IN ANY CASE, this race syncs up perfectly with the Herald Caller archetype, one of a series of mostly-very-good archetypes from the Monster Summoner's Handbook that turns base and core classes into eidolonless summoners. The Herald Caller is a cleric who can sacrifice spells to spontaneously cast summon monster spells of the same level as long as they're on the Summon Monster list OR they match up with one of its deity's alignments. It's even a standard action! Generally, you'll want to summon any creature you can with the Resolute template (the Lawful alignment template) as it lets you use your variant channel which gives a bonus to Perception, Sense Motive, attack, and saving throws in addition to healing for 1/2 a normal channel to yourself, lawful creatures within 30', and all your summoned lawful creatures regardless of where they are.
This character's meant to always be hovering out of combat and always under the effect of Sanctuary or some other combat-avoidance effect, as it will be a target. Defensively, its DEX is terrible and it's stuck with light armor, but clever placement, decent non-Reflex saves and a reasonable amount of hit points should help. Ideally, this character serves as a summoner, buffer, and healer equally, and a battlefield controller second. This character is called The Puppetmaster because it's meant to be played as a spontaneous summoner with the power to Dominate Monster (sort of) from level 8, and also for admittedly-lame-ass roleplay reasons. It just sounds kinda fun to be a Lawful Good asshole owlman who's a little nuts and thinks he knows best so hard that he deserves to control things and just make them do what he thinks they should.
I'd like to reproduce the Summon Monster list that this character'd be functioning with, but honestly that's a lot of fuckin work for a character I'm never gonna play. As mentioned, it's Summon Monster creatures, Lawful creatures, and Good creatures, which I feel like is a pretty good list, especially when you add the Resolute template to creatures.
(NOTE: Okay, so I'm looking over the alignment templates and for some reason it doesn't change the creatures' alignments to the templates you're summoning them under, essentially saying that if you summon a wolf from the celestial plane where it was born and grew up, it's still a neutral animal same as a wolf born on the material plane. I find this kind of fuckin stupid. How is this thing smiting? Does that mean if you could somehow summon a demon from the celestial plane that it could smite too? Is it just living there that gives you special abilities? That is dumb as shit and, most importantly, kind of invalidates this build and most versions of this archetype- not a lot of summoned creatures are non-neutral, which makes it a pretty big nerf, and the additional 'you can summon elementals too' addition doesn't do anything for this character, built as Lawful Good. As such, maybe try to argue this point with your GM? It's weak and my fault for not doing harder research, but I made this build and it's neat the way it sounded and I'm GOING WITH IT.)
A trait this character gains for worshiping a god of madness is Mother's Rage, which boosts all summoning spell caster levels by 1, amounting to an extra round. Additionally, Spell Specialization adds another 2 caster levels every even level. Alternatively, if you'd rather have a more reliable Fly check, you can take Wisdom In The Flesh instead of Mother's Rage, changing Fly to a WIS-based class skill and possibly negating the need for Hover. There are a lot of ways this character could be built! As is, I think I'm just gonna post it, fix the problems, and repost it as a fixed character so I can chastise my current self from the future, like any other well-adjusted adult.
This build fucked up irrevocably in May of 2016.
This character's meant to always be hovering out of combat and always under the effect of Sanctuary or some other combat-avoidance effect, as it will be a target. Defensively, its DEX is terrible and it's stuck with light armor, but clever placement, decent non-Reflex saves and a reasonable amount of hit points should help. Ideally, this character serves as a summoner, buffer, and healer equally, and a battlefield controller second. This character is called The Puppetmaster because it's meant to be played as a spontaneous summoner with the power to Dominate Monster (sort of) from level 8, and also for admittedly-lame-ass roleplay reasons. It just sounds kinda fun to be a Lawful Good asshole owlman who's a little nuts and thinks he knows best so hard that he deserves to control things and just make them do what he thinks they should.
I'd like to reproduce the Summon Monster list that this character'd be functioning with, but honestly that's a lot of fuckin work for a character I'm never gonna play. As mentioned, it's Summon Monster creatures, Lawful creatures, and Good creatures, which I feel like is a pretty good list, especially when you add the Resolute template to creatures.
(NOTE: Okay, so I'm looking over the alignment templates and for some reason it doesn't change the creatures' alignments to the templates you're summoning them under, essentially saying that if you summon a wolf from the celestial plane where it was born and grew up, it's still a neutral animal same as a wolf born on the material plane. I find this kind of fuckin stupid. How is this thing smiting? Does that mean if you could somehow summon a demon from the celestial plane that it could smite too? Is it just living there that gives you special abilities? That is dumb as shit and, most importantly, kind of invalidates this build and most versions of this archetype- not a lot of summoned creatures are non-neutral, which makes it a pretty big nerf, and the additional 'you can summon elementals too' addition doesn't do anything for this character, built as Lawful Good. As such, maybe try to argue this point with your GM? It's weak and my fault for not doing harder research, but I made this build and it's neat the way it sounded and I'm GOING WITH IT.)
A trait this character gains for worshiping a god of madness is Mother's Rage, which boosts all summoning spell caster levels by 1, amounting to an extra round. Additionally, Spell Specialization adds another 2 caster levels every even level. Alternatively, if you'd rather have a more reliable Fly check, you can take Wisdom In The Flesh instead of Mother's Rage, changing Fly to a WIS-based class skill and possibly negating the need for Hover. There are a lot of ways this character could be built! As is, I think I'm just gonna post it, fix the problems, and repost it as a fixed character so I can chastise my current self from the future, like any other well-adjusted adult.
This build fucked up irrevocably in May of 2016.
[Lawful Good,
worships Tsukiyo] Cleric (Herald Caller), Level 20
Race: Syrinx, +2
WIS, -2 DEX (+1 Hit Point/+1 Skill Point)
Racial Traits
30’ Base Speed
60’ Fly Speed (Average)
Pride (+2 to saves against mind-affecting effects)
Nocturnal (+2 to Perception and Stealth at night)
Speak With Avians (can communicate with all birds and
bird-like magical creatures)
Low-Light Vision
Darkvision 60’
Character Traits/Drawbacks
Drawback: (Detriment, Circumstance)
Faith: Birthmark (+2 to saving throws against
charm/compulsion; birthmark acts as holy symbol for casting)
Magic: Focused Mind (+2 to concentration checks)
Religion: Mother’s Rage (+1 Survival; +1 caster level when
summoning)
Point Buy 20 Racial Lvl. 4 Lvl.
8 Lvl. 12 Lvl. 16 Lvl. 20
STR 8
DEX 12 10
CON 12
INT 13
WIS 17 19 20 21 22 23 24
CHA 12
Class Skills: Appraise,
Craft (Any), Diplomacy, Heal, Knowledge (Arcana), Knowledge (History),
Knowledge (Nobility), Knowledge (Planes), Knowledge (Religion), Linguistics, Profession
(Any), Sense Motive, and Spellcraft.
Known Languages: Syrinx,
Common
1: Cleric (Herald Caller) (d8 HD), +1 Hit Point
BAB: +0
Base Saves: +3/+0/+6
New Feats: Simple Weapon Proficiency, Light Armor Proficiency, Aura(Good,
Law), Variant Channel Energy (Positive, Law), Cleric Spellcasting, Spontaneous
Casting (Summon), Call Heralds (+1), Dedicated Summoner (Lawful, Good), Divine
Heralds, Slavery (Law) Domain, [Domain] Touch Of Law 1/day, [1st Level Feat] Hover,
[Anti-Hero] Sacred Summons
Skills(4): Knowledge (Religion), Knowledge (Planes), Linguistics
(Common), Spellcraft
Base Spells Per Day*: 3 Lvl. 0, 2 Lvl. 1
*Also,
one specific domain spell per spell level above 0.
Channel Energy: 1d6 positive/2 + variant effect
Channel Variant (Law): Lawful creatures gain a channel bonus equal to the number of channel die on Perception
and Sense Motive checks, attack rolls, and saving throws until the end of your
next turn.
2: Cleric (Herald Caller) 2, +1 Hit Point
BAB: +1
Base Saves: +4/+0/+7
New Feats: (none)
Skills(4): Knowledge (Arcana), Knowledge (History), Knowledge
(Nobility), Spellcraft
Base Spells Per Day*: 4 Lvl. 0, 3 Lvl. 1
*Also,
one specific domain spell per spell level above 0.
Channel Energy: 1d6 positive/2 + variant effect
3: Cleric (Herald Caller) 3, +1 Hit Point
BAB: +2
Base Saves: +4/+1/+7
New Feats: [3rd Level Feat] Spell Focus (Conjuration)
Skills(4): Sense Motive x3, Spellcraft
Base Spells Per Day*: 4 Lvl. 0, 3 Lvl. 1, 2 Lvl. 2
*Also,
one specific domain spell per spell level above 0.
Channel Energy: 2d6 positive/2 + variant effect
4: Cleric (Herald Caller) 4, +1 Hit Point
BAB: +3
Increased Ability Score: WIS +1 (20)
Base Saves: +5/+1/+9
New Feats: Augment Summoning, Mighty Heralds
Skills(4): Sense Motive, Spellcraft, +2 others
Base Spells Per Day*: 4 Lvl. 0, 5 Lvl. 1, 3 Lvl. 2
*Also,
one specific domain spell per spell level above 0.
Channel Energy: 2d6 positive/2 + variant effect
5: Cleric (Herald Caller) 5, +1 Hit Point
BAB: +3
Base Saves: +5/+1/+9
New Feats: [5th Level Feat] Spell Specialization: Summon Monster III
Skills(4): Sense Motive, Spellcraft, +2 others
Base Spells Per Day*: 4 Lvl. 0, 5 Lvl. 1, 3 Lvl. 2, 2 Lvl. 3
*Also,
one specific domain spell per spell level above 0.
Channel Energy: 3d6 positive/2 + variant effect
6: Cleric (Herald Caller) 6, +1 Hit Point
BAB: +4
Base Saves: +6/+2/+10
New Feats: (none)
Skills(4): Sense Motive, Spellcraft, +2 others
Base Spells Per Day*: 4 Lvl. 0, 5 Lvl. 1, 4 Lvl. 2, 3 Lvl. 3
*Also,
one specific domain spell per spell level above 0.
Channel Energy: 3d6 positive/2 + variant effect
7: Cleric (Herald Caller) 7, +1 Hit Point
BAB: +5
Base Saves: +6/+2/+10
New Feats: [7th Level Feat] Heighten Spell
Skills(4): Sense Motive, Spellcraft, +2 others
Base Spells Per Day*: 4 Lvl. 0, 6 Lvl. 1, 4 Lvl. 2, 3 Lvl. 3, 2
Lvl. 4
*Also,
one specific domain spell per spell level above 0.
Channel Energy: 4d6 positive/2 + variant effect
8: Cleric (Herald Caller) 8, +1 Hit Point
BAB: +6/+1
Increased Ability Score: WIS +1 (21)
Base Saves: +7/+2/+11
New Feats: Master's Yoke 1/day, Spell (Re-)Specialization: Summon
Monster IV, Superior Summoning
Skills(4): Sense Motive, Spellcraft, +2 others
Base Spells Per Day*: 4 Lvl. 0, 6 Lvl. 1, 4 Lvl. 2, 4 Lvl. 3, 3
Lvl. 4
*Also,
one specific domain spell per spell level above 0.
Channel Energy: 4d6 positive/2 + variant effect
9: Cleric (Herald Caller) 9, +1 Hit Point
BAB: +6/+1
Base Saves: +7/+3/+11
New Feats: [9th Level Feat] Ability Focus (Master’s Yoke) or Quick Channel [would need Knowledge (Religion) 5 for Quick Channel]
Skills(4): Sense Motive, Spellcraft, +2 others
Base Spells Per Day*: 4 Lvl. 0, 6 Lvl. 1, 4 Lvl. 2, 4 Lvl. 3, 3
Lvl. 4, 2 Lvl. 5
*Also,
one specific domain spell per spell level above 0.
Channel Energy: 5d6 positive/2 + variant effect
10: Cleric (Herald Caller) 10, +1 Hit Point
BAB: +7/+2
Base Saves: +8/+3/+12
New Feats: Spell (Re-)Specialization: Summon Monster V
Skills(4): Sense Motive, Spellcraft, +2 others
Base Spells Per Day*: 4 Lvl. 0, 6 Lvl. 1, 5 Lvl. 2, 4 Lvl. 3, 4
Lvl. 4, 3 Lvl. 5
*Also,
one specific domain spell per spell level above 0.
Channel Energy: 5d6 positive/2 + variant effect
11: Cleric (Herald Caller) 11, +1 Hit Point
BAB: +8/+3
Base Saves: +8/+3/+12
New Feats: [11th Level Feat] Divine Interference
Skills(4): Sense Motive, Spellcraft, +2 others
Base Spells Per Day*: 4 Lvl. 0, 6 Lvl. 1, 5 Lvl. 2, 5 Lvl. 3, 4
Lvl. 4, 3 Lvl. 5, 1 Lvl. 6
*Also,
one specific domain spell per spell level above 0.
Channel Energy: 6d6 positive/2 + variant effect
12: Cleric (Herald Caller) 12, +1 Hit Point
BAB: +9/+4
Increased Ability Score: WIS
+1 (22)
Base Saves: +9/+4/+14
New Feats: Master's Yoke 2/day, Spell (Re-)Specialization: Summon
Monster VI
Skills(4): Sense Motive, Spellcraft, +2 others
Base Spells Per Day*: 4 Lvl. 0, 6 Lvl. 1, 6 Lvl. 2, 5 Lvl. 3, 4
Lvl. 4, 4 Lvl. 5, 3 Lvl. 6
*Also,
one specific domain spell per spell level above 0.
Channel Energy: 6d6 positive/2 + variant effect
13: Cleric (Herald Caller) 13, +1 Hit Point
BAB: +9/+4
Base Saves: +9/+4/+14
New Feats: [13th Level Feat] Preferred Spell (Heal)
Skills(4): Sense Motive, Spellcraft, +2 others
Base Spells Per Day*: 4 Lvl. 0, 6 Lvl. 1, 6 Lvl. 2, 5 Lvl. 3, 5
Lvl. 4, 4 Lvl. 5, 3 Lvl. 6, 1 Lvl. 7
*Also,
one specific domain spell per spell level above 0.
Channel Energy: 7d6 positive/2 + variant effect
14: Cleric (Herald Caller) 14, +1 Hit Point
BAB: +10/+5
Base Saves: +10/+4/+15
New Feats: Spell (Re-)Specialization: Summon Monster VII
Skills(4): Sense Motive, Spellcraft, +2 others
Base Spells Per Day*: 4 Lvl. 0, 6 Lvl. 1, 6 Lvl. 2, 5 Lvl. 3, 5
Lvl. 4, 4 Lvl. 5, 4 Lvl. 6, 2 Lvl. 7
*Also,
one specific domain spell per spell level above 0.
Channel Energy: 7d6 positive/2 + variant effect
15: Cleric (Herald Caller) 15, +1 Hit Point
BAB: +11/+6/+1
Base Saves: +10/+5/+15
New Feats: [15th Level Feat] Improved Initiative
Skills(4): Sense Motive, Spellcraft, +2 others
Base Spells Per Day*: 4 Lvl. 0, 6 Lvl. 1, 6 Lvl. 2, 5 Lvl. 3, 5
Lvl. 4, 5 Lvl. 5, 4 Lvl. 6, 2 Lvl. 7, 1 Lvl. 8
*Also,
one specific domain spell per spell level above 0.
Channel Energy: 8d6 positive/2 + variant effect
16: Cleric (Herald Caller) 16, +1 Hit Point
BAB: +12/+7/+2
Increased Ability Score: WIS
+1 (23)
Base Saves: +11/+5/+16
New Feats: Master's Yoke 3/day, Spell (Re-)Specialization: Summon
Monster VIII
Skills(4): Sense Motive, Spellcraft, +2 others
Base Spells Per Day*: 4 Lvl. 0, 6 Lvl. 1, 6 Lvl. 2, 5 Lvl. 3, 5
Lvl. 4, 5 Lvl. 5, 4 Lvl. 6, 3 Lvl. 7, 2 Lvl. 8
*Also,
one specific domain spell per spell level above 0.
Channel Energy: 8d6 positive/2 + variant effect
17: Cleric (Herald Caller) 17, +1 Hit Point
BAB: +12/+7/+2
Base Saves: +11/+5/+16
New Feats: [17th Level Feat] Flyby Attack
Skills(4): Sense Motive, Spellcraft, +2 others
Base Spells Per Day*: 4 Lvl. 0, 6 Lvl. 1, 6 Lvl. 2, 5 Lvl. 3, 5 Lvl. 4, 5
Lvl. 5, 5 Lvl. 6, 3 Lvl. 7, 2 Lvl. 8, 1 Lvl. 9
*Also,
one specific domain spell per spell level above 0.
Channel Energy: 9d6 positive/2 + variant effect
18: Cleric (Herald Caller) 18, +1 Hit Point
BAB: +13/+8/+3
Base Saves: +12/+6/+17
New Feats: Spell (Re-)Specialization: Summon Monster IX
Skills(4): Sense Motive, Spellcraft, +2 others
Base Spells Per Day*: 4 Lvl. 0, 6 Lvl. 1, 6 Lvl. 2, 5 Lvl. 3, 5 Lvl. 4, 5
Lvl. 5, 5 Lvl. 6, 3 Lvl. 7, 3 Lvl. 8, 2 Lvl. 9
*Also,
one specific domain spell per spell level above 0.
Channel Energy: 9d6 positive/2 + variant effect
19: Cleric (Herald Caller) 19, +1 Hit Point
BAB: +14/+9/+4
Base Saves: +12/+6/+17
New Feats: [19th Level Feat] Reach Spell
Skills(4): Sense Motive, Spellcraft, +2 others
Base Spells Per Day*: 4 Lvl. 0, 6 Lvl. 1, 6 Lvl. 2, 5 Lvl. 3, 5 Lvl. 4, 5
Lvl. 5, 5 Lvl. 6, 4 Lvl. 7, 3 Lvl. 8, 3 Lvl. 9
*Also,
one specific domain spell per spell level above 0.
Channel Energy: 10d6 positive/2 + variant effect
20: Cleric (Herald Caller) 20, +1 Hit Point
BAB: +15/+10/+5
Increased Ability Score: WIS
+1 (24)
Base Saves: +13/+6/+19
New Feats: Master's Yoke 4/day
Skills(4): Sense Motive, Spellcraft, +2 others
Base Spells Per Day*: 4 Lvl. 0, 6 Lvl. 1, 6 Lvl. 2, 6 Lvl. 3, 5 Lvl. 4, 5
Lvl. 5, 5 Lvl. 6, 5 Lvl. 7, 4 Lvl. 8, 4 Lvl. 9
*Also,
one specific domain spell per spell level above 0.
Channel Energy: 10d6 positive/2 + variant effect
Domain Spells
(Law, Slavery)
Level 1- 1st: Charm
Person
Level 3- 2nd: Align
Weapon (Law)
Level 5- 3rd: Magic
Circle Against Chaos
Level 7- 4th: Order’s
Wrath
Level 9- 5th: Dominate
Person
Level 11- 6th: Hold
Monster
Level 13- 7th: Dictum
Level 15- 8th: Binding
Level 17- 9th: Summon
Monster IX (Law creature only)
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