General
I know that summoners are generally not very welcomed, but I am offering a totally different way at which a summoner can be looked at. Up till now, all summons are only limited by either mobility (Ritualist) or by dead bodies (Necromancers).
I wanted a way to bypass these, yet still ensure that it becomes NOT too overpowered. This is why this idea came into the fore.
Explanation
The blood Summoner, aptly named, uses his OWN blood to create his minions. Thus, every minion he creates, is actually STILL a part of himself. Whenever a minion takes damage, or certain statues, the Blood Summoner CAN also be affected by the same status, and WILL feel the pain the minion feels.
Also, since minions created are made out of the Summoner's own Blood, his Maximum amount of HP will also decrease proportionally with every minion he creates
Thus, this acts as a self serving control mechanism for this particular Concept Class, if you have alot of minions, you will probably deal great dps (damage per Second), but the more minions you have out, the higher chance you have of being wiped out if your minions are wiped out.
Class Role
Versatility: Either acting as a meat shield, or as a long range artillery team.
Armor Level
Caster Armor, 60 AL
Energy Level
High Energy, 30 Energy, 4 Energy Regen (Caster Energy)
Range Type
Staves, Wands
Attributes
Blood Management [Primary]: Reduces pain aka damage felt by the blood summoner everytime a blood minion takes damage. Also reduces the HP reduction per blood minion summoned.
Skills within this field are primarily to deal with handling the physical pain as well as status removal.
Blood Summons: Creates different type of blood minions. This includes golems, elementals, spiters, etc etc. Adding skill pts into this field also increases the maximum amount of possible minions summoned, as well as the levels of the minions.
Blood Pacts: Spells which boosts the physical and status defences of the blood minions and the Blood Summoners. Abilities here often come at a cost of permenent cost of the Blood Summoners Maximum MP.
Blood Fludity: Spells affects the mobility of the blood minions and the Blood Summoners. Also possesses Offensive spells, which often uses the Blood Summoners HP instead of MP for casting.
M


