Class Name: Summonite Summoner Hit Dice: d6 BAB: As Rogue Save Bonus: +0 Fort, +0 Ref, +2 Will Skill Points: 6 + int x4 at 1st level, 6 + int thereafter. Class Skill List: Weapon and Armor Proficiencey: All simple weapons, not proficient in any armor or shields. Spells per Day: As Sorcerer Spells Known: Special Spell Lists: Special Class Description: Fill in later Adventures: Fill in later Alignment: Any Religion: Fill in later Background: Fill in later Races: Any, but less common in Savage lands Other classes: Fill in later Role: Fill in later Abilities: Intelligence is the main factor in how many spells a Summoner can cast, but Charisma also comes into effect when making new pacts with their summoned creatures. A high strength or dexterity score may also come into play when they support others through ranged or melee combat once they run out of spells per day. Spells: A Summonite Summoner casts both Arcane and Divine spells provided by their summoned creatures. Each creature has their own set of spells which can be utilized by the summoner as fit. All summons have somatic and verbal components, but the only materials required are the summonite itself if the total cost of the spell components is 5gp or less. He can cast any spell available to the summon as long as level requirements for the spell are met and does not need to memorise them beforehand, although each day the summonite requires to be 'charged' with his essence to facilitate summoning. A Summoner can specialize in one of four schools of summoning, which are the links to the four different planes that the Summoner accesses their creatures from. Constructs (Black), Spirits (Purple), Demons (Red), and Beastmen (Green). The fifth school is the neutral school whcih all summoners have access to. At 1st level, the summoner can choose to specialize in one school, or have minor access to two schools. When specializing from 1st level, the summoner gains one extra spell per day in that school of specialization, and access to all spells up to 9th level. Minor access gives spells to 5th level. At 10th level, the summoner can choose the following options. He can take Greater specialization in his one school, granting an extra spell per day in that school and +1 caster level, take a minor school, or upgrade a minor school to a specialized school, gaining all bonuses for school specialization. The summoner can only use summonite which he has at least minor access to. At 1st level, the summoner can 'charge' two summonites to use for the day, this increases by 1 at level 5 and every 5 levels after to a maximum of 6 at 20th level. Greater specialization in a school gives the summoner the ability to charge an extra summonite from that school, for a maximum of 7 summonites. Summoners have three different types of spells at their disposal. Instant damage, Summoning, and Posession. Instant damage summons the creature long enough to cast a spell or physically attack and is dismissed shortly after. The golden rule for summons, followed by all summoners belonging to a school is that summoned creatures, especially those with free will or dangerous abilities is to only summon them when needed and not leave them in the Prime Material plane for extended periods of time. If the caster dies during the time that they are away from their home plane, they are left behind and will not have a way back unless they are transported via a planar travel spell. Summoners work hard to prevent these 'strays' which some manage to integrate into society, but most turn to the wild, or killed by other races native to the PM due to misunderstandings or threats to them. Summoning types keep the creature around which are normally less threatning or subservient to their summoner. These work like the Summon Monster spells in duration and aspects of the summoning spell. Posession is a summoner's special ability where he can have the summoned creature posess allies and enemies alike to boost or hinder them. Any willing creature can let a posession occour, lasting d4 rounds per 5 levels of the caster. Unwilling targets get a Will save to resist posession, but once posessed, it lasts for the same amount of time. Familiar: Summoners do not get familiars Sample Creatures Constructs TeeVee: lv1 Summon lv1 Trip Vision - per Color Spray Golem: lv1 Summon lv2 Metal Pitcher - d4 per level max 10d4 lv4 Metal Cannon - d6 per level max 10d6 Dritoll lv2 Drill Blow - d4 per level, max 10d4 lv4 Drill Rush - d6 per level, max 10d6 lv6 Drill Breaker - per Disintergrate, only works on nonliving things lv7 Drill Hurricane - d6 per level, max 20d6 Flame Knight lv1 Zip Flame - per Burning Hands lv2 Dark Flame - per Blindness lv3 Zip Toast - per Fireball Injectus lv1 Medical Heal - Per Cure Light Wounds lv2 Healing Base - Per Cure Moderate Wounds lv4 Poison Pick - per Neutralize Poison lv4 Poison Bio - per Poison