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    SummonerPrimary Role: ControllerSecondary Role: DefenderPower Source: ArcaneKey Abilities: Intelligence, Constitution, Charisma

    Armor: Cloth

    Weapon Proficiencies: Simple MeleeBonus to Defense: +1 Fortitude, +1 Will

    Hit Points at 1st level: 12 + Constitution scoreHP per Level Gained: 5Healing Surges: 7 + Constitution modifier

    Trained Skills: Arcana, From the list below, choose three.

    Arcana, Bluff, Diplomacy, Dungeoneering, Intimidate, Insight, Nature, Perception, Religion

    Class Features: Implement Talent, Ritual Casting, Book of Origins

    Book of Origins

    You possess a book full of magical lore that contains all of your rituals, your daily spells, as well detailed information on thesubject of summoning creatures.

    -----Rituals: You books contains two 1st level rituals of your choice that you have mastered.

    -----Origins: Your spell book contains detailed information pertaining to creatures and their various habitats and abilities.

    You can modify a summoning spell as you cast it to call a creature specifically from a specific origin or type, modifying it's

    capabilities. At 1st level, you can choose a single heroic origin. At 11th level you may choose a heroic or paragon origin,and at 21st level you may choose any origin from the list.

    -----Modifying a creature to come from a specific origin takes a minor action before casting the summoning spell and will

    grant the creature a special ability determined by the origin. You can only modify a spell with a single origin.

    Origin Tier Benefit

    Natural Heroic The creature gains a +1 bonus to it's defenses. This increases to +2 at 11th level and +3 at 21st level.

    Beast Heroic The creature deals an additional +2 damage with it's attacks.. This increases to +4 at 11th

    level and +6at 21st level.

    Plant Heroic While this is summoned, you gain a +5 bonus to saving throws against charm and fear effects.

    Undead Heroic The creature gains Resist 10 Necrotic and Vulnerable 5 Radiant. This increases to Resist 20 Necrotic

    and Vulnerable 10 Radiant at 11th level and Resist 30 Necrotic and Vulnerable 15 Radiant at 21st

    level.

    Aquatic Heroic The creature has a swim speed equal to your speed and can breath underwater.

    Aberrant Paragon As a minor action, you may extend the reach of your creatures next melee attack by 1 square.

    Elemental Paragon The creature has Resist 10 to an element chosen from the following list: Fire, Cold, Lightning, Acid,

    and Thunder. This increases to Resist 15 at 21st level.

    Fey Paragon The creature can teleport a number of squares equal to it's highest movement speed as a move action.Giant Paragon The creature's damage dice are increased by 1 size. Example: 5d4 becomes 5d6.

    Animate Paragon The creature gains Resist 10 Weapon. This increases to Resist 15 at 21st level.

    Immortal Epic The creature has Aura 4: Enemies within this aura suffer a -2 penalty to attack rolls.

    Shadow Epic The creature always has concealment and gains a +5 bonus to stealth checks.

    Dragon Epic The creature gains a breath weapon. Choose the element when you summon it from the following

    list: Acid, Cold, Fire, Lightning, or Thunder.Dragon Breath (Standard Action, Recharge 5, 6): Close Blast 5 - - Intelligence +6 vs. Reflex - -

    3d10 + Intelligence modifier damage

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    Implements

    A Summoner can use the Orb, the Staff, and the Book.

    Implement Talent

    You gain the ability to channel a quick burst of magic through your implement to aid you or your conjured minions. Choose

    one of the following as your Implement Talent.Staff of Resistance: Once per encounter as a free action you can gain one of the two following effects.

    -----Add your Constitution modifier as a bonus to a saving throw you are about to make.

    -----Gain Temporary HP equal to your Constitution score.Fearsome Orb: Once per encounter as a minor action you can choose on of the following two effects.

    -----Choose one creature within 5 squares. You push that target a number of squares equal to your Charisma modifier. Thisis a fear effect and creatures immune to fear are not affected,

    -----Target creature gains a bonus to it's next damage roll equal to your Charisma modifier.Book of Enhancement: Once per encounter as a free action you can choose one of the two following effects.

    -----Give one creature you can see a bonus to it's next attack equal to your Wisdom modifier.

    -----Give one creature you can see a bonus to it's defenses against the next attack against it equal to your Wisdom modifier.

    Ritual Casting

    You gain this feat as described on page 200 of the PH.

    New Keyword - SummoningA power with the Summoning keyword conjures a creature to fight for you. Creatures summoned by powers with this

    keyword remain for the rest of the encounter, unless the power says otherwise. You suffer half on any damage dealt to a

    creature you summon. Your creature suffers from any status effects you are under, and disappear immediately if you are

    killed. You and you allies may pass through their squares unhindered and may flank enemies with them. Unless a power

    says otherwise, your summoned creatures use your defenses, movements speed, skill checks, and ability scores.

    You can use a minor action to dismiss a creature you have summoned, removing it from the battle field.Any effect capable of destroying a conjuration or a zone with destroy a summoned creature.

    If a summoned creature has a basic attack, it may make opportunity attacks normally.

    The summoned creatures acts on your turn. With a few exceptions, listed below, you must use your actions to haveyour summoned creature attack. Exceptions include:

    Total Defense: If you use the total defense action, your summoned creature does as well.

    Second Wind: If you use your Second Wind, your summoned creature gains the defense bonus as well.Move Action: If you use a move action, your summoned creature can take a move action as well.

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    Level 1 At-Will ExploitsOpen Flame Summoner Attack 1

    At-Will * Arcane, Implement, Conjuration, FireYou conjure and open flame and let it scorch those who are

    too close.

    Standard Action * Ranged 10Effect: This power creates a small ball of flame in the square

    until the end of your next turn.Target: All enemies adjacent to the flameAttack: Intelligence vs. Reflex

    Hit:1d4 + Intelligence modifier fire damage.Increases to 2d4 + Intelligence modifier at 21st level.

    Effect: Any creature that uses a power with the Fire keyword

    while standing adjacent to the flame gains a power bonus to

    damage equal to 5 per tier.Sustain Minor: You can maintain this power as a minor

    action.

    Falling Snow Summoner Attack 1

    At-Will * Arcane, Implement, Zone, Cold

    You call forth a cloud that slowly begins to drop snow uponthe area.

    Standard Action * Ranged 10 Burst 1Target: All enemies in the burstAttack: Intelligence vs. ReflexHit: 1d4 + Intelligence modifier cold damage.

    Increases to 2d4 + Intelligence modifier cold damage

    at 21st level.

    Effect: This power remains in effect until the end of yournext turn. Anyone who uses a power with the Cold keyword

    while standing within it gains a power bonus to damage equal

    to 5 per tier.Sustain Minor: You can sustain this power as a minor action.

    Static Field Summoner Attack 1At-Will * Arcane, Implement, Zone

    The area you focus upon becomes charged with electricity,just waiting to find a target.

    Standard Action * Ranged 10 Burst 1Target: All creatures in the burstAttack: Intelligence vs. ReflexHit: 1d4 + Intelligence modifier Lightning damage

    Increases to 2d4 + Intelligence modifier at 21st level.Effect: This power remains in effect until the end of your

    next turn. Anyone who uses a power with the Lightning

    keyword while standing within it deals an additional 5

    damage per tier with that power.

    Sustain Minor: You can sustain this power as a minor action.

    Conjured Brute Summoner Attack 1

    At-Will * Arcane, Implement

    You conjure a creature just long enough for it to bite your foe.

    Standard Action * Ranged 10Target: One creature

    Attack: Intelligence vs. ReflexHit: 1d10 + Intelligence modifier.

    Increases to 2d10 + Intelligence modifier at 21st

    level.

    Level 1 Encounter ExploitsKobold Slinger Summoner Attack 1

    Encounter * Arcane, Implement, Summoning

    You call up a simple creature, a kobold, and can immediately

    order him to attack.

    Standard Action * Ranged 5Effect: This creates a Kobold Slinger in the unoccupied

    squares. It immediately attacks with a glue pot. It remains

    until the beginning of your next turn.Range: Ranged 10/20Target: One creature

    Attack: Intelligence +3 vs. ACHit: 1d6 + Intelligence modifier damage and the target is

    immobilized until the beginning of your next turn.

    Fire Beetle Summoner Attack 1

    Encounter * Arcane, Implement, Summoning, Fire

    You call up a fire beetle to spray your foes with fire.

    Standard Action * Ranged 5Effect: This creates a Fire Beetle in the unoccupied squares.

    It immediately attacks with a spray of fire. It remains until the

    beginning of your next turn.Range: Close Blast 3

    Target: All creatures in the blast.Attack: Intelligence vs. Reflex

    Hit: 2d6 + Intelligence modifier fire damage.

    Stormclaw Scorpion Summoner Attack 1

    Encounter * Arcane, Implement, Summoning, Poison

    You call up a scorpion to capture your foe.

    Standard Action * Ranged 5

    Effect: This creates a Stormclaw Scorpion in the unoccupiedsquares. It immediately attacks with it's claws. It remains until

    the beginning of your next turn.

    Range: MeleeTarget: One creatureAttack: Intelligence +3 vs. AC

    Hit: 1d6 + Intelligence modifier damage and the target is

    grabbed.

    Special: If the target escapes the grab, you may have the

    creature make a secondary attack against the original target as

    an immediate reaction.Secondary Attack: Intelligence vs. Fortitude

    Hit: 1d4 + Intelligence modifier damage and the

    target suffers ongoing 2 poison damage (save ends).

    Halfling Slinger Summoner Attack 1

    Encounter * Arcane, Implement, SummoningYou call up skilled halfling slinger, and can immediately

    order him to attack.Standard Action * Ranged 5

    Effect: This creates a halfling slinger in the unoccupied

    squares. It immediately attacks with a flurry of stones. It

    remains until the beginning of your next turn.Range: Ranged 10/20

    Target: One, two, or three creaturesAttack: Intelligence vs. AC, Three attacks

    Hit: 1d6 + Intelligence modifier damage.

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    Level 1 Daily ExploitsIce Spirit Summoner Attack 1

    Daily * Arcane, Implement, Summoning, Ice

    You summon up an Ice Spirit to obey your commands.

    Standard Action * Ranged 5

    Target: An unoccupied squareEffect: This creates a Ice Spirit in the unoccupied squares. It

    uses the following stats.

    Special Defenses: Insubstantial, Immune IceWeakness: Vulnerable 5 Fire

    Icy Touch (Standard Action, Basic Attack): Melee - -

    Intelligence vs. Reflex - - 1d6 + Intelligence modifier cold

    damageFreezing Blast (Standard Action, Encounter Recharge 5,

    6): Close Blast 3 - Intelligence vs. Reflex - - 2d6 +Intelligence modifier cold damage.

    Devil: Imp Summoner Attack 1

    Daily * Arcane, Implement, Summoning, Poison

    You summon up an Imp.Standard Action * Ranged 5

    Target: An unoccupied squareEffect: This creates an Imp in the unoccupied squares. It uses

    the following stats.

    Special Defenses: Resist Fire 15Bite (Standard Action, Basic Attack): Melee - - Intelligence

    +3 vs. AC - - 1d6 + Intelligence modifier damageTail Sting (Standard Action, Recharges when using

    Vanish): Melee - - Intelligence +3 vs. AC - - 2d6 +Intelligence modifier damage and make a secondary attack.

    -----Secondary Attack: Intelligence vs. Fortitude - - Ongoing

    5 Poison damage and -2 to Will defense (save ends both)Vanish (Standard, At-Will): The Imp becomes invisible until

    the end of your next turn or it attacks.

    Young Kruthix Summoner Attack 1

    Daily * Arcane, Implement, Summoning

    You summon up a Young Kruthix.Standard Action * Ranged 5

    Target: An unoccupied squareEffect: This creates a Young Kruthix in the unoccupied

    squares. It uses the following stats.

    Aura 1: All creatures that end their turn in the aura take 5damage.

    Claw (Standard, Basic Attack): Melee - - Intelligence +2 vs.AC - - 2d4 + Intelligence modifier damage.

    Gray Wolf Summoner Attack 1

    Daily * Arcane, Implement, Summoning

    You summon up a Gray Wolf.Standard Action * Ranged 5

    Target: An unoccupied squareEffect: This creates a Grey Wolf in the unoccupied squares. It

    uses the following stats.

    Bite (Standard, Basic Attack): Melee - - Intelligence +2 vs.AC - - 2d6 + Intelligence modifier damage or 3d6 +

    Intelligence modifier on a prone target.Special Power: Combat Advantage: When this creature has

    Combat Advantage against a creature, it's attacks knock the

    creature prone.

    Level 2 Utility ExploitsWarp Space Summoner Utility 2

    Encounter * Arcane

    You warp space, letting an ally take an attack meant for you.

    Immediate Interrupt * Personal

    Trigger: You are targeted by a single target attackEffect: Choose an ally within 5 squares. They are targeted by

    the attack instead.

    Dimensional Hop Summoner Utility 2

    Encounter * Arcane

    You take a quick jaunt outside of space and time.

    Move Action * Personal

    Effect: You teleport 4 squares.

    Acid Zone Summoner Utility 2

    At-Will * Arcane, Zone

    You create a an area where acid based attacks are more

    effective.Minor Action * Range 10 Burst 1Effect: An power with the Acid keyword used by a creature

    within the zone deals an additional 5 damage per tier.

    Additionally, saving throws against Acid based effects suffer

    a -2 penalty.Sustain Minor. You may sustain this power as a minor

    action.

    Realignment Summoner Utility 2

    Encounter * Arcane

    You re-angle you're allies attack, letting him try again.

    Immediate Reaction * Range 5

    Trigger: An ally within range misses an attackEffect: The target can reroll the attack.

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    Level 3 Encounter ExploitsGnome Arcanist Summoner Attack 3

    Encounter * Arcane, Implement, Summoning, Radiant

    You call up gnome arcanist to cast a spell for you.

    Standard Action * Ranged 5

    Effect: This creates a Gnome Arcanist in the unoccupiedsquares. It immediately attacks with a Scintillating Bolt. It

    remains until the beginning of your next turn.Secondary Range: Ranged 10Target: One creatureAttack: Intelligence vs. Fortitude

    Hit: 2d6 + Intelligence modifier radiant damage and the

    target is is dazed until the end of your next turn.

    Goblin Hexer Summoner Attack 3

    Encounter * Arcane, Implement, SummoningA Goblin Hexer answers your call.

    Standard Action * Ranged 5Effect: This creates a Goblin Hexer in the unoccupied

    squares. It immediately attacks with a blinding hex. It remains

    until the beginning of your next turn.

    Secondary Range: Ranged 10Target: One creature

    Attack: Intelligence vs. FortitudeHit: 2d6 + Intelligence modifier damage and the target is

    blinded until the end of your turn.

    Adult Kruthix Summoner Attack 3

    Encounter * Arcane, Implement, Summoning

    You call up an Adult Kruthix.

    Standard Action * Ranged 5

    Effect: This creates a Adult Kruthix in the unoccupiedsquares. It immediately attacks with toxic spikes. It remains

    until the beginning of your next turn. Any creature ending it's

    turn adjacent to it takes 5 damage.Secondary Range: Ranged 5Target: One creature

    Attack: Intelligence +2 vs. ACHit: 1d8 + Intelligence modifier damage and the target is

    slowed and suffers ongoing 5 poison damage (save ends).

    Spitting Drake Summoner Attack 3

    Encounter * Arcane, Implement, Summoning, Acid

    You conjure up a Spitting Drake to assault your foes.

    Standard Action * Ranged 5Effect: This creates a Spitting Drake in the unoccupied

    squares. It immediately attacks with caustic spit. It remains

    until the beginning of your next turn.Range: Ranged 10

    Target: One creatureAttack: Intelligence vs. Reflex

    Hit: 1d10 + Intelligence modifier acid damage.

    Level 5 Daily ExploitsRadiant Spirit Summoner Attack 5

    Daily * Arcane, Implement, Summoning, Radiant, Healing

    You summon up an Radiant Spirit to obey your commands.

    Standard Action * Ranged 5

    Target: An unoccupied squareEffect: This creates a Radiant Spirit in the unoccupied

    squares. It uses the following stats.

    Special Defenses: Insubstantial, Immune RadiantWeakness: Vulnerable 5 Necrotic

    Radiant Beam (Standard, Basic Attack): Range 10 - -

    Intelligence vs. Reflex - - 2d6 + Intelligence modifier radiant

    damageBlinding Light (Standard, Encounter Recharge 6): Close

    Burst 4 - Intelligence vs. Reflex - - 2d6 + Intelligencemodifier radiant damage and the targets are blinded until the

    end of your next turn.Healing Touch (Minor, Encounter Recharge 5, 6): Range 5

    - Target may spend a healing surge.

    Boneshard Skeleton Summoner Attack 5

    Daily * Arcane, Implement, Summoning, NecroticYou summon up an Boneshard Skeleton to obey your

    commands.

    Standard Action * Ranged 5Target: An unoccupied squareEffect: This creates a Boneshard Skeleton in the unoccupied

    squares. It uses the following stats.

    Special Defenses: Immune Poison, Disease, Resist Necrotic10

    Weakness: Vulnerable 5 Radiant

    Scimitar (Standard, Basic Attack): Melee - - Intelligence +2vs. AC - - 1d8 + Intelligence modifier (1d8 + 8 + Intelligence

    on a critical hit) necrotic damage

    Boneshard (Standard, At-Will): Melee - Intelligence +2 vs.

    AC - - 1d4 + Intelligence modifier necrotic damage and

    ongoing 5 necrotic damage (save ends).Boneshard Burst (Free, When first bloodied, when

    destroyed, or when dismissed): Close Burst 3 - - Intelligencevs, Reflex - - 2d6 + Intelligence modifier necrotic damage.

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    Young Black Dragon Summoner Attack 5

    Daily * Arcane, Implement, Summoning, Acid

    You summon up an Young Black Dragon to devastate yourfoes.

    Standard Action * Ranged 5Target: 4 unoccupied squaresEffect: This creates a Young Black Dragon in the 4

    unoccupied squares. It uses the following stats.

    Special Defenses: Resist 15 Acid

    Ordinary Defenses: While this creature is present, you havea +2 bonus to your defenses.

    Special Movement: Fly Speed 7, Swim 7Bite (Standard, Basic Attack): Melee (Reach 2) - -

    Intelligence vs. AC - - 1d6 + Intelligence modifier damage

    and ongoing 5 acid damage (save ends)

    Breath Weapon (Standard, Encounter Recharge 6): Close

    Blast 5 - Intelligence vs. Reflex - - 1d12 + Intelligence

    modifier acid damage and the target suffers ongoing 5 acid

    damage and a -2 penalty to AC (save ends both).

    Special Power: Bloodied Breath (Free Action, When First

    bloodied: This creatures breath weapon recharges and youcan use an immediate action to use it.

    Deathlock Wight Summoner Attack 5

    Daily * Arcane, Implement, Summoning, Necrotic, Fear

    You summon up an Deathlock Wight to obey your commands.

    Standard Action * Ranged 5Target: An unoccupied square

    Effect: This creates a Deathlock Wight in the unoccupied

    squares. It uses the following stats.

    Special Defenses: Resist 10 Necrotic, Immune Poison and

    DiseaseWeakness: Vulnerable 5 Radiant

    Claw (Standard, Basic Attack): Melee - - Intelligence +2 vs.Reflex - - 2d6 + Intelligence modifier necrotic damage

    Gravebolt (Standard, At-Will): Range 10 - Intelligence vs.

    Reflex - - 1d6 + Intelligence modifier necrotic damage and

    the target is immobilized (save ends).Horrific Visage (Standard, Recharge 5, 6): Close Blast 5 -

    Intelligence vs. Will - - 1d6 damage and the target is pushed 3

    squares.

    Sustain Free: This power remains in effect until the end of

    the encounter or 5 minutes.

    Level 6 Utility ExploitsBenign Transposition Summoner Utility 6

    Encounter * Arcane, Teleportation

    You switch the location of two allies.

    Move Action * Range 10Effect: You can switch the locations of two allies within

    range.

    Dispel Magic Summoner Utility 6

    [To avoid issues any chance of a legal issue, this is identical

    to the level 6 Wizard utility]

    Extension Summoner Utility 6

    Daily * Arcane

    You force a summoned creature to stay longer than he would

    normally be capable of.

    Minor Action * PersonalEffect: The effects of a power with the summoning keyword

    created by you persist until the end of your next turn. If thepower would normally attack upon being summoned, it will

    repeat it's attack at the beginning of your next turn.

    Grease Summoner Utility 6

    Encounter * Arcane, Zone

    You coat an area with a slick flammable substance.

    Move Action * Close Blast 5

    Effect: The area is difficult terrain until the end of your next

    turn. Any creature that ends it's turn within zone must make a

    saving throw or fall prone. Any creature that takes fire

    damage while standing in the zone suffers an additional 5damage per tierSustain Minor: The zone persists

    Level 7 Encounter ExploitsCarrion Crawler Summoner Attack 7

    Encounter * Arcane, Implement, Summoning, Poison

    A Carrion Crawler answers your call.

    Standard Action * Ranged 5Effect: This creates a Carrion Crawler in the 4 unoccupied

    squares. It immediately attacks with it's tentacles. It remainsuntil the beginning of your next turn.

    Secondary Range: Melee 2

    Target: One creatureAttack: Intelligence vs. FortitudeHit: 2d4 + Intelligence modifier damage and the target takes

    ongoing 5 poison damage and is slowed(save ends both).

    First Failed Save: The creature is immobilized instead of

    slowed (save ends). Second Failed Save: The target is stunned

    instead of immobilized (save ends). Saving throws against

    this effect suffer a -2 penalty.

    Cave Bear Summoner Attack 7

    Encounter * Arcane, Implement, Summoning

    A Cave Bear answers your call.

    Standard Action * Ranged 5

    Effect: This creates a Cave Bear in the 4 unoccupied squares.It immediately attacks with cave bear frenzy. It remains until

    the beginning of your next turn.Special: This creatures defenses are 2 higher than

    yours.Secondary Range: Close Burst 1Target: All enemies in the burstAttack: Intelligence +2 vs. AC

    Hit: 2d8 + Intelligence modifier damage.

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    Grell Summoner Attack 7

    Encounter * Arcane, Implement, Summoning

    A Grell answers your call.Standard Action * Ranged 5

    Effect: This creates a Grell in the unoccupied squares. It

    immediately attacks with a it's tentacles. It remains until the

    beginning of your next turn.Secondary Range: Melee 2

    Target: One creatureAttack: Intelligence vs. Fortitude

    Hit: 2d4 + Intelligence modifier damage and the target isgrabbed.

    Effect: Make a secondary attack.Secondary Target: The grabbed creatureAttack: Intelligence +2 vs. ACHit : 1d8 + Intelligence modifier damage and the

    target is stunned (save ends).

    Flaming Spirit Summoner Attack 7

    Encounter * Arcane, Implement, Summoning, Fire

    A spirit of fire heeds your calls to incinerate your foes.

    Standard Action * Ranged 10Effect: This creates a Flaming Spirit in the unoccupied

    squares. It immediately attacks with a scorched earth. It

    remains until the beginning of your next turn.Secondary Range: Close Burst 3

    Target: All creatures in the burstAttack: Intelligence vs. Reflex

    Hit: 3d6 + Intelligence modifier fire damage.

    Level 9 Daily ExploitsFlaming Skull Summoner Attack 9

    Daily * Arcane, Implement, Summoning, Fire

    You summon up an Flaming Skull to obliterate your foes.

    Standard Action * Ranged 5Target: An unoccupied squareEffect: This creates a Flaming Skull in the unoccupied

    squares. It uses the following stats.

    Special Defenses: Resist 10 Fire, 5 Necrotic, Immune Poison

    and Disease

    Weakness: Vulnerable 5 RadiantMovement: Fly 10 (hover)

    Ordinary Defenses: +2 to Reflex defenseFlame Ray (Standard, At-Will): Range 10 - - Intelligence

    vs. Reflex - - 2d6 + Intelligence modifier fire damageFireball (Standard, Encounter): Burst 3 within 20 -

    Intelligence vs. Reflex - - 3d6 + Intelligence modifier firedamage.Miss: Half damage. You may exclude two allies from

    this effect.

    Zombie Hulk Summoner Attack 9

    Daily * Arcane, Implement, Summoning

    You summon up an Zombie Hulk to obey your commands.Standard Action * Ranged 5

    Target: 4 unoccupied squaresEffect: This creates a Zombie Hulk in the unoccupied

    squares. It uses the following stats.

    Special Defenses: Resist 10 Necrotic, Immune Poison andDisease

    Weakness: Vulnerable 5 RadiantOrdinary Defenses: -1 to all defenses

    Slam (Standard, Basic Attack): Melee 2 - - Intelligence +3

    vs. AC - - 2d8 + Intelligence modifier damage.Zombie Smash (Standard, Recharge 6): Melee 2 - Medium

    or smaller creature - Intelligence +3 vs. Reflex - - 4d8 +

    Intelligence modifier damage and the target is knocked prone.

    Eladrin Twilight Incanter Summoner Attack 9

    Daily * Arcane, Implement, Summoning, Radiant

    You summon up an eladrin mage to serve you.Standard Action * Ranged 5Target: An unoccupied squareEffect: This creates a Eladrin Twilight Incanter in the

    unoccupied squares. It uses the following stats.

    Special Defenses: While summoned, you have a +5 racial

    bonus on saving throws against fearSpear (Standard, Basic Attack: Melee - -Intelligence +2 vs.

    AC - - 1d8 + Intelligence modifier damage and the target is

    slowed until the end of your next turn.Blinding Bolt (Standard, At-Will): Range 10 - - Intelligence

    vs. Reflex - - 1d8 + Intelligence modifier damage and the

    target is immobilized until the end of your next turn.Teleporting Bolt (Standard, At-Will): Range 10 -

    Intelligence vs. Reflex - - 1d8 + Intelligence modifier damageand the target is teleported 3 squares. The target cannot be

    teleported to an unsafe space.Dazzling Blast (Standard, Recharge 5, 6): Close Blast 3 -

    Intelligence vs. Will - - 2d6 + Intelligence modifier radiant

    damage and the target is blinded until the end of your next

    turn.

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    Carbunkle Summoner Attack 9

    Daily * Arcane, Implement, Summoning

    You summon up an spirit to protect you and your allies.Standard Action * Ranged 5

    Target: An unoccupied squareEffect: This summons Carbunkle into the unoccupied

    squares. It uses the following stats.

    Special Defenses: Resist 10 AllWeakness: Vulnerable 20 Necrotic

    Claw (Standard, Basic Attack): Melee - - Intelligence vs.Reflex - - 1d8 + Intelligence modifier necrotic damage

    Reflection (Immediate Interrupt, Recharge 4, 5, 6): Range

    10 - Trigger: An ally within range is targeted by a ranged

    attack - - Target: The attacking creature - - Intelligence vs.

    Will - - The creatures attack instead targets itself.

    Special Ability: Protection Field: You and all allies within 5

    squares of Carbunkle have a +2 bonus to Fortitude, Reflex,

    and Will defenses and a +2 bonus to saving throws.

    Level 10 Utility ExploitsPoison Zone Summoner Utility 10

    At-Will * Arcane, ZoneYou create a an area where poison based attacks are more

    effective.

    Minor Action * Range 10 Burst 1Effect: An power with the Poison keyword used by a creature

    within the zone deals an additional 5 damage per tier.

    Additionally, saving throws against poison effects suffer a -2

    penalty.

    Sustain Minor. You may sustain this power as a minoraction.

    Wall of Smoke Summoner Utility 10Daily * Arcane, Conjuration, Wall

    You wall of thick smoke billows forth from the ground at your

    command

    Minor Action * Area Wall 10 within 15 squares

    Effect: You conjure a wall that consists of contiguous squares

    filled with arcane smoke. The wall lasts until the end of your

    next turn. It can be up to 10 squares long and up to 4 squareshigh. The fog grants concealment to creatures in its space and

    blocks line of sight. Any creature passing through the wall, or

    starting their turn adjacent to or within the wall suffer a -2

    penalty to attack rolls until the end of their next turn.Sustain Minor: The wall persists.

    Baleful Transposition Summoner Utility 10

    Encounter * Arcane, TeleportationYou switch the location of two creatures.

    Move Action * Range 10Target: Any two creatures within rangeAttack: Intelligence vs. Will

    Special: A willing target may allow this power to hit

    automatically.Effect: You can switch the locations of two allies within

    range. If only one creature is hit, nothing happens.

    Dimensional Step Summoner Utility 10

    Encounter * Arcane, Teleportation

    You shift the location of your allies on the battle field.Move Action * Range 10

    Effect: You can teleport you or three allies within range 5

    squares.

    Aquatic Infusion Summoner Utility 10

    Daily * ArcaneYou alter the fundamental nature of the creature touched,

    infusion it with magical power summoned from deep withinthe ocean.

    Standard Action * Creature touchedEffect: The targeted creature has a swim speed equal to it's

    speed and can breathe and move freely underwater until the

    end of the encounter of 5 minutes.

    Level 13 Encounter ExploitsBanshee Summoner Attack 13

    Encounter * Arcane, Implement, Summoning, Psychic

    You conjure a Banshee to strike fear into the hearts of your

    foes.Standard Action * Ranged 5

    Effect: This creates a Wailing Ghost in the unoccupiedsquares. It immediately unleashes a terrifying shriek. It

    remains until the beginning of your next turn.Range: Close Burst 5Target: All creatures in the burstAttack: Intelligence +1 vs. Will

    Hit: 2d8 + Intelligence modifier psychic damage and the

    target is pushed 5 squares and immobilized (save ends).

    Redspawn Firebelcher Summoner Attack 13

    Encounter * Arcane, Implement, Summoning, Fire

    You conjure a Redspawn Firebelcher.Standard Action * Ranged 5Effect: This creates a Redspawn Firebelcher in 4 unoccupied

    squares. It immediately attacks with a Fire Burst. It remains

    until the beginning of your next turn.

    Range: 10 Burst 2Target: All creatures within the burst

    Attack: Intelligence vs. ReflexHit: 3d6 + Intelligence modifier damage and the target suffers

    ongoing 5 fire damage (save ends).Basic Attack: Intelligence +2 vs. ACHit: 1d10 + Intelligence modifier and 5 ongoing fire

    damage (save ends).

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    Drow Arachnomancer Summoner Attack 13

    Encounter * Arcane, Implement, Summoning, Poison

    You conjure a drow wizard to do your bidding.Standard Action * Ranged 5

    Effect: This creates a Drow Arachnomancer in the

    unoccupied squares. It immediately attacks with a Venom

    Blast. It remains until the beginning of your next turn.Range: Close Blast 5

    Target: All creatures in the blastAttack: Intelligence vs. Fortitude

    Hit: 2d6 + Intelligence modifier poison damage.Miss: Half damage.

    Dusk Unicorn Summoner Attack 13

    Encounter * Arcane, Implement, Summoning

    You call a unicorn to pierce your foe.

    Standard Action * Ranged 5Effect: This creates a Dusk Unicorn in 4 unoccupied squares.

    It immediately attacks with a piercing charge. It remains until

    the beginning of your next turn.

    Special: The creature makes a charge before attacking, using

    a speed of 8Range: MeleeTarget: One creatureAttack: Intelligence +3 vs. ACHit: 4d6 + Intelligence modifier damage and the target is

    pushed 1 square and knocked prone.

    Level 15 Daily ExploitsSiren Summoner Attack 15

    Daily * Arcane, Implement, Summoning, Psychic

    You summon Siren, intending to use her music to subdue yourfoes.

    Standard Action * Ranged 5

    Target: An unoccupied squareEffect: This summons Siren into the unoccupied squares. It

    uses the following stats.

    Ordinary Defenses: +2 Will, -2 Fortitude

    Exhausting Touch (Standard Action, Basic Attack): Melee

    - - Intelligence vs. Reflex - - 1d8 + Intelligence modifier

    psychic damage and the target is stunned until the end of yournext turn.

    Luring Voice (Standard Action, At-Will): Range 5 - -

    Intelligence vs. Will - - 1d6 + Intelligence modifier psychic

    damage and the target is pulled 3 squares and stunned until

    the end of your next turn.

    Siren's Song (Standard Action, Encounter Recharge 5, 6):Close Burst 4 (enemies only) - Intelligence vs. Will - - 3d6 +

    Intelligence modifier psychic damage and the target is dazed(save ends) and pulled 2 squares.

    Special Ability: Stunning Beauty : Any creature within 5

    squares that targets Siren with an attack is subject to the

    following attack. Intelligence vs. Will - The target must

    choose a different target for the attack. If not possible, the

    attack is not made at all.

    Githerzai Zerth Summoner Attack 15

    Daily * Arcane, Implement, Summoning, Lightning,

    TeleportationYou summon up an Githerzai Zerth.

    Standard Action * Ranged 5Target: An unoccupied squareEffect: This creates a Githerzai Zerth in the unoccupied

    squares. It uses the following stats.

    Unarmed Strike (Standard Action, Basic Attack): Melee - -

    Intelligence +2 vs. AC - - 2d8 + Intelligence modifier damageInner Spark (Standard Action, At-Will): Range 5 -

    Intelligence vs. Reflex - - 1d8 + Intelligence modifier

    lightning damage and the target is teleported 5 squares to an

    unoccupied square of your choice.Reorder Chaos (Standard Action, Recharge 5, 6): Range

    Sight - up to 4 medium or smaller targets - Intelligence vs.

    Fortitude - The targets teleport to swap places as you choose.

    Bearded Devil Summoner Attack 15

    Daily * Arcane, Implement, SummoningYou summon a Bearded Devil.

    Standard Action * Ranged 5Target: An unoccupied squareEffect: This creates a Bearded Devil in the unoccupied

    squares. It uses the following stats.

    Special Defenses: Resist 20 FireOrdinary Defense: +3 AC

    Glaive (Standard Action, Basic Attack): Melee 2 - -

    Intelligence +2 vs. AC - - 2d4 + Intelligence modifier damage

    and the target is marked and takes ongoing 5 damage (save

    ends)

    Special Ability: Battle Frenzy: This creature has a +2 bonusto hit while you are bloodied.

    Special Ability: Aura 1: Creatures that begins their turnadjacent to this creature take 5 damage.

    Level 16 Utility PowersForce Zone Summoner Utility 16

    At-Will * Arcane, Zone

    You create a an area where force based attacks are more

    effective.

    Minor Action * Range 10 Burst 1Effect: An power with the Force keyword used by a creature

    within the zone deals an additional 5 damage per tier.Additionally, forced movement effects used by creatures in

    this zone move the target 1 extra square. Creatures with theinsubstantial effect lose it while within this zone.

    Sustain Minor. You may sustain this power as a minor

    action.

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    Fey Infusion Summoner Utility 16

    Daily * Arcane, Zone

    You infuse the target with magical energies summoned fromdeep within the feywild.

    Standard Action * Creature touchedEffect: The target may teleport his speed as a move action

    until the end of the encounter of 5 squares.

    Passwall Summoner Utility 16Daily * Arcane

    You create a magical tunnel through a solid object.Standard Action * Range 5

    Effect: You create a 5 square long tunnel through a solid

    object. This does no damage to the object. This effect lasts

    until the end of your next turn.Sustain Minor: You may sustain this power as a minor

    action.

    Empower Effect Summoner Utility 16

    Daily * Arcane

    You channel more magical power than you normally would

    into your next attack.Minor Action * PersonalEffect: The next power use by you or one of your summoned

    creatures has the size of it's damage die increased by one step.

    For example 3d8 becomes 3d10.

    Level 17 Encounter PowersElder White Dragon Summoner Attack 17

    Encounter * Arcane, Implement, Summoning, Cold

    You conjure an Elder White Dragon.

    Standard Action * Ranged 5

    Effect: This creates an Elder White Dragon in 9 unoccupied

    squares. It immediately attacks with dragon b. It remains until

    the beginning of your next turn.Range: Close Blast 5

    Target: All creatures within the burstAttack: Intelligence vs. Reflex

    Hit: 6d6 + Intelligence modifier damage and the target is

    slowed and weakened until the end of your next turn.BasicAttack: Intelligence +2 vs. ACHit: 1d10 + Intelligence modifier damage + 2d12

    cold damage.

    Firebred Hellhound Summoner Attack 17

    Encounter * Arcane, Implement, Fire

    You conjure a hell hound to burn your foes.

    Standard Action * Ranged 5Effect: This creates a Firebred Hell Hound in the unoccupied

    squares. It immediately attacks with Fiery Burst. It remains

    until the beginning of your next turn.Range: Close Burst 3Target: All creatures within the burst

    Attack: Intelligence vs. ReflexHit: 4d10 + Intelligence modifier fire damage.

    Basic Attack: Intelligence vs. ReflexHit: 1d10 + Intelligence modifier damage and 1d10

    fire damage.

    Thundering Spirit Summoner Attack 17

    Encounter * Arcane, Implement, Summoning, Thunder

    You conjure a spirit of thunder.Standard Action * Ranged 5

    Effect: This creates a Thunder Spirit in the unoccupied

    squares. It immediately attacks with a Thunder Blast. It

    remains until the beginning of your next turn.Range: Close Burst 5

    Target: All enemies within the burstAttack: Intelligence vs. Reflex

    Hit: 4d6 + Intelligence modifier damage push the target 4squares

    Basic Attack: Intelligence vs. ReflexHit: 1d6 + Intelligence modifier thunder damage and

    push the target 2 squares.

    Cyclops Storm Shaman Summoner Attack 17

    Encounter * Arcane, Implement, Summoning, Thunder

    You conjure a cyclopean mage to call a storm upon your foes.Standard Action * Ranged 5

    Effect: This creates a Cyclops Storm Shaman in 4 unoccupied

    squares. It immediately attacks with Storm Burst. It remainsuntil the beginning of your next turn.Range: 10 Burst 2Effect: This creates a zone that lasts until the end of the

    encounter. Enemies who start their turn within the zone take

    2d8 lightning damage. Exposed flames within the zone are

    automatically doused and ongoing fire damage automatically

    ends.Basic Attack: Intelligence +2 vs. AC

    Hit: 2d4 + Intelligence modifier damage + 1d8

    thunder damage.

    Level 19 Daily Powers

    Shiva Summoner Attack 19Daily * Arcane, Implement, Summoning, Ice

    You summon Shiva, queen of Ice.

    Standard Action * Ranged 5Target: An unoccupied square

    Effect: This summons Shiva to the unoccupied squares. It

    uses the following stats.

    Special Defenses: Resist 25 Ice

    Weakness: Vulnerable 10 FireOrdinary Defense: +2 AC, +2 ReflexIcy Touch (Standard Action, Basic Attack): Melee 2 - -

    Intelligence +3 vs. AC - - 2d4 + Intelligence modifier damage

    and 1d8 cold damage.Ice Meteor (Standard, Recharge 4, 5, 6): Range 10 Burst 1 -

    - Intelligence vs. Reflex - - 2d8 + Intelligence modifier colddamage and the target is slowed (save ends).

    Ice Wave (Standard, Recharge 6: Close Burst 4 - -

    Intelligence vs. Reflex - - 3d6 + Intelligence modifier cold

    damage and the target is immobilized (save ends).Special Ability: Aura 2: Creatures that begins their turn

    within this aura takes 5 cold damage and are slowed (save

    ends).

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    Ifirit Summoner Attack 19

    Daily * Arcane, Implement, Summoning, Fire

    You summon Ifirit, master of flame.Standard Action * Ranged 5

    Target: An unoccupied squareEffect: This summons Ifirit to the unoccupied squares. It uses

    the following stats.

    Special Defenses: Resist 25 FireWeakness: Vulnerable 10 Cold

    Ordinary Defense: +2 AC, +2 FortitudeClaw (Standard Action, Basic Attack): Melee 2 - -

    Intelligence +3 vs. AC - - 2d4 + Intelligence modifier damage

    and 1d8 fire damage.Flame Thrower (Standard, Recharge 4, 5, 6): Close Blast 3

    - - Intelligence vs. Reflex - - 3d6 + Intelligence modifier fire

    damage and the target suffers ongoing 5 fire damage (save

    ends).

    Hellfire (Standard, Recharge 6: Close Burst 3 - -

    Intelligence vs. Reflex - - 4d6 + Intelligence modifier fire

    damage and the target suffers ongoing 10 fire damage (save

    ends)Flame Lash (Minor 1/round, At-Will): Range 5 - -

    Intelligence vs. Reflex - - 1d6 + intelligence modifier fire

    damage.Special Ability: Aura 2: Creatures that begins their turn

    within this aura takes 5 fire damage.

    Ramuh Summoner Attack 19

    Daily * Arcane, Implement, Summoning, Lightning, Thunder

    You summon the wizard Ramuh, Lord of Thunder.Standard Action * Ranged 5

    Target: An unoccupied square

    Effect: This summons Ramuh to the unoccupied squares. Ituses the following stats.

    Special Defenses: Resist 15 Lightning, 15 ThunderOrdinary Defense: +2 AC, +2 Will

    Staff (Standard Action, Basic Attack): Melee 2 - -

    Intelligence +3 vs. AC - - 1d6 + Intelligence modifier damage

    and 1d8 lightning damage.Thunder Wave (Standard, Recharge 4, 5, 6): Close Blast 3

    - - Intelligence vs. Fortitude - - 2d6 + Intelligence modifier

    thunder damage push the target 4 squares.Thunderlance (Standard, Recharge 6): Close Blast 5 - -

    Intelligence vs. Reflex - - 4d6 + Intelligence modifier thunder

    damage and push the target 5 squaresLightning Arc (Minor 1/round, At-Will): Range 5 - -

    Intelligence vs. Reflex - - 1d6 + intelligence modifierlightning damage.

    Special Ability: Aura 2: Creatures that begins their turn

    within this aura takes 5 lightning damage.

    Ghaele of Winter Summoner Attack 19

    Daily * Arcane, Implement, Summoning, Cold

    You summon a Ghaele of Winter to serve you.Standard Action * Ranged 5

    Target: An unoccupied squareEffect: This summons a Ghaele of Winter into the unoccupied

    squares. It uses the following stats.

    Special Defenses: Resist 25 Cold, 25 RadiantSpecial: You gain a +5 racial bonus on saving throws against

    charm while this creature is summoned.Special Movement: Fly 8

    Ordinary Defense: +2 AC, +2 Ref, +2 Will, -2 FortitudeWinter's Touch (Standard Action, Basic Attack): Melee - -

    Intelligence +2 vs. AC - - 2d8 + Intelligence modifier

    damage.

    Freezing Ray (Standard, At-Will): Range 12 - - Intelligence

    vs. Reflex - - 2d8 + Intelligence modifier cold damage and

    the target is slowed (save ends).Chilling Defiance (Standard, At-Will: Close Burst 3 (targets

    enemies) - - Auto-hit - - Target takes 10 damage and is slowed

    until the end of your next turn. This power deals no damageto minions. You regain 2 HP for every enemy hit with this

    power.Imperious Wrath (Minor, Recharge when you regain 4 HP

    with Chilling Defiance): Close Burst 3 - - Intelligence vs.

    Will - - The target is dazed until the end of your turn.

    Level 22 Utility PowersMaximize Power Summoner Utility 22

    Daily * Arcane

    You burn through your own health to destroy your foes.

    Minor Action * Personal

    Effect: You spend a healing surge. Your next attack dealsmaximum damage.

    Quickening Summoner Utility 22

    Daily * Arcane

    You unleash a spell faster than your foe thought possible.

    Free Action * PersonalEffect: You spend a healing surge. Choose one of the

    following effects: You may make a move action as a minor

    action or you may make a standard action as a move action.

    Field of Death Summoner Utility 22

    At-Will * Arcane, Zone

    You create an area where death stalks all who move within it.Minor Action * Range 10 Burst 6Effect: Any damage inflicted by a target while within this

    zone gains a power bonus to damage equal to 15.Sustain Minor. You may sustain this power as a minor

    action.

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    Dimensional Warp Summoner Utility 22

    Daily * Arcane, Teleportation

    You warp reality in the area near you, reshaping thebattlefield.

    Standard Action * Range 10 Burst 6Target: All creatures in the burstAttack: Intelligence vs. Will

    Special: A willing target may automatically be hit

    Effect: You teleport all targets 5 squaresSustain Minor. As a minor action you may teleport one of the

    original targets 5 squares (save ends).

    Level 23 Encounter PowersSorrowsworn Soulripper Summoner Attack 23

    Encounter * Arcane, Implement, Psychic

    You conjure a Sorrowsworn Soulripper to slay your foes.Standard Action * Ranged 5

    Effect: This creates a Sorrowsworn Soulripper in the

    unoccupied squares. It immediately attacks with Sorrow

    Rush. It remains until the beginning of your next turn.Effect: Move 10 squares making the following attack against

    three different creaturesRange: Melee

    Target: Three creaturesAttack: Intelligence +2 vs. AC

    Hit: 2d8 + Intelligence modifier damage and 2d8 psychic

    damage. If you have combat advantage against the target, deal

    an additional 3d6 damage.Basic Attack: Intelligence +2 vs. AC

    Hit: 2d8 + Intelligence modifier damage and 2d8

    psychic damage. If you have combat advantage against the

    target, deal an additional 3d6 damage.

    Elder Red Dragon Summoner Attack 23

    Encounter * Arcane, Implement, FireAn Elder Red Dragon heeds your calls to fight for you.

    Standard Action * Ranged 5

    Effect: This creates an Elder Red Dragon in 9 unoccupied

    squares. It immediately attacks with Dragon Breath. It

    remains until the beginning of your next turn.Range: Close Blast 5

    Target: All creatures in the blastAttack: Intelligence vs. Reflex

    Hit: 2d12 + Intelligence modifier fire damage and ongoing 5

    fire damage (save ends).Miss: Half damage.

    Basic Attack: Intelligence +3 vs. AC

    Hit: 2d8 + Intelligence modifier damage and 2d6 firedamage.

    Ancient White Dragon Summoner Attack 23

    Encounter * Arcane, Implement, Ice

    An Ancient White Dragon heeds your calls to fight for you.Standard Action * Ranged 5

    Effect: This creates an Ancient White Dragon in 16

    unoccupied squares. It immediately attacks with Dragon

    Breath. It remains until the beginning of your next turn.Range: Close Blast 5

    Target: All creatures in the blastAttack: Intelligence vs. Reflex

    Hit: 4d6 + Intelligence modifier cold damage and the target isslowed and weakened until the end of your next turn.

    Basic Attack: Intelligence +1 vs. ACHit: 2d10 + Intelligence modifier damage and 2d12

    cold damage.

    Rot Slinger Summoner Attack 23

    Encounter * Arcane, Implement, Necrotic

    You call forth a Rot Slinger to slay those who oppose you.Standard Action * Ranged 5

    Effect: This creates an Rot Slinger the unoccupied squares. It

    immediately attacks with Orb of Decay. It remains until thebeginning of your next turn.Range: Range 10Target: One creatureAttack: Intelligence vs. Fortitude

    Hit: 2d8 + Intelligence modifier necrotic damage and the

    target is weakened and takes a -2 penalty to saving throws

    (save ends).Basic Attack: Intelligence +2 vs. AC

    Hit: 2d10 + Intelligence modifier damage and

    ongoing 10 necrotic damage (save ends).

    Level 25 Daily Powers

    Titan Summoner Attack 25Daily * Arcane, Implement, Summoning

    You summon forth a mighty titan to crush your foes.

    Standard Action * Ranged 5Target: An 4 unoccupied squares

    Effect: This summons a titan into the unoccupied squares. It

    uses the following stats.

    Size: Large

    Special Defenses: Resist 5 AllOrdinary Defenses: +2 AC, +2 FortitudeThreatening Reach: This creature has threatening reachSlam (Standard Action, Basic Attack): Melee 2 - -

    Intelligence +3 vs. AC - - 4d6 + Intelligence modifierdamage.

    Sweeping Blow (Standard Action, Recharge 5, 6): CloseBurst 2 (enemies only) - Intelligence +3 vs. AC - - 4d6 +

    Intelligence modifier damage and the target is pushed 2

    squares.Hammering Smash (Standard Action, Recharge 6): Close

    Burst 5 - Intelligence vs. Reflex - - 6d6 + Intelligence

    modifier damage and the target is pushed 2 squares and

    knocked prone.

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    Phantom Summoner Attack 25

    Daily * Arcane, Implement, Summoning, Illusion

    You summon forth Phantom to hide from your foes.Standard Action * Ranged 5

    Target: An unoccupied squareEffect: This summons Phantom into the unoccupied squares.

    It uses the following stats.

    Special Defenses: Immune: Cold, Necrotic - insubstantialOrdinary Defenses: +2 Reflex, +2 Fortitude

    Speed: Fly 8 (hover)Chilling Touch (Standard Action, Basic Attack): Melee - -

    Intelligence vs. Reflex - - 2d6 + Intelligence modifier cold

    damage and the target is slowed (save ends).Deathly Cold (Standard Action, Encounter Recharge 4, 5,

    6): Close Burst 3 (enemies only) - Intelligence vs. Fortitude -

    - 4d6 + Intelligence modifier necrotic and cold damage and

    the target is immobilized until the end of your turn

    Fade Away (Minor Action 1/round, At-Will):Range 5 -

    Target creature becomes invisible until it attacks or the end of

    the encounter.

    Special Ability: Aura 2 : Any enemy that ends their turnwithin two squares of Phantom takes 15 cold damage.Special Ability: Concealing Presence: All creatures within 5

    squares of Phantom have concealment.Special Ability: Ethereal Sight: Phantom can ignore

    invisibility and concealment

    Fenrir Summoner Attack 25

    Daily * Arcane, Implement, Summoning, Fear

    You summon forth Fenrir to devour your foes.Standard Action * Ranged 5

    Target: 4 unoccupied squares

    Effect: This summons Fenrir into the unoccupied squares. Ituses the following stats.

    Size: LargeSpecial Defenses: Immune: Fear, Charm

    Ordinary Defenses: +2 Reflex, +2 WillSpeed: 10

    Bite (Standard Action, Basic Attack): Melee 2 - -Intelligence +3 vs. AC - - 4d6 + Intelligence modifier damage

    or 6d6 + Intelligence modifier damage against a prone target.Terrifying Howl (Standard Action, Encounter Recharge 4,

    5, 6): Close Blast 5 (enemies only) - Intelligence vs. Will - -

    3d6 + Intelligence modifier psychic damage and the target

    uses an immediate action to move it's full movement awayfrom you and suffers a -2 penalty to attack rolls and defenses

    (save ends both).Fearsome Glare (Minor Action 1/round, At-Will):Range 5 -

    Intelligence vs. Will - - 2d6 + Intelligence modifier psychic

    damage and the target suffers a -2 penalty to attack rolls (save

    ends).Special Ability: Snapping Teeth : Any enemy that ends their

    turn adjacent to Fenrir takes 3d6 damage.

    Balor Summoner Attack 25

    Daily * Arcane, Implement, Summoning, Fire, Lightning

    You summon forth a mighty Balor to slay all who wouldoppose you.

    Standard Action * Ranged 5Target: 9 unoccupied squaresEffect: This summons a balor into the unoccupied squares. It

    uses the following stats.

    Size: Huge

    Special Defenses: Immune: Fear - Resist 40 Fire, 20 Variable(3/encounter)

    Ordinary Defenses: +2 AC, +2 Fortitude, +2 Reflex, +2

    Will, you gain a +2 bonus to saving throws while the Balor is

    summoned.Special Speed: Speed 8, Fly 12

    Lightning Sword (Standard Action, Basic Attack): Melee 3

    - - Intelligence vs. AC - - 2d8 + Intelligence modifier

    lightning damage or 3d8 + Intelligence modifier lightning

    damage on a critical hit.

    Flame Whip (Standard Action, At-Will): Melee 5 -

    Intelligence vs. Reflex - - 3d6 + Intelligence modifier firedamage and ongoing 5 fire damage (save ends). Also the

    target is pulled to a square adjacent to the Balor.Fire and Lightning (Standard Action, At-Will):You make

    both a Lightning Sword attack and a Flame Whip attack.

    Special Ability: Death Burst : When you die, or you dismiss

    the Balor it explodes in a fiery burst: Close Burst 5 -

    Intelligence vs. Reflex - - 7d6 fire damage.Miss: Halfdamage

    Level 27 Encounter PowersStorm Titan Summoner Attack 27

    Encounter * Arcane, Implement, Thunder, LightningYou call forth a Storm Titan.

    Standard Action * Ranged 5

    Effect: This creates an Storm Titan 9 unoccupied squares. It

    immediately attacks with two swift greatsword strikes. It

    remains until the beginning of your next turn.Range: Melee 3

    Target: One creature or two creaturesAttack: Intelligence +3 vs. AC, Two Attacks

    Hit: 2d6 + Intelligence modifier necrotic damage and 2d8

    lightning and thunder damage.Basic Attack: Intelligence +3 vs. ACHit: 2d6 + Intelligence modifier damage and 2d8

    lightning and thunder damage.

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    Ancient Green Dragon Summoner Attack 27

    Encounter * Arcane, Implement, Acid

    You call forth a Ancient Green Dragon.Standard Action * Ranged 5

    Effect: This creates an Ancient Green Dragon in 16

    unoccupied squares. It immediately attacks with dragon

    breath. It remains until the beginning of your next turn.Range: Close Blast 5

    Target: All creatures in the blastAttack: Intelligence vs. Fortitude

    Hit: 3d8 + Intelligence modifier poison damage and ongoing15 poison damage and slowed (save ends).

    Basic Attack: Intelligence +3 vs. ACHit: 1d12 + Intelligence modifier damage and

    ongoing 15 poison damage (save ends).

    Ancient Blue Dragon Summoner Attack 27

    Encounter * Arcane, Implement, Lightning

    You call forth a Ancient Blue Dragon.Standard Action * Ranged 5

    Effect: This creates an Ancient Blue Dragon in 16

    unoccupied squares. It immediately attacks with dragonbreath. It remains until the beginning of your next turn.Range: 20Target: One creatureAttack: Intelligence vs. Reflex

    Hit: 3d12 + Intelligence modifier lightning damage.Miss: Half Damage.

    Secondary Attack: One creature within 10 squares of theoriginal target.

    Attack: Intelligence vs. ReflexHit: 3d12 + Intelligence modifier lightning damage.Miss: Half damage.Tertiary Attack: One creature within 10 squares of the

    secondary target.Attack: Intelligence vs. Reflex

    Hit: 3d12 + Intelligence modifier lightning damageMiss: Half damage

    Basic Attack: Intelligence +3 vs. ACHit: 2d8 + Intelligence modifier damage and 2d8

    lightning damage and the target is pushed three squares and

    knocked prone.

    Level 29 Daily PowersLeviathan Summoner Attack 29

    Daily * Arcane, Implement, Summoning

    You summon forth the serpent Leviathan to crush your foes.

    Standard Action * Ranged 5

    Target: 9 unoccupied squaresEffect: This summons the Leviathan into the unoccupied

    squares. It uses the following stats.

    Size: HugeSpecial Defenses: Immune: Fear, Charm - Resist 20 Cold

    Special Weaknesses: Vulnerable 15 LightningOrdinary Defenses: +2 AC, +2 Fortitude, +2 Reflex, +2

    Will, you gain a +2 bonus to saving throws while Leviathan is

    summoned.

    Special Speed: Speed 2, Fly 5 (hover)Bite (Standard Action, Basic Attack): Melee 3 - -

    Intelligence +2 vs. AC - - 2d8 + Intelligence modifier

    damage.Water Cannon (Standard Action, Recharge 4, 5, 6): Range

    10 - Intelligence vs. Reflex - - 3d6 + Intelligence modifier

    damage and push the target 6 squares.Tidal Wave (Standard Action, Recharge 5, 6): Close Burst

    6 - Intelligence vs. Reflex - - 6d6 + Intelligence modifierdamage and the target is pushed 3 squares and knocked prone.

    Special Ability: Aqua Zone: Any effect that deals fire

    damage within 10 squares of your deals 15 less damage, to a

    minimum of 1. Additionally, the area within 10 squares of

    you is difficult terrain.

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    Phoenix Summoner Attack 29

    Daily * Arcane, Implement, Summoning, Fire, Thunder

    You summon forth a mighty phoenix to show your might.Standard Action * Ranged 5

    Target: 9 unoccupied squaresEffect: This summons the Phoenix into the unoccupied

    squares. It uses the following stats.

    Size: HugeSpecial Defenses: Immune: Charm, Fire - Resist 20 Lighting,

    20 ThunderOrdinary Defenses: +2 AC, +4 Reflex, +2 Will, you gain a

    +2 bonus to saving throws while the Phoenix is summoned.Special Speed: Speed 3, Fly 12 (Hover)Talon (Standard Action, Basic Attack): Melee 3 - -

    Intelligence +2 vs. AC - - 2d8 + Intelligence modifier damage

    and 2d8 Fire damage.Inferno (Standard Action, Recharge 5, 6): Range 10 Burst

    2 (enemies only) - Intelligence vs. Reflex - - 5d6 +

    Intelligence modifier fire damage and ongoing 10 fire damage

    (save ends).

    Thundering Wings (Standard Action, Recharge 5, 6):Close Blast 5 - - Intelligence +3 vs. Fortitude - - 4d6 +

    Intelligence modifier thunder damage and the target is pushed

    4 squares and knocked prone.Flames of Death (Standard Action, Encounter: Close Burst

    6 - - Intelligence vs. Reflex - - 8d6 + Intelligence modifier

    fire damage and ongoing 15 fire damage (save ends). Phoenix

    is dismissed.Flames of Rebirth (Standard Action, Encounter: Close

    Burst 5 - - Intelligence vs. Reflex (enemies only) - - 4d6 +

    Intelligence modifier fire damage and ongoing 10 fire damage

    (save ends). All allies within the burst may spend a healing

    surge. Phoenix is dismissed.

    Special Ability: Aura 2: Any enemy who ends it's turn within2 squares of Phoenix takes 15 fire damage.

    Special Ability:Reincarnate: If you die or are knockedunconscious while Phoenix is summoned, you are restored to

    life with 1/2 your total HP. Phoenix is immediately dismissed.

    Blade Master Summoner Attack 29

    Daily * Arcane, Implement, Summoning, Lightning, Thunder

    You summon forth a the blade master to obliterate your foes.Standard Action * Ranged 5

    Target: 4 unoccupied squaresEffect: This summons the Blade Master into the unoccupied

    squares. It uses the following stats.

    Size: LargeSpecial Defenses: Immune: Fear

    Ordinary Defenses: +4 AC, +2 Fortitude, +2 Reflex, -2 WillSpecial Speed: Speed 8

    Lightning Sword (Standard Action, Basic Attack): Melee 2

    - - Intelligence +3 vs. AC - - 3d8 + Intelligence modifier and

    2d8 lightning damage.Lightnign Strike (Standard Action, At-Will): Range 10

    Burst 1 - Intelligence vs. Reflex - - 6d6 + Intelligence

    modifier lightning damage.

    Thundering Wave (Standard Action, Recharge 4,5, 6):

    Close Blast 4 - Intelligence vs. Fortitude - - 4d6 + Intelligence

    modifier thunder damage and the target is pushed 6 squares.

    Double Strike (Standard Action, Recharge 5, 6): You maymake two attacks chosen from the following list: Lightning

    Sword, Bolt Sword, Thundering Wave.Thunder and Lightning (Standard Action, Recharge 6:

    Range 20 Burst 3 - Intelligence vs. Reflex - - 8d6 Lightning

    and Thunder damage and the target is pushed 4 squares from

    the center of the burst, knocked prone, and takes ongoing 10

    lightning damage (save ends).Special Ability: Lethal Wind : Any creature that ends it's

    turn within 3 squares of Blade Master takes 2d6 Thunder

    damage and is pushed 1 square.

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    Ancient Red Dragon Summoner Attack 29

    Daily * Arcane, Implement, Summoning, Fire

    You summon forth the might of the oldest and most powerfuldragons..

    Standard Action * Ranged 5Target: 16 unoccupied squaresEffect: This summons a gargantuan Ancient Red Dragon into

    the unoccupied squares. It uses the following stats.

    Size: Gargantuan

    Special Defenses: Resist 40 FireOrdinary Defenses: +4 AC, +2 Fortitude, +2 Reflex, +2 Will

    Special Speed: Speed 12, Fly 12Bite (Standard Action, Basic Attack): Melee 4 - -

    Intelligence +2 vs. AC - - 2d12 + Intelligence modifier and

    3d6 fire damage.

    Claw (Standard Action, Basic Attack): Melee 4 - -

    Intelligence +3 vs. AC - - 2d12 + Intelligence modifier

    damage.Tail Strike (Immediate Reaction, when an enemy moves

    into position to flank the dragon; At-Will): Attack the

    newly flanking foe. Reach 4 Intelligence vs. Reflex - - 3d10+ Intelligence modifier damage and the target is pushed 3

    squares.Immolate Foe (Standard Action, Recharge 5, 6): Range 20

    - - Intelligence vs. Reflex - - 4d10 + Intelligence modifier fire

    damage and ongoing 15 fire damage (save ends)Breath Weapon (Standard Action, Recharge 5, 6: Close

    Blast 5 - Intelligence vs. Reflex - - 4d12 + Intelligencemodifier fire damage and make a secondary attack.Miss:

    Half damage

    Intelligence vs. Fortitude The targets fire resistance

    is negated (save ends)Special Ability: Bloodied Breath (Immediate Reaction,

    you are bloodied; Encounter) : The dragon;s breath weaponrecharges and you can use it immediately.

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    Paragon PathsMaster of Shrouds

    I will call the darkest of spirits to do my bidding.

    Prerequisites: Summoner, Undead Origin

    The secrets of necromancy have called to you, and youincorporate them into your summoning

    Master of Shrouds Path FeaturesUndead Resilience (11th level): Your summon spellsmodified by the Undead origin do not have Vulnerable 5

    Radiant per tier.Chilling Touch (11th level): You can channel necrotic energy

    through your hands. You have a basic attack that is

    Intelligence +6 vs. Reflex for 2d6 + Intelligence necrotic

    damage.Undead Action (11th Level): When you spend an action

    point to take an extra action, any creature summoned with

    that action automatically has the effects of the Undead originapplied, even if the spell would have another origin.Shrouded Summons (16th level): Any time you summon a

    creature with the undead origin, both you and the summoned

    creature gain the Insubstantial special ability as long as that

    creature is summoned.

    Master of Shrouds PowersMummy Lord Master of Shrouds Attack 11

    Encounter * Arcane, Implement, Summoning, Necrotic

    You conjure a Mummy Lord.

    Standard Action * Ranged 5

    Effect: This creates a Mummy Lord in the unoccupied

    squares. It immediately attacks with a deadly plague. Itremains until the beginning of your next turn.Range: 10

    Target: One creatureAttack: Intelligence vs. FortitudeHit: 3d8 + Intelligence modifier necrotic damage and the

    target takes a -2 penalty to all defensed until the end of your

    next turn.Basic Attack: Intelligence +2 vs. AC

    Hit: 1d8 + Intelligence modifier and the mummylord and 1 adjacent enemy gain a +1 bonus to AC until the

    end of your next turn.

    Shroud of Undeath Master of Shrouds Utility 12

    Daily * Arcane

    You shroud yourself in the strength of undeath.

    Immediate Interrupt * Personal

    Trigger: You would be dealt necrotic damage or contract adisease.

    Effect: You gain Resist 30 Necrotic and immunity to disease

    until the end of the encounter or 5 minutes.

    Slaughter Wight Master of Shrouds Attack 20

    Daily * Arcane, Implement, Summoning, Necrotic, Healing

    You summon a slaughter wight to crush your foes.Standard Action * Ranged 5

    Target: An unoccupied squareEffect: This summons a Slaughter Wight into the unoccupied

    squares. It uses the following stats.

    Special Defenses: Resist 20 Necrotic - Immune Poison,Disease

    Special Weakness: Vulnerable 10 RadiantOrdinary Defenses: +2 AC, +2 Fortitude

    Claw (Standard Action, Basic Attack): Melee - -

    Intelligence +3 vs. AC - - 3d6 + Intelligence modifier necrotic

    damage and the target is weakened (save ends). You regain 15

    HP.

    Death Wail (Standard Action, Encounter Recharge 6):

    Close Burst 5 (enemies only) - Intelligence vs. Fortitude - -

    2d6 + Intelligence modifier necrotic damage. All undead

    allies in the burst can make a free basic attack.

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    Seeker of the Astral SeaI have heard the call of the realm of the gods, and I can call

    their servant my own.

    Prerequisites: Summoner, Wisdom 15

    You have heard the call of the astral sea and have mastered

    the ability to call it's denizens to your aid.

    Seeker of the Astral Sea Path FeaturesImmortal Origin (11th level): You add the Immortal Origin

    to your Book of OriginsTouch of the Divine (11th level): You can channel radiant

    energy through your hands. You have a basic attack that is

    Intelligence +6 vs. Reflex for 2d6 + Intelligence radiant

    damage.Radiant Action (11th Level): When you spend an action

    point to take an extra action, you gain 1/2 your level as bonus

    radiant damage to any attacks your make that round.Powerful Origin (16th level): The effect of your Immortal

    Origin becomes as follows: Aura 5, Enemies within this aurasuffers a -3 penalty to attacks rolls and a -1 penalty to

    defenses.

    Seeker of the Astral Sea PowersAngel of Valor Seeker Attack 11

    Encounter * Arcane, Implement, Summoning, Lightning

    You conjure an Angel of Valor.

    Standard Action * Ranged 5

    Effect: This creates an Angel of Valor in the unoccupied

    squares. It immediately attacks with Lightning Strikes. It

    remains until the beginning of your next turn.Range: Close Burst 1

    Target: All creatures in the burstAttack: Intelligence vs. FortitudeHit: 2d8 + Intelligence modifier lightning damage and the

    target is dazed until the beginning of your next turn.

    Basic Attack: Intelligence +3 vs. ACHit: 1d8 + Intelligence modifier.

    Call of the Astral Sea Seeker Utility 12

    Daily * Arcane

    For just a moment, your ally can hear the same call you do.

    Minor Action * Range 5Target: One ally

    Effect: The target can spend a healing surge and gains the

    benefit of the Immortal Origin until the end of the encounter,or 5 minutes.

    Angel of Vengeance Seeker Attack 20

    Daily * Arcane, Implement, Summoning, Cold, Fire,

    TeleportationYou call upon and Angel of Vengeance to defend you.

    Standard Action * Ranged 5Target: 4 unoccupied squaresEffect: This summons an Angel of Vengeance in 4

    unoccupied squares. It uses the following stats.

    Special Defenses: Resist 15 Radiant, 15 Cold, 15 Fire -

    Immune Fear, DiseaseOther: You gain a +2 bonus to saving throws while this

    creature is summonedOrdinary Defenses: +2 AC, +2 Fortitude, +2 WillMovement: Speed 8, Fly 12 (Hover)Long Sword (Standard Action, Basic Attack): Melee 2 - -

    Intelligence +3 vs. AC - - 1d10 + Intelligence modifier

    damage and 1d8 fire damage and 1d8 Cold damage.

    Double Attack (Standard Action, At-Will): Make 2 Long

    Sword attacks.

    Sign of Vengeance (Minor, Encounter): Ranged sight - -

    Until the end of the encounter, you can teleport adjacent tothe target as a move action.Coldfire Pillar (free, when you are first bloodied in the

    encounter, Encounter: The angel transforms into a 30ft high

    pillar of blue flame. - Close Burst 2 - - Intelligence vs. Reflex

    - - 1d8 + Intelligence modifier cold damage plus 1d8 +

    Intelligence modifier fire damage. The angle is immune to all

    damage until the start of it's next turn.

    Sustain Free: This power remains in effect until the end of

    the encounter or 5 minutes.

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    Ooze MasterMy creatures may look to be weak, but they will burn you

    from existence.

    Prerequisites: Summoner, Constitution 16, Wisdom 16,

    Burning Blizzard

    As you summon your beasts, you mold them into a clear acidgoo that destroys those it touches.

    Ooze Master Path FeaturesOrigin of Ooze (11th level): You may add the Ooze origin to

    your Book of Origins. It has the following properties: The

    power gains the Acid Keyword, it's basic attack inflict

    ongoing 10 acid damage (save ends) (15 acid damage at 21st

    level), and the creatures have Resist 5 Weapon (Resist 10 at21st level).

    Acidic Spittle (11th level): You can spit acid at your foes.

    You have a basic attack that is Range 5, Intelligence +6 vs.

    Reflex for 2d4 + Intelligence acid damage and ongoing 5 acid

    damage (save ends).Sudden Spit (11th Level): When you spend an action point

    to take an extra action, you may make an Acidic Spittle attack

    as a free action.Flowing Body (16th level): When you have a summoned

    creature with the ooze origin, you and you creature may

    ignore the effects of squeezing, have Resist Acid 20, and are

    insubstantial.

    Ooze Master PowersOchre Jelly Ooze Master Attack 11

    Encounter * Arcane, Implement, Summoning, Acid

    You conjure an unusually powerful Ochre Jelly.

    Standard Action * Ranged 5Effect: This creates an Ochre Jelly in the 4 unoccupied

    squares. It immediately attacks with a Slam. It remains until

    the beginning of your next turn.

    Range: 10Target: One creature

    Attack: Intelligence +2 vs. ACHit: 2d8 + Intelligence modifier acid damage and ongoing 5

    acid damage (save ends).Basic Attack: Intelligence +2 vs. ACHit: 2d8 + Intelligence modifier and ongoing 5 acid

    damage (save ends).

    Special: If you are bloodied by a hit against this creature, the

    Ochre Jelly Splits into 2. The new one is a minion with 1 HPthat remains as long as you sustain it with a minor action thatuses the same attack as the original and uses your movement

    speed.

    Ooze Infusion Ooze Master Utility 12

    Daily * Arcane

    You infuse your target with the essence of an ooze.Standard Action * Creature Touched

    Effect: The target gains Resist 10 Weapon, 10 Acid, and can

    shift 4 squares as a move action until the end of the encounter,

    or 5 minutes.

    Gelatinous Cube Ooze Master Attack 20Daily * Arcane, Implement, Summoning, Necrotic

    You summon a Gelatinous Cube to crush your foes.Standard Action * Ranged 5

    Target: An unoccupied squareEffect: This summons a Gelatinous Cube into the 4

    unoccupied squares. It uses the following stats.

    Special Defenses: Resist 15 Acid - Immune gaze, Saving

    Throws +2Ordinary Defenses: +2 AC, +2 FortitudeSpeed: Speed 3Slam (Standard Action, Basic Attack): Melee - -

    Intelligence vs. Fortitude - - 3d6 + Intelligence modifier aciddamage and the target is immobilized (save ends).

    Engulf (Standard Action, At-Will): Melee - One or twomedium creatures - Intelligence vs. Reflex (automatically hits

    an immobilized creature) - - The targets are grabbed pulled

    into the cube's square. They are dazed and suffer ongoing 15

    acid damage until they escape the grab. A creature that

    escapes the grab shifts into an adjacent square. The cube can

    move normally while grabbing a target.

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    Swarm MasterMy beasts will engulf you until nothing but your bones

    remain.

    Prerequisites: Summoner, Constitution 15, Charisma 15

    Your conjured creatures are actually swarms of vermin

    molded into a rough shape. When they attack, they remain onyour foes attacking them constantly.

    Swarm Master Path FeaturesSwarm Origin (11th level): You gain access to the swarm

    origin. It has the following effects: Aura 1 - Creature starting

    their turn in this aura are subject to a basic attack. Resist Half

    Damage from weapon and ranged attacks. Vulnerable 10

    Close and area attacks. The creatures basic attacks dealsongoing 10 damage (save ends) (15 damage at 21st level)

    Swarm Form (11th level): As a minor action you can

    discorporate into a swarm for a few brief seconds. This allows

    you to pass through a spaces only large enough for spiders or

    flies as well as through the space of an enemy. You gainResist half damage from weapon and ranged attacks, and

    Vulnerable 10 to Close and Area attacks until the end of your

    round. Your cannot make attacks this round. At the end ofyour round your return to normal.

    Swarm Movement (11th Level): When you spend an action

    point, you may discorporate into a swarm and shift your

    speed, ignoring difficult terrain and enemies squares, and

    passing through holes as small as a spider or fly might fit

    through, before or after the attack.Discorporate (16th level: One per day, when you would be

    killed or knocked unconscious, you may discorporate into aswarm. If you do, you are not killed but simply scatter,

    leaving all of your equipment behind. Five minutes later, you

    reform on the same location with half your maximum HP and

    loose 4 healing surges.

    Swarm Master PowersRot Scarab Swarm Swarm Master Attack 11

    Encounter * Arcane, Implement, Summoning, Necrotic

    You conjure a Rot Scarab Swarm.

    Standard Action * Ranged 5

    Effect: This creates a Rot Scarab Swarm in the unoccupied

    squares. It immediately attacks with a swarm of mandibles. It

    remains until the beginning of your next turn.Range: Melee

    Target: One creatureAttack: Intelligence vs. ReflexHit: 2d8 + Intelligence modifier necrotic damage and the

    target suffers ongoing 10 damage (save ends).

    Basic Attack: Intelligence vs. ReflexHit: 2d8 + Intelligence modifier damage and the

    target suffers ongoing 10 damage (save ends).Special: This creature has an Aura 1: The swarm makes it's

    attack against any creature that begins it's turn within the

    aura.

    Swarm Infusion Swarm Master Utility 12

    Daily * Arcane

    You give the target the benefits of moving as thousands ofindividuals.

    Standard Action * Creature touchedEffect: The creature may shift it's speed as a move action,

    ignoring difficult terrain and enemies squares, moving

    through holes as small as a spider or fly might fit through.

    This effect lasts until the end of the encounter, or 5 minutes.

    Stirge Swarm Swarm Master Attack 20

    Daily * Arcane, Implement, Summoning

    You summon a swarm of stirges to harass your foes.

    Standard Action * Ranged 5Target: An unoccupied square

    Effect: This summons a Stirge Swarm into the unoccupied

    squares. It uses the following stats.

    Special Defenses: Resist Half damage from weapon and

    ranged attacks- Immune Poison, Disease

    Special Weakness: Vulnerable 10 Area and Close attacksOrdinary Defenses: +2 AC, +2 ReflexSpeed: Move 2, Fly 6 (Hover)Bloodsucking Swarm (Standard Action, Basic Attack):

    Melee - - Intelligence vs. Reflex - - 2d6 + Intelligence

    modifier damage and the target suffers ongoing 10 damage

    (save ends).

    Bloodsucking Frenzy (Standard Action, Recharge 4, 5, 6:Close Burst 1 - - Intelligence vs. Reflex - - 4d6 + Intelligence

    modifier damage and the target suffers ongoing 10 damage

    (save ends).Special Ability: Aura 1: The swarm may make a basic attack

    against any creature that begins it's turn within the aura.

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    FleshwarperFlesh is the key. It holds the secrets. It is the constant between

    man and beast and monster. It is a simple matter, once theway of the flesh is understood and embraced, to use it to your

    will. For what is more beautiful than the primal flesh? It is

    simply the purest form of expression one can hope to

    achieve..

    Prerequisites: Summoner, Aberrant Origin

    The fleshwarper is destined to walk a lonely path, for fewhave the stomach to accept what he considers enjoyable. To a

    fleshwarper, there is no greater canvas than flesh itself. To

    reshape, reform, and rebuild the flesh into a new form is a

    closer step to divinity. To a fleshwarper, there are no taboos,

    only possibilities.

    Fleshwarper Path FeaturesFleshwarper Secret (11th level): Choose two abilities from

    the following chart.

    Secret Benefit

    Speed of the Choker +4 racial bonus to initiative

    defense and a +1 racial bonus to

    your Reflex defense.

    Secret of the Aboleth Gain a swim speed equal to your

    land speed.

    Eyes of the Beholder Your eyes can protrude grotesquely

    from your head. When they do,

    you gain a +4 racial bonus toPerception checks and cannot be

    flanked.

    Secret of theDestrachan You have Thunder resistance equalto 5 + your level.

    Secret of the Ettercap You gain a Climb speed equal to

    your land speed.

    Mindflayer You gain Psychic resistance equal

    to 5 + your level.

    Fortitude of the Otyugh You gain immunity to disease.

    Skin of the Umber

    Hulk

    You gain a +2 racial bonus to AC.

    Horrifying Visage (11th Level): When you spend an action

    point to take an extra action, any creature within 3 squares ofyou that can see you is weakened until the end of your next

    turn.

    Aberrant Summoning (16th level): Any time you summon acreature, you may add the aberrant origin to the creature as a

    free action.

    Destrechan Fleshwarper Attack 11

    Encounter * Arcane, Implement, Summoning, Necrotic

    You conjure a Destrechan.Standard Action * Ranged 5

    Effect: This creates a Destrechan in 4 unoccupied squares. It

    immediately attacks with a deadly plague. It remains until the

    beginning of your next turn.Range: Close Blast 5

    Target: All creatures in the blastAttack: Intelligence vs. Fortitude

    Hit: 2d6 + Intelligence modifier thunder damage and thetarget is dazed (save ends).

    Basic Attack: Intelligence +2 vs. ACHit: 1d8 + Intelligence modifier.

    Graft Flesh Fleshwarper Utility 12

    Daily * Arcane

    You warp the flesh of your target.

    Standard Action * Creature TouchedEffect: The target gains the benefits of the aberrant origin, or

    one of the Fleshwarper Secrets abilities, until the end of the

    encounter, or 5 minutes.

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    Beholder Fleshwarper Attack 20

    Daily * Arcane, Implement, Summoning, Necrotic, Psychic,

    Charm, FearYou summon a Beholder to obliterate your foes.

    Standard Action * Ranged 5Target: 4 unoccupied squaresEffect: This summons a Beholder into the unoccupied

    squares. It uses the following stats.

    Special Defenses: +5 to Saving Throws

    Ordinary Defenses: +2 AC, +2 Fortitude, +2 Reflex, +2 WillBite (Standard Action, Basic Attack): Melee - - Intelligence

    +3 vs. AC - - 2d6 + Intelligence modifier damage.Central Eye (Minor Action, At-Will: Range 20 - -

    Intelligence vs. Will - - The target is dazed until the end of

    your next turn.

    Eye Rays (Standard Action, At-Will): Choose two of the

    following attacks. They do not provoke opportunity attack.

    Searing Ray: Ranged 10 - - Intelligence vs. Reflex -

    - 2d8 + Intelligence modifier radiant damage.

    Withering Ray: Ranged 10 - - Intelligence vs.

    Fortitude - - 1d8 + Intelligence modifier damage, and ongoing10 necrotic damage (save ends).

    Telekinesis Ray: Ranged 10 - - Intelligence vs.

    Fortitude - - the target slides 4 squares.Confusion Ray: Ranged 10 - - Intelligence vs. Will -

    - the target charges its nearest ally and makes a melee basic

    attack against it.

    Fear Ray: Ranged 10 - - Intelligence vs. Will; 1d8 +Intelligence modifier psychic damage, and the target uses an

    immediate action to moves its speed away from the beholder

    by the safest route possible.Petrifying Ray: Ranged 10 - - Intelligence vs.

    Fortitude - - The target is slowed (save ends). First Failed

    Save: The target is immobilized instead of slowed (saveends). Second Failed Save: The target is petrified (save ends).

    Death Ray: Ranged 10 - - Intelligence vs. Fortitude- - 1d8 + Intelligence modifier necrotic damage, and if the

    target is bloodied it is dazed (save ends).First Failed Save:

    The target is dazed and slowed (save ends). Second Failed

    Save: The target is dazed, slowed, and weakened (save ends).

    Third Failed Save: The target dies.

    Disintegrate Ray: Ranged 10 - - Intelligence vs.

    Fortitude - - 2d10 + Intelligence modifier damage, and

    ongoing 10 damage (save ends).Aftereffect: Ongoing 5

    damage (save ends).

    Eye Ray Frenzy (Standard, Action, usable only while

    bloodied; Recharge 6: As eye rays above, except the

    beholder makes four eye ray attacks.

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    Feats

    Heroic FeatsSummoner's Resilience

    Prerequisites: Strength 13, Wisdom 13, Dexterity 13,

    SummonerBenefit: You gain a +1 bonus to all of your defenses.

    Extra Origin

    Prerequisites: Book of Origins class feature, Constitution 15,

    Charisma 15

    Benefit: You may choose one heroic tier Origin and add it to

    your Book of Origins.

    Summoner Initiate [Multi-class]

    Prerequisites: Intelligence 13Benefit: Choose a single heroic tier Origin. You may apply

    this origin to your summoning spells as a minor action.

    Choose a summoner at-will power. You may use this power as

    an encounter power.

    Paragon Tier FeatsImproved Origin

    Prerequisites: Book or Origins class feature, Constitution 17,

    Charisma 17

    Benefits: Choose a single paragon tier Origin and add it toyour Book of Origins.

    Improved Implement Mastery

    Prerequisites: Summoner or Wizard, Implement Mastery

    class feature

    Benefit: Choose one of your Implement Masteries. You may

    use that ability twice per encounter.

    Double Origin

    Prerequisites: Summoner, Charisma 15, Constitution 15Benefit: You may apply two origins to a summing spell as a

    minor action.

    Epic Tier Feats

    Quickened Origin

    Prerequisites: Summoner

    Benefit: You may apply an Origin to a summoning spell as a

    free action.Special: If you have Double Origin, only the first originapplied is a free action.

    Magical ItemsMagic Book

    A book of arcane knowledge, enchanted to channel magicalenergy

    Lvl 1+1 360gp Lvl 16 +4 45,000gp

    Lvl 6 +2 1,800gp Lvl 21 +5 225,000gp

    Lvl 11 +3 9,000gp Lvl 26 +6 1,125,000gp

    Implement (Book)Enhancement: Attack and damage rollsCritical: +1d6 damage per plus.

    Book of the Undead

    A book of knowledge pertaining to the summoning and

    creation of undead.

    Lvl 12 +3 13,000gp Lvl 22 +5 325,000gp

    Lvl 17 +4 65,000gp Lvl 27 +6 1,625,000gp

    Implement (Book)

    Enhancement: Attack and damage rolls

    Critical: +1d6 necrotic damage per plus.Power (Daily): Free Action. You may add the undead origin

    to your next summoning spell.

    Book of the Sea

    A book of knowledge pertaining to the summoning and

    creation of aquatic creatures.

    Lvl 12 +3 13,000gp Lvl 22 +5 325,000gp

    Lvl 17 +4 65,000gp Lvl 27 +6 1,625,000gpImplement (Book)

    Enhancement: Attack and damage rollsCritical: +1d6 cold damage per plus.

    Power (Daily): Free Action. You may add the aquatic origin

    to your next summoning spell.

    Elemental Primer

    A book of knowledge pertaining to the summoning andcreation of creatures from the elemental chaos.

    Lvl 23 +5 425,000gpLvl 28 +6 2,125,000gp

    Implement (Book)

    Enhancement: Attack and damage rollsCritical: +1d4 cold damage per plus and +1d4 fire damage

    per plus

    Power (Daily): Free Action. You may add the elemental

    origin to your next summoning spell.

    Lords of Madness

    A book of knowledge pertaining to the summoning and

    creation of creatures from the far realms.Lvl 23 +5 425,000gp

    Lvl 28 +6 2,125,000gpImplement (Book)

    Enhancement: Attack and damage rolls

    Critical: +1d8 psychic damage per plus.Power (Daily): Free Action. You may add the aberrant origin

    to your next summoning spell.

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    Feywild Codex

    A book of knowledge pertaining to the summoning and

    creation of creatures from the feywild.Lvl 23 +5 425,000gp

    Lvl 28 +6 2,125,000gpImplement (Book)

    Enhancement: Attack and damage rollsCritical: +1d6 damage per plus.

    Power (Daily): Free Action. You may add the fey origin toyour next summoning spell.

    Infernal Book

    A book of knowledge pertaining to creation of pacts with

    infernal powers.

    Lvl 13 +3 17,000gp Lvl 28 +5 425,000gp.

    Lvl 18 +4 85,000gp Lvl 28 +6 2,125,000gp

    Implement (Book)

    Enhancement: Attack and damage rolls

    Critical: +1d8 fire and radiant damage per plus.Property: This book may be studied to learn the Consult the

    Mystic Sages ritual.

    Power (Daily): Once per day you may use the Consult theMystic Sages Oracle without paying any material component

    cost.

    Book of Force

    A book of arcane knowledge, containing magical secret to

    using force as a weapon.

    Lvl 3 +1 680gp Lvl 18 +4 85,000gpLvl 8 +2 3,400gp Lvl 23 +5 425,000gp

    Lvl 13 +3 17,000gp Lvl 28 +6 2,125,000gpImplement (Book)

    Enhancement: Attack and damage rollsCritical: +1d6 force damage per plus.

    Property: This book may be studied to learn the Tenser'sFloating Disk ritual

    Power * At-Will: Minor Action. The next power you usegains the Force keyword and deals force damage in addition

    to it's normal types.Power (Encounter) * Force: Minor Action - Close Burst 3

    (Enemies Only) - Intelligence vs. Reflex - 3d4 + Intelligence

    modifier damage and push the target 3 squares.

    Power (Daily): Once per day, you may use the Tenser's

    Floating Disk ritual without paying any material components

    cost.

    Astral Codex

    A book of knowledge pertaining to the creations of pacts with

    creatures of the astral sea.Lvl 25 +5 625,000gp

    Lvl 30 +6 3,125,000gpImplement (Book)

    Enhancement: Attack and damage rollsCritical: +1d6 radiant damage per plus.

    Power * At-Will: Minor Action. The next power you usegains the Radiant Keyword and deals radiant damage in

    addition to it's normal types.Property: This book may be studied to learn the Consult the

    Oracle ritual.Power (Daily): You may use the Consult the Oracle ritual

    without paying any material component cost.Power (Daily): You may summon an Angel of Vengeance, as

    per the Seeker of the Astral Sea daily power. It must be

    maintained as a minor action.