Objectum Apello (3.5e Class)
All we can want or need can be delivered by the power of our mind. -philosophy of the under-gods ~ anonymous
- Objectum: Something thrown down or presented (to the mind).
- Apello: To call, name, summon.
Objectum Apello
The Objectum Apello is not a great melee class or a great caster class in battle, but is a balanced character with a reasonable support role in battle. This summoner has a greater role between fights supporting a team by providing resources for use both in and out of combat. Any scroll, potion, wand, or magical or psionic enhancement that an Objectum Apello brings forth, they can also use. For other characters, class, race, or other restrictions will apply. Objectum Apellos are born with their ability and while they train and work to improve and refine their skills, it is said they are the result of being born of an untraceable lineage of the Apello power. As a child, the summoner discovered that, when they really wanted some things, they would just appear, perhaps something as simple as an apple when they were hungry. Over time they focused and worked this talent until they chose to make it their profession. The bloodlines of the Apello never go away, however they may skip generations, but they will eventually rise to the surface again.
Making an Objectum Apello
Abilities: An Objectum Apello should have scores of 14 in Intelligence, Wisdom, and Charisma, but it would be best if all ability stats are balanced. Intelligence is needed to have the knowledge of things and how they work, Wisdom allows the Apello to understand the workings of what they experience, and Charisma helps with the innate ability to draw upon the pools of power that surround everything.
Race: Any.
Alignment: Any.
Starting Gold: 4d6 x 10 gp
Level | Base Attack Bonus |
Saving Throws | Special | Potions, Scrolls, Enhancements | |||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | Available Spell Equivalent (see text) | ||||||||||||||||||||||||||||||||||||||
1st | +0 | +0 | +2 | +2 | Quick Weapons +1, Spell Resistance, Summon Scrolls and Potions |
0 and 1st | |||||||||||||||||||||||||||||||||||
2nd | +1 | +0 | +3 | +3 | Summon Mundane, Summon Allies | 0 and 1st | |||||||||||||||||||||||||||||||||||
3rd | +2 | +1 | +3 | +3 | Summon Weapons, Identification | 2nd | |||||||||||||||||||||||||||||||||||
4th | +3 | +1 | +4 | +4 | Summon Mundane, Summon Armor, Summon Cohort |
2nd | |||||||||||||||||||||||||||||||||||
5th | +3 | +1 | +4 | +4 | Quick Weapons +2, Quick Armor AC5 | 3rd | |||||||||||||||||||||||||||||||||||
6th | +4 | +2 | +5 | +5 | Summon Mounts, Summon Mundane | 3rd | |||||||||||||||||||||||||||||||||||
7th | +5 | +2 | +5 | +5 | Summon Weapons | 4th | |||||||||||||||||||||||||||||||||||
8th | +6/+1 | +2 | +6 | +6 | Summon Enhanced, Summon Armor | 4th | |||||||||||||||||||||||||||||||||||
9th | +6/+1 | +3 | +6 | +6 | Summon Feast | 5th | |||||||||||||||||||||||||||||||||||
10th | +7/+2 | +3 | +7 | +7 | Quick Weapons +3, Quick Armor AC6, Summon Enhanced, summon Weapons |
5th | |||||||||||||||||||||||||||||||||||
11th | +8/+3 | +3 | +7 | +7 | Summon Structure | 6th | |||||||||||||||||||||||||||||||||||
12th | +9/+4 | +4 | +8 | +8 | Summon Mounts, Summon Armor | 6th | |||||||||||||||||||||||||||||||||||
13th | +9/+4 | +4 | +8 | +8 | Summon Feast | 7th | |||||||||||||||||||||||||||||||||||
14th | +10/+5 | +4 | +9 | +9 | Summon Mounts, Make True | 7th | |||||||||||||||||||||||||||||||||||
15th | +11/+6/+1 | +5 | +9 | +9 | Quick Weapons +4, Quick Armor AC7, Summon Weapons |
8th | |||||||||||||||||||||||||||||||||||
16th | +12/+7/+2 | +5 | +10 | +10 | Summon Armor, Summon Wonderous | 8th | |||||||||||||||||||||||||||||||||||
17th | +12/+7/+2 | +5 | +10 | +10 | Summon Feast | 9th | |||||||||||||||||||||||||||||||||||
18th | +13/+8/+3 | +6 | +11 | +11 | Summon Mounts, Make True | 9th | |||||||||||||||||||||||||||||||||||
19th | +14/+9/+4 | +6 | +11 | +11 | Enhance Cohort | 9th | |||||||||||||||||||||||||||||||||||
20th | +15/+10/+5 | +6 | +12 | +12 | Quick Weapons +5, Quick Armor AC8, Summon Weapons, Summon Armor |
9th | |||||||||||||||||||||||||||||||||||
Class Skills (6 + Int modifier per level, ×4 at 1st level) |
Class Features
Weapon and Armor Proficiency: An Objectum Apello is proficient with all simple weapons, longswords, rapiers, short swords, scimitars and shortbows. Objectum Apellos cannot wield shields. If the Objectum Apello wears metal armor, they can not summon. An Objectum Apello is subject to summoning failure as spell failure if wearing metal armor.
Summoning Abilities(Su): The powers of an Objectum Apello cross the boundaries of magic and psionics. They draw from the plasma of power in the summoners ability to bring forth the objects they bring into reality, and are powered by Wisdom and Charisma. There is no daily preparation, as spells with any material components are all part of the summoning. Every summoning has a 10% chance of resulting in something not quite what was intended. These results are random based on potential distractions or recent events that may have slipped through the summoner's mind. These alterations are at the discretion of the DM. For example: While the Objectum Apello is summoning a rope, someone sets off a display of rainbow lights, resulting in a momentary distraction. The resulting rope sparkles with rainbow colors. This could be bad, if the use was intended for stealth, or it could be good, if you need to see the rope in the dark. A random effect like this can be reproduced in the future.
The level of the spell and power equivalencies that the Objectum Apello can manifest in his summoning is dependent upon his Wis or Cha score. For divine-based spells, as with a Cleric, his Wisdom must be 10 + the spell level. For Arcane and Psionic spells or powers, as with a Sorcerer, his Cha must be 10 + the spell level. This applies to all potions, scrolls, spell based enhancements, and items with spell based powers, including wondrous items.
Summonings per day at each level is equal to Wis bonus plus Cha bonus for that Objectum Apello level. Level 0 equivalents are not counted against these totals. The summoning count from a lower level can not apply to a higher level summon, higher level summons can be used for lower level summonings. Example: Jakkum is a level 6 Objectum Apello he has a +2 WIS and a +2 CHA bonus so he can Summon 4 times at each level. He summons a potion type at level 6 for effectiveness, he does summon for mechanical traps for his rogue friend, he does a summon for another potion at level 6 and he does a summon for mounts for his team. He can now only summon at level 5 and below, he has used up his level 6 summonings for the day.
The summoner will have learned over time that nothing significant is free. What he pulls out of the nether he exchanges for gold. The gold he exchanges is equal to 25gp X level of summoned X Apello level at wich it is summoned. The summoned level can not be below the minimum level required to do the summoning. If the summoner is short on gold, the summoning is proportionately at a higher risk of failure up to 95% failure risk. What is summoned is not permanent, the gold spent is. Excluded from this cost are Cohort, Quick Weapons and Quick Armor.
Summoned objects with the exception of those listed as special last 4 hours + Objectum Apello level. At level 1 items will last 5 hours unless otherwise specified, and at level 20 they will last 24 hours.
Summoned items and creatures are subject to dispel and anti magic/psionic effects.
That which is summoned has a physical presents and is treated as the object it emulates unless otherwise noted.
Summoning is done based on the summoners experience, the Objectum Apello can summon based on things he has experienced or studied sufficiently to emulate clearly in his mind. He can modify something he wants to summon based on other things he has examined or studied, but if he has never seen or studied a pulley for example he can not summon one. Appropriate Knowledge check may be required if exposure has not occurred during prior campaigning with DM. Common items DC10, Uncommon, DC20, Rare DC 30, Very Rare, DC40 roll requirements determine by DM.
Spell Resistance(Su): 10 +WIS or +CHA whichever is higher. Stacks with any added SR
Quick Weapons(Su): The Objectum Apello can summon 3 weapons each day that he can use. Equipping and reequipping these weapons is an at will requiring no action time or sequencing. The weapon is a magical/psionic weapon that grows in strength with every 5th level of the Objectum Apello:
- Level 1 +1 (Att/Dmg)
- Level 5 +2
- Level 10 +3
- Level 15 +4
- Level 20 +5
Special – Does not count against available summonings for the day.
NOTE: The summoner may want to carry at least a back-up weapon in case of weapons getting dispelled or anti-magic/anti-psionic conditions preventing the use of summoned weapons.
5 min summon
Summon Scrolls and Potions(Su): Summon scrolls or potions appropriate to current Objectum Apello level. In order to summon a scroll or potion the summoner must be the level or higher of a caster that could craft the scroll or potion being summoned. The scroll or potion has to be one the summoner has previously handled as an Objectum Apello. The number of scrolls or potions summoned will be 4 plus the number of levels he is above the minimum level required to craft the scroll or potion being summoned up to 20 of the specific scroll or potion.
Example: Mage armor is level a caster level 3 potion, if a level 6 Objectum Apello were to summon these he could summon 7 potions at level 3 counting as 1 summon against the level 3 summonings for the day or 4 potions at level 6 for the added duration of the armor counting as one summon against the level 6 summonings for the day.
As noted above the potion itself will last 4 hr + the Objectum Apello level. The effect if the scroll or potion will start and last accordingly even if it passes the expiration of the potion.
Summoner can not summon less than the quantity of scrolls or potions he is able to summon.
1 min per caster level of the summoning
Summon Mundane Item(Su): Summon mundane objects up to 5 lbs per level. Must be items that the summoner has previously encountered, worked with, or gained sufficient knowledge to attempt crafting. Magical/psionic enhancements must be powers that the summoner has had dealings directly with and taken the time to make note in their journals with roll of a 1d20 for success, 1 being a complete failure and 2,3 being a random wrong effect determined by a DM roll for each enhancement.
- Level 2 : 5 min summon - simple objects such as rope, simple tools, simple utensils, torches, food, Water
- Level 4 : 10 min summon - Basic complex objects such as backpacks, saddles, tents, lit torches
- Level 6 : 15 min summon - complex objects with working parts or activating mechanisms.
Summon Allies: Objectum Apello can summon 1 willing subject to his location per two levels in Objectum Apello class. Communication with the individual or group should be made to be sure individuals are ready and willing the summoned allies must be in the same plane.
3 min Summon
Summon weapons(Su): Summon weapons that others can use, 6 of the same item with each summon, range weapons will come with 50 of appropriate projectiles. 10 min Summoning time
- Level 3 : Simple and Martial weapons +1 magical/psionic
- Level 7 : Simple, Martial and exotic + 2 magical/psionic
- Level 10 : +3
- Level 15 : +4
- Level 20 : +5
5 min summon
Identification(Sp): The Objectum Apello is able to identify items and their magical/psionic properties as a spell-like ability 3 +Wis bonus times per day.
Summon Armor(Su): Summon 6 sets of armor for allies or friends Starting at level 4. 15 min Summoning time.
- Level 4 : Mundane AC based on type of armor
- Level 8 : Magical/Psionic AC +1
- Level 12 : Magical/Psionic AC +2
- Level 16 : Magical/Psionic AC +3
- Level 20 : Magical/Psionic AC +4
5 min summon
Summon Cohort(Su): The Objectum Apello Can Summon a bonded companion each morning at 2 levels below his own level from any summon monster or summon natures ally list as long as it is something he has seen or encountered previously. The summoner is mentally linked to this creature and can control it or give it control of its actions. This creature is a manifestation of the summoners mind and only lasts an hour after the Objectum Apellos enters a sleep or rest period. If the Objectum Apello is knocked unconscious this companion will vanish and a new one will have to be summoned. If the Summon Cohort is kill or dies the Objectum Apello takes 25% of his unaltered total hit points in damage.
As a bonded companion the summoner can dismiss and recall this companion at will through the day. This companion must remain within 100 feet of the summoner, moving outside of that range acts as dismissing.
Special – The first summon each day does not count against available summonings for the day. If there is a need to summon a new cohort it will count against the total for the level at which the summoning is done.
1 min summon
Quick Armor(Su): Summon armor as part of morning routine that works like Quick Weapons. The appearance can be changed at will. At level 5 this armor has a magical/psionic AC of 5 and add one for each 5 levels gained. Also provides +1 SR per iteration. Can not be worn with other armor, but does stack with magic or psionic AC effects.
- Level 5 AC5 +1 SR
- Level 10 AC6 +2 SR
- Level 15 AC7 +3 SR
- Level 20 AC8 +4 SR
Special – Does not count against available summonings for the day.
NOTE: The summoner may want to carry at least back-up armor in case of armor getting dispelled or anti-magic/anti-psionic conditions preventing the use of summoned armor.
5 min summon
Summon Mounts(Su): Summon mounts up to 1 mount per Apello level.
- Level 6 : 10 min summon : fast horses double normal mount speed
- Level 12 : 15 min Summon : 1 mount per 2 Apello levels winged mounts, fly speed 70(average)
- Level 18 : 20 min Summon : Armored mounts +2 AC to mounts
Summon Enhanced Item(Su): As Summon Mundane Item - The Objectum Apello gains the ability to enhance summoned items with effects, psionic or magical abilities as an extension and following the rules of Summon Mundane. As an example, a backpack that gives the wearer +2 strength, enabling them to carry more.
- Level 8 : 20 min summon - Enhanced Item: objects enhanced with a magical or psionic quality or 10 charges of magic or psionic power available at half the Objectum Apellos level
- Level 10 : 30 min summon – Improved Enhanced Item: objects enhanced a magical or psionic quality or 20 charges of magic or psionic power available up to 2 levels below Objectum Apello level
- Level 14 : 45 min summon – Greater Enhancement : up to 3 enhancements on one item. This allows 3 Enhance Item effects or 1 Improved Enhance Item and 1 Enhanced Item on the same item.
Summon Feast(Su): Summon a banquet tables, chairs, dishes and utensils with a full feast laid out on it. Heals lost HP equal to the Apello's level, repairs 1d4 ability damage. 30 min summoning time, 1 hour to consume meal.
- Level 9 serves 10
- Level 13 serves 25
- Level 17 serves 100
Summon Structure(Su): The Objectum Apello can summon a building up to 50ft cube plus 10ft cube per level.
1 hour summoning time.
Summon Wondrous Item(Su): Objectum Apello gains the ability to summon any wondrous item that he has experienced(sufficiently to have taken the time to be able to identify the item and effects) or has sufficient knowledge to get a clear mental image. This includes one of a kind items, the summoned item will not be the original, but it can be an replica with crafted abilities.
Make True(Su): The Objective Apello gains the ability to make up to 5 summonings permanent in a single day, but each use of this ability takes 3 days to recover one usage spent. Once whatever has been summoned is made true it can no longer be dispelled, negated or eliminated by anti-magic or anti-psionic effects. Magical, psionic or special effects are subject to the same parameters as if the true object were the original object it is emulating. So for clarity: Jakkum is an Objectum Apello. He decides to make the sword summoning he did for his team true and spends one usage of Make True. As long as he does not spend any more usages in three days he will be back up to 5 available usages of this ability. Jakkum realizes that his team may get split up on their quest and they could each be operating solo possibly for days so he also makes the stack of bandages he summoned true and divides them among the group. Now it will take 6 days before he is back up to 5 available usages. If he actually spends all 5 usages available, it will recover at a rate of 1 usage every 3 days or 15 days before he has all 5 available again.
Enhance Cohort(Su): You are able to enhance your summoned cohort with up to 4 spell like abilities up to a caster level 5 levels below your Objectum Apello level that have been experienced by the Apello.
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