summoner · handbook) although they do not need a spell-book. ... this becomes the summoner’s...

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Summoner Strange and powerful creatures appear to do your bidding with but a word. En- emies soon learn, a summoner is never alone. 1 ST LEVEL SUMMONER CLASS FEATURES Write these in the class boxes of section f. KEY STATS Fortitude Save +0 Hit points 8 Reflex Save +0 Attack Bonus +0 Will Save +2 Skill Ranks 2 Mark these class skills in section D. SKILLS Knowledge (ALL) Spellcraft Ride ARMOR & WEAPONS A summoner may wear leather armor. In Sec- tion E. of your character sheet, don’t check any boxes, and write: club, dagger, heavy crossbow, light crossbow, and quarterstaff. SPELLS A summoner can cast a wizard spell as a wiz- ard of the same level (see page 28 of the Hero’s Handbook) although they do not need a spell- book. Choose one 1st level wizard spell from the list on page 29 of the Hero’s Handbook. You may cast this spell once per day or twice per day if your CHA score is 13 or higher. In addition, you may cast cantrips as a wizard of your level. EIDOLON [AHY-DOH-LUHN] A summoner must choose a wolf, a venomous snake, or reef- claw. This becomes the summoner’s eidolon, a creature forever linked to the summoner. The creature may appear very dif- ferent than others of it’s kind based on the imagination of the summoner (although its statistics are the same). Each day a summoner may spend one minute summoning his eidolon. As a summoned creature, the eidolon does not permanently die. If it is “killed”, it disappears and may be summoned again the next day. The summoner may send the eidolon back where it came from (but then must wait until the next day to re-summon it). EVOLUTION Twice per day, a summoner may cause his eidolon to evolve as a standard action. This evolution can take one of three forms (each usable once per day and lasts as long as the eidolon re- mains summoned or, in the case of healing, is instantaneous): Improved Attack +2 to attack and damage Improved Armor +2 to armor class Healing Evolution The eidolon heals all damage SUMMON MONSTER Summon Monster I Range 30 feet Duration 1 min. per level Three times per day, you may summon any one of the following monsters: a dire rat, goblin, orc, or skeleton as a standard action. The creature appears where you designate within the range and follows your commands to the best of its ability. At the end of the duration, or if the crea- ture dies, it (and any belongings) disappears. You may not use this ability if your eidolon is summoned. “This class conversion uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo’s Community Use Policy. We are expressly prohibited from charging you to use or access this content. This class conversion is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo’s Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.”

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Page 1: Summoner · Handbook) although they do not need a spell-book. ... This becomes the summoner’s eidolon, ... Summon Monster I

SummonerStrange and powerful creatures appear to do your bidding with but a word. En-emies soon learn, a summoner is never alone.

1st LeveL summoner CLass Features

Write these in the class boxes of section f.

Key stats

Fortitude Save +0 Hit points 8Reflex Save +0 Attack Bonus +0Will Save +2 Skill Ranks 2

Mark these class skills in section D.

sKiLLs

Knowledge (ALL) Spellcraft

Ride

armor & WeaponsA summoner may wear leather armor. In Sec-tion E. of your character sheet, don’t check any boxes, and write: club, dagger, heavy crossbow, light crossbow, and quarterstaff.

speLLsA summoner can cast a wizard spell as a wiz-ard of the same level (see page 28 of the Hero’s Handbook) although they do not need a spell-book. Choose one 1st level wizard spell from the list on page 29 of the Hero’s Handbook. You may cast this spell once per day or twice per day if your CHA score is 13 or higher. In addition, you may cast cantrips as a wizard of your level.

eidoLon [ahy-doh-luhn]

A summoner must choose a wolf, a venomous snake, or reef-claw. This becomes the summoner’s eidolon, a creature forever linked to the summoner. The creature may appear very dif-ferent than others of it’s kind based on the imagination of the summoner (although its statistics are the same). Each day a summoner may spend one minute summoning his eidolon. As a summoned creature, the eidolon does not permanently die. If it is “killed”, it disappears and may be summoned again the next day. The summoner may send the eidolon back where it came from (but then must wait until the next day to re-summon it).

evoLutionTwice per day, a summoner may cause his eidolon to evolve as a standard action. This evolution can take one of three forms (each usable once per day and lasts as long as the eidolon re-mains summoned or, in the case of healing, is instantaneous):

Improved Attack +2 to attack and damage

Improved Armor +2 to armor class

Healing Evolution The eidolon heals all damage

summon monster

Summon Monster IRange 30 feet Duration 1 min. per level

Three times per day, you may summon any one of the following monsters: a dire rat, goblin, orc, or skeleton as a standard action. The creature appears where you designate within the range and follows your commands to the best of its ability. At the end of the duration, or if the crea-ture dies, it (and any belongings) disappears. You may not use this ability if your eidolon is summoned.

“This class conversion uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo’s Community Use Policy. We are expressly prohibited from charging you to use or access this content. This class conversion is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo’s Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.”

Page 2: Summoner · Handbook) although they do not need a spell-book. ... This becomes the summoner’s eidolon, ... Summon Monster I

1st level Summoner suggestionssKiLLsAdd your INT modifier to your Skill Ranks in Section F. of your character sheet. Add +1 more if you’re human.This number is how many skill ranks you get at 1st level.Choose skills from this list, in order, until you’ve run out of ranks: Any Knowledge skill, Ride, or Spellcraft; For each skill you choose, write a “1” in the Ranks box for that skill and a “3” in the Misc Mod box. Knowledge Arcana, Nature, Dungeoneering or Local help you understand the monsters you summon. Choose Ride if you have a mount or, in the future, plan to summon one. Select Spellcraft to determine the use of magical items you may find along your adventures.

FeatsWe recommend you choose Improved Initiative as your class feat and, if you are human, it is recommended you select, as your Bonus Feat, either Great Fortitude or Toughness.

equipmentThe following items are recommended for the summoner: Write these items in Section J: light crossbow, cross-bow bolts (10), heavy mace, leather armor, adventurer’s kit, torches (3), flint and steel. In Section G, write your weapon stats (see pages 45–46 of the Hero’s Handbook). In Section H, write +2 in the “Armor” box.

+Gaining 2nd Level 1. add 1d8 + Con to Hit points

2. Select another 1st Level Wizard spell. You can now cast either this spell or the previously selected spell up to two times per day (for a total of two spells cast per day) or three times if your Charisma score is 13 or higher.

3. Add +1 to your WILL Save.

4. You get more Skills! You get 2+INT Modifier (minimum of 1) new Ranks to distribute or learn new skills. You can only have as many Skill Ranks as you have levels. If you are learning a new skill and it is on the list above (Knowledge, Ride, or Spellcraft), you can also add 3 ranks in the Misc Mod box (for it being a “class” skill).

5. You gain a new ability called Bond Senses!

Bond sensesRange Unlimited Duration 1 round per Summoner class level

Starting at 2nd level, a summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching - everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. These rounds do not need to be consecutive. The summoner can end this ef-fect as a free action.

+Gaining 3rd Level 1. add 1d8 + Con to Hit points

2. Select yet another 1st Level Wizard spell. You can now cast either this spell or the previously selected spells up to three times per day (for a total of three spells cast per day) or four times if your Charisma score is 13 or higher.

3. Add +1 to your FORT Save and add +1 to your REF Save.

4. You get to choose one new feat! Good ones are Improved Spell Difficulty, Lightning Reflexes, or Fleet.

5. You get more Skills! Follow the same procedure as you did with 1st level.

6. Your Eidolon becomes more powerful (even before adding evolutions)! Add 2d10 Hit Points, +1 to Attacks, +2 to Armor Class and +2 to all Saves;

7. You can now summon more monsters!

Summon Monster IIRange 30 feet Duration 1 min. per level

This works just like summon monster I except you can summon either 1d3 monsters (of a single type) from the list in the description of monster summoning I, OR you summon a single more powerful monster. Choose from the following monsters: a giant spider, reefclaw, or wolf.