Occultist

Summoner - by T.A. Saunders ©2013 v2.0

Summary Summoners are masters of calling forth elemental beings from Xirorya, Plane of Elements. Much like their other brethren, Summoners are skilled at both calling forth and dismissing elemental beings, but they must choose one element to become skilled in calling, by which they then become skilled at dismissing the opposite element, ex. A water summoner is skilled at calling forth Water Elementals and dismissing Fire Elementals. Additionally, summoners learn powerful elemental wards to protect themselves and others from wrathful elemental beings. Summoners can wear light or medium-grade armor.

Class Skills Contact Xiroryan Sage

By way of this talent, the Summoner is able to reach out to the Elemental Plane of Xirorya and contact one of the many royal Sages of the city of Escaria. These sages, who serve the Elemental Princes of Xirorya will provide the Summoner with the answer to 1d4 questions. The answers they provide will always be truthful, providing a suitable sacrifice for the answers is made. For a Summoner of Stone, valuable gems must be given, for Flame, something valuable to the Summoner must be burned, for Wind, something precious to the Summoner must be cast to the skies and for Water, treasure of sufficient worth must be committed to the sea. There is a 15% chance that the Sage in question will not find the sacrifice valuable enough and offer an excessively vague answer.

Should this be attempted with no sacrifice, the Sage will be entirely insulted and refuse to respond to the summoner for 1d6 days. Usable once per day. (Contact a Xiroryan Sage to answer 1d4 questions with a proper sacrifice. 15% chance for unacceptable sacrifice, no sacrifice insults the sage into non-response for 1d6 days. Usable once per day).

Ward of Elements

Three times per day, the Summoner may abjure a field of protection from all elements for 1d4 rounds. This ward will prevent elemental beings from entering, but will allow those the Summoner calls forth to exit the ward to do combat. Additionally, those elemental beings in direct opposition to the Summoner (Fire vs. Water, Stone vs. Wind) will have a 40% chance to be banished each time they come in contact with the ward. The Summoner need not maintain concentration on the ward to maintain it, allowing them to summon aid while the ward stands. (Protection from Elements/Elemental beings for 1d4 rounds. Oppositional Elemental beings have a 40% chance to be banished each time they contact the ward. Usable 3 times per day).

Elemental Artifact

Much like the Medium's Spiritual Relic, a Summoner will create a focus item that will allow them to call forth Elemental Beings with more ease and greater strength. These focus items must reflect the Element by which they give fealty. Such items could be a tree branch that has been struck by lightning and dipped in the Summoner's own blood for Wind, or a torch crafted from the humerus of the Summoner's most hated enemy for Fire. These items must be relatively small and easy to carry on their person. When using an Elemental Artifact, the Summoner gains a +5% bonus to summoning and a +10% bonus to hit for any elemental beings they call upon. (+5% to summoning roll, +10% to elemental being's hit die.)