I've always like the concept of the Summoner, but have hated the PrC for many reasons.
*Summoner is a class name, nor a prestige class name
*The summons grew outdated quickly with no special unique attributes.
*Most were were just random creatures with spells randomly slapped on them.
*It was a prc that didn't reward the summoner for his knowledge of summoning or improve their known summoning spell, but instead just acted like a new list.
*Creatures weren't quite balanced for the animal charmer class.
*Creatures weren't at all balanced in terms of price.
*Some creature were creatures available in the shop, but for some unexplained reason never had new unusual traits
*There was a lack of elemental variety for those that favored elements more than the war between good and evil
*There was even a lack of balance between good evil and neutral.
I have more but I'd like the PrC to take up the most of my post.
Few creatures were removed though most were altered to give them individuality. I think I only remove the succubus, gryphon, and worg. Worg was originally not assigned a level, the gryphon got removed because there were too many birds, and the succubus is a demon summonable by Summon demonic being and I intend to add a bestiary for the spells later.
Neutral creatures no longer get all of the good. They have to learn the epic summon spells to have access to the higher level good and evil summons, which stops Neutral from being the best summoner alignment. Summons of the opposite alignment can also be learned through proper epic summons.
Spell casting summons have a bit more variety in terms of casting. All of them are creatures capable of learning and casting spells after all.
Augment were added which allow casters to summon creatures with spell already cast on them or alter the summon based upon the summon spell the caster knows as well as the Grand summoner level. I couldn't use all of the summon spells, but I did catch most of them
The PrC also gives a bit more room personal summons one might wish to create using what I like to call the tweaking rule. If I wanted to summon gryphons or worgs for instance it would be easier to find a level form them based upon the nice ladder of power.
I did use some of my pending spells, but they were the good ones I was sure would go through. Pending spells can be found here
http://imythess.com/index.php?showtopic=14192&hl= .
There is still one problem this PrC redo doesn't fix. The dark unicorn needs to be made a creature in the stables to balance out the large flux of good horses as well as to have a better balance of purchasable creatures in the PrC.
I'll handle Bb coding and pics later.
Grand Summoner
Grand Summoners are summoners that have learned to use the art of glyph summoning which grants access to a wide variety of summons and a great number of options with summons.
Requirements:
o Must know at least 2 summoning spells that summon creatures
o Must own a summoning staff or a wand
Training Costs:
o Level 1: 150
o Level 2: 150
o Level 3: 150
o Level 4: 200
o Level 5: 200
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Special Note
When you level up you may select a creature from your new level appropriate for your alignment, a creature from a previous level to summon two of the creatures, or you can double the quantity of a already known summon.
When you level up, you must choose which creatures you will summon. This choice will be permanent until you level up again and you cannot change the creature you have chosen to summon until you level up.
You when you learn to summon a creature or group that you may also summon from a summon spell, you gain twice as many of that creature. The bestiary states which summons are also summonable by spells.
Good-Aligned characters can choose to summon either good or neutral creatures.
Evil-Aligned characters can choose to summon either evil or neutral creatures.
Neutral characters may choose from neutral creatures from all levels and good or evil creatures up two level three.
You may choose to pay 50 gold in order to summon another creature from the same level you are at, or a lower level. This creature cannot be changed though. You may also pay 25 gold to to add another summon to any summon group.
Summoners can only have one summonable creature/group of creatures summoned at a time.
For a bestiary of the creatures that can potentially be summoned, scroll down past the prestige class information.
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Level One:
Glyph Summoning:
A grand summoner can use the art of glyph summoning for summoning spells already known and summons learned as a glyph summoner. Whenever a summoner casts a glyph summoning spell, a large glowing rune that represents the caster appears on the ground (or in the air, if that is the case) with shining light in the place where the creature is being summoned to. This glyph is an identifying mark to summoners and no two summoners have the same glyph. The design of the glyph is chosen by the summoner. Each summoned creature may stay for up to 7 posts before being sent back to its home plane.
Augments: Using Glyph summoning you can also augment your summon with spell augments and summon augments. Spell augments are spells known by summoner that enchant the summon as it summoned. Spell Augments last only as long as the spell unless the summon has a shorter duration. Summon Augments alter the summon and are learned only when certain perquisites are met. At level one you can only use one augment when summoning.
Summon Augment:
Name: Aquatic
Effect: Summoned creature(s) gain webbed appendages, the ability to breathe underwater, and incredible swimming skills.
Requirement: Summon Aquatic Being
Name: Reinforced
Effect: You summon one additional creature, but if the creature s is one level less than the highest level you can summon you may summon 2 extra creatures instead.
Requirement: Summon Swarm
Name: Replaced (Pending based off Summon Familiar)
Effect: You summon one less of the group but may also summon a creature you own with the group. Your creature may have spell augments used on it, but is not effected by other summon augments. You our creature also does not return when the rest of the summon group leaves.
Requirement: Summon Familiar
At each level you may choose one creature you would like to summon. Neutral creatures can be summoned by good, evil, or neutral characters. Neutral characters can summon evil and good level 1 summons.
Good:
o Wisp
o Celestial Hound
o Shimmering Leopard
o Lightning Asp
Evil:
o Ghosts
o Hellhound
o Pitch Black Panther
o Corrosive Cobra
Neutral:
o Dire Badger
o Dire Boar
o Wyvern
o Blink Dog
o Cait Sith
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Level 2:
Summon Augment:
Name: Call of the Wild (Pending based off
Animal Tricks)
Effect: Summoner may allot three tricks to each summon group.
Requirement: Summon Nature’s Ally
Name: Arcane Flourish (Pending based off Summon Fey Spell)
Effect: Spellcasting creatures may be summoned knowing one epic spell of their element, but one less non-epic spell.
Requirement: Summon Fey
Neutral creatures can be summoned by good, evil, or neutral characters. Neutral characters can summon evil and good level 2 summons.
Good:
o Faerie
o Gargoyle
o Unicorn
Evil:
o Goblin
o Harpy
o Black Unicorn
Neutral:
o Merfolk
o Salamander
o Dire Snake
o Dire Hawk
o Dire Wolf
o Dire Tiger
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Level 3:
Augments:
At this level the summoner may use one summon augment and one spell augment with summonings.
Summon Augment:
Name: Lifeless (Pending based upon Call ghost)
Effect: Summoner may choose to make summons undead.
Requirement: Call ghost
Name: Mundane Endurance
Effect: Summon is made of a durable rock like material that makes them more resistant to physical attacks, but makes them much weaker magical attacks
Requirement: Summon Stone Golem
Neutral creatures can be summoned by good, evil, or neutral characters. Neutral characters can summon evil and good level 3 summons.
Good:
o Puppeteer
o Armidon
Evil:
o Specter
o Manticore
Neutral:
o Dire Bear
o Sphinx
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Level 4:
Summon Augment:
Name: Elemental Shift
Effect: Summoner may change the primamry element of his summon and grant the the summon immunity to that element. Only the element of the Summon elemental spells known can be used.
Requirement: Summon Elemental of desired element.
Name: Overflow
Effect: Summoner may double the number of creatures summoned. This augment applies before Reinforced and does not work with the augment extend.
Requirement: Stampede.
Neutral creatures can be summoned by good, evil, or neutral characters.
Good:
o Lillend
o Pegasus
o Holy Phoenix
Evil:
o Lycanthrope
o Chimera
o Dark Phoenix
Neutral:
o Lizardfolk
o Trent
o Roc
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Level 5:
Upon reaching Level 5 in the Summoner Prestige Class, your summoning wand or staff is magically imbued with the non-epic elemental spell of your choice.
You may also use three augments with summons.
Additionaly you may treat any Summon spells you know such as Summon Fire Elemental and Summon Nature's Ally count as creature groups you can summon. You may replace summons that are also summonable by the spell and add the quantity of creatures that would be summoned
Summon Augments:
Name: Task
Effect: Summon or summon Group leaves after death, dismissal or the completion of the task you give and is not limited to 7 posts. Only one group can still be summoned at a time.
Requirement: Extend Spell
Name: Fallen
Effect: Summoner has access to good summons, but they are the alignment of the summoner. This always uses up a summon augment for good summons.
Requirement: Summon Angelic Being, and Non-Good alignment
Name: Demonic
Effect: Summon is an evil creature no matter what its normal alignment is. The summon gains Detect good and Unholy aura as constant effects. Good creatures additionally have any instances of good an evil switched.
Requirement: Summon Demonic Being, and Non-Good alignment
Name: Sacntified
Effect: Summoner has access to Evil summons, but they are the alignment of the summoner. This always uses up a summon augment for evil summons.
Requirement: Summon Demonic Being, and Non-Evil alignment
Name: Angelic
Effect: Summon is an good creature no matter what its normal alignment is. The summon gains Detect evil and bless as constant effects. Evil creatures additionally have any instances of good an evil switched.
Requirement: Summon Angelic Being, and Non-Evil alignment
Neutral creatures can be summoned by good, evil, or neutral characters.
Good:
o Angel
o Dijinni
o Silver Dragon
o Couatl
Evil:
o Fiend
o Efreet
o Red Dragon
o Basilisk
Neutral:
o Nymph
o Amorph
o Fang Dragon
o Pediplex
Bestiary of Summoned Creatures
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Wisp Pic
Name: Wisp
Description: Wisps are small, glowing balls of light, usually about 6 to 12 inches in diameter.
Attributes: They can create minor illusions like the spell Minor Illusion and Detect Illusions. It can also make fascinating illusions that can cause a viewer to watch the illusion until someone or something touches or tries to interact with the viewer.
I have one, but I’ll post it later.
Name: Celestial Hound
Description: Hounds native to Celestia that are naturally surrounded by an aura of frigid cold.
Attributes: A holy canine often used by angels. They can use the spell bless as a supernatural ability, and are immune to ice and cold.
Also summonable by: Summon Angelic being
Name: Shimmering Leopard
Description: A powerful golden feline native to Celestia.
Attributes: They are surrounded by a bright aura that is blindingly bright within 20 feet. In sunlight they are instead completely invisible.
Also summonable by: Summon Angelic being
Name: Thunder Asp
Description: Holy snakes native to Celestia.
Attributes: They can turn into surging bolts of lighting to move quickly and they hold a potent venom that paralyzes with electricity.
Also summonable by: Summon Angelic being
Name: Faerie
Description: Faeries are small, timid winged creatures. They possess several magical abilities.
Attributes: They can cast two non-epic spells of their element.
Primary Element: Arcana
Secondary Element: Nature
Also summonable by: Summon Fey

Name: Gargoyle
Description: Gargoyles are statue-like humanoids that can stop their movement and breathing to look just like statutes.
Attributes: They can cast one non-epic spell of their element.
Primary Element: Earth
Name: Unicorn
Description: A mystical creature. Good-aligned unicorns are white in appearance, and are very smart creatures.
Attributes: Unicorns are very speedy and agile, and can use Heal and Greater Heal as spell-like abilities.

Name: Puppeteer
Description: An animated puppet with mysterious powers of life that can animate large objects near it and command them.
Attributes: Can cast three non-epic spells of their element.
Primary Element: Life

Name: Armidon
Description: A large armadillo-like beast with durable scales.
Attributes: They can use the spell Shield other as a supernatural ability.

Name: Lillend
Description: Lillends are mysterious humanoids with a human upper body and a snake-like lower body. They are lovers of art and music and care for little else.
Attributes: Can cast two non-epic spells of their element. While non-hostile, Lillends may charm those who listen to their music.
Primary Element: Arcana
Name: Pegasus
Description: Pegasus are rare, winged equines.
Atrributes: Pegasus are rideable like other equines, but also capable of flight.
Name: Holy Phoenix
Description: Great Phoenixes that reside in holy planes.
Attributes: Seemingly covered in flame, phoenixes are wise and can attack while scorching anything its firey coat comes into contact with. Phoenixes are immune to fire. Additionally they may restore to life a body burned in their holy flames as if Raise Dead had been cast.
Name: Angel
Description: Angels are the most general residents of the holy plane of celestial. They are winged defenders of justice and do their best to fight cruelty and evil.
Attributes: Can cast three non-epic spells of their element. They also have Bless and detect evil as constant effects.
Primary Element: Light
Also summonable by: Summon Angelic being
Name: Djinni
Description: Djinni are creatures of the plane of air that appear as a floating human torso with a cloud-like lower body. They excel in combat with cutlasses.
Attributes: Can cast three non-epic spells of their element. They may also turn into an airy cloud as if from the Gaseous Form spell at will.
Primary Element: Wind
Name: Silver Dragon
Description: Good dragons that live in the colder regions of Dragonspine.
Attributes: They are immune to Ice and can breathe cold blasts of air.

Name: Couatl
Description: Exotic, graceful, beautiful, and intelligent creatures native to Chaon, but not Imythess. They are powerful beings worshiped by some as gods.
Attributes: They cay communicate telepathically and travel freely between the ethereal plane and the material plane.
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Neutral Creatures
Name: Dire Animals
Description: Dire animals are much more powerful and fearsome than there normal counterparts. They are often larger too, and in most cases they are capable of being ridden.
Attributes: Depending on the creature, dire animals have varying attributes. For example, a dire wolf will have bigger fangs and will be nearly double the size of a normal wolf.
Also summonable by: Summon Nature’s Ally
Name: Wyvern
Description: Instead of having forearms, like a dragon, wyverns only have wings. They are much less intelligent than a dragon, able to understand only the basics of a language, usually draconic.
Attributes: Large wings and sharp talons
Also summonable by: Call Wyvern
Name: Blink Dog
Description: Intelligent dogs that use their abilities to usually evade predators, rather then fight
Attributes: Can use the spell blink at will
Name: Cait Sith
Description: A curious intelligent fairy cat gifted with wings and the power to create minor illusions at will. These are often used to pull pranks and jokes.
Attributes: Can use the spell minor illusions at will
Name: Merfolk
Description: These humanoids reside in water, and in place of legs, have a fish-like fin. Although they live in the water, they are sometimes spotted on the shore, but never far away from the water.
Attributes: Merfolk can cast two non-epic spells of their element.
Primary Element: Water

Name: Salamander
Description: Creatures native to the plane of fire that that a long snake like tail beneath their humanish torso. They are good fighters with polearms.
Attributes: Can cast one non-epic spell of their element. They are also immune to fire.
Primary Element: Fire
Also summonable by: Summon Fire Elemental
Name: Sphinx
Description: Not native to the land of Imythess, Sphinxes have the body of a lion and the head of a human, often female.
Attributes: Sphinxes have the strength and ferociousness of a lion, combined with the intelligence of a human. They can also cast two non-epic spells of their element.
Primary Element: Arcana
Name: Lizardfolk
Description: Lizardfolk are an isolated race, due to their awkward appearance. They speak in lizard-tongue, and are well fit for combat.
Attributes: Can cast one non-epic spell of their element. Strange lizard-like qualities give these humanoids great leaping qualities.
Primary Element: Earth
Name: Treant
Description: Treants are very large creatures, who are in fact trees who are capable of movement and communicating. There movements are slow, but in combat, are very strong.
Attributes: Fearful in appearance, treants are large and powerful, and Barkskin is a natural attribute to them.

Name: Roc
Description: A enormous hawk-like bird with a size to rival adult dragons.
Attributes: Due to their size, they are ridable and fierce in combat with their talons. Their mighty screech is enough to make anyone nearby quiver.

Name: Nymph
Description: Beautiful woodland fey with mystical magic of nature.
Attributes: Can cast two non-epic spells of their element. While not in combat, they can also charm a male that looks at them into doing nothing more than staring at their beauty.
Primary Element: Nature
Also summonable by: Summon Fey

Name: Amorph
Description: Changelings of the plane of water. They look may resemble humanoid creatures but always are wet. They excel in unarmed combat.
Attributes: Can cast three non-epic spells of their element. When they cast water spells they may treat themselves as a source of water. They can also turn into a watery form at any time as if the spell liquid form had been cast. They can change their appearance and shape while in liquid form freely.
Primary Element: Water
Also summonable by: Summon Water elemental
Name: Fang Dragon
Description: A powerful dragon that specializes in physical force rather than elemental power.
Attributes: Can breathe fire and has scales that are more durable than most dragons.

Name: Pediplex
Description: A gigantic Centipede with a frightening power.
Attributes: The Pediplex can ‘dissolve’ into a massive swarm of crawling biting insects. Insects may seem weak, but their sheer number make up for it and help he pediplex handle many thinks that would be impossible in it’s normal form.
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Evil-Aligned Creatures
Name: Ghosts
Description: Ghosts are incorporeal and can not make physical contact with things on the material plane.
Attributes: Can use Cause Fear as a spell-like ability.
Also summonable by: Call Ghost
Name: Hellhound
Description: Naturally covered in fire, these hounds are native to Hell.
Attributes: An unholy canine. They can use the spell unholy aura as a supernatural ability, and are immune to fire.
Also summonable by: Summon Demonic being
Name: Pitch Black Panther
Description: Dark panther of dark planes that use their abilities to help them stalk their prey.
Attributes: They are surrounded by an aura of magical darkness with a 20 foot radius, but if they are in moonlight, they are instead completely invisible.
Also summonable by: Summon Demonic being
Name: Corrosive Cobra
Description: An Emerald cobra with corrosive venom that they can shoot out.
Attributes: Their venom is a corrosive acid in the air that can dissolve most materials easily though, it’s not as effective against living creatures. When in the blood stream, the venom is much less potent and causes light bruises and softens the victims flesh to be more vulnerable to attacks.
Name: Goblins
Description: Goblins are truly hideous creatures, who are reckless in the destruction they cause.
Attributes: Summoned goblins are usually equipped with short swords and crude axes. They can also cast one non-epic spell of their element.
Primary Element: Earth

Name: Harpy
Description: Devious feathered creatures with humanoid head and body with wings instead of arms and sharp claws instead of feet.
Attributes: Can cast two non-epic spells of their element.
Primary Element: Wind
Name: Black Unicorn
Description: A frightening mystical creature. Evil-aligned unicorns are dark gray or black in appearance, and are very smart creatures.
Attributes: Black Unicorns are very speedy and agile, and can use Black Bolt and Inflict minor wounds as spell-like ablities.
(Black Bolt Spell pending)

Name: Specter
Description: Specters are incorporeal and can not make physical contact with things on the material plane, but they can damage creatures on the material plane with its icy touch.
Attributes: Can cast two non-epic spells of their element.
Primary Element: Death
(Necromancy/death shop pending)
Name: Manticore
Description: These creatures are very frightful in appearance. They are winged, and have the tail of a scorpion in accordance with their lion bodies.
Attributes: Manticores have the ability to take flight. Also, their scorpion tail is poisonous, and will kill its enemy within three days if the poison is left untreated.

Name: Lycanthrope
Description: Humanoids with animalistic qualities. They are werecreatures like the most commonly known werewolf.
Attributes: They can spread the disease of lycanthrope, have affinity with their animal type, and skill and strength increased based upon their animal type. They are fierce fighters and are even stronger in moonlight.
Name: Chimera
Description: This three-headed creature is very loathsome and deadly. It has the body of a lion, and wings. As for its heads, it has a lion head, a goat head, and a snake head.
Attributes: The lion head can breath fire, the snake head can breathe acid, and the goat head can breathe lightning.
Name: Dark Phoenix
Description: Great Phoenixes that reside in unholy planes.
Attributes: Seemingly covered in flame, phoenixes are wise and can attack while scorching anything its firey coat comes into contact with. Phoenixes are immune to fire. Additionally they may animate a body burned in their holy flames as if Animate Dead had been cast.

Name: Fiend
Description: Fiends are the most general residents of the evil Abyss. They don’t all look the same but they always have bat-like wings, horns, or cloven feet. They enjoy tyranny and cruelty, though they are not fond of being treated cruely.
Attributes: Can cast three non-epic spells of their element. They also have Unholy Aura and detect good as constant effects.
Primary Element: Darkness
Also summonable by: Summon Demonic Being
Name: Efreet
Description: Efreeti are creatures of the plane of fire that appear as a floating red human torso with a cloud-like lower body. They excel in combat with Scimtars.
Attributes: Can cast three non-epic spells of their element. They are immune to fire and can also turn into a burn into a hot vaporous mist at will as if the spell Gaseous form were casted.
Primary Element: Fire
Also summonable by: Summon Fire Elemental.
Name: Red Dragon
Description: Destructive dragons that live in the hotter regions of the Dragonspine as well as in volcanic areas.
Attributes: They are immune to fire and breathe hot flames.
Name: Basilisk
Description: Hideous, lizard-like creatures that are very quick and have a deadly gaze.
Attributes: Basilisks have natural poisonous breath, and if eye contact is ever made with one of these dreadful creatures, petrifaction will result in no more than a matter of seconds.