Summoner |
Class: Summoner Requirements: 15 Constitution 13 Strength 14 Intelligence Summoners will function as a powerful class. With the mystical ability to summon forth a creature that will assist, summoning is quite a powerful ability, all things considering. Tohave another attacker in a battle can easily spell trouble for anyone. Summoners have this ability from birth, but do not develop it until about seven or so, where they have the ability to bring forth very small pets. Summoners have certain rules that make the whole thing fair. Summoning can be vastly fun, as monsters are summoned with a base type. What specific monster is summoned is up to the caster. It is believed that the plane of origin the summoned monsters come from is full of different creatures of any imaginable shape. *Each successful summon is worth 50xp* All summons must be stated in OOC before you begin the action. It should look like this.. ( ToO Summon #1 | SN | Type: Wyrm | Level: 3 | HP: 30 | #Att: 4 | Dmg 4d50 | HTC: 20 | Date & Time ) =========================================================================================================================== Rules for Summoners: 1. Only one creature may be summoned to a fight at any one time. You may summon as many during the fight as you want, but it takes a full action to take/summon a monster from/to the field. Also, monsters only stay for a duration. It is called their "Phase." "Phase" is the amount of rounds they may remain in the battle. 2. Summoned monsters begin with the HP Listed on the chart below. If they are reduced to at least 1/4th of their HP they disappear. Creatures that are reduced to 0HP are destroyed permanently, and the caster gains 50% of what it cost in MP back from it. 3. Summoned monsters cannot take more than 30 damage in one shot, so if the attack does more than 30, the remainder is transfered to the Summoner. 4. Summoned creatures make seperate attacks from their summoner and do not take the place of their summoner. Their damage is counted the way one would count using the normal damage chart. 5. A summoner must spend a permanent amount of MP to be able to cast a certain type of creature. The cost will be large, but a one-time-only deal, as summoners perform HTC checks to be able to summon their creature correctly. 6. The ability to continue bringing out and pulling back monsters can be tiring and taxing on the body, thus the reason for constitution in requirements. A summoner who brings out their 3rd creature suffers 10HP Damage from physical fatigue. In addition, this penalty stacks with each summon. Ex: A summoner who has brought out 4 creatures so far brings back his creature and summons a 5th. He takes 50DMG due to physical fatigue. Summoners need to be careful and keep track of their HP, or they could take too much Damage and pass out. 7. To advance in a summoner level, one must have completed 20 successful summons. This is modified by a stacking +5 every level. Each level starts at 0. So a level 4 Summoner will have 20 + 25 + 30 successful summons. A total of 75 Summons. 8. Summoners who make an attempt to summon and fail take damage equal to the MP Cost of that creature. So, even though MP Cost is permanent, it'll be a flat amount for a failure each time. =========================================================================================================================== How To Summon: 1. Make the correct OOC Statement that you are going to attempt to summon. Make sure you include that it is a summon, your SN, What type the creature is, What Level Type it is, How many attacks it gets, How much damage it does It's HTC, and Date the friggin' thing Times must have EST, WST, Etc.and AM or PM. ( ToO Summon #1 | SN | Type: Wyrm | Level: 3 | HP: 30 | #Att: 4 | Dmg 4d50 | HTC: 20 | Date & Time ) 2. Roll the HTC. 3. Assuming you connect, you go into your summoning detail to bring your creature forth. It doesn't matter what you make the creature look like, or even how you describe it really just so it fits as a general description associated with it's type. Ex: Goblinoids could be Goblins, Orcs, Large, four armed Orc Champions, Red sadistic Goblin Chieftans with the ability to rain death. It's up to your imagination. 4. Your turn is done, and your creature may make their attack(s) next round. Monster Charts: Type | Level | #Att | Dmg | HTC | Phase | HP | MP Cost Spider | 1 | 1 | 1d35 | 10 | 10 | 20 | 20 Insect | 1 | 2 | 1d30 | 10 | 10 | 15 | 20 Cub | 1 | 2 | 1d40 | 10 | 7 | 15 | 25 Goblinoid | 2 | 1 | 1d60 | 15 | 7 | 20 | 40 Wyrmling | 2 | 3 | 1d35 | 15 | 8 | 20 | 50 Skeleton | 2 | 1 | 1d55 | 12 | 9 | 30 | 40 Scorpion | 3 | 3 | 1d50 | 20 | 5 | 40 | 60 Wyvern | 3 | 2 | 1d75 | 20 | 5 | 30 | 60 Sea Serpent | 3 | 1 | 1d100 | 20 | 5 | 40 | 60 Dragon | 4 | 2 | 2d50 | 25 | 5 | 50 | 70 Demon | 4 | 2 | 3d50 | 25 | 5 | 40 | 70 Griffon | 4 | 2 | 4d50 | 30 | 4 | 50 | 80 Angel | 5 | 2 | 4d60 | 30 | 5 | 50 | 50 Dimensional Creature | 5 | 2 | 4d60 | 30 | 5 | 60 | 50 Tentacle Monster | 5 | 3 | 3d60 | 30 | 5 | 45 | 50 |