Summoner (3.5e Class)
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 Making a Summoner
Races: Summoners appear in every race. Halflings in particular are very likely to adopt the way of the Summoner.
Starting Gold: 2d6x10 gp (70 gp average).
Starting Age: Moderate
|Saving Throws||Special||Spells per Day|
|1st||+0||+0||+0||+2||Rapid Summoning, Summoned Cohort, Armored Casting, Aura||3||2||—||—||—||—||—||—||—||—|
|3rd||+1||+1||+1||+3||Advanced Learning, Advanced Aid||4||3||1||-||—||—||—||—||—||—|
|4th||+2||+1||+1||+4||Extended Summoning: 1st level||5||4||2||-||-||—||—||—||—||—|
|7th||+3||+2||+2||+5||Advanced Learning, Summon||6||5||4||2||-||-||—||—||—||—|
|9th||+4||+3||+3||+6||Advanced Learning, Extended Summoning: 2nd level||6||6||5||3||1||-||-||—||—||—|
|10th||+5||+3||+3||+7||Medium Armor Proficiency||6||6||5||4||2||-||-||—||—||—|
|11th||+5||+3||+3||+7||Advanced Learning, Improved Summoning||6||6||6||5||3||1||-||-||—||—|
|14th||+7/+2||+4||+4||+9||Extended Summoning: 3rd level||6||6||6||6||5||4||3||1||—||—|
|15th||+7/+2||+5||+5||+9||Advanced Learning, Improved Summoning||6||6||6||6||6||5||4||2||1||—|
|19th||+9/+4||+6||+6||+11||Advanced Learning, Extended Summoning: 4th level||6||6||6||6||6||6||6||6||6||5|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration(Con), Craft(Int), Decipher Script(Int), Diplomacy(Cha), Handle Animal(Cha), Knowledge(Arcana, Nature, Planes)(Int), Profession(Wis), Ride(Dex), and Spellcraft(Int).
 Class Features
Weapon and Armor Proficiency: Summoners are proficient with all simple weapons, as well as the bola, the whip, the net, and the harpoon. Summoners are proficient with light armor but not with shields of any kind. At 10th level, a Summoner gains proficiency with Medium Armor. At 16th level, the Summoner gains proficiency with shields.
Spells: The Summoner is an Arcane Spellcaster with the same spells per day progression as a Wizard. A Summoner casts spells from the Summoner Spell List (below). A Summoner automatically knows every spell on her spell list. She can cast any spell she knows without preparing them ahead of time, provided that spell slots of an appropriate level are still available. To cast a Summoner spell, she must have an Intelligence at least equal to 10 plus the spell's level. The DC and bonus spells of the Summoner's spells is Intelligence based. A Summoner uses Intelligence, for casting spells, use Intelligence for the Summoners knowledge of languages, need Constitution for being able to take a hit. A Summoner needs a good wisdom to avoid all magical status effects and resist spell damage.
2nd—analyze portal, baleful transposition, dimension hop, daylight, deeper darkness, entangle, phantom steed, planar tolerance, portal alarm, regroup, sleet storm, summon frost beast ii, summon monster ii, summon nature's ally ii, summon undead ii, tongues, web, wind wall, teleport object, Dispell Magic, Deep Slumber
3rd—clairaudience/clairvoyance, dimension step, dimensional anchor, greater anticipate teleportation, magic circle against alignment, plant growth, stinking cloud, summon frost beast iii, summon monster iii, summon nature's ally iii, summon undead iii, vipergout, wall of ice, teleportation circle
5th—dimension shuffle, dimensional lock, black tentacles, greater dimension door, plane shift, summon frost beast v, summon monster v, summon nature's ally v, summon undead v, teleport, wall of iron, wall of stone, word of recall
Rapid Summoning: A Summoner can cast summoning spells in less time than most other casters. Any Conjuration spell of the [Summoning] subschool that a Summoner casts that would have a casting time of one full round have a casting time of 1 standard action instead.
Summoned Cohort: Once per day when a Summoner casts a Conjuration spell of the [Summoning] subschool, she may extend its duration to 24 hours. A summoner may only have 1 summoned cohort at a time.
Armored Casting: A Summoner casts arcane spells, unlike many arcane spell casters, however, a Summoner ignores the Arcane Spell Failure chance from armor and shields she is proficient with when casting Conjuration spells of the [Summoning] subschool.
Aura: A Summoner's strong connection to the outer planes causes them to be detected very strongly of whatever alignment she has. For purposes of spells like detect chaos. Also giving her summons a +4 hp, +4 attack, and another 10 minutes duration per/caster level. Summons can be called regardless of environment unless it is essential to it's survival.
Levels in Summoner count as Outsider hit dice.
Sudden Extend: At 2nd level, the Summoner gains Sudden Extend as a bonus feat. If she already has Sudden Extend, she may gain any metamagic feat that she qualifies for instead.
Advanced Learning: At 3rd level and every two levels afterwards, the Summoner may permanently add two spell to her spell list. This spell must be of a level she can already cast, and it must be of the Conjuration school. Only spells from the Cleric, Druid, or Wizard spell list may be added in this way.
Extend Summoning: Conjuration spells of the [Summoning] subschool that the Summoner casts can be affected by the Extend Spell metamagic for free. At 4th level, the Summoner may apply this free spell extending to spells of 1st level or lower. At 9th level, she may apply it to 2nd level spells, at 14th level she may apply it to 3rd level spells, and at 19th level she may apply Extend Spell for free to 4th level spells.
Master Tactician: A Summoner learns to fight with many allies. At 6th level, any ally Summoned by her, within 30 feet of her may gain a +5 bonus for flanking instead of the normal +2 bonus as long as they can perceive the Summoner.
Master Teleportation: A Summoner has a 100% control over teleporting any object or person or even many people at once without failing or making a mistake on the spell cast.
Summon (Sp): At 7th level, a Summoner can attempt to summon outsiders with an alignment identical to her own. Summoning another creature with the same CR as the Summoner possesses levels in the Summoner class has a 50% chance of success, and summoning a creature of a lower level increases the chances of success by 5% for every level the level of the Summoner class exceeds the CR of the target; summoning a creature of a higher level reduces the chance of success by 10% for every Summoner level below the target's CR. This ability can be used once per day.
Improved Summoning: At 11th level, the Summoner's chances to summon an outsider increase by 40%. This chance increases by another 40% at 15th level.
Perfect Summon: At 20th level, the Summoner's summon power has a 100% chance of success, even when summoning a creature of a higher level to herself.