BigRedRod
3rd of July, 2003, 18:30
High-Summoner
BAB: Poor
HD: d4
Fort: Poor
Ref: Poor
Will: Good
Requirements
Must know the summoning spell of each level (Summon monster II and all that)
Must be able to cast fourth level spells
Augment Summoning
Extend Spell
1- Automatic Extend Spell [Summoning]
2- High Summoning I (up to 1/2)
3- High Summoning II (1/2 to 1)
4- High Summoning III (2)
5- High Summoning IV (3)
6- High Summoning V (4-5)
7- High Summoning VI (6-7)
8- High Summoning VII (8-9)
9- High Summoning VIII (10-12)
10- High Summoning IX (12-15), Extra Extension
High Summoning X
1. Requires a Spell Slot of level X (prepared as usual for preparing classes)
2. Each High Summoning summons only a single creature
3. A creature of similar CR to that the spell would usually summon is selected (Approx CRs are listed in Brackets)
4. The creature must be bound to an object(the key), any object can be used, the ritual costs 500gp per spell level. The key is then used as a focus for the summoning spells
5. A creature may be dismissed, although to rebind another creature for that high-summoning spell costs +2000gp per spell level, the bound item is also destroyed (making it require 2500gp per spell level for each time after the first)
6. Each high-summon may be advanced by a number of HD equal to the master's High Summoner Level
7. Advancement costs 500gp and 10xp per Spell Level per HD advanced
8. The item may give additional benefits during advancement if of a specific type. See the list of key materials
Automatic Extend Spell [summoning]
All Summoning spells now have double duration, this does not stack with the extend spell feat
Extra Extension
All High-Summoning spells last for 3x the duration, this does not stack with the 2x coming already from the automatic extension
Spell Progression
Whatever it takes to ensure balance. Although I may edit the requirements as you need 9th level spells when you get to 10th level of this class. So it's kinda high-level one
For the moment +1/level
Key materials
The creature recieves these benefits each time it has it's HD advanced
Not all summons require to be bonded to a key of a special material
If the material requires a ritual to bring out the inner power then this can only be done before the bonding process
Once the material is located and has it's power brought out it is usually worked into a shape suiting the desires of the summoner (one may prefer dolls, another wands, but almost any form is possible)
Current ideas : (i'm aware of the widly flailing power levels, I may beef up the weak ones)
Wood (+500gp ritual)
+4hp
A piece of metal ore (+750gp ritual)
+1 natural armour
A gem(worth over 500gp) alexandrite, aquamarine, black pearl, deep blue spinel, golden yellow topaz, violet garnet, which must be bathed in the blood of a creature which is renown for that stat (+1000gp ritual)
+1 to a stat(str/dex/con/int/wis/cha)
The heart (or other part as deemed by the DM) of a creature which immunity to the element (+750gp ritual)
+3 resistance to element X
A large piece of obsidian which must be driven into the body of an outside (of size one larger than the creature to be bonded), the body can not be moved from where it falls and the ritual must be performed at this point (+5000gp ritual)
Size increase at +5HD, +2 str and con at 10HD, known as "The Path of the Brute"
Mithril and a special preparation made from the burnt remains of a creature with fast healing or regeneration (+1000gp ritual)
+1 fast healing
duration increase
SR (two types, one for creatures without)
negative types?
BAB: Poor
HD: d4
Fort: Poor
Ref: Poor
Will: Good
Requirements
Must know the summoning spell of each level (Summon monster II and all that)
Must be able to cast fourth level spells
Augment Summoning
Extend Spell
1- Automatic Extend Spell [Summoning]
2- High Summoning I (up to 1/2)
3- High Summoning II (1/2 to 1)
4- High Summoning III (2)
5- High Summoning IV (3)
6- High Summoning V (4-5)
7- High Summoning VI (6-7)
8- High Summoning VII (8-9)
9- High Summoning VIII (10-12)
10- High Summoning IX (12-15), Extra Extension
High Summoning X
1. Requires a Spell Slot of level X (prepared as usual for preparing classes)
2. Each High Summoning summons only a single creature
3. A creature of similar CR to that the spell would usually summon is selected (Approx CRs are listed in Brackets)
4. The creature must be bound to an object(the key), any object can be used, the ritual costs 500gp per spell level. The key is then used as a focus for the summoning spells
5. A creature may be dismissed, although to rebind another creature for that high-summoning spell costs +2000gp per spell level, the bound item is also destroyed (making it require 2500gp per spell level for each time after the first)
6. Each high-summon may be advanced by a number of HD equal to the master's High Summoner Level
7. Advancement costs 500gp and 10xp per Spell Level per HD advanced
8. The item may give additional benefits during advancement if of a specific type. See the list of key materials
Automatic Extend Spell [summoning]
All Summoning spells now have double duration, this does not stack with the extend spell feat
Extra Extension
All High-Summoning spells last for 3x the duration, this does not stack with the 2x coming already from the automatic extension
Spell Progression
Whatever it takes to ensure balance. Although I may edit the requirements as you need 9th level spells when you get to 10th level of this class. So it's kinda high-level one
For the moment +1/level
Key materials
The creature recieves these benefits each time it has it's HD advanced
Not all summons require to be bonded to a key of a special material
If the material requires a ritual to bring out the inner power then this can only be done before the bonding process
Once the material is located and has it's power brought out it is usually worked into a shape suiting the desires of the summoner (one may prefer dolls, another wands, but almost any form is possible)
Current ideas : (i'm aware of the widly flailing power levels, I may beef up the weak ones)
Wood (+500gp ritual)
+4hp
A piece of metal ore (+750gp ritual)
+1 natural armour
A gem(worth over 500gp) alexandrite, aquamarine, black pearl, deep blue spinel, golden yellow topaz, violet garnet, which must be bathed in the blood of a creature which is renown for that stat (+1000gp ritual)
+1 to a stat(str/dex/con/int/wis/cha)
The heart (or other part as deemed by the DM) of a creature which immunity to the element (+750gp ritual)
+3 resistance to element X
A large piece of obsidian which must be driven into the body of an outside (of size one larger than the creature to be bonded), the body can not be moved from where it falls and the ritual must be performed at this point (+5000gp ritual)
Size increase at +5HD, +2 str and con at 10HD, known as "The Path of the Brute"
Mithril and a special preparation made from the burnt remains of a creature with fast healing or regeneration (+1000gp ritual)
+1 fast healing
duration increase
SR (two types, one for creatures without)
negative types?