Canny Summoner (Apath)
|Unofficial rules compendium|
The canny summoner is a fencer, and relies on defensive strategies rather than armor. This is a martial arts style of the way of the mind.
This is a martial arts archetype, a fencing summoner.
Publisher: Purple Duck Games.
Starting Wealth: 1d6 x 10 gp (average 35 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Hit Die: d8.
The canny summoner has all the standard summoner’s class features, except as noted below.
Weapon and Armor Proficiency
Canny summoners are proficient with the club, crossbow (light), dagger, and quarterstaff. If eastern weapons are in use in the campaign, they are also proficient in the hanbo. They are not proficient with any armor or shields. Canny summoners suffer the full chance of spell failure if wearing armor or using a shield.
A canny summoner has all class abilities of the normal summoner, except as follows.
Canny summoners have Intelligence as their spellcasting attribute. To learn, prepare, or cast a spell, the canny summoner must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a canny summoner's spell is 10 + the spell level + the canny summoner's Intelligence modifier.
A canny summoner can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The bard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A canny summoner prepares spells from a spellbook, much like a wizard does. He does not use the Spells Known table for bards, and may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the canny summoner decides which spells to prepare.
A first-level canny summoner knows all zero spells and two level 1 spells. In addition, he has learned a number of additional level one spells each equal to his Intelligence bonus (if positive). For each level gained, the canny summoner adds two spells of any level she can cast to her spellbook for free; this represents personal research on the part of the canny summoner. Further spells are acquired the same way wizards do, by scribing. As far as they share spell lists, wizards and canny summoners can still copy each others' spellbooks. A canny summoner can also copy a spell from an arcane scroll or be tutored by another spellcaster, most commonly a normal summoner.
A canny summoner can learn and use the Spell mastery feat, just like a wizard can. Like a wizard, a canny summoner can prepare read magic from memory alone.
Canny summoners can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Summoner Spells Known. These spells are cast like any other spell, but they are not expended when cast and may be used again. Note that the meaning of this table entry has changed from cantrips known to cantrips that can be prepared each day.
Canny Defense (Ex)
When wearing no armor and not using a shield, a canny summoner adds his Intelligence bonus as a dodge bonus to CMD and Armor Class while wielding a melee weapon. If a canny summoner is caught unarmed or is flat-footed or otherwise denied his Dexterity bonus to Armor Class, he also loses this bonus. A canny summoner with the Improved Unarmed Combat feat or who has a natural attack can use canny defense unarmed.
Summary of Changed Class Abilities
These abilities of the original class are lost or modified in this archetype:
- Weapon and Armor Proficiency
|The text in this article is Open Game Content. It is covered by the Open Game License v1.0a, rather than the Hastur copyright. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact one of the Hastur administrators. Please note that images used in article may have different copyright than the text.|