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v1.10 “My will is law. Obey me.” CLASS TRAITS Role: Controller. You control the ebb and flow of the battlefield by bringing aid in the form of otherworldly creatures and by assaulting the minds of your enemies. Power Source: Arcane. You've attuned yourself with the arcane energies of another plane, granting you access to the power therein. Key Abilities: Charisma, Wisdom, Intelligence. Armor Proficiencies: Cloth, leather Weapon Proficiencies: Dagger, sickle, staff Implement: Orb Bonus to Defense: +2 Will Hit Points at 1st Level: 12 + Constitution score Hit Points per Level Gained: 5 Healing Surges per Day: 7 + Constitution modifier Trained Skills: Religion. From the class skills list below, choose three more trained skills at 1st level. Class Skills: Arcana (Int), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis), Religion (Int) Build Options: Contractual Summoner, Ruinous Summoner Class Features: Controlled Summons, Covenant of the Planes, summon minion , Ritual Casting, Summon Minion Summoners are an unscrupulous lot. Practitioners of magic so foul it shakes the boundaries between worlds and is the type to ruin empires. By scourging a creature of its basic essence, summoners send their minds into the furthest reaches of the cosmos, calling forth the inhabitants they find there. While some summoners are power hungry monsters, who simply seek to destroy, many are visionaries, working with flawed tools in an attempt to create beautiful masterpieces. As a summoner you choose either the tireless powers of the mindless undead or the carefully bartered services of the immortal devils to accomplish your goals, calling either creature into service as needed. You must carefully balance your need of their abilities versus the risk of not being to control the thing you've summoned. Experience has taught you that infernal claws and decayed fangs rend cloth as easily as flesh, and you have the scars to prove it. You've learned to work in heavier armor than most spellcasters, and your body has been hardened by the tribulations or your training. That which doesn't kill you, right? New Keyword Usage ability to control the battlefield to maximum effect. A contractual summoner should choose the soul barter Psychic Stance: A psychic stance is any power with both the covenant. psychic and stance keywords. Psychic stances only replace Suggested Feat: Skill Focus (Religion) other psychic stances, as opposed to fighter stances, for Suggested Skills: Arcana, Diplomacy, Insight example. Psychic stances do not require line of sight or line of Suggested At-will Powers: Summon Familiar, Twisted effect. Reflection Reliable: in addition to the normal benefits, a power with both Suggested Encounter Power: Astral Current the reliable and summon keywords does not require a Suggested Daily Power: Summon Imp knowledge check to successfully control the summoned creature (see Controlled Summons below). Ruinous Summoner Summon: similar to conjuration, a power with the summon keyword brings something into existence where once there was Calling upon the destructive might of the Shadowfell, you bring nothing. Unlike a conjuration, however, this something was a forth creatures of great strength and fortitude to rain destruction creature that already existed somewhere else. wherever they tread. Wisdom plays an integral role in your ability to enhance your minions. Select powers that cause your summons to do as much damage as possible. Playing a Summoner A ruinous summoner should choose the shadow sworn It is strongly advised that you consult your Dungeon Master covenant. regarding the use of this class in their games. Introducing Suggested Feat: Skill Focus (Religion) additional monsters to the battlefield can potentially bog down Suggested Skills: Bluff, Dungeoneering, Intimidate the game speed quite a bit. Try to keep things flowing and be Suggested At-will Powers: Skitterbolt, Summon Minion sure to have combat information regarding creatures you Suggested Encounter Power: Summon Zombie control readily available. Your Dungeon Master will appreciate Suggested Daily Power: Frenzy it! See the Summoner Tips and Tricks section after the feats for a Implements helping hand on playing a summoner from the designer's point of view. Summoners make use of orbs as their chosen implement, adding any enhancement bonus to attack and damage rolls for all summoner powers and summoner paragon path powers with the implement keyword. A summoner can still use their powers without an orb, but they lose access to their important Shatter the Mind Orb option when summoning. Summoner Class Features Summoners have the following class features. Controlled Summons Your ability to control the lives of other creatures is tentative. Absolute Control: When under your control a summoned creature always acts on your turn, after you complete your own actions. A summoned creature will perform only the actions listed under of the Effect entry of a power with the stance keyword. If you do not have an active stance, a summoned creature you control is treated as helpless. Attack Bonus: All creatures you summon, controlled or not, gain a bonus to attack rolls equal to half your level. Duration: Unless stated otherwise, a summoned creature remains only while sustained, returning alive and well to where it came from when it dies, or when you cease to sustain it. Additionally, a summoned creatures cannot act the turn they are summoned unless specifically stated otherwise. Out of Control: Whenever you use a power to summon a creature you must demonstrate master level knowledge of that Creating a Summoner creature and its abilities, in order to control it. To do this you The two basic builds of a summoner are the contractual need to know the creature's name, type and keywords, its summoner and the ruinous summoner. Summoners rely on powers, and it's resistances and vulnerabilities (DC 25, 30 and Charisma the most, followed equally by Intelligence and 35 for heroic, paragon and epic tier creatures, respectively). Wisdom. Many summoner powers make use of healing surges, Success : you completed the summon without a problem. The and Constitution will help protect a summoner from a summon creature will persist and obey your commands so long as you that's out of control. Summoner powers do not depend on sustain it. Strength or Dexterity. Failure : you have failed to control the creature you have summoned. The power resolves as normal with the exception Contractual Summoner that the new creature is now under the control of the Dungeon As a contractual summoner you expect your temporary allies to Master, not the summoner. It will persist so long as the be skilled creatures able to perform useful services, making the Dungeon Master chooses. most of their unique powers. Intelligence further enhances your Multiple Creatures : if a summon creates multiples of the same powers. creature you make one knowledge check per type of creature, Select powers that make the most of your intelligence and you which determines the control of all creatures of the same type. Shatter the Mind Orb: as a standard action you may shatter Summon Minion an orb used to summon a creature (if any), destroying it utterly. Choose either Summon Familiar or Summon Minion as an at- The unfortunate creature whose essence is bound to the device will power, and choose one other 1st level at-will power from dies instantly. Summoners most often use this power as a last the list below to compliment your choice. ditch effort to defeat summons that have gone out of control. Summon Familiar Summoner Class Feature Covenant of the Planes You draw upon minds of the dead that inhabit the Shadowfell You have sworn fealty to the denizens of another world in a and summon forth a shard of your soul mate's essence in the binding covenant. The covenant you choose determines the shape of a tiny, shadowy animal. following summoner abilities. At-Will ♦ Arcane, Conjuration Advanced Understanding: It is easier for you to summon Standard Action Personal creatures you are more familiar with. Covenant Blessing: Your specific covenant grants you a Target: One creature covenant blessing when summoning the creatures you know Summon: Lose a healing surge, but do not regain hit points. best. Place a familiar (see Appendix) in the nearest unoccupied The covenant you take also provides bonuses to certain space adjacent to yourself. The familiar acts immediately. summoner powers. Individual powers detail the effects (if any) At 6th, 11th and 16th level the power of your familiar your Covenant of the Planes selection has on them. increases. Sustain None: Familiars do not need to be sustained. Shadow Sworn Covenant The lost souls of the Shadowfell are at your beck and call, Summon Host Summoner Class Feature granting you dominion over the manipulation of life itself. Using your own essence as a conduit, you break down the Members of the Shadow Sworn Covenant summon undead. barriers between worlds, ushering forth a union of allies Advanced Understanding: You receive a +5 bonus on drawn to your power. monster knowledge skill checks when attempting to summon At-Will ♦ Arcane, Summon creatures with the undead subtype. Powers that grant benefits Standard Action Area burst 1 within 5 according to your covenant have a greater effect on creatures Summon: Lose a healing surge, but do not regain hit points. with the undead subtype. Place a minion representing your covenant in any Shadow Infusion: When you summon a creature with the unoccupied square within the burst. All creatures summoned undead subtype, that creature receives a bonus to damage by this spell use the statistics of a Decrepit Skeleton (page rolls equal to your wisdom modifier. 234). At 6th, 11th, 16th, 21st and 26th level, increase the number Soul Barter Covenant of minions summoned by 1. You've pledged your undying soul to the immortal devils of the Sustain Minor: You can sustain the creatures this power Astral Sea.

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