Dedicated Summoner (3.5e Class)

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Dedicated Summoner
Rating: Not rated
(Rate this class)
Status: unfinished, but in progress
Editing: Constructive edits welcome

Dedicated Summoner[edit]

Say hello to my little friend.

Making a Dedicated Summoner[edit]

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A Dedicated Summoner can act as a one man army, able to go from one to many with a spell or two. Enemies are quickly overwhelmed by the sheer numbers that an experienced Dedicated Summoner can bring. A variant allows for Wild Shape or a Celestial/Fiendish template.

Abilities: Dedicated Summoners have the ability to summon creatures, objects, and elements and access to a path that allow for varying abilities.

Charisma is the most vital stat for a Dedicated Summoner, granting them the ability to cast their spells. Otherwise, Dexterity and Constitution are helpful to keep them alive while their summoned creatures tear everything else apart.

Races: Any race can be them, but Humans, Half-Elves, and Elves tend to have the greatest affinity for the class, as well as the Killoren.

Alignment: Any.

Starting Gold: starting gold; 10d20 (110gp).

Starting Age: As Rogue.

Table: The Dedicated Summoner

Hit Die: d8

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 +2 +2 +2 Wild Empathy, Improved Unarmed Strike, Proficient Summoning, Summoning Ritual 5 3
2nd +1 +3 +3 +3 6 4 -
3rd +1 +3 +3 +3 Augment Summoning 6 5 1 -
4th +2 +4 +4 +4 6 6 3 - -
5th +2 +4 +4 +4 6 6 5 1
6th +3 +5 +5 +5 6 6 6 3
7th +3 +5 +5 +5 6 6 6 5 1
8th +4 +6 +6 +6 6 6 6 6 3
9th +4 +6 +6 +6 More Proficient Summoning 6 6 6 6 5 1
10th +5 +7 +7 +7 6 6 6 6 6 3
11th +5 +7 +7 +7 6 6 6 6 6 5 1
12th +6 +8 +8 +8 6 6 6 6 6 6 3
13th +6 +8 +8 +8 6 6 6 6 6 6 5 1
14th +7 +9 +9 +9 6 6 6 6 6 6 6 3
15th +7 +9 +9 +9 6 6 6 6 6 6 6 5 1
16th +8 +10 +10 +10 Proficient Summoning - Incantations 6 6 6 6 6 6 6 6 3
17th +8 +10 +10 +10 6 6 6 6 6 6 6 6 5 1
18th +9 +11 +11 +11 6 6 6 6 6 6 6 6 6 3
19th +9 +11 +11 +11 6 6 6 6 6 6 6 6 6 5
20th +10 +12 +12 +12 More Proficient Summoning - Incantations 6 6 6 6 6 6 6 6 6 6

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (arcana), Knowledge (nature) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (Int)Spot (Wis), and Survival (Wis).

Class Features[edit]

The Dedicated Summoner gains class abilities that aid their summoning spells. All of the following are class features of the Dedicated Summoner.

Weapon and Armor Proficiency: Dedicated Summoners do not have any weapon proficiencies because, like their summoned allies, they are only fight with natural weapons and spells. No proficiency with any armor (except the Dueling Cloak) or shields because they are unnatural as well.

Spells: Dedicated Summoners spells include only the spells from the list below. All of it's spells are based on summoning, or bringing into existence, something.

To learn or cast a spell, a Dedicated Summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Dedicated Summoner’s spell is 10 + the spell level + the Dedicated Summoner’s Charisma modifier.

Like other spellcasters, a Dedicated Summoner can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Charisma score.

At every spell level starting at 1st, a Dedicated Summoner can cast 1 bonus spell (regardless of his Charisma score), provided that it is either "Summon Nature's Ally" or "Summon Monster."

At each new level, a Dedicated Summoner gains one spell from any spell level that they can cast. In addition, upon gaining the ability to cast a new spell level, they gain the corresponding "Summon Nature's Ally" and "Summon Monster."

Dedicated Summoners choose their spells from the following list:

0— Create Water, Dancing Lights, Darkness, Light, Summon Instrument

1st— Summon Nature's Ally I, Summon Monster I, Grease, Obscuring Mist, Mount, Unseen Servant, Mage Armor, Shield

2nd— Summon Nature's Ally II, Summon Monster II, Spectral Hand, Summon Swarm, Gust of Wind, Web, Arcane Lock

3rd— Summon Nature's Ally III, Summon Monster III, Helping Hand, Create Food and Water, Daylight, Deeper Darkness, Searing Light, Sleet Storm, Stinking Cloud, Phantom Steed

4th— Summon Nature's Ally IV, Summon Monster IV, Minor Creation, Secure Shelter, Solid Fog, Wall of Fire, Wall of Ice, Phantasmal Killer

5th— Summon Nature's Ally V, Summon Monster V, Interposing Hand, Insect Plague, Major Creation, Lesser Planar Ally, Black Tentacles, Cloudkill, Wall of Force, Wall of Thorns, Mage's Faithful Hound

6th— Summon Nature's Ally VI, Summon Monster VI, Forceful Hand, Planar Binding, Acid Fog, Wall of Iron, Wall of Stone, Heroes' Feast

7th— Summon Nature's Ally VII, Summon Monster VII, Grasping Hand, Sunbeam, Creeping Doom, Forcecage, Mage's Magnificent Mansion, Mage's Sword

8th— Summon Nature's Ally VIII, Summon Monster VIII, Clenched Fist, Sunburst, Greater Planar Ally, Incendiary Cloud, Whirlwind, Prismatic Wall

9th— Summon Nature's Ally IX, Summon Monster IX, Crushing Hand, Elemental Swarm, Gate, Shambler, Storm of Vengence, Prismatic Sphere, Genesis

Wild Empathy (Ex): A Dedicated Summoner can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Dedicated Summoner rolls 1d20 and adds his Dedicated Summoner level and his Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the Dedicated Summoner and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A Dedicated Summoner can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

If the Dedicated Summoner has summoned one of the creatures that the check is against, even if approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers), the Dedicated Summoner gets a +5 on the check. Such communication is limited by the intelligence of the conversing creatures (if your summoned creature cannot speak with target creature, there is no bonus). The summoned creature must be in existence for the bonus to apply.

Bonus Feat: At 1st level, a Dedicated Summoner gains the feat "Improved Unarmed Strike" as a bonus feat. If they already have "Improved Unarmed Strike," they may choose another feat instead.

Proficient Summoning (Ex): Dedicated Summoners are so instinctively gifted at summoning that they do not need aids of any kind to help cast the spell. A Dedicated Summoner can cast his spells without spell (material or focus) components. XP is still lost as normal, and seeds are still necessary if required.

Summoning Ritual (Ex): At 1st level, a Dedicated Summoner must decide whether their spells will be cast with Verbal or Somatic components. All Dedicated Summoner spells have to perform some sort of ritual to summon ("verbal" might mean a mantra or chant said 3 times, or a short poem or song; "somatic" might mean a dance or a meditation position). You are also given the benefit of either the "Silent Spell" or "Still Spell" metamagic feat (if you chose to keep somatic components, you receive the benefit of "Silent Spell," and vice versa) except that there is no increase in the spell slot taken. This applies even to Epic spells (you do not need to add them as components).

From the point of your decision, you can not take "Silent Spell" or "Still Spell." If you already have one or both, then you are barred from taking this class (in the same way that a chaotic character cannot become a Monk).

Augment Summoning (Ex): At 3rd level, a Dedicated Summoner gains the Bonus Feat "Augment Summoning", even if he does not have the normal prerequisites for that feat.

More Proficient Summoning (Ex): At 9th level, a Dedicated Summoner can use all of his spells without paying an XP cost.

<-spell-like class feature-> (Sp): <-class feature game rule information->

<--> (Su): <-->

Summoning Expertise (Ex): At 19th level , a summoning spell can be cast as a free action once per turn ("verbal" might constitute saying one "focus" word, like "summon" or whistling a certain note; "somatic" might include snapping one's fingers or clapping once). This does not appy to Epic spells unless an additional +5 is added to the DC.

Epic Summoning (Ex): At 20th level, the Dedicated Summoner can cast Epic Conjuration or Evocation spells. All of the normal rules of Epic spells still apply.

<-subclass feature -> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

Epic Dedicated Summoner[edit]

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic Dedicated Summoner gains a bonus feat (selected from the list of epic Dedicated Summoner bonus feats) every 5 levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

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

This section is not complete, and needs to be finished. Edit this Page

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-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable 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 <-class name->[edit]

This section is not complete, and needs to be finished. Edit this Page

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->.

<-pluralized class name-> in the World[edit]

This section is not complete, and needs to be finished. Edit this Page
<-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 congregtate and assemble->.

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

<-class name-> Lore[edit]

This section is not complete, and needs to be finished. Edit this Page

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->.

<-pluralized class name-> in the Game[edit]

This section is not complete, and needs to be finished. Edit this Page

<-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 whatever: <-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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