Summoner
The Summoner
by Jason Tseng
Overview
Summoners search the deep corners of the world and peer into the cracks that separate creation from the multitude of other realms that exist beyond our own-- the outworlds. Some summoners were born touched by magic from the outworld, forever marked by the strange alien energies from the unknowable abyss. Others began as wizards, studying ancient secrets, but stumbled upon unpronounceable names of elder beings of great power. Summoners have learned how to reach into the outworlds and summon and control the otherworldly creatures that inhabit these realms.
However, Summoners who reach into the outworld often attract the attention of the Eidolons. Beings of immense power and innumerable forms, the eidolons rule the outworlds. Intrigued by the prospect of the magic of our world, the Eidolons bond with the Summoners willing to accept their boons. Summoners are able to summon aspects of these great beings into our world-- taking the form of fantastical creatures. As Summoners grow in power they are able to bring more aspects of their Eidolon into our reality, allowing their eidolon companions to evolve their forms in our realm. The greatest of the Summoners can even become one with their eidolons and fight as one powerful being. But the question still persists… who is truly in control? The summoner or the eidolon?
Play Style: Summoners are a complex class. Between the summoner’s spoiler spells which focus on buffs, debuffs, and crowd control spells and their summoned monsters hand-to-hand combat, it’s a lot to keep track of. The eidolon talent option provides the highest amount of tactical customization. If you’d rather not focus on the mechanics, taking the master summoner leaves the customization to the luck of the dice. Demonologist and Daevologist talents are available for those wanting to play more dark or righteous characters.
Ability Scores: Charisma or Intelligence are the primary traits of a Summoner. Translating alien scripts and parlaying with extra-dimensional powers are all in a day’s work of a skilled summoner. Summoners gain a +2 bonus to either Intelligence or Charisma, as long as it isn’t the same ability you increase with your +2 racial bonus.
Races: Summoners tend to operate on the fringes of the magical establishment. Often seen as eccentric or misguided practitioners. Some even accuse summoners of consorting with demons. Any race can be a summoner, though gnomes and elves are most often called to the study of such strange and ancient rites.
Backgrounds: Arcane student, Tomb raider, Court conjurer, Demon hunter, Cultist, Occult investigator, Outworld-touched, Blessed Conduit.
Icons: The Diabolist is most frequently linked to the Summoners due to the similar interest in creatures from beyond this world. However many Summoners receive the sponsorship of the Archmage, in spite of their unconventional means. The Elf Queen is known to keep several summoners in her retinue, particularly among her dark elf courtiers. The Summoners however are often shunned by the Crusader and the Priestess whose Gods, both light and dark, distrust the extra-planar creatures they summon.
Gear
At 1st level, unlike some of their spell-crafting associates, Summoners often are required to go into the field to search for lost tomes of forgotten names, so most summoners start off with light weapons, such as a staff or shortsword, travel clothes, books and other reference materials related to their area of expertise. Summoners who have found gainful employment or successful summoning texts start with 25 gp. Summoners who are less lucky start with 1d6 + 10 gp.
Armor
Sorcerer Armor and AC
Type |
Base AC |
Attack Penalty |
None |
10 |
-- |
Light |
10 |
-- |
Heavy |
11 |
-2 |
Shield |
+1 |
-2 |
Weapons
Typical Summoners are able to defend themselves should they require, and often wade into battle alongside their Eidolon. Most Summoners start with a single-handed weapon plus light armor. If using a two handed weapon, most summoners will use a weapon that is easy to cast spells with such as a staff or spear.
Melee Weapons
One-Handed |
Two-Handed |
|
Small |
1d4 dagger |
1d6 club |
Light or Simple |
1d6 shortsword, mace |
1d8 spear |
Heavy or Martial |
1d8 (-2 atk) longsword |
1d10 (-2 atk) greatsword* |
Ranged Weapons
Thrown |
Crossbow |
Bow |
|
Small |
1d4 dagger |
1d4 hand crossbow |
-- |
Light or Simple |
1d6 javelin |
1d6 (-1 atk) light crossbow* |
1d6 (-2 atk) shortbow* |
Heavy or Martial |
-- |
1d8 (-3 atk) heavy crossbow* |
1d8 (-4 atk) longbow* |
*Summoners need one free hand to cast spells. It’s easy to get a hand free from a weapon you’re good with like a staff or a spear for the time it takes to cast a spell, but if you take a penalty for using a two-handed weapon, the penalty also applies to your spells.
Basic Attacks
Melee Attack
At-Will
Target: One enemy
Attack: Strength + Level vs. AC
Hit: Weapon + Strength damage
Miss: Damage equal to your level
Ranged Attack
At-Will
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: Weapon + Dexterity damage
Miss: --
Summoner Level Progression
Spells
Lvl |
Total HP |
Total Feats |
lvl 1 |
lvl 3 |
lvl 5 |
lvl 7 |
lvl 9 |
Dmg Bonus from Ability mod |
1 |
(6 + CON mod) x 3 |
1 adv |
3 |
ability modifier |
||||
2 |
(6 + CON mod) x 4 |
2 adv |
4 |
ability modifier |
||||
3 |
(6 + CON mod) x 5 |
3 adv |
2 |
2 |
ability modifier |
|||
4 |
(6 + CON mod) x 6 |
4 adv |
2 |
3 |
ability modifier |
|||
5 |
(6 + CON mod) x 8 |
4 adv 1 cham |
2 |
3 |
2 x ability modifier |
|||
6 |
(6 + CON mod) x 10 |
4 adv 2 cham |
1 |
4 |
2 x ability modifier |
|||
7 |
(6 + CON mod) x 12 |
4 adv 3 cham |
2 |
4 |
2 x ability modifier |
|||
8 |
(6 + CON mod) x 16 |
4 adv 3 cham 1 epic |
1 |
6 |
3 x ability modifier |
|||
9 |
(6 + CON mod) x 20 |
4 adv 3 cham 2 epic |
2 |
5 |
3 x ability modifier |
|||
10 |
(6 + CON mod) x 24 |
4 adc, 3 cham 3 epic |
1 |
7 |
3 x ability modifier |
Summoner Stats
Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level dependent.
Ability Bonus |
+2 Charisma or Intelligence (different from racial bonus) |
Initiative |
Dex mod + Level |
Armor Class (light armor) |
10 + middle mod of Con/Dex/Wis + Level |
Physical Defense |
11 + middle mod of Str/Con/Dex + Level |
Mental Defense |
10 + middle mod of Int/Wis/Cha + Level |
Hit Points |
(7 + Con mod) x Level modifier (see level progression) |
Recoveries |
8 |
Recovery Dice |
(1d6 x level) x Level modifier (see level progression) |
Backgrounds |
8 points, max 5 in any one background |
Icon Relationships |
3 points |
Talents |
3 |
Feats |
1 per level |
Class Features
Summon Outworld Creature
As a summoner, you have learned how to call upon extra-planar creatures from the outworlds to aid you. Like a fisherman, summoning spells are like magical lures into the outworld, attempting to attract and hook the attention of outworld creatures. Because of the chaotic nature of extra-dimensional magic, Summoners must build their skills in order to increase their control of the kind of creatures pulled from across the planes.
You are able to summon a random monster from the Outworld once per battle, and once per day outside of battle. If you wish to use this ability again in the same battle, first make a hard save (16+). This creature acts under your command and on your turn. The creature remains on this plane for a number of minutes equal to your Cha mod + Level. This creature is always one level below you and must stay nearby you, otherwise they are returned to the Outworld. See the Baseline stats for Normal Monsters for stats (p254). This creature also receives a random special ability, roll a d20 and consult the table below. The summoner should feel free to describe the appearance of the creature based on the benefit results. Outworld creatures never appear natural or native to this world. They are typically alien and clearly extra-dimensional, often with impossible anatomies:
Roll |
Benefit Name |
Benefit |
1 |
Battle Frenzy |
on natural even hit, damage to a second nearby target for 50% of strike hit |
2 |
Determined strike |
natural even roll, gain +2 bonus to next attack |
3 |
Life-draining bite |
on 16+ hit, the creature heals ½ of damage dealt that turn |
4 |
Ranged attack |
the creature gains a basic ranged attack with attack bonus equal to -1 of their basic melee attack, and half strike damage. |
5 |
Tank |
once per round the creature can take up to half of an attack’s damage done to a nearby ally |
6 |
Vital Strike |
on a crit, the creature does triple damage instead of double |
7 |
Fury |
when staggered the creature gets +1 to attack and +level to damage (if level 0, additional +1 to attack) |
8 |
Artful dodger |
creature takes half damage from attacks of opportunity |
9 |
Assured victory |
Upon dropping an enemy, all other enemies hit at -2 until the end of the creature’s turn. |
10 |
Shapechange |
As a standard action, the creature can appear as a humanoid. To imitate a specific person, the creature must roll a save +11. Those attempting to examine the creature must make a hard save (+16) to see past the creature’s shapechange |
11 |
Resistance |
the creature resists a damage type at +12. Roll a d8 to determine damage type: 1 - Fire; 2 - Cold; 3 - Lightning; 4 - Poison; 5 - Psychic; 6 - Thunder; 7 - Acid; 8 - Force |
12 |
True Seeing |
This creature is immune to invisibility and illusion |
13 |
Teleportation |
The creature can teleport to anywhere in sight 1d3 times per battle |
14 |
Ferocious accuracy |
Once per battle, the creature rolls 2d20 on a attack and chooses the best for each attack. |
15 |
Ethereal Form |
The creature can remove itself from play as a standard action, and reappear anywhere nearby the next turn |
16 |
Thorny defense |
Any creature who hits the creature takes 1d4/level damage |
17 |
Durable |
The creature ignores the first 2 damage per level each round |
18 |
Feint strike |
on a miss, the creature may make a second attack at -2 |
19 |
Cone of energy |
1d3 times per battle, the creature blasts 1d3 nearby targets with strike damage of a energy type. Roll a d6 to determine damage type: 1 - Fire; 2 - Cold; 3 - Lightning; 4 - Thunder; 5 - Acid; 6 - Force |
20 |
Flight |
The creature can fly. Reduce strike damage by 25% |
You may only have one outworld creature summoned at a time. If your summoned creature drops to 0 hp, unlike the Ranger’s animal companion, it does not follow the death and dying guidelines, rather it is returned to the outworld. You may not summon an outworld creature if you have summoned an eidolon. The summoned creature is also maintained by your concentration, so if you are incapacitated either by dropping to 0 hp or otherwise incapped i.e. sleep spell, petrification, etc. Your summoned outworld creature is returned to the outworld.
If you use this ability while having another summoned creature under your control, you lose control of the first creature, whose first course of action is usually to attack the Summoner who brought it to this realm. You may dismiss your summoned creature and return them to the Outworlds with a quick action, but you may not summon another creature in the same round that you dismissed a creature.
-
Adventurer Feat: When determining creature benefit roll two d20s. Choose a benefit that is to your liking. If you roll two of the same result, reroll one of your d20s.
-
Champion Feat: When determining creature benefit you may add +1 or subtract -1 to that roll. If you took the Adventurer feat this applies to both d20s you roll.
-
Epic Feat: Your summoned creatures receive two benefits from this list, roll twice and take both benefits. If you took the Adventurer feat, you may roll 2 d20s each time you roll.
Class Talents
Choose three of the following
Blood Sacrifice
Before summoning a creature (including you eidolon), as a standard action, you may sacrifice (1d6 x Level) + Con worth of HP in order to cause the creature you summon to be equal to your level, instead of one less.
-
Adventurer feat: Add your Cha mod to your creature’s strike damage.
-
Champion feat: if you use Blood Sacrifice to summon a creature, as a quick action you may add half your level to your summoned creature’s AC, PD, or MD until the end of your next turn, once per battle
-
Epic Feat: if you use Blood Sacrifice to summon a creature, as a quick action, you may double the damage of your creature’s next attack, once per battle.
Daevaologist
Gain +4 to background related to Daevology. When you use Summon Outworld Creature, instead of rolling the Summon Outworld Creature random benefit table, you may roll a d6 from the random daeva ability table provided here:
-
Adventurer feat: You also can speak in the tongue of daevas. Daevas will readily parlay with humanoids speaking holy-tongue.
Roll |
Benefit Name |
Benefit |
1 |
True Seeing |
The Daeva is immune to invisibility and ignores illusions |
2 |
Scourge of the Undead |
Gains +2 to attacks against undead enemies |
3 |
Halo |
Once staggered, creature is enveloped in light, increasing their AC by +2 and PD and MD by +1 until hit by an attack |
4 |
Stunning Presence |
Once per battle, roll creature level + Cha mod vs MD. On a hit, stun 1d3 enemies with HP less than the creature’s total HP. |
5 |
Judgement |
Once per battle, name one enemy. Your crit range expands by +2 with that enemy. |
6 |
Flight |
Creature can fly. Reduce Strike damage by ¼ |
Demonologist
Gain +4 to background related to Demonology. When you use Summon Outworld Creature, instead of rolling the Summon Outworld Creature random benefit table, you may roll a d6 from the random demon ability table (p 209): 1 - True Seeing, 2 - Resist Fire 18+, 3 - Invisibility, 4 - Resist energy 12+, 5 - Fear aura, 6 - Teleport 1d3 times per battle
-
Adventurer feat: You also can speak in the tongue of demons. Demons who often will parlay with humanoids speaking hell-tongue.
Eidolon
Special: Unlike most class talents, this talent takes up two Summoner class talent slots
You have the ability to summon a normal-sized eidolon companion that fights alongside you in battle. See the Eidolon companion rules at the end of this section for information about this talent and its associated features. note: If you take this talent, you may not take the master summoner class talent.
-
Adventurer feat: Inter-locate - once per battle you may swap locations with your eidolon as a free action. This is often used before an attack by an enemy so that the eidolon is struck instead of the summoner.
-
Adventurer feat: Separation - your eidolon no longer needs to remain next to you, and can travel away from you.
-
Champion feat: Merge Forms - you and your eidolon merge forms at will, allowing the summoner to cast spells from within the Eidolon. You pool your HP with your Eidolon.
-
Champion feat: Outworlder transfer - You may transfer one Eidolon evolution benefit to yourself.
-
Epic feat: Twin Eidolons - Once per day, you may gain an identical form to that of your eidolon for the duration of a battle.
Empowered Summons
Creatures you summon, including eidolons, get +1 to their basic attack rolls.
-
Adventurer feat: creatures also get +1 to AC
-
Champion feat: creatures now get +2 to AC and +1 to PD and MD
-
Epic feat: On a 16+ hit, creatures may make a second attack at a -2 penalty.
Master Summoner
Special: If you take this talent, you may not take the Eidolon class talent
You have forsaken the temptation of the eidolons, but instead have focused on summoning the smaller yet no less deadly denizens of the Outworlds. Creatures you summon with the Summon Outworld Creature ability remain on our plane until they drop to 0 HP or are dismissed. You can still only use this ability once per battle, and once per day outside of combat. And you still may only have one creature summoned at a time.
You also gain the ability to discover a outworld creature’s true name. You immediately know if an engaged enemy’s monster type is Outworlder. To discover a creature’s true name, make a hard ability check (adventurer 20, champion 25, epic 30) with a relevant background. With its true name, you may expand your crit range with the enemy by two, you gain a +2 bonus to your attack rolls against that enemy, and finally, you can banish a staggered outworld enemy back to its home plane by making a Level + Cha vs MD roll.
-
Adventurer feat: Instead of a normal strength monster, you may summon 5 mook monsters of one level less than yours. They still act on your initiative and are identical to each other.
-
Champion feat: When using the Summon Outworld Creature, instead of rolling to determine a random benefit, you may choose to use the same benefit as the last time you used this skill.
-
Epic Feat: Once per day, you may summon a Huge or double damage monster.
Soul Bond
When you use Summon Outworld Creature, you may choose to forge a soul bond with the creature. As long as the creature is summoned, you also gain the random benefit the creature has. However, all damage that the creature receives, it splits with you, and vice versa. If the creature drops to 0 HP while summoned, you are weakened until the end of your next turn.
-
Adventurer feat: Once per battle, as a free action you may swap a defense (AC, PD, or MD) with your summoned creature. This lasts until the end of your next turn.
-
Champion feat: If your soul bound creature drops to 0 HP while summoned, you are only dazed, not weakened.
-
Epic feat: Once per battle, when you or your summon must make a save to end an effect, roll twice and take the better of the two rolls.
Eidolon Companion Rules
Add two recoveries to your total recoveries. Your eidolon is always one level less than you. Your Eidolon always acts on your turn. You can decide who acts first. The summoners bring certain aspects of the otherworldly eidolon into our world, and are able to choose what aspects to pull through the veil. Eidolons have a number of evolution points which can be spent to purchase benefits described in the Evolutions table. Summoning your eidolon takes a number of minutes per level, and is normally done out of battle. If you need to summon your eidolon during battle, you must take two uninterrupted full actions to do so.
You may dismiss your eidolon as a quick action, and when you summon it again it retains the number of HP it had before it was dismissed. If you eidolon drops to 0 HP, it returns to the outworlds. In order to summon it again, make a hard save +16. If you fail then you must wait until the next day or after the next encounter, whichever is sooner, to summon your eidolon. When it is summoned, it has half HP.
Soul Link
You and your eidolon share a powerful magical connection that allows your to communicate to each other across any distance, even across dimensions. This communication is considered a free action, but when distracted or concentrating on other things, communication can be reduced from words to mere images, sounds, or other senses.
Similar to true magic items and their quirks, the eidolons have their own personalities which rub off on you. Confer with the GM to determine your eidolon’s “quirk.” The more powerful your soul link becomes, the more pronounced this “quirk.”
This connection also causes both and your eidolon to share magic item chakras. i.e. if you wear a magic ring, your eidolon can only wear one additional ring. If you carry a true magic staff, your eidolon may not carry a true magic sword. Eidolons using weapons, magic or otherwise, do not change their damage dice. But if they use a true magic item, they gain the benefits of that item.
Similar to the Ranger’s Animal companion, when you spend a recovery to heal, your eidolon heals the same amount. However, if someone heals your eidolon, it spends a recovery from your pool and heals, but you do not gain HP.
Share Spells
You may cast a spell with a target of “you” on your eidolon as a close quarters spell. You can cast these spells on your eidolon even if they would not normally affect creatures type. However, spells cast this way can only come from the Summoner spell list.
-
Champion feat: Shared spells now may come from any spell list, not just the Summoner one, and may be cast by any of your allies.
-
Epic feat: Spells that are shared now affect both you and your Eidolon
Transmogrify
Once per full heal up, you may rearrange the evolution points spent by your eidolon to gain different benefits. This can only be done out of combat and usually takes about an hour to cast.
-
Adventurer feat: You may use transmogrify in combat as a full action, but afterward you are weakened until the end of your next turn.
Eidolon stats
Lvl |
Attack |
Dmg |
AC |
PD or MD |
MD or PD |
HP |
Evol. pts |
0 |
+5 vs AC |
d8 |
16 |
14 |
10 |
20 (10) |
2 |
1 |
+6 vs AC |
d10 |
17 |
15 |
11 |
27 (13) |
2 |
2 |
+7 vs AC |
2d6 |
18 |
16 |
12 |
36 (18) |
3 |
3 |
+9 vs AC |
3d6 |
19 |
17 |
13 |
45 (22) |
4 |
4 |
+10 vs AC |
4d6 |
21 |
19 |
15 |
54 (27) |
4 |
5 |
+11 vs AC |
5d6 |
22 |
20 |
16 |
72 (36) |
5 |
6 |
+13 vs AC |
6d6 |
23 |
21 |
17 |
90 (45) |
5 |
7 |
+14 vs AC |
7d6 |
25 |
23 |
19 |
108 (54) |
6 |
8 |
+15 vs AC |
8d6 |
26 |
24 |
20 |
144 (72) |
6 |
9 |
+17 vs AC |
9d6 |
27 |
25 |
21 |
180 (90) |
7 |
10 |
+18 vs AC |
10d6 |
28 |
26 |
22 |
216 (108) |
7 |
Evolutions:
Evolution name |
Cost |
Benefit |
Climb |
1 |
The eidolon can now easily scale vertical surface such as a cliff wall. +5 to ability checks regarding climbing. |
Constrict/Squeeze |
1 |
The eidolon can increase its damage dice by one step when making attacks against a grabbed enemy. Requisite: Grab (2 pt evolution) |
Gills |
1 |
The eidolon can breach underwater indefinitely |
Grab |
1 |
The eidolon can grab an enemy smaller than itself. On a natural even hit, the eidolon may grab its target. |
Improved damage |
1 |
The eidolon’s natural attacks are stronger and more deadly. Increase the damage die type by one step. |
Improved natural armor |
1 |
The eidolon’s natural defenses (scales, hide, shells, etc.) grow more sturdy, gaining +1 to AC. This can be taken only once for every 3 levels. |
Energy attacks |
1 |
The eidolon is infused with magic, allowing its natural attacks to deal one type of energy damage instead of weapon damage. Choose one: Fire, Cold, Positive, Negative, Poison, Force |
Poison |
1 |
In addition to the eidolon’s strike damage, on an even hit, target takes ¼ strike damage in ongoing damage rounded down |
Push |
1 |
After an even hit, the eidolon may cause target to pop free of whomever it was engaged with, and also moved by five feet away from the eidolon. |
Resistance |
1 |
The eidolon gains resistance +12 against an energy type (fire, cold, lightning, etc.). This evolution can be taken multiple times for more energy types, or to upgrade one energy type resistance up to +16 |
Scent |
1 |
The eidolon gains +4 to a Scent tracker background. |
Speech |
1 |
The eidolon can speak and languages the summoner can. |
Swim |
1 |
Eidolon gains webbed hands, feet, fins, etc. enabling it to easily swim. |
Vengeful |
1 |
Once per battle, after receiving damage the eidolon may expand the crit range by +2 against the creature who just attacked them for the rest of the battle. |
Energy attacks |
2 |
Once per day, for the rest of a battle, the eidolon infuses its attacks with energy of one type (fire, cold, lightning, acid, poison). Add 1d6 of this energy damage to successful hits. Eidolon can only take this if Summoner is at least level 3. |
Swallow whole |
2 |
Eidolon may swallow a grabbed enemy smaller than the eidolon by making a Level + Summoner Cha vs PD. If successful swallowed creatures take the eidolon’s melee attack damage + and additional 1d6 per round. Swallowed creatures with a slashing or piercing weapon may escape by dealing 1/10th the eidolon's max HP at an attack penalty of -2 |
Tongues |
2 |
The Eidolon can cast the spell Tongues, once per day, allowing you and the eidolon to understand and speak any language of an intelligent creature. Requisite: Speech |
Trample |
2 |
The eidolon can crush enemies underfoot with a trample attack. Only enemies smaller than the eidolon can be trampled. When making a trample attack, the eidolon does 1d6 (1d8 if Large, 2d6 if Huge) + Level damage to 1d4 nearby enemies in a group. Creatures being attacked by trample may make attacks of opportunity at -4. However if they choose to forgo the attack, they may roll to avoid the attack with a hard save (16+) |
Burrow |
3 |
Eidolon gains the ability to burrow (rules pXXX) |
Healing touch |
3 |
Once per day, Eidolon may give up 1 recovery from the Summoner’s pool to heal a target |
Shapechange |
3 |
Once per day, the eidolon can change its shape to resemble a humanoid. To emulate a specific person the Eidolon must make a hard save 16+. Someone examining the disguised Eidolon must make a hard save 16+ to determine the Eidolon is not who they look like. |
Blindsight |
4 |
The eidolon can sense creatures and navigate without the use of sight. The eidolon is immune to effects like blur, invisibility, or most forms of concealment |
Breath Weapon |
4 |
The Eidolon gains a breath weapon as a daily ability. Choose a breath weapon spell from the Sorcerer spell list. The Eidolon must meet the level requirements for a breath weapon spell. Eidolon does not add Charisma to the damage rolls for these spells. |
Large |
4 |
Eidolon grows to become a Large creature. The eidolon gains +2 to atk, all damage dice increase by one step, but take -2 to AC and PD. Gain HP equal to normal-sized stagger HP. Gain +4 to background of Large for rolls when being larger is advantageous. |
*
Summoner Spell List
Level 1
Ally of Outlandish Size
Daily
Target: Close ally
Effect: For the rest of the battle, target and all their gear increases in size on step. Target gains +1 to attacks, damage dice are increased by 1 step and , and target gains temporary hp equal to their staggered hp. Ally’s AC and PD are reduced by 1.
3rd Level: now add +2 to attacks. AC and PD reduced by -2
5th Level: now add +3 to attacks. AC and PD reduced by -3
7th Level: now add +4 to attacks, and now gain temporary hp equal to their total HP. AC and PD reduced by -4
9th Level: now add +5 to attacks. AC and PD reduced by -5.
Banishment
Daily
Targets: Up to 1d4 enemies in a group
Attack: Cha + Level vs PD (save +16)
Hit: Cha + Level damage/round until save
On a hit, you may banish 1d4 targets with total HP equal to or less than your total HP to the outworld planes. Enemies banished in this way are removed from combat and are only returned to our reality by making a hard save (+16) at the beginning of their next turn. Every turn that these enemies are trapped in the outworld, they take Level damage. When enemies return they look as if they have been battling forces, and are often cut and bruised. However, if they save and return, they may act as normal. Enemies who die in the outworld are not returned to our realm (read: no loot).
3rd level: Up to 1d6 enemies in a group
5th level: Up to 2d4 enemies in a group
7th level: Up to 2d6 enemies in a group
9th level: Up to 2d8 enemies in a group
Dimensional Shredder
Close-quarters Spell
At Will
Targets: One engaged enemy;
Attack: Int + Level vs PD
Hit: 1d6 + Int force damage, special: on even roll, target teleports to random nearby location and pops free.
When using this spell you must touch the target. On even roll, the target tumbles through a series of dimensional portals, opening and closing in rapid succession, slicing at them with each jump. On an even roll the target appears in a random nearby location. The target reappears in a generally safe location (not off a cliff, or into a vat of acid).
3rd Level: 2d6 + Int force damage
5th Level: 2d8 + Int force damage
7th Level: 2d10 + Int force damage
9th Level: 3d10 + Int force damage
Empower Weapon
Once per battle
Target: Yourself or close ally
You may imbue your or a nearby ally's weapon with arcane power. This includes natural weapons like claws, fangs, and slam attacks. Add an additional 1d4 of force damage for all attacks this encounter.
3rd Level: +2d4 force damage to weapon
5th level: +2d6 force damage to weapon
7th level: +2d8 force damage to weapon
9th level: +2d10 force damage to weapon
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Adventurer feat: You can decide a new energy type for this spell
Enemy of Diminutive Stature
Daily
Target: Close enemy
Attack: Int + Cha vs PD
Effect: For the rest of the battle, target and all their gear decreases in size one step. Target takes a -2 penalty, strike damage is reduced by ¼. However, target gains +2 AC and PD
3rd Level: reduce -3 to attacks. AC and PD increased by 3
5th level: reduce -4 to attacks. AC and PD increased by 4 and damage is halved.
5th Level: reduce -4 to attacks and may now affect 1d3 enemies. AC and PD increased by +4
7th Level: reduce attacks -5 to attacks, AC and PD increased by 5.
Force Bolt
At will
Target: One nearby enemy; Far away -2
Attack: Int + Level vs PD
Hit: 1d6 + Int force damage
Miss: Level damage
On even hit, target is blasted free from any engaged allies.
3rd Level: 3d6 + Int force damage
5th Level: 4d6 + Int force damage
7th Level: 6d6 + Int force damage
9th Level: 8d6 + Int force damage
Phase Shift:
Daily
Always: For the rest of the battle, your body shifts between this world and the outworld planes. When the escalation die is even, you gain +12 resistance to weapon, acid, and poison damage. While the escalation die is even, you also only do half damage from your basic melee and ranged attacks.
3rd level: +14 resistance
5th level: +16 resistance
7th level: +16 resistance now includes fire, cold, and lightning damage
9th level: +16 resistance to all energy types
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Champion feat: when the escalation die is even, you can pass through solid objects, but you cannot end your turn in them
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Epic feat: when the escalation die is even, after your turn, you can remove yourself from combat and reappear in a nearby location at the beginning of your next turn. Your eidolon or outworld creatures remain in combat if you are temporarily out of combat using Planar Shift.
Level 3
Bait and Switch
At Will
Target: One nearby enemy
Attack: Int + Level vs MD
Hit: Special - Target makes basic melee attack at a random nearby enemy.
You conjure an illusion of yourself to bait a target into striking another enemy.
5th Level: Target receives a +2 to its attack roll for this attack.
7th Level: Target adds its level to its strike damage
9th Level: Target adds its level x 2 to its strike damage
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Champion feat: Target is also confused until the end of its next turn.
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Epic feat: Target must make a normal save (11+) or lose its next standard action
Conjure Dimension Pit
Daily
Target: 1d3 enemies in a group
Attack: Int + Level vs PD
Duration: Level +1 rounds
Hit: 1d12 falling damage, target is removed from battle, hard save (16+) cancels
You conjure a 10 ft x 10 ft extra-dimensional hole with a depth of 10 ft/level. The pit must be created upon a horizontal flat surface. The hole reaches into another dimension and does not disrupt anything beneath it. Target creatures must make a hard save (16+) to avoid falling in. If they do not, they take 1d10 falling damage are effectively removed from battle until the spell is concluded. Creatures with Flying are immune. Creatures with wall crawl can escape with a normal save of (11+). Allies engaged with target creatures must also make a normal save (11+) to avoid falling in. When the spell ends, the bottom of the pit slowly rises to the original level.
5th Level: 2d12 damage
7th Level: 3d12 damage
9th Level: 4d10 damage
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Adventurer feat: There are spikes at the bottom of the pit, dealing +1d6 damage
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Champion feat: The bottom of the pit is filled with poison gas, dealing 2d6 ongoing poison damage
Mirror of Inversion
At Will
Attack: Int + Level vs PD rolled during next incoming enemy ranged attack
Hit: Special - whatever effect attached to target ranged attack
After casting this spell, the next time an enemy uses a ranged attack against you of any damage types except thunder or psychic, you may use this spell as a free action to redirect their spell or ranged attack back at the attacker. Make a normal save (11+) and add your Level to your roll. If you fail the save, you are affected as normal by the ranged attack and the Mirror of inversion is expended. On a successful save, you redirect attack or spell and make a Int + Level vs PD roll. On a hit the spell is successfully redirected. You may only have one Mirror of Inversion spell active at a time.
3rd Level: You may use this spell to intercept a ranged attack directed at an adjacent ally.
5th Level: You may have up to Level/2 rounded down
7th Level: On hit, target of redirected spell is also vulnerable until the end of your next turn.
9th Level: Spell now can reflect all damage types from ranged attacks.
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Champion feat: If you miss, the spell is not expended and can be used on the next incoming ranged attack
Outworld Swarm Conjuration
Recharge after battle +16
Target: 1d3 random nearby enemies
Attack: Charisma + Level vs MD
Duration: as long as the swarm still has HP.
Hit: Level damage per round, targets are dazed until the Outworld Swarm has 0 HP.
You conjure a swarm of Outworld insects with a pool of 45 HP which swarm random 1d3 enemies, and take Level damage per round. As long as enemies are swarmed they are dazed. The swarm has no AC, so all strikes against it automatically succeed, however the swarm has resist weapons +12. You do not choose which enemies are affected and this does not count as a summoned creature. If an enemy affected is killed while the Swarm still has HP, another enemy is randomly selected.
5th Level: The swarm has 72 HP
7th Level: The swarm has 108 HP
9th Level: The swarm has 180 HP
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Adventurer feat: affected targets also take -1 to AC
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Champion feat: spell targets 1d6 random nearby enemies
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Epic feat: affected targets take Level x2 damage per round affected
Level 5
Glyph of Paralysis
Daily
Target: Next enemy to become engaged with you
Effect: Target is stuck and hampered, hard save (16+) cancels
You inscribe an invisible arcane glyph on the floor next to you. As long as you refrain from taking a move action, the next enemy to engage with you must make a hard save (16+) or be affected by this glyph. If you are currently engaged with an enemy, it makes its save at the beginning of its next turn.
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Champion feat: Target also takes 2d6 + cha lightning damage per turn affected by the glyph
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Epic feat: Target is also vulnerable.
Planar Stride
Recharge after battle, +16
Always: For the rest of the battle, you receive +5 to disengage checks from engaged enemies, and you have a 25% chance of ignoring enemy attempts to intercept you during a move action. Attacks of Opportunity only deal half damage
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Champion feat: You receive +7 to disengage checks and you have a 50% chance to ignore enemy attempts to intercept you during a move action.
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Epic feat: 1d3 times per battle, you may also teleport to a nearby location you can see.
Singularity
Daily
Target: 1d4 + Level enemies in a group
Attack: Level + Cha vs PD
On hit: 1d6 + Cha force damage per enemy hit. So if two enemies are affected, each takes 2d6 + Cha force damage. If 6 enemies are hit, each takes 6d6 + Cha force damage.
You create a swirling gravity singularity which draws enemies towards it. Enemies caught up in its pull get sucked into the singularity, taking force damage. The more enemies sucked in, the more damaging the singularity. At the end of your turn, the singularity is released and all targets sucked in are exploded outward. Allies engaged with targeted enemies must make a normal save (11+) to evade, otherwise are also affected by this spell, though take half damage.
Level 7: 1d8 + Cha force damage per enemy hit
Level 9: 1d10 + Cha force damage per enemy hit
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Champion feat: Creatures pulled into the singularity are also dazed until the end of their next turn.
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Epic feat: If your total result is 12 higher the PD of an enemy sucked into the singularity, the creature is automatically killed and sucked into the infinite density of the singularity.
Level 7
Circle of Enfeeblement
Quick Action to cast
Effect: Choose a defense: AC, PD, or MD. For the rest of the battle while you are conscious, all nearby enemies receive s -1 penalty to that defense. Each enemy that is struck by an attack targeting that defense is hampered until the end of its next turn.
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Epic feat: Attacks against the chosen defense also have their crit range expanded by 2.
Planar Transposition
Daily
Full Action to cast
Effect: For the rest of the battle you transpose a portion of the Outworlds onto our reality. You choose narratively how this portion of the outworlds looks (rocky, icy, hot, jungle, etc.). The area of the transposed reality is roughly equivalent to the bounds of the battle area (within reason). You are the temporary master of this plane and the very environment responds to your whim. While within transposed reality, your allies can make stunts as the environment subtly shifts towards your advantage. At the discretion of the GM, combat advantages of +2 may be given for appropriate stunts. It is also easier to summon creatures from the outworld here, so you may use Summon Outworld Creature ability as a quick action instead of a standard action. All other rules still apply.
When cast outside of battle this spell is as a ritual, even if you do not have the requisite feat. The spell takes one hour per level to cast and the transposition lasts a number of days equal to your level. You may also add one of the following features:
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Bountiful - This plane has a thriving natural ecology with streams, ponds, etc. and provides enough plant-based food (fruit, vegetables, grains, fungi) to support one Normal sized creature per Level. Feel free to make these foods as alien and strange as you like.
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Elemental - This plane gains traits related to airy, firey, watery or earthy environments. Elementals thrive here. Creatures summoned in this environment gain +1d4/Level corresponding energy damage
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Gravity - By default a plane’s gravity is normal and oriented in one direction, like what most creatures are used to on the Material Plane. By selecting this feature, the plane’s gravity is heavy, light, none, objectively directional, or subjectively directional.
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Structure - Your demiplane has a specific, linked physical structure, such as a giant tree, floating castle, labyrinth, mountain, and so on. (This option exists so you can pick a theme for your plane without having to worry about the small details of determining what spells you need for every hill, hole, wall, floor, and corner).
Level 9
Dimension Gate
Daily
You can open a gate to another plane. The gate stays open for as long as you concentrate on it. If you have an arcane connection to a being (such as a favored tool, a vile of blood, or a true name) you may call this being through the gate. The Gate opens up in their vicinity and they are made aware of your call, but they are not obliged to step through. You may also open a gate from the Outworld to our reality, and similarly call a being (such as an icon) if you have an arcane connection. However you may only do this from the Outworld, and since you can only cast Gate once per day, you must at least spend some time in the Outworlds to do so, which has it’s own perils.
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Epic feat: You can recharge +16 after using Dimension gate.
Reality Nexus
Daily
Effect: You become a crossroads between the Outworlds and our world. While in this state, you may use Summon Outworld creature at-will and you may summon and control as many creatures at a time equal to your level, including your eidolon (for simplicity’s sake, they all act on your turn and you roll one attack die for them all, and they all have the same benefit, though they may cosmetically appear unique). However, you also become helpless and unable to use any other abilities in this state. It becomes obvious to all enemies, that you should be the prime target. When you drop to half staggered HP, the spell ends, and any monsters summoned except one of your choosing are dismissed.
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Epic feat: While in this state you gain resistance to all energy +16
image citations:
Zeiva: http://www.deviantart.com/art/Summoner-17102634
SirTiefling: http://www.deviantart.com/art/Eidolon-345460893
Sakimichan: http://www.deviantart.com/art/The-summon-385996679
Empty-can: http://www.deviantart.com/art/Summon-133595530
http://www.blisteredthumbs.net/avatars/platinum-angel-800.jpg
http://paizo.com/image/content/PathfinderRPG/PZO1125-Eidolon.jpg
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