Classes

Classes
Summoner
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per day 0 1 2 3 4 5 6 7 8 9
1 +0 +0 +0 +2 Rapid Summoning 5 3
2 +1 +0 +0 +3 Summon Cohort 6 4
3 +1 +1 +1 +3 6 5
4 +2 +1 +1 +4 Aid Summoned Creature 6 6 3
5 +2 +1 +1 +4 Aura of the Outsider +1 6 6 4
6 +3 +2 +2 +5 Summon Outsider 1 (Sp) 6 6 5 3
7 +3 +3 +2 +5 Sudden Extend 6 6 6 4
8 +4 +2 +2 +6 6 6 6 5 3
9 +4 +3 +3 +6 Summon Ally 1 (Sp) 6 6 6 6 4
10 +5 +3 +3 +7 Aura of the Outsider +2 6 6 6 6 5 3
11 +5 +3 +3 +7 Advanced Learning 6 6 6 6 6 4
12 +6 / +1 +4 +4 +8 Summon Outsider 2 (Sp) 6 6 6 6 6 5 3
13 +6 / +1 +4 +4 +8 6 6 6 6 6 6 4
14 +7 / +2 +4 +4 +9 Summon Ally 2 (Sp) 6 6 6 6 6 6 5 3
15 +7 / +2 +5 +5 +9 Aura of the Outsider +3 6 6 6 6 6 6 6 4
16 +8 / +3 +5 +5 +10 Advanced Learning 6 6 6 6 6 6 6 6 5 3
17 +8 / +3 +5 +5 10 Summon Outsider 3 (Sp) 6 6 6 6 6 6 6 6 6 4
18 +9 / +4 +6 +6 +11 Improved Summon Outsider (Sp) 6 6 6 6 6 6 6 6 6 5 3
19 +9 / +4 +6 +6 +11 Summon Ally 3 (Sp) 6 6 6 6 6 6 6 6 6 6 4
20 +10 / +5 +6 +6 +12 Aura of the Outsider +4 6 6 6 6 6 6 6 6 6 6 5

Hit Dice: d6
Alignment: Any
Starting Gold: 2d6x10 gp (70 gp average).

Class Skills

(4 + Int modifier per level, ×4 at 1st level) Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (Arcana, Nature, Planes) (Int), Profession (Wis), Ride (Dex), and Spellcraft (Int).

Class Features

Armor and Weapon Proficiency: Summoners are only proficient with simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a summoners gestures, which can cause his spells with somatic components to fail.

Aid Summoned Creature: A Summoner of 4th level may take the Aid Another action as a free action once per round, but only to assist a creature they have summoned.

Advanced Learning: At 3rd level and every six levels afterwards, the Summoner may permanently add two spell to her spell list. This spell must be of a level she can already cast, and it must be of the Conjuration school. Only spells from the Cleric, Druid, or Wizard spell list may be added in this way.

Aura of the Outsider: A Summoner’s strong connection to the outer planes causes them to have the aura of an outsider themselves. For purposes of detect spells, their HD is = to an outsider of their same alignment.

This bond with the outer planes also gives her summons another 10 minutes duration per/caster level. Summoned creatures also get a bonus to hp’s and attacks. These bonuses increase as the Summoner raises level.

Rapid Summoning: A Summoner can cast summoning spells in less time than most other casters. Any Conjuration spell of the Summoning subschool that a Summoner casts that would have a casting time of one full round have a casting time of 1 standard action instead.

Sudden Extend: At 7th level, the Summoner gains Sudden Extend as a bonus feat. If she already has Sudden Extend, she may gain any metamagic feat that she qualifies for instead.

Summon Ally (Sp): Once per week a Summoner with this ability can teleport a willing creature from any location (that is not constricted by anti-teleportation or other dimensional lock) to their side. At 10th level they can summon one creature, at 15th level they can summon two creatures, and at 20th level they can summon 3 creatures. This ability is a full round action.

Summon Cohort: Once per day when a Summoner casts a Conjuration spell of the Summoning subschool, she may extend its duration to 24 hours. A summoner may only have 1 summoned cohort at a time.

Summon Outsider (Sp): At 6th level, once per week, a Summoner can attempt to summon outsiders with an alignment identical to her own, of an equal ECL, with a 50% chance of success. Summoning a creature of a different alignment reduces the chance by half.

Summoning a creature with a lower ECL increases the chances of success by 5% for every level the level of the Summoner class exceeds the ECL of the target. Summoning a creature of a higher level reduces the chance of success by 10% for every Summoner level below the target’s ECL.

At 12th level they can summon up to two creatures, and at 18th level they can summon up to three. But a separate percentile roll is required for each one. Creatures summoned by this ability can only remain for 1 hour per Summoner class level. This ability is a full round action.

Improved Summon Outsider (Sp): At 18th level, the Summoner’s chances to summon outsiders increases by 40%.

Summoner Spell List

Spells: The Summoner is an Arcane Spellcaster with the same spells per day progression as a Wizard. A Summoner casts spells from the Summoner Spell List (below). A summoner must prepare and memorize each day just like a wizard.

To cast a Summoner spell, she must have an Intelligence at least equal to 10 plus the spell’s level. The DC and bonus spells of the Summoner’s spells is Intelligence based.

0—anticipate teleportation, caltrops, darkness, detect magic, detect poison, light, protection from alignment, read magic, resist planar alignment, open and close, sleep

1st—avoid planar effects, comprehend languages, grease, portal beacon, summon frost beast I, summon monster i, summon nature’s ally I, summon undead I, wall of smoke, Permanent summon

2nd—analyze portal, baleful transposition, dimension hop, daylight, deeper darkness, entangle, phantom steed, planar tolerance, portal alarm, regroup, sleet storm, summon frost beast ii, summon monster II, summon nature’s ally II, summon undead II, tongues, web, wind wall, teleport object, Dispell Magic, Deep Slumber

3rd—clairaudience/clairvoyance, dimension step, dimensional anchor, greater anticipate teleportation, magic circle against alignment, plant growth, stinking cloud, summon frost beast III, summon monster III, summon nature’s ally III, summon undead III, vipergout, wall of ice, teleportation circle

4th—dimension door, dismissal, instant summons, lesser planar ally, lesser planar binding, summon frost beast IV, summon monster IV, summon nature’s ally IV, summon undead IV, wall of fire

5th—dimension shuffle, dimensional lock, black tentacles, greater dimension door, plane shift, summon frost beast V, summon monster V, summon nature’s ally V, summon undead V, teleport, wall of iron, wall of stone, word of recall

6th—antipathy, greater plane shift, planar ally, planar binding, planar bubble, summon frost beast VI, summon monster VI, summon nature’s ally VI, sympathy, wall of thorns, Permanency

7th—binding, forcecage, greater teleport, maze, shadow walk, summon frost beast VII, summon monster VII, summon nature’s ally VII

8th—freedom, greater planar ally, greater planar binding, shades, summon frost beast VIII, summon golem, summon monster VII, summon nature’s ally VIII, gate

9th—elemental swarm, imprisonment, refuge, summon elemental monolith, summon frost beast IX, summon monster IX, summon nature’s ally IX, unbinding

WarSlinger

Role:
The WarSlinger is good at the sling and ranged combat; They are also adept at controlling the battle field. Where Sorcerers may throw fireballs, the WarSlinger throws bullets that explode, vials full of acid, and makes shots around corners; They also are enlisted to send messages between groups hundreds of yards away. A WarSlinger truly shines when commanding a formation of other slingers, their effectiveness is increased under his direction and skill.

It’s not uncommon for Peasants, Shepards, Halfings and *NPC*’s to have some levels of WarSlinger.

Alignment: Any

Hit Dice: D6

Weapon & Armor Proficiency: Simple weapons, and all Slings types (short, long, War Slings and Sling Staffs). Light armor and shields. A shield doesn’t hinder use of a sling.

Class Skills: Climb (Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Jump (Str), Knowledge Local (Int), Knowledge Nature (Int), Listen (Wis), Profession (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex)

Skill Ranks: 6+Int

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 0 0 2 2 AP Light & Shields, WP Slings (all), WF Slings, Sling Anything, Quick Reload, Improved Critical (slings), Improved Damage (Slings)
2 1 0 3 3 Enchant Bullets +1, Bouncing Shot, Trick Shot, Craft/Recover Ammo, point-blank shot
3 2 1 3 3 Boosting Aura +1, True Strike, Precise Shot
4 3 1 4 4 Summon Sling, Ranged Sunder, Dazing Shot
5 3 1 4 4 Enchant Bullets +2, DR bypass, Exploding bullets (5ft/+1), AC vs ranged, Increased Range (20ft/100ft)
6 4 2 5 5 Boosting Aura +2, Catch/Return Bullet, Bestow Quick Reload
7 5 2 5 5 Faster True Strike (Move), Auto Feign, Exploding Bullets (10ft/+2)
8 6/1 2 6 6 Enchant Bullets +3, Improved Range Sunder
9 6/1 3 6 6 Boosting Aura +3, Exploding Bullets (15ft/+3), ManyShot
10 7/2 3 7 7 Faster True Strike (Swift), Killing Blow

Note: Combat ammo skills (exploding bullet, dazing shot, bouncing shot, trick shot, killing blow) all can be used once per WarSlinger level per day. Non-combat or non-ammo skills are unlimited/day (enchant bullets, True strike, craft ammo, summon sling)

Weapon Focus: Slings give a +1 to hit.

Sling Anything: Not satisfied with only slinging rocks, bullets, or other things. If it fits in the pouch and is round or oval shaped, it can be slung. Flasks, bags, mud balls, flaming tar as a few examples.

Quick Reload: Loading and reloading is a free action now for any and all sling types.

Improved Critical: Doubles the threat range of a critical for Slings. (19-20)

Improved Damage: Base damage increases by one category on all bullet types. Non bullet types (ie: Flask of acid) get +1 to it’s effective damage, or to it’s save (reflex to sand in the face).

Enchant Bullets: As a swift action you can enchant 1 bullet, or as a move action you can enchant a number of bullets equal to your total HitDice. This lasts a number of rounds equal to your HitDice. You can also enchant a mundane sling this way.

Bouncing/Trick Shot: Once per Warslinger level per day, he can do a bouncing or trick shot. Bouncing takes advantage of a nearby wall to bypass cover. A trick shot however the WarSlinger can do seemingly impossible shots within twenty feet.

Craft/Recover Ammo: Crafting ammo with mundane materials quickly and easily, and can make 10 times as much ammo per hour (minimum of 50, with appropriate tools on hand). Recovery of expended ammo increases to 75%.

Point blank shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet

Boosting Aura: In a range of 50 feet, all allies using slings get a morale boost to their hit and damage by the boost.

True Strike (Su): As a standard action a WarSlinger can cast True Strike on himself. Unlike normal True Strike, the WarSlinger must declare who his target is for his next attack. If that target is unavailable the True Strike bonus is lost.

Precise Shot: No penalty for shooting into melee

Summon Sling: Summon a single magical sling. It has a +1 to hit/damage per 3 levels of WarSlinger. It will last as long as it is held by the WarSlinger.

Ranged Sunder: While Sundering the target’s hardness is treated as having 5 less.

Dazing Shot: As a free action to declare and use, on a successful hit the opponent must make a will check DC 10 + Warslinger level + Wis modifier. If he fails he is dazed for 1d3 +1 rounds and will drop anything held in his hands.

DR bypass: While enchanting bullets specified types of DR can be bypassed equal to the number of levels in WarSlinger.

Exploding Bullets: As a swift action a single projectile (enchanted or otherwise) can be set to explode causing splash damage of 1/2, with all effects from the bullet affecting all targets. Afterwards the projectile/ammo cannot be recovered. Extends splash damage to 5 feet.

AC vs ranged: A WarSlinger’s AC increases adding his WarSlinger class levels, but only against ranged attacks.

Increased Range: Ranges of all slings increase by 20ft for Long/Short/staff slings and 100ft for War/Long Slings.

Catch/Return Bullet: Once per round if a projectile is thrown and misses the WarSlinger (due to increased AC vs ranged) the WarSlinger can catch the bullet in mid-flight in his sling, redirect and fire it at the original attacker as an AOO.

Bestow Quick Reload: Other Slingers within 50ft get the benefit of Quick Reload as though they had the feat/ability.

Auto Feign: With small bullets (iron or lead) the bullets can’t be perceived while in flight, so targets beyond 30ft don’t get their Dex bonus against the WarSlinger and are considered flatfooted.

Improved Range sunder: While Sundering the target’s hardness is treated as having 10 less.

ManyShot: Load a second bullet and get a second attack at the same bonus as your first attack. (Same as ManyShot feat)

Faster True Strike: The casting time of True Strike is lowered by one step (From standard to move, or move to swift).

Killing Blow: Can be used once per WarSlinger class level per day. Must be declared before the attack. On a successful strike add 2d6 to the base damage. If it’s a critical hit, add 4d6 to the base damage instead.

Classes

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