent to one-third your class level.

Augmented Being (Su): Upon reaching 3rd level, you can attune yourself to your planar companion to claim some of its attributes for yourself, gaining augments which make you more like the entity you have bound. The attunement process requires one hour of meditation upon your link to your companion, and it must be present during this time. Once you have selected the augments to be acquired from your companion and completed the attunement process, you manifest the augments whenever you call the companion, so long as it is within 1 mile of you. You immediately lose the benefit of your augments if the companion is dismissed, released from service, or slain, although if the companion is merely dismissed, your attunements remain and you will manifest your augments when next you call your companion.

Augments come in five grades: least, lesser, greater, dark, and fearsome. When you first learn to attune yourself to your planar companion, you can attune only least augments. As you advance in level, you can attune more powerful augments, as shown on on Table: The Summoner.

The number of augments you may attune at any one time is shown on Table: The Summoner, above. If you can bind more than one planar companion, you may attune up to your maximum number of augments separately for each one (e.g. a 10th-level summoner can bind two planar companions, and can attune four least or lesser augments with the first companion and four least or lesser augments with the second companion).

You may suppress all visible signs of your augmentations by concentrating for a moment (a standard action), but they provide no benefit to you while suppressed. Resuming your augmentations is a free action.

Rapid Summoning (Ex): A summoner of 4th level or higher casts summoning spells more quickly. When you can cast a Conjuration (summoning) spells with a casting time of one full round, the casting time is reduced to one standard action.

Persuasive (Ex): Beginning at 5th level, you learn to use emotional appeals, shrewd bargaining, clever wordplay, or brazen intimidation to get what you want. You gain a competence bonus to Charisma-based checks equal to one-half your class level.

If you fail a Bluff, Diplomacy, or Intimidate check in a social situation, you may try to use the skill a second time against the same target, even though it is normally not possible to try again after failing to use Bluff, Diplomacy, or Intimidate in a social situation.

Persuasive grants you the right to make a second attempt, not a reroll of your original attempt, so you must spend the appropriate amount of time to make the second attempt, and modifiers that applied only to the first roll (e.g. a moment of prescience spell) do not apply to the second roll.

Also, when you resort to aggressive negotiation tactics, your allies tend to accept your uncouth behavior as simply an overbearing personality, and your self-confidence earns you the grudging respect of would-be enemies. After your successful use of the Intimidate skill wears off, the target's attitude towards you becomes neutral instead of unfriendly (or reverts to its original attitude, if the original attitude was worse than neutral).

Spirited Summons (Ex): A summoner of 6th level or higher has learned to exhort his summoned allies to greater effort. Your planar companions, along with any creatures you summon or call with your summoner spells, receives a +1 morale bonus on attack rolls, damage rolls, Armor Class, saving throws, skill checks and ability checks. This bonus improves to +2 at 12th level and +3 at 18th level.

Planar Eidolon (Ex): Upon reaching 9th level, the summoner learns to reach through the planes with immense power. When summoning exactly one creature with a summon monster spell (or a similar spell such as summon nature's ally or summon undead), you may choose to either summon two of that creature, or select the creature summoned from the next-higher list of creatures available to you. For example, instead of summoning a celestial monkey with a summon monster I spell, you might choose to summon either two celestial monkeys or a single celestial riding dog (chosen from the summon monster II list).

Improved Calling (Su): At 17th level, your understanding of summoning magic shows you how to call even more powerful beings into your service. The normal HD limit for your dragon ally and planar binding spells (including lesser and greater versions) increases by 2. However, if you exceed the normal HD limit for a planar binding spell, any creatures you call may check their spell resistance to escape your binding (as described in the spell), despite any precautions you may have taken while scribing the binding circle.

SUMMONER SPELL LIST[edit]

The summoner spell list appears below. All spells are notated with the name and page number of the sourcebook in which they appear.

Spoiler 0 Level: caltrops (SC 42), create water (PH 215), detect magic (PH 219), mending (PH 253), prestidigitation (PH 264), read magic (PH 269), unseen servant (PH 297).

1st Level: alarm (PH 197), benign transposition (SC 27), burning rage (PH2 105), create trap (RotD 112), deep breath (SC 61), deflect, lesser (PH2 109), familiar pocket (SC 88), friendly face (RoD 106), hail of stone (SC 108), magic fang (PH 250), mount (PH 256), protection from outsiders, protection from spirits, sanctuary (PH 274), snake's swiftness (SC 193), summon monster I (PH 85).

2nd Level: aiming at the target (SC 8), augment familiar (SC 17), baleful transposition (SC 23), blade brothers (PH2 103), cat's grace (PH 208), cloud of knives (PH2 107), deflect (Ph2 109), dimension hop (PH2 110), eagle's splendor (PH 225), fox's cunning (PH 233), heroics (SC 113), insidious insight (RoE 187), luminous assassin, lesser (PH2 117), resist energy (PH 272), share talents (PH2 124), shield other (PH 278), snake's swiftness, mass (SC 193), status (PH 284) summon monster II (PH 286), summon swarm (PH 289), tiger's tooth (SC 221).

3rd Level: analyze portal 9SC 10), create food and water (PH 214), crown of might (PH2 108), crown of protection (PH2 108), dimension step (PH2 110), dispel magic (PH 223), enhance familiar (SC 82), ferocity of sanguine rage (DrM 67), fortify familiar (SC 98), haste (PH 239), heroism (PH 240), jagged tooth (SC 126), magic circle against outsiders, magic circle against spirits, magic fang, greater (PH 250), nauseating breath (SC 146), phantom steed (PH 260), protection from energy (PH 266), regal procession (SC 172), regroup (PH2 122), servant horde (SC 182), summon monster III (PH 286), sonorous hum (SC 196), tactical precision (SC 218), vipergout (SC 230).

4th Level: battle hymn (SC 25), dimension door (PH 221), dimensional anchor (PH 221), dismissal (PH 222), evard's black tentacles (PH 228), leomund's secure shelter (PH 247), luminous assassin (PH2 117), magic fang, superior (SC 136), minor creation (PH 253), resist energy, mass (SC 174), ruin delver’s fortune (SC 78), stoneskin (PH 284), summon elementite swarm (SC 214), summon hound archon (SC 214), summon monster IV (PH 286), summon pest swarm (City 67), voice of the dragon (SC 232).

5th Level: call zelekhut (SC 42), choking sands (SS 112), contact other plane (PH 212), dimension door, greater (SC 54), dimension shuffle (PH2 110), dragon ally, lesser (SC 82), hidden lodge (SC 114), indomitability (SC 121), insect plague (PH 244), major creation (PH 252), mordenkainen's faithful hound (PH 255), planar binding, lesser (PH 261), summon monster V (PH 286), teleport (PH 292).

6th Level: banishment (PH 203), bones of the earth (PH2 104), cat's grace, mass (PH 208), chasing perfection (PH2 106), dispel magic, greater (PH 223), drown (SC 74), extract water elemental (SC 86), fire spiders (SC 92), heroism, greater (PH 240), imbue familiar with spell ability (SC 120), luminous assassin, greater (PH2 117), mephit mob (SS 118), planar binding (PH 261), seal portal (SC 181), summon greater elemental (SC 214), summon monster VI (PH 287).

7th Level: call kolyarut (SC 42), dragon ally (SC 82), drawmij's instant summons (PH 225), ethereal jaunt (PH 227), planar bubble (SC 158), plane shift (PH 262), resistance, superior (SC 174), slime wave (SC 192), summon monster VII (PH 287), teleport, greater (PH 293), teleport object (PH 293).

8th Level: binding (PH 204), drown, mass (SC 74), horde of slaadi, host of angels, maze (PH 252), mordenkainen’s capable caravel (SW 119), planar binding, greater (PH 261), plane shift, greater (SC 159), summon monster VIII (PH 287), trap the soul (PH 295), true creation (SC 224).

9th Level: call marut (SC 42), doom of the seas (SW 115), dragon ally, greater (SC 82), elemental swarm (PH 226), gate (PH 234), planar navigation (SC 119), refuge (PH 269), summon devoted roc (RotW 175), summon elemental monolith (SC 214), summon golem (PH2 126), summon monster IX (PH 288), teleportation circle (PH 293).

SUMMONER AUGMENT LIST[edit]

Least augments: attune natural weapon, least augment senses, least augment natural armor augment racial skill, least

Lesser augments: attune extraordinary elemental attack attune extraordinary special attack, lesser attune extraordinary special quality attune feat attune natural weapon, lesser augment ability score augment senses, lesser augment racial skill, lesser

Greater augments: attune extraordinary special attack, greater attune natural weapon, greater attune spell-like ability, greater augment senses, greater augment racial skill, greater

Dark augments: attune natural weapon, dark attune spell-like ability, dark augment movement, dark augment senses, dark augment racial skill, dark

Fearsome augments: attune natural weapon, fearsome attune spell-like ability, fearsome augment movement, fearsome augment senses, fearsome augment racial skill, fearsome

Augment Descriptions:

Attune Extraordinary Elemental Attack (Lesser) You gain one of the following extraordinary elemental attacks that your planar companion possesses: air mastery, burn, cold, combustion, drench, earth mastery, fiery aura, or heat. You may attune this augment more than once. Each time you do, it applies to a different extraordinary elemental attack that your planar companion possesses.

Attune Extraordinary Special Attack, Lesser (Lesser) You gain one of the following extraordinary special attacks that your planar companion possesses, provided you have the proper size, natural weapons or other prerequisites needed to deliver the attack: attach, capsize, constrict, crush, engulf, impale, improved grab, leap, pounce, powerful charge, push, rake, rend, rend armor, rock throwing, snatch, swallow whole, tail sweep, trample, or trip. You may attune this augment more than once. Each time you do, it applies to a different extraordinary special attack that your planar companion possesses.

Attune Extraordinary Special Attack, Greater (Greater) You gain one of the following extraordinary special attacks that your planar companion possesses, provided you have the proper size, natural weapons or other prerequisites needed to deliver the attack: acid, battle frenzy, berserk, blood drain, corrosive slime, cursed wound, disease, extract, ferocity, frightful presence, howl, light ray, mimicry, moan, paralysis, poison, quills, rage, sneak attack, spit acid, spittle, spores, stench, or web. You may attune this augment more than once. Each time you do, it applies to a different extraordinary special attack that your planar companion possesses.

Attune Extraordinary Special Quality (Lesser) You gain one of the following extraordinary special qualities that your planar companion possesses: amphibious, immunity to a single type of energy, immunity to poison, fast healing, hold breath, resistance to a single type of energy, rock catching, or water breathing. You may attune this augment more than once. Each time you do, it applies to a different extraordinary special quality that your planar companion possesses.

Attune Feat (Lesser) You gain a racial bonus feat that your planar companion possesses, ignoring prerequisites. You may attune this augment more than once. Each time you do, it applies to a different racial bonus feat that your planar companion possesses. You may only acquire racial bonus feats via this ability, not normal feats or feats gained from templates or class advancement.

Attune Natural Weapon, Dark (Dark) You gain up to four of the natural weapons that your planar companion also possesses, growing additional limbs as necessary to support them (for example, if you attune a tail slap attack, your grow a tail). Your new limbs resemble those of your planar companion, but do not provide you with any additional abilities (e.g. if you gain wings, you do not gain the ability to fly). The natural weapons you gain function as a normal natural weapons for you; you can make primary or secondary natural attacks with them (but not iterative attacks), and they deal the same damage as your planar companion's natural weapons (adjusted for your size, if you are not the same size). Your natural weapons looks like the natural weapons of your planar companion (e.g. you grow a horn for a gore attack, you grow claws for a claw attack, etc.). You may attune this augment more than once. Each time you do, it applies to up to four different natural weapons that your planar companion possesses.

Attune Natural Weapon, Fearsome (Fearsome) You gain up to five of the natural weapons that your planar companion also possesses, growing additional limbs as necessary to support them (for example, if you attune a tail slap attack, your grow a tail). Your new limbs resemble those of your planar companion, but do not provide you with any additional abilities (e.g. if you gain wings, you do not gain the ability to fly). The natural weapons you gain function as a normal natural weapons for you; you can make primary or secondary natural attacks with them (but not iterative attacks), and they deal the same damage as your planar companion's natural weapons (adjusted for your size, if you are not the same size). Your natural weapons looks like the natural weapons of your planar companion (e.g. you grow a horn for a gore attack, you grow claws for a claw attack, etc.). You may attune this augment more than once. Each time you do, it applies to up to five different natural weapons that your planar companion possesses.

Attune Natural Weapon, Greater (Greater) You gain up to three of the natural weapons that your planar companion also possesses, growing additional limbs as necessary to support them (for example, if you attune a tail slap attack, your grow a tail). Your new limbs resemble those of your planar companion, but do not provide you with any additional abilities (e.g. if you gain wings, you do not gain the ability to fly). The natural weapons you gain function as a normal natural weapons for you; you can make primary or secondary natural attacks with them (but not iterative attacks), and they deal the same damage as your planar companion's natural weapons (adjusted for your size, if you are not the same size). Your natural weapons looks like the natural weapons of your planar companion (e.g. you grow a horn for a gore attack, you grow claws for a claw attack, etc.). You may attune this augment more than once. Each time you do, it applies to up to three different natural weapons that your planar companion possesses.

Attune Natural Weapon, Least (Least) You gain one of the natural weapons that your planar companion also possesses, provided you possess the proper limb (for example, you cannot gain a tail slap attack if you do not have a tail). It functions as a normal natural weapon for you; you can make primary or secondary natural attacks with it (but not iterative attacks)., and it deals the same damage as your planar companion's natural weapon (adjusted for your size, if you are not the same size). Even if the weapon is one that normally comes in pairs (such as a claw), you gain only a single weapon; you must attune this augment again to gain the second paired natural weapon. Your natural weapon looks like the natural weapon of your planar companion (e.g. you grow a horn for a gore attack, you grow claws for a claw attack, etc.). You may attune this augment more than once. Each time you do, it applies to a different natural weapon that your planar companion possesses.

Attune Natural Weapon, Lesser (Lesser) You gain up to two of the natural weapons that your planar companion also possesses, provided you possess the proper limb (for example, you cannot gain a wing buffet attack if you do not have wings). They function as a normal natural weapons for you; you can make primary or secondary natural attacks with them (but not iterative attacks), and they deal the same damage as your planar companion's natural weapons (adjusted for your size, if you are not the same size). Your natural weapons looks like the natural weapons of your planar companion (e.g. you grow a horn for a gore attack, you grow claws for a claw attack, etc.). You may attune this augment more than once. Each time you do, it applies to up to two different natural weapons that your planar companion possesses.

Attune Spell-Like Ability, Dark (Dark) You gain the ability to use one of your planar companion's spell-like abilities three times per day, provided it meets the following three prerequisites: its effective spell level is no greater than half your summoner level, the companion's caster level for this ability is no greater than your summoner caster level, and the companion is able to use the ability at least three times per day. You activate the spell-like ability just as your planar companion normally would, and must observe the same restrictions that your companion observes (if any). Your caster level for this ability is equal to the your summoner caster level, and you use your Charisma score to determine its save DC (if any). If the spell-like ability has an expensive material component or XP cost, you must provide that component or pay that cost, even if your planar companion would not. You may attune this augment more than once. Each time you do, it applies to a different qualifying spell-like ability that your planar companion possesses.

Attune Spell-Like Ability, Fearsome (Fearsome) You gain the ability to use one of your planar companion's spell-like abilities at will, provided it meets the following two prerequisites: the companion's caster level for this ability is no greater than your summoner caster level, and the companion is able to use the ability at will. You activate the spell-like ability just as your planar companion normally would, and must observe the same restrictions that your companion observes (if any). Your caster level for this ability is equal to the your summoner caster level, and you use your Charisma score to determine its save DC (if any). If the spell-like ability has an expensive material component or XP cost, you must provide that component or pay that cost, even if your planar companion would not. You may attune this augment more than once. Each time you do, it applies to a different qualifying spell-like ability that your planar companion possesses.

Attune Spell-Like Ability, Greater (Greater) You gain the ability to use one of your planar companion's spell-like abilities once per day, provided it meets the following three prerequisites: its effective spell level is no greater than half your summoner level, the companion's caster level for this ability is no greater than your summoner caster level, and the companion is able to use the ability at least once per day. You activate the spell-like ability just as your planar companion normally would, and must observe the same restrictions that your companion observes (if any). Your caster level for this ability is equal to the your summoner caster level, and you use your Charisma score to determine its save DC (if any). If the spell-like ability has an expensive material component or XP cost, you must provide that component or pay that cost, even if your planar companion would not. You may attune this augment more than once. Each time you do, it applies to a different qualifying spell-like ability that your planar companion possesses.

Augment Ability Score (Lesser) You gain a racial bonus to one ability score for which your planar companion also has a racial bonus. This bonus does not stack with any racial ability score bonuses you may already have. Your maximum bonus is limited to the lesser of your planar companion's racial ability score bonus or half your summoner level. Your mass, build, proportions, or other characteristics change to look more like those of your planar companion while this augment is in effect (the exact effect depends on the ability bonus copied and the appearance of the planar companion). You may attune this augment more than once. Each time you do, it applies to a different ability score for which your planar companion possesses a racial bonus.

Augment Movement, Dark (Dark) You gain one of the movement modes your planar companion possesses, with a base speed equal to your companion's base speed in that mode. If you already have the movement mode, your base speed increases to your planar companion's base speed, if your companion is faster than you. To attune a climb speed or swim speed, you must first augment yourself with your companion's Climb or Swim racial skill bonuses. If you attune a fly speed, your maneuverability class is the same as that of your planar companion. If the movement mode requires additional limbs or physical adaptations, you manifest those limbs or adaptations, growing to resemble your planar companion. These modifications don't give you any of the other benefits they would normally provide, such as increased number of attacks or natural weapons. You may attune this augment more than once. Each time you do, it applies to a different movement mode your planar companion possesses.

Augment Movement, Fearsome (Fearsome) You gain all of the movement modes your planar companion possesses, with base speeds equal to your companion's base speeds in those modes. If you already have any of your companion's movement modes, your base speed increases to your planar companion's base speed in that mode, if your companion is faster than you. To attune a climb speed or swim speed, you must first augment yourself with your companion's Climb or Swim racial skill bonuses. If you attune a fly speed, your maneuverability class is the same as that of your planar companion. If a movement mode requires additional limbs or physical adaptations, you manifest those limbs or adaptations, growing to resemble your planar companion. These modifications don't give you any of the other benefits they would normally provide, such as increased number of attacks or natural weapons.

Augment Senses, Dark (Dark) You gain any and all of the following senses that your planar companion also possesses: blindsense, blindsight, keen senses, natural cunning, tremorsense. Your eyes or other appropriate sensory organ undergo a significant change to look more like those of your planar companion while this augment is in effect. You may attune this augment more than once. Each time you do, it applies to a different sense that your planar companion possesses.

Augment Senses, Fearsome (Fearsome) You gain any and all of the following senses that your planar companion also possesses: blindsense, blindsight, darkvision, keen senses, low-light vision, natural cunning, scent, tremorsense. Your eyes or other appropriate sensory organ undergo a dramatic change to look more like those of your planar companion while this augment is in effect.

Augment Senses, Greater (Greater) You gain any and all of the following senses that your planar companion also possesses: darkvision, low-light vision, scent. Your eyes or other appropriate sensory organ undergo a noticeable change to look more like those of your planar companion while this augment is in effect.

Augment Senses, Least (Least) You gain one of the following senses that your planar companion also possesses: darkvision, low-light vision, scent. Your eyes or other appropriate sensory organ may change subtly to look more like those of your planar companion while this augment is in effect. You may attune this augment more than once. Each time you do, it applies to a different sense that your planar companion possesses.

Augment Senses, Lesser (Lesser) You gain one of the following senses that your planar companion also possesses: blindsense, blindsight, keen senses, natural cunning, tremorsense. Your eyes or other appropriate sensory organ change to look more like those of your planar companion while this augment is in effect. You may attune this augment more than once. Each time you do, it applies to a different sense that your planar companion possesses.

Augment Natural Armor (Least) You gain a natural armor bonus that your planar companion also possesses, replacing your own natural armor bonus (if any). Your maximum bonus is limited to the lesser of your planar companion's natural armor bonus or half your summoner level. Your skin changes subtly to look more like that of your planar companion while this augment is in effect.

Augment Racial Skill, Dark (Dark) You gain up to four racial skill bonuses that your planar companion also possesses. Your maximum bonus is limited to the lesser of your planar companion's skill bonus or your summoner level. Your build, skin, and other salient characteristics change significantly to look more like those of your planar companion while this augment is in effect. You may attune this augment more than once. Each time you do, it applies to up to four different racial skill bonus that your planar companion possesses.

Augment Racial Skill, Fearsome (Fearsome) You gain up to five racial skill bonuses that your planar companion also possesses. Your maximum bonus is limited to the lesser of your planar companion's skill bonus or your summoner level. Your build, skin, and other salient characteristics change dramatically to look more like those of your planar companion while this augment is in effect. You may attune this augment more than once. Each time you do, it applies to up to five different racial skill bonus that your planar companion possesses.

Augment Racial Skill, Greater (Greater) You gain up to three racial skill bonuses that your planar companion also possesses. Your maximum bonus is limited to the lesser of your planar companion's skill bonus or your summoner level. Your build, skin, and other salient characteristics change to look more like those of your planar companion while this augment is in effect. You may attune this augment more than once. Each time you do, it applies to up to three different racial skill bonus that your planar companion possesses.

Augment Racial Skill, Least (Least) You gain a racial skill bonus that your planar companion also possesses. Your maximum bonus is limited to the lesser of your planar companion's skill bonus or your summoner level. Your build, skin, or other salient characteristics may change subtly to look more like those of your planar companion while this augment is in effect. You may attune this augment more than once. Each time you do, it applies to a different racial skill bonus that your planar companion possesses.

Augment Racial Skill, Lesser (Lesser) You gain up to two racial skill bonuses that your planar companion also possesses. Your maximum bonus is limited to the lesser of your planar companion's skill bonus or your summoner level. Your build, skin, or other salient characteristics change subtly to look more like those of your planar companion while this augment is in effect. You may attune this augment more than once. Each time you do, it applies to up to two different racial skill bonus that your planar companion possesses.

Epic Summoner[edit]

Table: The Epic Summoner

Hit Die: d6

Level Special
21st
22nd Bonus Feat
23rd
24th Spirited summons +4
25th
26th Planar companion (5th companion)
27th
28th Bonus Feat
29th
30th Spirited summons +5

2 + Int modifier skill points per level.

Spells: The summoner’s caster level is equal to her class level. The summoner’s number of spells per day does not increase after 20th level. Each time the summoner achieves a new level, he or she learns two new spells of any spell levels that he or she can cast (according to his or her new level).

Epic Summoner Bonus Feat List: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Familiar Spell, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Permanent Emanation, Scribe Epic Scroll, Spell Focus, Spell Knowledge, Spell Mastery, Spell Penetration Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic. In addition to the feats on this list, the summoner may select any item creation feat or metamagic feat not listed here.

<-Sample race of your choice-> Summoner Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a Summoner[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

Summoners in the World[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

Summoners Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

Summoners in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.


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