Ranger Summoner Edit

Well I can't stab you, and I can't shoot you... Oh wait! I've got an idea!

Class Traits Edit

Class Traits
Role: Striker, Controller. You weave in and out of battle using your skills as a ranger while summoning creatures to your aid..
Power Source: Martial, Arcane.
Key Abilities: Dexterity or Strength,Wisdom, Intellect.
Armor Proficiencies: Cloth, Leather
Weapon Proficiencies: Simple Melee, Military Melee, Simple Ranged, Military Ranged
Bonus to Defense: +1 Will +1 Reflex
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Nature, Arcana. From the class skills list below, choose 3 more trained skills at 1st level.
Class Skills: Acrobatics (Dex), Athletics (Str),Dungeoneering (Wis), Heal(Wis), Endurance (Con), Insight (Wis), Perception (Wis), Stealth (Dex)
Build Options: Hidden Summoner,Bold Summoner
Class Features: Creature Summon, Hunter's Quarry, Fighting Style


Ranger Summoner Overview Edit

Characteristics: As a ranger you started out happy. Pick a target disappear, hit the target, kill the target, disappear again. Or you waded into battle swinging two weapons mercilessly destroying all you get in between you can your quarry. Whether you just go plain bored of it, or you decided it was time to try something new or expand you skills, you have trained hours on end gaining information on summoning, and have become adept at it, also retaining you ranger skills. A natural controller of wild beasts and a summoner of all types of dangerous creatures; Could this all go wonderfully wrong, or is this your perfect combination?

Religion: Most Summoner Rangers worship anything that a ranger would worship, plus deities of magic or knowledge.

Races: Elves and Eladrin both make swift and powerful Ranger summoners. Humans make powerful Ranger Summoners for their versatility and extra powers so you can summon a wider variety of creatures.

Creating a Ranger SummonerEdit

Hidden Summoner relies on sniping and ranged attacks, while summoned creatures or object create defenses. The Bold Summoner rushes into combat swords swinging high and low, using summoning creatures to their advantage in combat for pure damage.

Hidden Summoner Edit

The Hidden Summoner relies mostly on long ranged attacks,making dexterity your highest score. and usually only goes into melee when forced too. You use your summoned things for defense while you snipe your quarry(s), thus You will rely on wisdom as a secondary to add to the defense bonuses and effects of your conjurations. Intellect is useful if you want to dabble in powerful magical conjurations like swords or fire that the Bold Summoner uses, increasing attack bonus and damage.

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Bold Summoner Edit

The Bold Summoner relies on melee prowess using their two blades to cut down foes, making strength their obvious first. The bold summoner uses powerful conjurations to aid in combat, dealing massive damage to finish a foe off, or when in a spot of trouble and healing is needed; this relies on intellect. Choose wisdom as your tertiary score to dabble in defensive conjurations that the Hidden Summoner uses, being able to get out of a tight spot quickly with a large defensive barrier between you and your foe. Constitution also adds greatly to the effectiveness of the Bold summoner and may be more important the wisdom depending on how you make your character.

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Ranger Summoner Class Features Edit

All Ranger Summoner share these class features.

Creature Summon

Once Per encounter as a standard action you can summon up to one creature within 5 squares of you. This increases to 2 at level 11 and 3 at level 21.

Creature Summon Ranger Summoner Class Feature
You call upon a creature of your choice to aid you in battle.
Usage::Encounter ✦ Arcane, Summoning
Action Type::Standard Action Ranged 5
Effect: The creatures defenses and are equal to yours. Hit points = your bloodied value. The creature has one standard action and one minor/move action per turn. Unless otherwise directed the creature will attack the nearest target. It's has a base attack value equal to yours using intellect. 1d4+intellect modifier damage.

Hunter's Quarry

Once per turn as a minor action, you designate the enemy nearest you as your quarry. Once per round, you deal extra damage to your quarry. The extra damage is based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after the attacks are rolled. The Hunter's quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as uoir quarry. You can designate one enemy as your quarry at a time.

1-10=+1d6 Extra hunters quarry damage 11-20=+2d6 21-30=+3d6

Creature Selection

Imbue Arrows

Once every two turns, Once per round as a free action you can imbue up to one arrows with one at-will power you know. This makes the spell use the range of the bow you are using, and your attack rolls for the bow to hit. This also adds a burst (1) to any spell that you use, with the burst target where the arrow originally hit.-Note this adds one extra burst if the spell is already burst; this does not affect close blast spells.

This requires that you touch the arrow, so it is assumed to be a free action because while drawing your bow(a free action) you touch the arrow. You must use the imbued arrows power that turn or it is wasted.

Imbued Spells;

Imbued Ray of Frost Ranger Summoner Attack 1
You Imbue your arrow with the powers of frigid cold
Usage::At-Will ✦ Cold, weapon
Action Type::Standard Action Area Burst 1 Weapon
Target: Each Creature in burst
Attack: Intellect Vs. Fortitude
Hit: 1d6 Intellegince modifier cold damage, and the target(s) are slowed until the end of your next turn.
Special: You can only imbue an arrow once per two round.

Class Feature Name

Class Feature Name

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