Robed Summoner (Apath)

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Unofficial rules compendium

The robed summoner combines summoning with dangerous magical attacks and dazzling displays of defensive force.

Publisher: Purple Duck Games.

Class Information

This is a force armor archetype.

Publisher: Purple Duck Games.

Class: Summoner.

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.

Class Abilities

The following class abilities are changed by this archetype.

Weapon and Armor Proficiency

A robed summoner is proficient with all simple weapons. Robed summoners are not proficient with armor or shields, and cannot ignore spell failure chance when casting spells in armor.

Mage Armor Mastery (Ex)

At 4th level the robed summoner becomes a master at using force armors, and the armor bonus of mage armor and bracers of armor stack when worn by a robed summoner. They do not otherwise stack with armor, either normal or force.

Force Spells (Ex)

Add the following to the robed summoner's spell list at the indicated levels. A robed summoner does not automatically know these spells, they must be selected as known spells in the usual manner.

  1. Magic Missile
  2. Pilfering Hand
  3. Twilight Knife
  4. Telekinetic Charge
  5. Leashed Shackles
  6. Mage’s Sword

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Armor Proficiency
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