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Originally Posted by
kenawyn
I love summoners and pet classes.
This is an example universal tree I just came up with - let's call it the Summoner.
Legend:
- pet - druid wolf and artificer dog
- summon - any creature summoned with a summon monster / summon nature's ally spell
- hireling - any creature summoned from a hireling contract
- familiar/improved familiar/phantasmal - creature summoned by the Summon Familiar core ability (counts as a summon)
Core abilities
Core (level 1) - Active - Summoner
You gain Ability - Summon Familiar (20 SP): Activate this ability to summon your familiar. Choose one creature from the list of possible summons. Your familiar Hit Dice is equal to your character level up to the maximum Hit Dice. The base maximum Hit Dice is 6.
You gain 50 SP and 10 SP for each core ability.
Note: you can control - 1 familiar or summon, 1 pet and 1 hireling at the same time.
Core (level 3) - Passive - Familiar Bond
Your familiar does not count towards the summoning limit.
In addition you gain the Augment Summon feat (50% fortification, +4 attributes and +2 Hit Dice) for free.
Note: you can control - 1 familiar, 1 pet, 1 summon and 1 hireling at the same time.
Core (level 6) - Passive - Improved Familiar
When summoning a familiar you can select more powerful creatures as well. Your familiar base maximum Hit Dice increases to 12.
Note: you can control - 1 familiar or improved familiar, 1 pet, 1 summon and 1 hireling at the same time.
Core (level 12) - Passive - Phantasmal
When summoning a familiar you can select fantastic creatures as well. Your familiar base maximum Hit Dice increases to 18.
Note: you can control - 1 familiar, improved familiar or phantasmal, 1 pet, 1 summon and 1 hireling at the same time.
Core (level 18) - Passive - Summon Mastery
You have mastered the art of summoning and can summon an additional creature.
Your summoned creatures, hirelings and pets gain +2 Attributes and +2 Hit Dice.
Note: you can control - 1 familiar or improved familiar, 1 pet, 2 summon and 1 hireling at the same time.
Capstone (level 20) - Active - Grand Summoner
You gain +2 to Intelligence, Wisdom and Charisma.
You gain Ability - Grand Summon (100 SP): Summon a high level (Hit Dice 18+) Devil, Demon, Archon or Slaadi.
Your summoned monsters gain: +20 Melee/Ranged and Spell Power and +20 to PRR and MRR.
Note: you can control - 1 familiar, improved familiar or phantasmal, 1 pet, 2 summon and 1 hireling at the same time.
Tiered Abilities
Summon Improvements
Tier 1 - Passive - Elemental Bond: Your summoned creatures/hirelings/pets gain +5/10/20 elemental resistance (AP Cost 1).
Tier 2 - Passive - Hardened Summons: Your summoned creatures/hirelings/pets gain +5/10/15 PRR and +5/10/15 MRR (AP Cost 1).
Tier 3 - Passive - Fortify Summons: Your summoned creatures/hirelings/pets gain +50/75/100% fortification (AP Cost 1).
Tier 4 - Passive - Warded Summons: Your summoned creatures/hirelings/pets gain the effects of Deathblock (rank 1) / Deathward (rank 2) (AP Cost 1)
Tier 5 - Passive - Paragon Summons: Your summoned creatures/hirelings/pets gain the following abilities - choose one:
- Path of War: summons gain +1 threat range and critical multiplier
- Path of Wisdom: summons gain the benefit of maximize spell for all their spells
(AP Cost 2)
Command Abilities
Tier 1 - Active - Call of the Master: All summoned creatures/hirelings/pets warp to the player and the player triggers a diplomacy effect. (AP Cost 2)
Tier 2 - Passive - For the Master!: Improves Call of the Master activating a +10/20/30% haste boost and +10/20/30% damage boost for 20 sec. (AP Cost 1)
Tier 3 - Active - Promote - Defender: The target summoned creature/hireling/pet gains +100% hate generation. (AP Cost 2)
Tier 4 - Passive - Mighty Defender: Improves the Promote Defender ability giving the promoted creature +20/35/50 PRR and MRR. (AP Cost 1)
Tier 5 - Active - Promote - Champion: The target summoned creature/hireling/pet gains +30 Melee, Ranged, and Universal Spell Power. (AP Cost 2)
Summon Augment
Tier 1 - Passive - Augment Summon I: All summoned creatures/hirelings/pets gain +2 Attributes, +1 Hit Dice and Caster Level (Cost 2)
Tier 2 - Passive - Augment Summon II: All summoned creatures/hirelings/pets gain +3 Attributes, +2 Hit Dice and Caster Level (Cost 2)
Tier 3 - Passive - Augment Summon III: All summoned creatures/hirelings/pets gain +4 Attributes, +3 Hit Dice and Caster Level (Cost 2)
Tier 4 - Passive - Augment Summon IV: All summoned creatures/hirelings/pets gain +6 Attributes, +4 Hit Dice and Caster Level (Cost 2)
Tier 5 - Passive - Perfect Summon: All summoned creatures/hirelings/pets gain +8 Attributes, +6 Hit Dice and Caster Level (Cost 2)
Familiar Abilities
Tier 1 - Active - Familiar Stance: You gain the ability to change your familiar stance (AP Cost 1)
- Aggressive - familiar follows master by default but tries to engage enemies on sight
- Caster - familiar follows master by default but tries to cast combat spells at enemies on sight
- Defensive - familiar follows master by default and only attacks enemies if attacked or if master is attacked
- Passive - familiar follows master and does not attack, aura and other passive abilities still function
- Support - familiar is passive, but tries to casts support spells if applicable
Tier 2 - Active - Familiar Spell I: Choose one (AP Cost 1)
- Familiar Offensive Spell - single target offensive spell - depends on familiar
- Familiar Support - single target buff/heal/SP channel - depends on familiar
- Familiar Curse - single target debuff or DoT - depends on familiar
Tier 3 - Active - Familiar Aura: Choose one (AP Cost 1)
- Aura of Combat - grants allies +3/6/9 doublestrike/doubleshoot and +3/6/9 Melee, Ranged and Spell Power
- Aura of Protection - grants allies +3/6/9 AC and +3/6/9 PRR and MRR
- Aura of Healing - periodically heals friendly creatures around the familiar.
Tier 4 - Passive - Familiar Spell II: Choose one (AP Cost 1)
- Familiar Offensive Spell - AoE offensive spell - depends on familiar
- Familiar Support - AoE buff/heal/raise dead - depends on familiar
- Familiar Curse - AoE debuff or Damage field - depends on familiar
Tier 5 - Passive - Eternal Bond: Familiar is resurrected with full HP and SP when killed. A resurrected familiar is ethereal for 30s. Cooldown: 5min. (AP Cost 2)
Master Improvements
Tier 1 - Passive - Skillful Summoner: Your summoning spells no longer consume material components. (AP Cost 2)
Tier 2 - Passive - Magical Endurance: +30/+60/+100 maximum Spell Points (AP Cost 1).
Tier 3 - Passive - Ability Score: Choose one: +1 Intelligence, Wisdom or Charisma (AP Cost 2)
Tier 4 - Passive - Ability Score: Choose one: +1 Intelligence, Wisdom or Charisma (AP Cost 2)
Tier 5 - Active - Rapid Summoning: Reset the cooldown for all summoning spells. (AP Cost 2)
Not the greatest tree, but maybe it contains some ideas that can get the discussion going.
Alternatively we could have a non magic based universal tree called the Commander that could use cooldown based abilities to buff and command the pets, summons or hirelings.