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Lord Summoner (Summoner Archetype)
A lord summoner doesn’t rely on an eidolon, preferring instead to surround himself with a variety of evolved summoned monsters.
Bonus Summoning Feats: At 1st level, 4th level, and every 4 levels thereafter, a lord summoner gains a bonus feat. This must be a feat that enhances the summon monster ability or the summoned creatures, or Spell Focus (conjuration). The summoner must meet the prerequisites of any feat he selects. This replaces life link, shield ally, transposition, greater shield ally, merge forms, and twin eidolon.
Evolved Summons (Ex): A lord summoner has an evolution pool at his disposal just as a normal summoner, except he can assign evolution points to his summoned creatures. The lord summoner must choose which creatures receive evolution points and how many points each creature receives every time he summons them. The lord summoner cannot assign more evolution points than he has in his pool to monsters at the same time (except using the Evolved Summoned Monster feat).
Summoning Grand Mastery (Sp): Starting at 1st level, a lord summoner can cast summon monster I as a spell-like ability a number of times per day equal to 5 + his Charisma modifier. At 4th level, and every 4 levels thereafter, the number of times per day the summoner can use this ability increases of one. The number of creatures that can be summoned at the same time with this ability is only limited by its uses per day. This ability otherwise functions as the summoner’s normal summon monster I ability. Other than these restrictions, there is no limit to how many summon monster or gate spells the summoner can have active at one time.
This ability replaces the summoner’s normal summon monster I ability and the summoner’s eidolon.
This ability replaces the summoner’s normal summon monster I ability and the summoner’s eidolon.
Summoned Bond Senses (Su): At 2nd level, a lord summoner gains the ability to bond his senses with one of his summoned creatures. This functions as the bond senses ability, but the summoner only can bond his senses with one summoned creature at once. This alters bond senses.
Caller’s Summons (Su): This ability functions as maker’s call, except the lord summoner can call one of his summoned creatures to his side with each use of this ability.
Summoned Aspect (Su): At 10th level, this functions as the summoner’s aspect ability, except that the lord summoner can divert evolution points from his summoned creatures to add evolutions to himself.
Sacrificial Minions (Su): At 14th level, a summoner lord can dismiss one of her summoned creatures each round as a standard action. If he does so, he regains 1 hit point per hit die of the dismissed monster. This cannot bring the summoner to have more hit points than his maximum. This ability replaces life link.
Summoned Greater Aspect (Su): At 18th level, this functions as the summoner’s greater aspect ability, except that the lord summoner diverts evolution points from his summoned creatures to add evolutions to himself.
Hordes of Summoned Monsters
Like the broodmaster and the master summoner, a lord summoner can potentially have 5, 10, or even more summoned creatures in play. This is a deliberate feature of these archetypes, and means that the summoner can potentially be a strong candidate for “solo” adventuring by one player. However, in the hands of an inexperienced or moderately experienced player, dealing with all of those creatures in combat can take a long time, forcing other players to wait extended periods between their turns in the initiative. It is strongly recommended that GMs only allow these archetypes for experienced players, or decide on a way to speed up the summoner’s turn (such as by allowing other players to control some of the summoned monsters).
Like the broodmaster and the master summoner, a lord summoner can potentially have 5, 10, or even more summoned creatures in play. This is a deliberate feature of these archetypes, and means that the summoner can potentially be a strong candidate for “solo” adventuring by one player. However, in the hands of an inexperienced or moderately experienced player, dealing with all of those creatures in combat can take a long time, forcing other players to wait extended periods between their turns in the initiative. It is strongly recommended that GMs only allow these archetypes for experienced players, or decide on a way to speed up the summoner’s turn (such as by allowing other players to control some of the summoned monsters).
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