Need ideas for this homebrew class


Homebrew and House Rules

Grand Lodge

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Hello,

I've dived into the land of custom building classes. I'm having some trouble coming up with ideas. The idea behind this was that there is no true summoning focused class in Pathfinder. The summoner doesn't fit my idea of a summoner. I feel like it trades three levels of spells for a companion. I also don't like the sorcerer as it lacks flexibility. I give you the manifester. This is incomplete.

Manifester:

Alignment: Any
Hit Die: d6
Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
The manifester's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha),  Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
  1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 0 0 0 2 Cantrips, Familiar, Improved Summons, Manifestation 3 — — — — — — — —
2nd 1 0 0 3   4 — — — — — — — —
3rd 1 1 1 3 Manifestation 5 — — — — — — — —
4th 2 1 1 4   6 3 — — — — — — —
5th 2 1 1 4 Improved Summons 6 4 — — — — — — —
6th 3 2 2 5   6 5 3 — — — — — —
7th 3 2 2 5 Manifestation 6 6 4 — — — — — —
8th 4 2 2 6   6 6 5 3 — — — — —
9th 4 3 3 6 Bonus Feat 6 6 6 4 — — — — —
10th 5 3 3 7   6 6 6 5 3 — — — —
11th 5 3 3 7 Manifestation 6 6 6 6 4 — — — —
12th 6/1 4 4 8   6 6 6 6 5 3 — — —
13th 6/1 4 4 8 Improved Summons 6 6 6 6 6 4 — — —
14th 7/2 4 4 9   6 6 6 6 6 5 3 — —
15th 7/2 5 5 9 Manifestation 6 6 6 6 6 6 4 — —
16th 8/3 5 5 10   6 6 6 6 6 6 5 3 —
17th 8/3 5 5 10 Bonus Feat 6 6 6 6 6 6 6 4 —
18th 9/4 6 6 11   6 6 6 6 6 6 6 5 3
19th 9/4 6 6 11 Manifestation 6 6 6 6 6 6 6 6 4
20th 10/5 6 6 12 Best Summoner Ever 6 6 6 6 6 6 6 6 6

Class Features
All of the following are class features of the manifester.

Weapon and Armor Proficiency
Manifesters are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a manifester's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Spells
A manifester casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a manifester must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a manifester's spell is 10 + the spell level + the manifester's Charisma modifier.

Like other spellcasters, a manifester can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Manifester. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A manifester's selection of spells is extremely limited. A manifester begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new manifester level, she gains one or more new spells, as indicated on Table: Manifester Spells Known. (Unlike spells per day, the number of spells a manifester knows is not affected by her Charisma score; the numbers on Table: Manifester Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the manifester has gained some understanding of through study.

Upon reaching 4th level, and at every even-numbered manifester level after that (6th, 8th, and so on), a manifester can choose to learn a new spell in place of one she already knows. In effect, the manifester loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A manifester may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric a manifester need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Level Spells Known
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th  
1st 4 2 — — — — — — — —
2nd 5 2 — — — — — — — —
3rd 5 3 — — — — — — — —
4th 6 3 1 — — — — — — —
5th 6 4 2 — — — — — — —
6th 7 4 2 1 — — — — — —
7th 7 5 3 2 — — — — — —
8th 8 5 3 2 1 — — — — —
9th 8 5 4 3 2 — — — — —
10th 9 5 4 3 2 1 — — — —
11th 9 5 5 4 3 2 — — — —
12th 9 5 5 4 3 2 1 — — —
13th 9 5 5 4 4 3 2 — — —
14th 9 5 5 4 4 3 2 1 — —
15th 9 5 5 4 4 4 3 2 — —
16th 9 5 5 4 4 4 3 2 1 —
17th 9 5 5 4 4 4 3 3 2 —
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3

Cantrips
Manifesters learn a number of cantrips, or 0-level spells, as noted on Table: Manifester Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Familiar
At 1st level, a manifester acquires a familiar as the arcane bond wizard class feature, using her manifester level as her wizard level to determine any of the statistics and abilities of the familiar. If the manifester receives a familiar from another class, her levels of manifester stack with the levels from that class when determining the familiar's statistics and abilities.

Improved Summons
Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to your Charisma modifier (minimum 1). This increase is not doubled by Extend Spell.

At 2nd level, and every two levels thereafter, a manifester learns the corresponding Summon Monster spell for the highest level of spells he can cast. These spells are in addition to the number of spells given on Table: Manifester Spells Known. These spells cannot be exchanged for different spells at higher levels. At 5th level, the casting time for these spells is reduced to a full-round action. At 13th level, the casting time for these spells is reduced to a standard action.

Lesser Manifestation
By accessing the energies leaking from each plane of existence, the manifester is able to gain additional power. At 1st level, 3rd level, and every four levels thereafter, a manifester learns how to manifest the energy of a particular plane. See the list of manifestations below. Unless otherwise noted, the DC to save against these manifestations is equal to 10 + 1/2 the manifester's level + the manifester's Charisma modifier.

Bonus Feats
At 9th level and again at 17th level, a manifester gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from the following list:

Augment Summoning, Evolved Summoned Monster, Improved Familiar, Moonlight Summons, Starlight Summons, Superior Summoning.

The manifester does not need to meet the prerequisites for these feats.

Greater Manifestation
Beginning at 11th level and every four levels thereafter, a manifester can select greater manifestation. The manifester must possess the plane's lesser manifestation to select the greater manifestation.

Best Summoner Ever
??

Lesser Manifestations

Inner Sphere Planes

Ethereal Plane

First World

Plane of Air
Wind Barrage (Su): You gain resist electricity 10. In addition, you can create a blast of wind that pushes a single creature within 30ft. Make a combat maneuver check against the target, using your manifester level + your Charisma modifier as your CMB. If successful, you may push the creature as if using the bull rush combat maneuver. Movement from this effect does not provoke attacks of opportunity. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Plane of Earth
Ground Shift (Su): You gain resist acid 10. In addition, you can cause the ground beneath a single creature within 30ft to shift rapidly. Make a trip combat maneuver check against the target, using your manifester level + your Charisma modifier as your CMB. The creature targeted must be touching the ground. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Plane of Fire
Thermal Gaze (Su): You gain resist fire 10. In addition, you can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow you to see normally. You can use this ability a number of rounds per day equal to your manifester level, but these rounds do not need to be consecutive.

Place of Water
Placeholder: You gain resist cold 10. In addition, you gain a swim speed equal to your base land speed. More stuff?

Negative Energy Plane
Death Affinity (Su): You gain a +2 bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. In addition, you receive Command Undead as a bonus feat and can channel energy a number of times per day equal to 1 + your Charisma modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel.

Positive Energy Plane
Channel (Su): You gain the ability to channel positive energy like a cleric, using 1/2 of your manifester level as your cleric level when determining the amount of damage healed (or dealt to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.

Shadow Plane
Shadow Sight (Ex): You gain darkvision 60ft. If you already possesses darkvision, the ranged is increased by 30ft. In addition, you adds 1/2 your manifester level on stealth checks when in areas of low-light or darkness.

Outer Sphere Planes

Astral Plane

Abyss (CE)

Abaddon (NE)

Hell (LE)

Maelstrom (CN)

Boneyard (N)

Axis (LN)

Elysium (CG)

Nirvana (NG)

Heaven (LG)

Greater Manifestations

Inner Sphere Planes

Ethereal Plane

First World

Plane of Air
Platform of Air (Su): You gain resist electricity 20. In addition, as a swift action, you can create a platform of air that grant you a fly speed of 60 feet with good maneuverability. You can use this ability for 1 minute per day per manifester level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.

Plane of Earth
Placeholder: You gain resist acid 20.

Plane of Fire
Placeholder: You gain resist fire 20.

Plane of Water
Placeholder: You gain resist fire 20. In addition, you gain the ability to breathe underwater as well as the ability to walk on water as the spells Water Breathing and Water Walking. You no longer needs to make concentration checks to cast spells while underwater.

Negative Energy Plane

Positive Energy Plane
Restore (Su): You gain the ability to touch a living creature to remove a single affliction. You must make a caster level check against the save DC of the affliction. If there is no save DC, this ability automatically fails. You may choose from one of the following afflictions each time you use this ability: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, frightened, nauseated, paralyzed, poisoned, shaken, sickened, staggered, or stunned. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Shadow Plane
Shadow Swirl (Su): As a melee touch attack, you can cause a swirl of shadow to surround the touched creature. The creature touched treats all other creatures as if they had total concealment. The effect lasts a number of rounds equal to 1/2 your manifester level. A creature with true seeing instead treats all other others as if they had concealment. This ability has no effect on creatures with the See in Darkness special ability. A successful reflex save negates the effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Outer Sphere Planes

Astral Plane
Temporal Shift (Su): You gain the ability to teleport to a nearby space as a move action. You can teleport up to 10ft per manifester level per day. This teleportation must be used in 5ft increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend as equal amount of distance for each creature brought.

Abyss (CE)

Abaddon (NE)

Hell (LE)

Maelstrom (CN)
Share Polymorph (Ex): You may cast spells with the polymorph descriptor on your summoned creatures as if they possessed the Share Spells animal companion feature.

Boneyard (N)

Axis (LN)

Elysium (CG)

Nirvana (NG)

Heaven (LG)


I like the first part of Improved Summons, but the name isn't very fitting. it will really help out in the first few levels.

You should probably move the secon half of it to "spells", or to a separate class feature. The one problem I see with granting the bonus spell at every even-numbered level is that at level 1, wouldn't the character choose Summon Monster I anyways? Perhaps you should modify it slightly so that that he gets his first bonus spell at 1st level. The summoners ability to use his highest level summon spell X times per day is pretty cool though. Honestly, how many different Summon Monster spells do you need?

Grand Lodge

Pathfinder Adventure, Adventure Path, Rulebook Subscriber
Ciaran Barnes wrote:

I like the first part of Improved Summons, but the name isn't very fitting. it will really help out in the first few levels.

You should probably move the secon half of it to "spells", or to a separate class feature. The one problem I see with granting the bonus spell at every even-numbered level is that at level 1, wouldn't the character choose Summon Monster I anyways? Perhaps you should modify it slightly so that that he gets his first bonus spell at 1st level. The summoners ability to use his highest level summon spell X times per day is pretty cool though. Honestly, how many different Summon Monster spells do you need?

The same argument could be made for Oracle bonus spells. I was just following that trend. I'd considered having the class choose a primary attunement plane that their bonus spells are derived from, but that turned out to be too much work for me to do. I also don't like summon monster SLA for reasons, but it may make more sense than bonus spells.

How about this?

Innate Summoning (Sp)
Starting at 1st level, a manifester can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Add a number of rounds equal the manifester's Charisma modifier to the duration of the spell. At 4th level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 18th level). A manifester cannot have more than one summon monster spell active in this way at one time. If this ability is used again, any existing summon monster immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

At 5th level, the casting time of this ability decreases to a full-round action. At 13th level, the casting time of this ability decreases to a standard action.


Maybe drop the manifestations and gain full 9th level casting.

Grand Lodge

Pathfinder Adventure, Adventure Path, Rulebook Subscriber
Lastoutkast wrote:
Maybe drop the manifestations and gain full 9th level casting.

It has full 9th level casting...


Sorry I read your chart wrong. I guess what I don't like about about the manifestations is that they should go to the monsters you summon instead of your self. Be summoners summor.

Grand Lodge

Pathfinder Adventure, Adventure Path, Rulebook Subscriber
Lastoutkast wrote:
Sorry I read your chart wrong. I guess what I don't like about about the manifestations is that they should go to the monsters you summon instead of your self. Be summoners summor.

I find that boring and makes it too reliant on the summons. Barring a special ability, any form of protection spell would then essentially make you a sorcerer with no additional powers.


Some Other Guy wrote:
The same argument could be made for Oracle bonus spells. I was just following that trend.

The same could be said but its not, because the oracle doesn't specialize in kind of spell. With a 1st level class feature the extends the duration of Summon Monster spells, why would this character not choose SM I at 1st level? Is he supposed not use the class feature until 2nd level when he gets his bonus spell?

An alternative is to take the emphasis off of Summon Monster. There are other summon spells as well, they just aren't as prolific. Maybe you could do something with those other summon spells.

Grand Lodge

Pathfinder Adventure, Adventure Path, Rulebook Subscriber
Ciaran Barnes wrote:
Some Other Guy wrote:
The same argument could be made for Oracle bonus spells. I was just following that trend.

The same could be said but its not, because the oracle doesn't specialize in kind of spell. With a 1st level class feature the extends the duration of Summon Monster spells, why would this character not choose SM I at 1st level? Is he supposed not use the class feature until 2nd level when he gets his bonus spell?

An alternative is to take the emphasis off of Summon Monster. There are other summon spells as well, they just aren't as prolific. Maybe you could do something with those other summon spells.

I don't think there is much of an emphasis on summon monster. To me, it just fit the flavor of someone that pulls energy from other planes. The manifestations are to be the central focus.


Ah! Your improved summons class feature misled me.

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