Tattoo Summoner (3.5e Class)

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Tattoo Summoner
Rating: 8 out of 20
Power: 2 out of 5 by 1 user
Wording: 2 out of 5 by 1 user
Formatting: 3 out of 5 by 1 user
Flavor: 1 out of 5 by 1 user
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Tattoo Summoner[edit]

Making a Tattoo Summoner[edit]

Tattoo Summoners keep hold of powerful magical beasts and other various creatures to aid their allies in battle while staying out of the fray themselves. They can command their summoned friends, or if caught in a precarious position, they can channel the summons power and gain special abilities from the summon they choose to simply channel.

Abilities: Charisma is the most important ability score for the Tattoo Summoner. This ability score is directly linked to the amount of time your summon can stay out and help you in battle and needs to be high, for your own safety. Dexterity is another favorable score because of the AC bonus that it provides, since Tattoo Summoners are only proficient with light armor and no shields. Constitution is important to boost your low hit point scores up and make you more durable if you're ever caught at close range with an enemy and no allies to help you.

Races: Races with a charisma bonus would be most successful in this class.

Alignment: Any.

Starting Gold: 5d6 ×10 gp (125 gp).

Starting Age: As barbarian.

Table: The Tattoo Summoner

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +0 +2 Tattoo 1, Augment Summoning
2nd +1 +3 +0 +3 Bonded Shield
3rd +1 +3 +1 +3 Planar Empath
4th +2 +4 +1 +4 Self Ritual, Scripting, Dodge Summon (+1)
5th +2 +4 +1 +4 Tattoo 2
6th +3 +5 +2 +5 Channel Energy
7th +3 +5 +2 +5 Energy Resistance 5
8th +4 +6 +2 +6 Dodge Summon (+2)
9th +4 +6 +3 +6 Tattoo 3
10th +5 +7 +3 +7 Familiar Summon
11th +5 +7 +3 +7 Protected Soul
12th +6/+1 +8 +4 +8 Dodge Summon (+3)
13th +6/+1 +8 +4 +8 Tattoo 4, Gain Language
14th +7/+2 +9 +4 +9 Energy Resistance 10
15th +7/+2 +9 +5 +9 Healing Wind
16th +8/+3 +10 +5 +10 Dodge Summon (+4)
17th +8/+3 +10 +5 +10 Tattoo 5
18th +9/+4 +11 +6 +11 Improved Dodge
19th +9/+4 +11 +6 +11 Timeless Body
20th +10/+5 +12 +6 +12 Summonshape, Dodge Summon (+5)

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge Arcana (Int), Knowledge The Planes (Int), Knowledge Nature (Int), Knowledge Religion (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha),

Class Features[edit]

All of the following are class features of the Tattoo Summoner.

Weapon and Armor Proficiency: Tattoo Summoners are proficient with all simple weapons, and light armor but no shields.

Tattoo (Sp): The Tattoo Summoner is known for their ability to summon certain creatures from the tattoos inscribed upon their bodies, using these summons to fight battles and aid in any situation. The tattoo summoner begins play with a single summon and gains an extra one every 4 levels thereafter. The tattoo summoner must choose one summon from the list below to bind to himself. The summon he chooses is magically tattooed on his body upon one of his limbs or his torso. Summoning a tattoo'd creature is a full-round action which provokes an attack of opportunity. The summon appears in a space adjacent to the summoner for 1 minute per level and can move upto a mile away from the tattoo summoner. If the summon moves over a mile away from the tattoo summoner, then it reappears as a tattoo on the tattoo summoner. The tattoo summoner may summon 1+Cha modifier times per day, minimum 1. only a single summon may be summoned at any one time. The tattoo summoner may dismiss a summon as a swift action.

A summoner may be given a single item by the tattoo summoner to use. The tattoo changes to represent the item given to the summon. Furthermore, the summoner learns the language spoken by any summon he has the tattoo for.

To inscribe a tattoo onto the tattoo summoner's body, the tattoo summoner or another person must succeed on a Craft (Tattoo) check (DC 15 + 5 per previous tattoo) and use 100gp of material per tattoo already on the body. Failing the check means that the materials are wasted and the tattoo summoner must wait another day until he can try to inscribe a tattoo again.

If a summon is killed, the tattoo summoner takes 2d4 con and cha damage and must make a will save (DC 10 + summon's HD) or be staggered for 1d6 rounds. To bring a summon back from being dead, the summoner is required to spend a full 24 hours performing a ritual without rest. Afterwards, the summoner gains the Fatigued penalty.

Augment Summoning: The Tattoo Summoner gains the Augment Summoning feat.

Bonded Shield (Ex): The tattoo summoner is skilled in the art of protecting herself and her summons. At 2nd level, the tattoo summoner adds her charisma modifier as a deflection bonus to AC and his summon's AC.

Planar Empath (Ex): The tattoo summoner is well versed in otherworldly conduct and knows just the right things to say at the right time to make outsiders do what she wants. At 3rd level, the tattoo summoner gains a +2 to charisma-based skill checks whenever dealing with extraplanar beings.

Summoning Knowledge (Su): The tattoo summoner is well versed in summoning monsters and through the magic granted by his own summons, can use specific items to summon different monsters. At 4th level, the tattoo summoner is treated as though having certain spells on his spell list, for the purposes of activating magical items, with a caster level equal to his class level. These spells are: summon monster I, summon monster II, summon monster III, summon monster IV, summon monster V, summon monster VI, summon monster VII, summon monster VIII, summon monster IX.

Scripting (Ex): Due to his ability to scribe rune-like tattoos, the tattoo summoner is well versed in many ancient languages. At 4th level, the tattoo summoner gains a +2 bonus on the Decipher Script skill and gains Speak Language as a class skill.

Dodge Summon (Ex): The tattoo summoner has an vast knowledge on summons and knows how they will act and how they attack. At 4th level and every 4 levels after, the tatto summoner gains a +1 dodge bonus against summoned monsters.

Channel Energy (Su): The tattoo summoner channels the energy of her summons from her tattoos into real energy that he can use to attack his enemies. At 6th levels, as a full-round action, the tattoo summoner can expend one summon use per day to gain a granted power of a summon for 1 minute per charisma modifier. While the tattoo summoner is channeling energy, the summon he is channeling cannot be summoned (nor can it be currently summoned when this abiliy is activated). The tattoo summoner can use the granted power as a standard action that does not provoke an attack of opportunity. The attacks deal 1d6 damage per two class levels. Once used, the tattoo summoner cannot use the granted power for 1d4 rounds. This ability does not count as a summon for the summon limit. This ability can be dismissed as a swift action. The save DC for this ability is equal to 10 + half the summon's HD + charisma modifier.

Energy Resistance 5 (Su): The tattoo summoner uses the energy for summoning and controlling his summons in order to fortify his body against the summon's energy. At level 7, the summoner gains energy resistance to the subtype of the summon that is activated. This increases to energy resistance 10 at level 14.

Familiar Summon: The tattoo summoner becomes very well versed in the art of summoning; to such an extent, he can summon one as a familiar for the entire day. At 10th level, the tattoo summoner gains the ability to choose one of his summons. This summon lasts for 24 hours, or until dismissed. The summoner is able to summon a second summon, but it is only summoned for 1 round per charisma modifier. When summoning a second summon, the tattoo summoner can choose to switch his energy resistance to the second summon for the time it is active.

Protected Soul (Su): The tattoo summoner knows about the soul and his summons know how to protect his. At 11th level, if the tattoo summoner would be dealt a killing blow, a summon (that is currently summoned), as an immediate action, can take half the damage dealt to the tattoo summoner, if this would keep the tattoo summoner alive. Each summon can use this ability once per encounter.

Healing Wind (Sp):The tattoo summoner can imbue one of his summons with health at just the right time. At 15th level, once per day, the tattoo summoner can heal one summon up to twice his HD in HP. In order to heal the summon, the tattoo summoner must touch the summon as a standard action, that does not provoke attacks of opportunity. This ability can only heal one summon.

Improved Summon Dodge (Ex): The tattoo summoner has a deep bond with his summons, down to the very soul. He gives them his insight into how summoned enemies act. At 18th level, the tattoo summoner's summons gain his Summon Dodge ability.

Timeless Body (Ex): As the Druid ability of the same name.

Summonshape (Su): The tattoo summoner learns the true power of his summons; the ability to shift into a summon's shape. At 20th level, as a full-round action, the tattoo summoner can shapechange into one of her summons, that is not currently summoned. You gain the hit point total of the summon you change into and when taking damage; the damage is reduced from this total instead of your own. This uses up a summon use per day. While under the effects of Summonshape, the tattoo summoner cannot summon any more summons nor can he use his Channel Energy ability. This effect can be dismissed as a swift action or forcibly ended when reducing the summon's hit point total to 0 (killing the summon). This effect lasts for 1 hour per class level.

The Summons[edit]

The tattoo summoner's summons are different regular monsters found elsewhere. They have comparable scores and they progress in HD with the tattoo summoner. Every 4 levels, each summon can choose an ability score and increase it by +2. Every four levels, that ability score increases by +2. So, at level 20, each summon will have a +10/+8/+6/+4/+2 bonus to scores. Created summons have 1 class ability, 3 scaling natural abilities and one Granted Power (for Channel Energy. The DC for each granted power is 10+1/2HD+cha. Here are some samples:

  • Ifrit Summon, Granted Power- Cone of Fire 30'. (1d6/2 levels)
  • Shiva Summon, Granted Power- Line of Cold 60'. (1d6/2 levels)
  • Hades Summon, Granted Power- Cone of Acid 30'. (1d6/2 levels)
  • Ultima Summon, Granted Power- Line of Lightning 60'. (1d6/2 levels)
  • Diablos Summon, Granted Power- Close Range 10' radius burst, Cold. (1d6/2 levels)
  • Spider Queen Summon, Granted power- Cone of Acid (1d6/4 levels, 1d4 rounds of entanglement)



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