Elemental Summoner (3.5e Class)
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 Elemental Summoner
Adept in summoning and binding Elementals to fight on their behalf, an Elemental Summoner is a fearsome foe at the peak of his strength, but has troubles getting to that level of strength.
 Making an Elemental Summoner
Elemental Summoners take pride in working alone, believing their power to be above most. They are inadept at other forms of defence, however; they rely heavily on their elementals to protect them.
Abilities: As the name implies, an Elemental Summoner is adept at summoning various levels of elementals. However, in addition to this, stronger Summoners can “customise” the elementals, giving them weapons, armour or even spells. A strong enough Elemental Summoner can act as a one-man party.
Races: Any race that can utilise magic can utilise the elements.
Starting Gold: 5d4×10 gp - 175gp average.
Starting Age: Complex
|1st||+1||+0||+0||+2||Summon Small Elemental, Rank One Summoner, Recycle Small Elemental|
|3rd||+2||+1||+1||+3||Rank Two Summoner|
|4th||+3||+1||+1||+4||Summon Medium Elemental, Recycle Medium Elemental|
|5th||+3||+1||+1||+4||Arm Elemental (Light), Bewitch Elemental (Rank Two spells), Rank Three Summoner|
|7th||+4||+2||+2||+5||Summon Large Elemental, Recycle Large Elemental, Arm Elemental (Martial), Armour Elemental (Light)|
|8th||+5||+2||+2||+6||Bewitch Elemental (Rank Four spells), Turn/Rebuke Elemental|
|10th||+6||+3||+3||+7||Rank Four Summoner|
|11th||+6||+3||+3||+7||Armour Elemental (Medium, Shields)|
|12th||+7/+2||+4||+4||+8||Summon Huge Elemental, Recycle Huge Elemental, Ride Elemental|
|13th||+7/+2||+4||+4||+8||Bewitch Elemental (Rank Six spells)|
|14th||+8/+3||+4||+4||+9||Arm Elemental (Exotic), Rank Five Summoner|
|17th||+9/+4||+5||+5||+10||Summon Greater Elemental, Recycle Greater Elemental|
|19th||+10/+5||+6||+6||+11||Rank Six Summoner, Betwitch Elemental (Rank Eight spells)|
Class Skills (5 + Int modifier per level, ×4 at 1st level)
 Class Features
All of the following are class features of the Elemental Summoner
Weapon and Armor Proficiency: An Elemental Summoner is proficient with all simple weapons. He/She is also proficient with light armour and shields.
Summon Small Elemental: As a full-round action that invokes an attack of opportunity, an Elemental Summoner may summon a small elemental of any type. This Elemental does NOT have the usual amount of HP; instead, it has 1d8HP plus the Summoner's Con modifier for each level of the Elemental Summoner, up to 8d8. In order to summon an elemental, the summoner must pass a Concentration or Spellcraft check of DC 15 + the number of elementals being summoned at once. If the summoning fails, the number of "points" available for summoning (See Ranks of Summoner, below) are unaffected. The summoner counts as the source of summoning (so the Water elemental may not travel more than 180ft from the Summoner)
Recycle Elemental: An Elemental Summoner may take a standard action to kill any one Elemental he/she has summoned. In doing so, the Elemental Summoner receives however much health the elemental had remaining, divided by two (rounded down).
Ranks of Summoner: Strong Elemental Summoners can summon more, or stronger elementals. Each elemental is worth a number of “points” based on their size; small elementals are worth one, medium elementals are worth two, large elementals are worth three, huge elementals are worth four and greater elementals are worth five. Elemental Summoners can spend a number of points equal to their rank of summoner to summon either multiple or larger elementals. These “points” regenerate every twenty four hours.
Arm Elemental: Elemental Summoners, at later levels, can choose to equip their Elementals with weapons for increased damage, or a different style of damage. Assume any elemental equipped with a weapon in this manner is proficient with the weapon it is summoned with. Summoning an elemental with a weapon increases the DC by 1 per simple weapon, 2 per martial weapon and 3 per exotic weapon. Martial and Exotic weapons cannot be thusly equipped until the appropriate levels have been reached.
Bewitch Elemental: Elemental Summoners can choose to give their elementals the ability to cast certain spells. These spells cannot contrast the elemental type (for instance, a water elemental cannot cast fire spells, nor an earth one air spells). Spells with no elemental alignment can be cast by all types of elementals. The spell ranks must NOT be greater than the Elemental Summoner’s level, nor can there be more than three of any one rank of spell. For instance, a level 9 Elemental Summoner can summon an elemental with three rank zero spells, three rank one spells, one rank two spell and one rank four spell – the total of the ranks add up to nine. The maximum rank of spells (in this example, four) determines the DC adjustment (in this example, +4) for every elemental being summoned with spells. In the case of the spells Summon Creature, an elemental may not summon another elemental unless it is of the same element.
Armour Elemental: Elemental Summoners may choose to equip their elementals with armour. Assume each elemental thusly summoned has proficiency with the armour. The DC adjustment for one such elemental is the highest AC bonus from the armour as a total. Other types of armour cannot be equipped until the appropriate level has been reached.
Turn/Rebuke Elemental: As the Cleric ability Turn Undead, except it affects Elementals instead.
Ride Elemental: At this level, Summoners may use any elemental with a size class equal to or larger than the summoner’s size class as a mount. The Ride DC is 25, with a +5 bonus to the roll for each size class larger the elemental is to the summoner (for instance, a medium Summoner would receive a +5 bonus to riding a large elemental, but a +10 to riding a huge one)
Summon Medium Elemental: As Summon Small Elemental, except the HP is determined by 2d8 for each level of Elemental Summoner. Cap HP is 12d8.
Summon Large Elemental: As Summon Small Elemental, except the HP is determined by 3d8 for each level of Elemental Summoner. Cap HP is 15d8.
Summon Huge Elemental: As Summon Small Elemental, except the HP is determined by 4d8 for each level of Elemental Summoner. Cap HP is 18d8.
Summon Greater Elemental: As Summon Small Elemental, except the HP is determined by 5d8 for each level of Elemental Summoner. Cap HP is 20d8
 Epic Elemental Summoner
Summon Elder Elemental Elemental: As Summon Small Elemental, except the HP is determined by 6d8 for each level of Elemental Summoner. An Elder Elemental counts for six “points” and has a maximum HP of 24d8.
Summon Primal Elemental: As Summon Small Elemental, except the HP is determined by 7d8 for each level of Elemental Summoner. A Primal Elemental counts for seven “points” and has a maximum HP of 29d8.
Ultimate Bewitching: Any elemental can cast any spell, regardless of elemental types. Summon Creature is still restricted with Elemental summoning.
 Class Specific Feats
 Campaign Information
 Playing an Elemental Summoner
Religion: What religion? Elemental Summoners very often refuse to believe in deities.
Other Classes: Elemental Summoners tend to get along best with magic classes, in particular those with their own capability for summoning (such as Sorcerer or Wizard).
Combat: An Elemental Summoner himself will usually stay at the back of his/her army of elementals.
Advancement: Some Elemental Summoners branch into Wizard or Sorcerer to improve their own magic abilities.
 Elemental Summoners in the World
Elemental Summoners are highly adept with understanding the force of magic, and most spend their lives as scholars and teachers. Others strive to control the strongest elements in existence, and will travel far and wide to find and attempt to tame them.
Notables: “Silencer” Windwalk, famous for controlling Tempest the Almighty until their deaths.
 Elemental Summoner Lore
Characters with ranks in Knowledge (The Planes) can research elemental summoners to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
 Elemental Summoners in the Game
Summoners usually wander around for strength, offering their strength to those who have the right price to offer.
Adaptation: Some summoners choose to focus on one type of elemental, while others give certain elementals certain roles.