Malconvoker

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Malconvokers are a gambling class. They are gambling with their lives and the party's safety by summoning evil creatures to assist them in nonevil means. It's a risk of course, but in a war of morality, there very often isn't just black and white, and sometimes things need to get unsavory in order to do what is right for the most people. This class offers gameplay and moral thrills and that shouldn't be overlooked.

Role: Spell Utility

Characteristics: A caster who summons evil creatures to fight one another.

Source: Complete Scoundrel

Game Rule Information

The Malconvoker has the following game statistics.

Abilities: Charisma is paramount for this class as it is heavily reliant on bluff, if your casting stat is something else you should have that high as well, Dexterity and Constitution are also good as it is unlikely that you are an armored caster.

Alignment: Any Nonevil

Hit Die: d4

Starting Gold: N/A

Class Skills

The Malconvoker's class skills are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Knowledge (arcana)(Int), Knowledge (religion)(Int), Knowledge (the planes)(Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int), and Spot (Wis)

Skill Points at 1st Level: (2 + Int modifier) × 4

Skill Points at Each Additional Level: 2 + Int modifier

Class Features

All of the following are class features of the Malconvoker.

Weapon and Armor Proficiency: A Malconvoker is proficient with whatever they were already proficient with.

Spellcasting: At each level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a malconvoker, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Deceptive Summons Su: At 1st level, you can attempt to trick evil creatures you conjure into serving you for longer than they normally would. When casting a summon monster spell to summon an evil-aligned creature, you can attempt a Bluff check as a free action, opposed by the creature's Sense Motive check. If your check succeeds, the duration of the effect is doubled (as if by the Extend Spell feat), and the summoned creature might be subject to additional effects as described below. If it fails, the duration remains as normal and no additional effects can be applied. If you fail the check by 5 or more, the creature breaks free of your control and is hostile toward you (though it still disappears as normal when the spell's duration ends). If you use this ability when summoning multiple creatures, you must attempt an opposed skill check separately against each creature you wish to affect.

Beginning at 4th level, you can whip the deceived creatures into an infernal fury. If your Bluff check to extend the duration of summoning succeeds, the creatures get a +2 bonus on weapon damage rolls and 2 extra hit points per Hit Die (in addition to the bonuses conferred by Augment Summoning).

Beginning at 7th level, you can instill the deceived creatures with exceptional resistance to your enemies' attempts to control or dismiss them. If your Bluff check to extend the duration of summoning succeeds, the creatures get a +2 bonus on Will saves, and your effective caster level is increased by 2 for the purpose of resisting dispel magic and similar effects against those creatures.

Unrestricted Conjuration: For the purpose only of casting conjuration spells, you can ignore any restrictions that forbid you from casting spells of certain alignments. In addition, regular use of conjuration spells with the evil descriptor does not threaten to change your alignment. For example, a good cleric who becomes a malconvoker could cast summon monster I to summon a fiendish raven (whose alignment gives the spell the evil descriptor). The cleric could not cast death knell, though, which has the evil descriptor but is not of the conjuration school.

Planar Binding: Beginning at 2nd level, you can add the following spells to your class spell list and your list of known spells (or your spellbook) at the indicated levels. If you already have one or more of these spells on your class list at a different level, treat it as being of the lower level.

5th: lesser planar binding 6th: planar binding 8th: greater planar binding

Skill Focus: At 3rd level, you gain Skill Focus (Bluff) as a bonus feat. If you already have this feat, you can select any other feat for which you meet the prerequisite.

Fiendish Legion Ex: Once you attain 5th level, whenever you use a summon monster spell to summon one or more evil-aligned creatures, you summon one extra creature of the same kind.

Deceitful Bargaining Ex: Starting at 6th level, you become exceptionally adept at convincing evil creatures you call that your intentions parallel their own. Upon calling an evil outsider using a planar binding spell, you can make a Bluff check opposed by the creature's Sense Motive skill check.

If you succeed on this check, the called creature becomes more amenable to your cause, taking a —5 penalty on the opposed Charisma check made to refuse serving you. If you fail, the creature immediately makes a new Will saving throw against your spell. On a failure, the spell functions as normal. If it succeeds on this save, the creature breaks free of your control and can either flee or attack you.

Improved Calling Su: At 8th level, your understanding of the ways of fiends shows you how to tempt even more powerful beings into your service. The normal HD limit for your planar ally and planar binding spells (including lesser and greater versions) increases by 2.

Safe Summoning Ex: At 9th level, you can dismiss any evil creature that you have summoned as an immediate action rather than as a standard action.