Summoner

The Conjurer of Creatures
Pet Class of Edus


 
Arturis pushed himself up off the bloody rocks. He used one hand to wipe the blood from his lips, his white beard beginning to stain a dark crimson color. after grabbing his staff, he used it to pull himself to his feet. Arturis's clothes were scorched from the flash bomb the goblin threw at his chest, and he still smelled the burnt bat guano and sulfur in his clothes. The Summoner reached into his pocket, pulling his book of spells out, flipping to a page. "Okay you tiny turtle-fucker, lets play with fire." Arturis begins to chant, moving his hands in an intricate pattern, as smoke began to swirl around his feet. The smoke coalesced into form as a large hellhound steps from the smoke. Black toxic vapor rose around it's dark snout. As the hellhound roared, a bright reddish fire began to grow i nthe creatures mouth. The beast turned to Arturis who smirked and again wiped blood from his mouth. "Go eat green things, Snuffy." The hellhound growled and turned. its first movement launched it ten feet across the cavern, barreling into the squad of goblins. Arturis listened as he began picking up his gear he dropped. gnashing of teeth, goblin screams, and the smell of cooked goblin flesh made the Summoner smirk. As Arturis stood up, his familiar dropped onto his shoulder. A small spider monkey with wings perched before it hopped up and down excitedly. "Calm down, Gobo. I am sure Snuffy will leave you some goblin to eat." Arturis walked on toward the large and increasing pile of dead cooked goblins.



A wizard who specializes in the Conjuration school focuses on conjuring and making things ,animals and aid from other planes or just out of thin air. The Conjurer is useful when a ladder or a extra ally is needed in a battle. Their studies encompass all thing, to conjure living things as well as inanimate objects. There are Conjurers, who focus their studies strictly on the spells of summoning beasts both normal and fantastic from other planes and locales.
This is the Summoner.
A Summoner is a spell caster of the Wizard group. They follow the experience and proficencies table for classes of the group.
Characters cannot multi-class with the Summoner. It is a Specialist Wizard.

Ability Requirements: Intelligence 13, Charisma 11
Prime Requisite: Intelligence
Races Allowed: Any, but Dwarf, Gnome.
Bonus Prof: Read/write, Spellcraft, Animal Handling
Bonus Spells: See below
Hindrances: See below:
Penalties: See below:
Weapons allowed: Same as the class Wizard. A Summoner with an Intelligence score of 16 or higher gains a 10% bonus to experience points earned.

Spells: Summoner have access to spells on the Wizard spell list. They prepare their spells from spell books, just like Mages.

Spell Specialty: A Summoner has become adept at casting spells from the Conjuration / Summoning spell schools, gaining the ability to memorize one extra spell from those schools per day. This focus on Conjuration / Summoning spells prevents a Summoner from learning spells of the Divination and Invocation/Evocation schools. Any spell from Alteration has a 50% chance of failure.

Eidolon: A Summoner creates a deep bond with an other planar creature and has the ability to summon a creature as if casting a spell with the casting time of 9. This is considered a spell for the purposes of Imitative and spell failure. The eidolon is granted at 1st level and evolves, increases in size and power as the Summoner gains every four levels (4th, 8th, 12, 16th, and 20th).This creature is the Summoner's familiar and he/she gains all the abilitiesthe find familiar spell offers plus anything else listed below.

 
LVL EXP Spells Abilities
1 0 1 Free Familiar
2 2500 2 -1 Initiative bonus
3 5200 2,1 Choose Eidolon
Aid Eidolon I
4 10500 3,2 Familiar Evolve
"Control Animal"
5 20500 4,2,1 -2 Initiative bonus
Eidolon Feat
6 40500 4,2,3,1 Aid Eidolon II
7 60500 4,3,3,1 Second Eidolon
"Control Animal"
8 90500 4,3,3,2 Familiar Evolve
Eidolon Feat
9 135500 4,3,3,2,1 Aid Eidolon III
10 255000 4,4,3,2,2 -3 Initiative bonus
11 375500 4,4,4,3,3 Eidolon Feat
"Control Animal"
12 750500 4,4,4,4,4,1 Familiar Evolve
13 125500 5,5,5,4,4,2 Third Eidolon
Eidolon Feat
14 1505000 5,5,5,4,4,2,1 Aid Eidolon IV
15 1875500 5,5,5,5,5,2,2 -4 Initiative bonus
16 2555000 6,5,5,5,5,3,2,1 Familiar Evolve
Eidolon Feat
17 2625500 6,6,5,5,5,3,2, Fourth Eidolon
18 3005000 6,6,5,5,5,3,3,1 Aid Eidolon V
19 3375500 6,6,6,5,5,3,3,3,1 Eidolon Feat
"Control Animal"
20 3755500 6,6,6,6,5,4,3,3,2 Familiar Evolve
Eidolon Feat

 
Summoner Abilities:
  1st level:
  • Free Familiar: A find familiar that is otherworldly and has all benefits of the spell.

  • 2nd level:
  • A bonus of -1 to initiative for commands of Eidolon or summon creature.

  • 3rd level:
  • Summon Eidolon. (See below)

  • Swap level 1 spell for Cure light wounds to Eidolon "Aid Eidolon"

  • 4th level:
  • "Control Animal" as per cleric spell, 1/day

  • Eidolon evolves (levels)

  • 5th level:
  • Bonus to initiative becomes -2 for commands of Eidolon or summon creature.

  • One Eidolon gains a feat.

  • 6th level:
  • Swap level 2 spell for Cure Moderate Wounds to Eidolon "Aid Eidolon"

  • 7th level:
  • Bond a second Eidolon to yourself. Evolves and levels as first Eidolon.

  • "Control Animal" as per cleric spell, 2/day

  • 8th level:
  • Eidolons evolve. (See below)

  • One Eidolon gains a feat.

  • 9th Level:
  • Swap level 3 spell for Cure Serious Wounds to Eidolon "Aid Eidolon"

  • 10th Level:
  • Bonus to initiative becomes -3 for commands of Eidolon or summon creature.

  • 11th level:
  • "Control Animal" as per cleric spell, 3/day

  • One Eidolon gains a feat.

  • 12th Level:
  • Eidolons evolve (levels)
  • 13th level:
  • Bond a third Eidolon to yourself. Evolves and levels as first Eidolon.

  • One Eidolon gains a feat.

  • 14th level:
  • Swap level 1 spell for Cure light wounds to Eidolon "Aid Eidolon"

  • 15th level:
  • A bonus of -4 to initiative for commands of Eidolon or summon creature.

  • 16th Level:
  • Eidolons evolve. (See below)

  • One Eidolon gains a feat.

  • 17th level:
  • Bond a second Eidolon to yourself. Evolves and levels as first Eidolon.

  • 18th level:
  • Swap level 3 spell for Cure Serious Wounds to Eidolon "Aid Eidolon"

  • 19th level:
  • "Control Animal" as per cleric spell, 4/day

  • One Eidolon gains a feat.

  • 20th level:
    - Eidolons evolve. (See below)
  • One Eidolon gains a feat.


  • Eidolon Evolve:
    This is akin to your Eidolon leveling up. HD, AC, Attacks and Damage all may change. Other abilities may arise from the creature maturing, or leveling up. This is done with your DM, so they can agree with your choice of leveling.

    Aid Eidolon:
    Using this ability, you can release the knowledge of any Arcane spell and turn it into a healing spell for your otherworldly Eidolon.

    Eidolon Feat:
    Eidolon gains an ability or special attack as per their race.
    Thinks like "leaping attack", "double swipe", "Diving claws", or "burrow attack". these abilities will be worked out with your DM.

    Contro lAnimal:
    As per the 3rd level cleric spell: hen a priest casts this spell, he forces an animal to do his bidding. The creature is entitled to a saving throw vs. spell; if it fails, the caster may direct the creature with simple commands to act in any fashion desired. Sample commands include attack, run, fetch, etc. Suicidal or self-destructive commands grant the subject another saving throw to break free of the caster’s control, with a +1 to +4 bonus depending on the extremity of the caster’s orders. Ordering an animal to engage in combat is not necessarily self-destructive, as long as the prospective opponent is not more than three times the animal’s Hit Dice or more than two size categories larger than the subject. For example, a wolf (3 Hit Dice, size M) would attack a troll (6+6 Hit Dice, size L) without hesitation, but it might break free of the caster’s control if ordered to attack a size H dragon or an 8+8 HD umber hulk.

    Control animal establishes a mental link between the caster and the subject, and the animal can be directed by silent mental command as long as it remains within range. Because the caster’s intelligence directs the animal, the creature may be able to take actions normally beyond its own comprehension, such as manipulating objects with its paws and mouth. The caster need not concentrate in order to maintain control of the creature unless he is trying to direct it to do something it normally couldn’t.

    Control animal only works on normal or giant-sized animals with Intelligence ratings between 1 and 4. Magical animals, monsters, and creatures of low Intelligence or higher are immune to the effects of this spell. Druids always avoid using this spell.
     


    Type
    Arcane

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