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10
CLASS TRAITS
Role: Controller. You control the ebb and flow of the
battlefield by bringing aid in the form of otherworldly
creatures and by assaulting the minds of your enemies.
Power Source: Arcane. You've attuned yourself with the
arcane energies of another plane, granting you access to
the power therein.
Key Abilities: Charisma, Wisdom, Intelligence.
Controlled Summons
Your ability to control the lives of other creatures is tentative.
Absolute Control: When under your control a summoned
creature always acts on your turn, after you complete your own
actions. A summoned creature will perform only the actions
listed under of the Effect entry of a power with the stance
keyword. If you do not have an active stance, a summoned
creature you control is treated as helpless.
Attack Bonus: All creatures you summon, controlled or not,
gain a bonus to attack rolls equal to half your level.
Duration: Unless stated otherwise, a summoned creature
remains only while sustained, returning alive and well to where
it came from when it dies, or when you cease to sustain it.
Additionally, a summoned creatures cannot act the turn they
are summoned unless specifically stated otherwise.
Out of Control: Whenever you use a power to summon a
creature you must demonstrate master level knowledge of that
Creating a Summoner creature and its abilities, in order to control it. To do this you
The two basic builds of a summoner are the contractual need to know the creature's name, type and keywords, its
summoner and the ruinous summoner. Summoners rely on powers, and it's resistances and vulnerabilities (DC 25, 30 and
Charisma the most, followed equally by Intelligence and 35 for heroic, paragon and epic tier creatures, respectively).
Wisdom. Many summoner powers make use of healing surges, Success: you completed the summon without a problem. The
and Constitution will help protect a summoner from a summon creature will persist and obey your commands so long as you
that's out of control. Summoner powers do not depend on sustain it.
Strength or Dexterity. Failure: you have failed to control the creature you have
summoned. The power resolves as normal with the exception
Contractual Summoner that the new creature is now under the control of the Dungeon
As a contractual summoner you expect your temporary allies to Master, not the summoner. It will persist so long as the
be skilled creatures able to perform useful services, making the Dungeon Master chooses.
most of their unique powers. Intelligence further enhances your Multiple Creatures: if a summon creates multiples of the same
powers. creature you make one knowledge check per type of creature,
Select powers that make the most of your intelligence and you which determines the control of all creatures of the same type.
Shatter the Mind Orb: as a standard action you may shatter Summon Minion
an orb used to summon a creature (if any), destroying it utterly. Choose either Summon Familiar or Summon Minion as an at-
The unfortunate creature whose essence is bound to the device will power, and choose one other 1st level at-will power from
dies instantly. Summoners most often use this power as a last the list below to compliment your choice.
ditch effort to defeat summons that have gone out of control.
Summon Familiar Summoner Class Feature
Covenant of the Planes You draw upon minds of the dead that inhabit the Shadowfell
You have sworn fealty to the denizens of another world in a and summon forth a shard of your soul mate's essence in the
binding covenant. The covenant you choose determines the shape of a tiny, shadowy animal.
following summoner abilities. At-Will ♦ Arcane, Conjuration
Advanced Understanding: It is easier for you to summon
Standard Action Personal
creatures you are more familiar with.
Covenant Blessing: Your specific covenant grants you a Target: One creature
covenant blessing when summoning the creatures you know Summon: Lose a healing surge, but do not regain hit points.
best. Place a familiar (see Appendix) in the nearest unoccupied
The covenant you take also provides bonuses to certain space adjacent to yourself. The familiar acts immediately.
summoner powers. Individual powers detail the effects (if any) At 6th, 11th and 16th level the power of your familiar
your Covenant of the Planes selection has on them. increases.
Sustain None: Familiars do not need to be sustained.
Shadow Sworn Covenant
The lost souls of the Shadowfell are at your beck and call, Summon Host Summoner Class Feature
granting you dominion over the manipulation of life itself. Using your own essence as a conduit, you break down the
Members of the Shadow Sworn Covenant summon undead. barriers between worlds, ushering forth a union of allies
Advanced Understanding: You receive a +5 bonus on drawn to your power.
monster knowledge skill checks when attempting to summon At-Will ♦ Arcane, Summon
creatures with the undead subtype. Powers that grant benefits Standard Action Area burst 1 within 5
according to your covenant have a greater effect on creatures Summon: Lose a healing surge, but do not regain hit points.
with the undead subtype. Place a minion representing your covenant in any
Shadow Infusion: When you summon a creature with the unoccupied square within the burst. All creatures summoned
undead subtype, that creature receives a bonus to damage by this spell use the statistics of a Decrepit Skeleton (page
rolls equal to your wisdom modifier. 234).
At 6th, 11th, 16th, 21st and 26th level, increase the number
Soul Barter Covenant of minions summoned by 1.
You've pledged your undying soul to the immortal devils of the Sustain Minor: You can sustain the creatures this power
Astral Sea. They will answer your summons and obey your creates until the end of the encounter.
commands, for now. Members of the Soul Barter Covenant
Shadow Sworn Covenant: Summon a Shadow Guard, a
summon devils.
dark and sinister being that was never really more than a
Advanced Understanding: You receive a +5 bonus on
monster. Shadow Guards have the shadow origin and the
monster knowledge skill checks when attempting to summon
undead subtype.
creatures with the devil subtype. Powers that grant benefits
according to your covenant have a greater effect on creatures Soul Barter Covenant: Summon a Damned Soul, a
with the devil subtype. creature beyond redemption that has yet to prove
You gain Supernal as a bonus language. themselves useful. Damned Souls have the immortal origin
Quid Pro Quo: When a summon you control with the devil and the devil subtype.
subtype is slain against your will, you gain temporary hit points No Covenant: Summon a Farworld Squabbler, a twisted
equal to the monster's level + your Intelligence modifier. reflection of humanity in the form of a cackling, ghoul-like
teen. Farworld Squabblers have the aberrant origin.
No Covenant
A summoner may opt to not have a planar covenant. Choosing Summoner Powers
this option makes it harder to control any given summon at low Your powers are also known as spells. Each power may be a
level, however, it allows the summoner to choose the Covenant summon, a mental command that controls and enhances your
Breaker Paragon Path without consequence at 11th level. summons, or a power that attacks another creature.
Advanced Understanding: You receive a +2 bonus on
monster knowledge skill checks when attempting to summon a Bonus Powers
creature.
Regardless of their level, summoners know one additional
Passive Aggressive: The creatures you summon are not
power with both the Psychic and Stance keywords, and one
particularly inclined to see you as their enemy. When out of
additional power with the Summon keyword.
control, your summons attack the nearest creature to the best
of their ability until the end of your next turn, after which they
depart. Summoner Stances
Summoners use special abilities called psychic stances in
combat to issue blanket commands to their summons. If its
Ritual Casting controller has an active psychic stance, and it is out of range of
You gain the Ritual Caster feat (page 200) as a bonus feat,
that stance, a summoned creature acts as though under the
allowing you to use magical rituals (see Chapter 10). You
effects of a Recall command until it is within range of the
possess a ritual book, and start play knowing the ritual Make
power. It adopts the effects of that stance as soon as it arrives.
Whole.
Summoner Commands Level 1 At-will Spells
Assault Summoner Command Exploitation of Will Summoner Attack 1
A simple mental command is all it takes to turn your Your mind is weak. Allow me to put it to better use.
monster's wrath upon a single target. At-will ♦ Arcane, Charm, Implement, Psychic
At-Will ♦ Arcane, Psychic, Stance Standard Action Ranged 5
Move Action Close burst 20 Target: One creature
Target: Each summoned creature you control in burst Attack: Charisma vs. Will
Effect: The target attempts to attack a secondary target to Hit: 1d6 + Charisma modifier psychic damage, and the target
the best of its ability. Choose a secondary target. is dazed (save ends).
Secondary Target: One creature. Increase damage to 2d6 + Charisma modifier at 11th level
and 3d6 + Charisma modifier at 21st level.
Defend Summoner Command Special: If the target is a summoned creature you do not
You call for protection, and receive it. control the target is dominated instead (save ends).
At-Will ♦ Arcane, Psychic, Stance
Move Action Close burst 20 Living Sacrifice Summoner Attack 1
Target: Each summoned creature you control in burst With a sadistic smile and a malevolent flourish you pave the
Effect: The target moves adjacent to a secondary target to way for future accomplishments.
the best of its ability. Choose a secondary target. At-Will ♦ Martial
Secondary Target: One creature Standard Action Melee weapon
Effect: If at least one primary target is adjacent to it the Requirements: You must be wielding a dagger or sickle.
target gains cover, and once per round when targeted by a Target: One creature
melee or ranged attack may designate an adjacent primary Attack: Charisma vs. AC
target as the subject of the attack instead. Hit: 1[W] + Charisma modifier, and you gain temporary hit
points equal to your level + Charisma modifier.
Recall Summoner Command Increase damage to 2[W] + Charisma modifier at 11th level
Here boy! and 3[W] + Charisma modifier at 21st level.
At-Will ♦ Arcane
Minor Action Ranged infinite Skitterbolt Summoner Attack 1
Target: One or more summoned creatures you control You unleash a burst of wild primal energy upon your foes.
Effect: The target instinctively knows your location and At-Will ♦ Arcane, Lightning, Radiant
direction and returns to your side as quickly as possible, Standard Action Ranged 10
following you once it arrives. This power does not require Target: One creature
line of sight or line of effect. Attack: Charisma vs. Reflex
Hit: 2d4 + Charisma modifier lightning and radiant damage,
Suspend Summoner Command and choose a secondary target.
You order your servants to wait for further commands. Increase damage to 3d4 + Charisma modifier at 11th level
At-Will ♦ Arcane, Psychic, Stance and 5d4 + Charisma modifier at 21st level.
Minor Action Close burst 20 Secondary Target: One creature within 2 squares of the
Target: Each summoned creature you control in burst previous target, but further away from you.
Effect: The target waits in, or as close to, a designated Secondary Attack: Charisma vs. Reflex
square as possible. It is treated as helpless. Hit: Reduce the number of damage dice by 1 and roll
damage again.
Effect: The target is marked and no longer gains any
benefits from concealment until the end of your next turn.
Skitterbolt will continue to strike secondary targets until it
deals 1 dice worth of damage, or an attack misses.
Legionnaire
“I pledge to you my eternal soul, and in exchange purchase an
elevation in station amongst the ranks of the damned.”
Not content to trade your soul away one piece at a time, you've
sold off the whole damn thing to the powers below. Now it's a
matter of improving your market value.
Legionnaire Path Features
Call for Reinforcements (11th): There's always more where
that came from. Once per day you may regain the use of a
daily or encounter power with the summon keyword that
Chain of Command Legionnaire Attack 20 Cloak of Death (11th): You've come to embody the perfect
The ground ripples and trembles before cracking and splitting killer, silent, swift and deadly. You gain Skill Training (Stealth)
to reveal an endless pit of fire. Screams of agony rush as a bonus feat, or Skill Focus (Stealth), if you're already
upward from within, vomiting a pillar of ash skyward as you trained.
summon your superior officer to the battlefield. Death's Apprentice (16th): Perhaps you've spent a little too
Daily ♦ Arcane, Fire, Summon much time in contact with the realm of the dead. You gain the
undead subtype, immunity to poison and disease, resistance 10
Standard Action Area burst 3 within 5
to necrotic damage and vulnerability 10 to radiant damage.
Target: Each creature in burst
Attack: Charisma vs. Reflex
Phantom Pains Shadow Reaper Attack 11
Hit: 2d6 + Charisma modifier fire damage.
You put your hand to the ground and draw forth the spirits of
Summon: Place an Osyluth (page 62) in the nearest ancient soldiers that died there, countless generations ago.
unoccupied squares adjacent to or within the area, centering
Encounter ♦ Arcane, Necrotic, Summon
it within the burst if possible.
Standard Action Close burst 2
Sustain Minor: You can sustain the creature this power
creates until the end of the encounter. Target: Each creature in burst.
Attack: Charisma vs. Fortitude
Miss: Half damage.
Hit: 1d4 + Charisma modifier necrotic damage.
Summon: Place two Phantom Warriors (page 116) in the
Shadow Reaper nearest unoccupied squares adjacent to yourself. Phantom
“Death comes to us all.” Warriors are dazed until the start of your next turn.
Sustain Minor: You can sustain the creatures this power
Prerequisites: Summoner class, Shadow Sworn Covenant
creates until the end of the encounter.
The Shadowfell is a twisted place inhabited by waking
nightmares and terrifying beasts. Drifting amongst the horrors Reaper's Scythe Shadow Reaper Utility 12
are the souls of the fallen, on their way to their final resting The wicked curve of your signature weapon darkens to the
place beyond the mortal realms. To you, this place is home, shade of an infinite void, twisting and warping the world in
and you'd really like to show it off. which it slides, drawing in all the light that touches it.
Encounter ♦ Arcane, Necrotic
Shadow Reaper Path Features Standard Action Personal
Tools of the Trade (11th): It's all about having the right look. Requirement: You must be wielding a scythe
You gain weapon proficiency (scythe) and weapon focus Effect: Melee attacks with your scythe deal 1d6 additional
(scythe) as bonus feats. You gain the ability to use the Living necrotic damage, and all damage dealt is necrotic. In
Sacrifice power with a scythe and deal 1[W] extra damage with addition, melee attacks with your scythe deal full damage to
that power. insubstantial creatures and ignore up to 10 points of necrotic
resistance.
Sustain Minor: The effect persists.
Champtions of Ruin
http://www.wizards.com/default.asp?x=dnd/4art/20050513b
Champions of Valor
http://www.wizards.com/default.asp?x=dnd/4art/20060915a
City of Stormreach
http://www.wizards.com/default.asp?x=dnd/4art/20080222a
Ghostwalk Campaign
http://www.wizards.com/default.asp?x=dnd/4art/20030615a
Complete Champion
http://www.wizards.com/default.asp?x=dnd/4art/20070508a&page=1
Complete Mage
http://www.wizards.com/default.asp?x=dnd/4art/20061006a&page=1
Elder Evils
http://www.wizards.com/default.asp?x=dnd/4art/20071218a
Expedition to the Demonweb Pits
http://www.wizards.com/default.asp?x=dnd/4art/20070418a&page=1
Expedition to the Ruins of Greyhawk
http://www.wizards.com/default.asp?x=dnd/4art/20070806a
Fiendish Codex 1: Hordes of the Abyss
http://www.wizards.com/default.asp?x=dnd/4art/20060605a&page=5
Fiendish Codex 2
http://www.wizards.com/default.asp?x=dnd/4art/20061208a&page=1
Libris Mortis
http://www.wizards.com/default.asp?x=dnd/4art/20041008a&page=1
Magic of Incarnum
http://www.wizards.com/default.asp?x=dnd/4art/20050909a&page=1
Shining South
http://www.wizards.com/default.asp?x=dnd/4art/20041008b&page=1