Summoners are elven wizards who are masters of summoning fell beings
from other planes to fight for them. When they're not scouring through
ancient tomes in their quest to unlock further secrets of the ether,
they're crawling through horror-infested tombs and dungeons in search
of more tomes. Looking down their noses at those wizards they view as
weak for not acquiring their own study materials, the Summoners of
Ebberon train themselves continually to master the art of the bow and
to cast spells while armored.
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Despite wearing armor and effectively wielding the bow, the Summoner is
not a hybrid class build. They are pure wizards and have full access to
the most powerful spells in the game. Their biggest strength comes from
the creatures they summon to fight their battles, and their massive
spell point pools ensure they can do it often. Letting their pets
absorb most of the damage allows these casters to attack from a
distance with a bow, tossing in any spells when needed. As they
progress through levels, they eventually gain the ability to wear light
and medium armor, providing more protection than their previous robes.
Further concentrated studying allows them to also reduce the resulting
casting penalties by 10%.
Unlike other builds, this one depends on equipment to flesh out any
lacking attributes. The ability to wear light and medium armor allows
for a far better range of loot options than traditional wizards would
ever get. Late in their progression, the player’s dexterity
bonus
(rather than strength) is used for determining melee weapon attack and
damage bonuses. A fully leveled Summoner is a devastatingly dangerous
foe to contend with.
Starting
Abilities
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Bonuses)
Ability
Score Notes:
The Summoner is a class for extreme min/max players.
It’s designed for solo play throughout the first
half of the
level spread, with more group play elements added as the character
progresses. This means putting a lot of points into Dexterity for the
added armor and ranged attack bonuses. Sure, you could take a point
away from Dexterity and spread some of that love around (especially in
the Constitution column), but trying to avoid being hit in the first
place will work better in the long run. The reason for maxing out your
Intelligence is simple - this build needs every last spell point they
can lay their grubby little hands on.
(Below
information based upon 28
point build, level 20)
Hit
Points: 100
Armor
Class: 17 + Items/spells
Saving
Throws:
Fortitude: +6
Reflex: +12
Will: +11
Class/Race
Features:
+2 bonus to Listen, Search, and Spot checks
+2 bonus to saves against enchantments
Immunity to Sleep
Martial Weapon Proficiency
Inscribe Scroll
Magical Training
Skills:
style="font-size: 12pt; font-family: "Times New Roman";">Balance
+17
Concentration +24
Hide +6
Move Silently +6
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Repair +29
Swim +9
Search +19
Spot +12.5
Jump +9
Tumble +17.5
Feats:
Dodge, Mental Toughness,
Light Armor Proficiency, Improved Mental Toughness, Medium Armor
Proficiency, Combat Casting, Eschew Materials, Weapon Finesse, Maximize
Spell, Point Blank Shot, Extend Spell, Enlarge Spell
Enhancements:
style="font-size: 12pt; font-family: "Times New Roman";">Elven
Arcane Fluidity III
Elven Arcanum II
Elven Dexterity II
Wizard Concentration II
Wizard Elemental Manipulation IV
Wizard Energy of the Scholar IV
Wizard Intelligence III
Wizard Lineage of Elements III
Wizard Master of Magic
Wizard Subtle Spellcasting III
Wizard Wand Mastery IV
Spells
(DC
20 + spell level)
Spell
Points: 1729
Level
1: Summon Monster I, Mage
Armor, Burning Hands, Niac's Cold Ray, Sleep, Magic Missle, Ray of
Enfeeblement, Protection From Evil, Shield, Repair Light Damage
Level
2: Summon Monster II,
Web, Command Undead, Scorching Ray
Level
3: Summon Monster III,
Deep Slumber, Fireball, Flame Arrow
Level
4: Summon Monster IV,
Dimension Door, Stoneskin, Repair Critical Damage
Level
5: Summon Monster V,
Cloudkill, Symbol of Pain, Prismatic Ray
Level
6: Summon Monster VI,
Shadow Walk, Globe of Invulnerability, Acid Fog, Otiluke's Freezing
Sphere
Level
7: Summon Monster VII,
Prismatic Spray, Otto's Sphere of Dancing
Level
8: Summon Monster VIII,
Otto's Irresistable Dance, Sunburst, Symbol of Death, Horrid Wilting,
Mass Charm Monster, Polar Ray
Level
9: Summon Monster IX,
Mass Hold Monster, Wail of the Banshee, Meteor Swarm, Dominate Monster
Spell
Notes:
Always grab the newest Summon Monster spell as soon as it's available
to assist the Summoner in his or her solo career. As the class
continues to progress, Area of Effect spells are added into the mix,
both for optimum group DPS and for dealing with multiple targets
effectively when adventuring alone.
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Detailed progression by
level
Progression Notes:
- Class choice will always be
Wizard - Skill Choices are Balance,
Concentration, Repair, Tumble, and
Search. Any remaining points can be distributed however you see fit.
Level
1
Feats: Dodge, Mental Toughness
Enhancements: Elven Arcanum II, Wizard Concentration I, Wizard
Elemental Manipulation I, Wizard Energy of the Scholar I
Level
2
Enhancements: Elven Arcane Fluidity I, Wizard Intelligence I
Level
3
Feats: Light Armor Proficiency
Enhancements: Elven Dexterity I, Wizard Lineage of Elements I, Wizard
Wand Mastery I
Level
4
Ability Score: Dexterity +1
Enhancements: Wizard Concentration II, Wizard Elemental
Manipulation II
Level
5
Feat: Improved Mental Toughness
Enhancement: Elven Arcanum II, Wizard Energy of the Scholar II
Level
6
Feats: Medium Armor Proficiency
Enhancements: Elven Arcane Fluidity II
Level
7
Enhancement: Wizard Intelligence II
Level
8
Ability Score: Dexterity +1
Enhancements: Elven Dexterity II
Level
9
Feats: Combat Casting
Enhancement: Wizard Subtle Spellcasting I
Level
10
Feat: Eschew Materials
Enhancements: Elven Arcane Fluidity III
Level
11
Enhancements: Wizard Energy of the Scholar III, Wizard Wand Mastery II
Level
12
Ability Score: Intelligence +1
Feat: Weapon Finesse
Enhancements: Wizard Elemental Manipulation III
Level
13
Enhancements: Wizard Elemental Manipulation IV
Level
14
Enhancement: Wizard Subtle Spellcasting II, Wizard Wand Mastery III
Level
15
Feats: Maximize Spell, Point Blank Shot
Enhancement: Wizard Lineage of Elements II
Level
16
Ability Score: Constitution +1
Enhancements: Wizard Intelligence III
Level
17
Enhancements: Wizard Energy of the Scholar IV
Level
18
Feats: Extend Spell
Enhancements: Wizard Lineage of Elements III
Level
19
Enhancements: Wizard Wand Mastery IV
Level
20
Ability Score: Constitution +1
Feat: Enlarge Spell
Enhancements: Wizard Master of Magic, Wizard Subtle Spellcasting III
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