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The Summoner Controller – D20 Eclipse Build

Viking_by_georsThe adventurers thought their luck was turning. The battle was hard fought against the horde of Ork and Goblin – but with the final berserker laid low, the tide was fast turning to their favour.

A dark-warlock suddenly appeared amongst a group of heavily armed orks – he bellowed forth a curse and raised his hands, throwing them wide as black blood-like ink filled the air.  The adventurers gasped as the forms solidified into fiendish hounds of hell.

Korvah Mahl, Priest of the High God Mahl-Dor, crushed a goblin with his silver-headed mace, and let out a cry of anger at the new threat. “Stand strong brothers! They will not best us….”

He yelled forth a call to his God, and with a swopping hand and the holy symbol enflamed on his shield, the hounds howled and turned on their summoner.

The battle lasted no more than a minute after that, and the warlock lay in a pool of his own blood, as the last of the hellish hounds dissipated into the aether once more.

Background

The Summoner Controller is usually a divine caster of some kind, specialised in calling support troops (summoning spells) and also in the countering and controlling of enemy summons – with some additional support spells on the side.

Getting Started

First level character, 48character points plus one feat (6cp). Also we add duties (priest) for 2cp per level this totals 56 character points at level one.  (for now we not counting race)

The Basics

Hit Dice: d6 – the Summoner Controller is not so combat focused themselves. 2cp

Warcraft: 0cp.

Saves: Will +2. 6cp

Proficiencies: Light, Medium Armour, Simple Weapons, Shields. 15cp

Skills: 8cp

Total 31cp

Specials

Magic Progression: Cleric Package. 10cp base. This is Specialised for cost to reduce the number of “schools” available. Summoners have access only to Conjuration and Abjuration schools and all sub-schools thereof.

This progression is also limited by duties (one limitation only). brining base cast to 12 and final cost to 6cp per level.

In addition to spells this also grants:

Path: Summon Monster, and Path: Summon Natures Ally and also 1 spontaneous spell slot per spell level that can be used for either of these.

and Feat 1: Faster Spell Casting. Summoning spells cast from the paths are cast as Standard Actions instead of 1 Round Casting time. Other summoning spells are cast as normal casting times.

Feat 2: Conversion. The character can spontaneous convert any prepared spell into a Summon Monster or Summon Natures Ally of the same level.

Channelling – Rebuke Conjured Creatures. This works like Rebuke Undead but applies only to creatures summoned or called by spells – so while it won’t work on an animated skeleton, it would work on a summoned one. In all cases the summoned creature is still subject to the spell that conjured it in terms of duration etc. Once Rebuked, the original summoner has no way of regaining control unless the Summoner Controller is rendered unconscious.

This is usable 3 plus Cha Mod times per day (9cp) has a base Intensity equal to the character’s level and base magnitude of 2d6+Level+Cha Mod. Total cost 9cp.

Total: 15cp

We have a few bits left over. Quite a lot actually – 10cp left. Other ideas can be to have Privilege, and perhaps Augmented Summons or Presence: Prot from Evil (thus preventing enemy summoned creatures from getting to you). One could improve the Hit Dice as well to make the character more combat focussed.

All in all I think its a good ‘build’ with narrow focus.

In some games the character might need Immunity(Summoning Restrictions) to allow them to summon multiple creatures. In our current game we allow summons from different sources.  Eg you can Summon Monster I this round, and Summon Monster II the next.

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