While many who dabble in the arcane become adept at beckoning monsters from the farthest reaches of the planes, none are more skilled at it than the summoner.
Those who take a different path when pursuing the arcane arts, reaching across the boundaries of the world to the far-flung planes to call forth all manner of creatures to do their bidding, are known as summoners. These arcane practitioners form close bonds with particular outsiders, known as eidolons, which increase in power along with their callers.
But this power comes with a price: the summoner’s spells and abilities are limited due to his time spent enhancing the power and exploring the nature of his eidolon.
Role
Summoners spend much of their time exploring the arcane arts alongside their eidolons. While their power comes from within, they rely heavily on their eidolon companions in dangerous situations. While a summoner and his eidolon function as individuals, their true power lies in what they can accomplish together.
Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spellcasting | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | ||||||
1st | +0 | +0 | +0 | +2 | Eidolon, life link, summon monster I | 1 | — | — | — | — | — |
2nd | +1 | +0 | +0 | +3 | Bond senses | 2 | — | — | — | — | — |
3rd | +2 | +1 | +1 | +3 | Summon monster II | 3 | — | — | — | — | — |
4th | +3 | +1 | +1 | +4 | Shield ally | 3 | 1 | — | — | — | — |
5th | +3 | +1 | +1 | +4 | Summon monster III | 4 | 2 | — | — | — | — |
6th | +4 | +2 | +2 | +5 | Maker’s call | 4 | 3 | — | — | — | — |
7th | +5 | +2 | +2 | +5 | Summon monster IV | 4 | 3 | 1 | — | — | — |
8th | +6/+1 | +2 | +2 | +6 | Transposition | 4 | 4 | 2 | — | — | — |
9th | +6/+1 | +3 | +3 | +6 | Summon monster V | 5 | 4 | 3 | — | — | — |
10th | +7/+2 | +3 | +3 | +7 | Aspect | 5 | 4 | 3 | 1 | — | — |
11th | +8/+3 | +3 | +3 | +7 | Summon monster VI | 5 | 4 | 4 | 2 | — | — |
12th | +9/+4 | +4 | +4 | +8 | Greater shield ally | 5 | 5 | 4 | 3 | — | — |
13th | +9/+4 | +4 | +4 | +8 | Summon monster VII | 5 | 5 | 4 | 3 | 1 | — |
14th | +10/+5 | +4 | +4 | +9 | Life bond | 5 | 5 | 4 | 4 | 2 | — |
15th | +11/+6/+1 | +5 | +5 | +9 | Summon monster VIII | 5 | 5 | 5 | 4 | 3 | — |
16th | +12/+7/+2 | +5 | +5 | +10 | Merge forms | 5 | 5 | 5 | 4 | 3 | 1 |
17th | +12/+7/+2 | +5 | +5 | +10 | Summon monster IX | 5 | 5 | 5 | 4 | 4 | 2 |
18th | +13/+8/+3 | +6 | +6 | +11 | Greater aspect | 5 | 5 | 5 | 5 | 4 | 3 |
19th | +14/+9/+4 | +6 | +6 | +11 | Gate | 5 | 5 | 5 | 5 | 5 | 4 |
20th | +15/+10/+5 | +6 | +6 | +12 | Supreme eidolon | 5 | 5 | 5 | 5 | 5 | 5 |
Class Skills (2 + Int modifier per level): Profession, Academics, Handle Animal, Linguistics, Arcane Lore, and Theology
Starting Wealth: Average (2d6 × 10 gp, Average 70 gp)
Class Features
Weapon and Armor Proficiency
A Summoner is proficient with Basic weapons. They are proficient with light armor but not with shields. A summoner can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a summoner wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A summoner still incurs the normal arcane spell failure chance for arcane spells granted by other classes.
If not using weapon groups, a Summoner is proficient with simple weapons.
Level | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th |
---|---|---|---|---|---|---|---|
1st | 4 | 2 | — | — | — | — | — |
2nd | 5 | 3 | — | — | — | — | — |
3rd | 6 | 4 | — | — | — | — | — |
4th | 6 | 4 | 2 | — | — | — | — |
5th | 6 | 4 | 3 | — | — | — | — |
6th | 6 | 4 | 4 | — | — | — | — |
7th | 6 | 5 | 4 | 2 | — | — | — |
8th | 6 | 5 | 4 | 3 | — | — | — |
9th | 6 | 5 | 4 | 4 | — | — | — |
10th | 6 | 5 | 5 | 4 | 2 | — | — |
11th | 6 | 6 | 5 | 4 | 3 | — | — |
12th | 6 | 6 | 5 | 4 | 4 | — | — |
13th | 6 | 6 | 5 | 5 | 4 | 2 | — |
14th | 6 | 6 | 6 | 5 | 4 | 3 | — |
15th | 6 | 6 | 6 | 5 | 4 | 4 | — |
16th | 6 | 6 | 6 | 5 | 5 | 4 | 2 |
17th | 6 | 6 | 6 | 6 | 5 | 4 | 3 |
18th | 6 | 6 | 6 | 6 | 5 | 4 | 4 |
19th | 6 | 6 | 6 | 6 | 5 | 5 | 4 |
20th | 6 | 6 | 6 | 6 | 6 | 5 | 5 |
Spellcasting
A summoner casts arcane spells drawn from the summoner spell list. You can cast any spell you know without preparing it ahead of time.
To learn or cast a summoner spell, you must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against you summoner spells is 10 + the spell level + your Charisma modifier.
You can cast only a certain number of spells of each spell level each day. Your base daily spell allotment is given on Table: The Summoner. In addition, you gain bonus spells per day if you have a high Charisma score.
You don’t need to prepare your spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your allotment of spells per day for the level.
Spells Known
Your selection of spells is limited. You begin play knowing four 0-level spells and two 1st-level spells of your choice. At each new summoner level, you gain one or more new spells as indicated on Table: Summoner Spells Known.
Upon reaching 5th level, and at every third summoner level thereafter (8th, 11th, and so on), you can choose to learn a new spell in place of one you already know. In effect, you “lose” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level summoner spell you can cast. You can swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that you gain new spells known.
Cantrips
You learn a number of cantrips, or 0-level spells, as noted on Table: Summoner Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again. Cantrips prepared using other spell slots (due to metamagic feats, for example) consume spell slots as normal.
Eidolon
A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who forever after summons an aspect of the same creature. Each eidolon has a subtype, chosen when the eidolon is first summoned, that determines its origin and many of its abilities. An eidolon must be within one alignment step of the summoner who calls it (so a neutral good summoner can call a neutral, lawful good, or chaotic good eidolon). It speak all of your languages. An eidolon is treated as a summoned creature, except it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.
You can summon your eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon’s hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by you (as a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until after you complete a Long Rest. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment function normally. If you become unconscious, fall asleep, or are killed, your eidolon is immediately banished.
The eidolon takes a form shaped by your desires. The eidolon’s Hit Dice, saving throws, skills, feats, and abilities are tied to your class level and increase as you gain levels. In addition, each eidolon gains a pool of evolution points based on your class level that can be used to give the eidolon different abilities and powers. Whenever you gain a level, you must decide how these points are spent, and they are set until you gain another level of summoner.
The eidolon’s physical appearance is up to you, but it always appears as some sort of fantastical creature appropriate to its subtype. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on your forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).
Details on the eidolon and eidolon evolutions can be found here: Summoner Eidolons.
Life Link
At 1st level, you form a close bond with your eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, as a reaction to the damage, you can sacrifice any number of hit points you have without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the eidolon. This can prevent the eidolon from being sent back to its home plane.
In addition, you and the eidolon must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does climb to the levels indicated and eventually returns to normal.
Summon Monster
At 1st level, you can cast summon monster I as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. Drawing on this ability uses up the same power that you use to call your eidolon. As a result, you can use this ability only when your eidolon is not summoned. You can cast this spell as a standard action, and the creatures remain for 1 minute per level (instead of 1 round per level).
At 3rd level, and every 2 levels thereafter, the power of this ability increases by 1 spell level, allowing you to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, you must pay any required component cost. You cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate from this spell-like ability immediately ends.
These summon spells are considered to be part of your summoner spell list for the purposes of spell trigger and spell completion items. In addition, you can expend uses of this ability to fulfill the construction requirements of any magic item you create, so long as you can use this ability to cast the required spell.
Bond Senses
At 2nd level, you can, as a standard action, share the senses of your eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. You can use this ability a number of rounds per day equal to your summoner level. There is no maximum range to this effect, but you must be on the same plane as the eidolon. You can end this effect as a free action.
Shield Ally
At 4th level, whenever you are within your eidolon’s reach, you gain a +2 shield bonus to your Armor Class and a +2 circumstance bonus on your saving throws. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.
Maker’s Call
At 6th level, as a standard action, you can call your eidolon to your side. This functions as dimension door, using the your caster level. When this ability is used, the eidolon appears adjacent to you (or as close as possible if all adjacent spaces are occupied). If the eidolon is out of range, the ability is wasted. Your can use this ability once per day at 6th level, plus one additional time per day for every four levels beyond 6th.
Transposition
At 8th level, you can use your maker’s call ability to swap locations with your eidolon. If the eidolon occupies more squares than you, you can appear in any square occupied by the eidolon. The eidolon must occupy the square that was occupied by you if able, or as close as possible if it is not able.
Aspect
At 10th level, you can divert up to 2 points from your eidolon’s evolution pool to add evolutions to yourself. You cannot select any evolution that the eidolon could not possess, and you must be able to meet the requirements as well (except for subtype requirements, so long as your eidolon meets the subtype requirement). You cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the eidolon’s evolution pool (reducing the total number available to the eidolon). You can change the evolutions granted by these points anytime you can change the eidolon’s evolutions.
Greater Shield Ally
At 12th level, whenever an ally is within reach of your eidolon, the ally gains a +2 shield bonus to its Armor Class and a +2 circumstance bonus on its saving throws. If this ally is the summoner, these bonuses increase to +4. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.
Life Bond
At 14th level, your life becomes linked to your eidolon’s. As long as the eidolon has 1 or more hit points, you are protected from harm. Damage in excess of that which would reduce you to 0 hit points is instead transferred to the eidolon. This damage is transferred 1 point at a time, meaning that as soon as the eidolon is reduced to a number of negative hit points equal to its Constitution score, all excess damage remains with you. Effects that cause death but don’t deal damage are unaffected by this ability. This ability does not affect spells such as baleful polymorph, flesh to stone, imprisonment, or other spells that don’t deal damage.
Merge Forms
At 16th level, as a full-round action, you can touch your eidolon to merge forms with it. This transformation includes all of your gear. While merged in this way, you are protected from harm and cannot be the target of spells or effects. All effects and spells currently targeting you are suspended until you emerge from the eidolon (although durations continue to expire).
You can cast spells while inside the eidolon by taking control of the eidolon for the duration of the casting. Any material components used for these spells are taken from your gear, even though they are otherwise inaccessible. You can direct all of the eidolon’s actions while merged, can perceive through its senses, and can speak through its voice.
You can use this ability for a number of rounds per day equal to your summoner level. You can end this effect at any time as a swift action. You emerge in a square adjacent to the eidolon if able. If the eidolon is returned to its home plane while you are merged with it, you are immediately ejected, take 4d6 points of damage, and are stunned for 1 round.
Greater Aspect
At 18th level, you can divert more of his eidolon’s evolutions to yourself. This ability functions as the aspect ability, but the maximum number of evolution points you can divert increases to 6. In addition, the eidolon loses 1 point from its evolution pool for every 2 points (or fraction thereof ) diverted to you instead of losing 1 point from the evolution pool for each point diverted.
Supreme Eidolon
At 20th level, your power reaches its peak, granting you and your eidolon unparalleled power. You must choose which form this power takes: Twin Eidolon or Grand Eidolon.
Twin Eidolon
You and your eidolon share a true connection. As a standard action, you can assume the shape of your eidolon, copying all of its evolutions, form, and abilities. Your Strength, Dexterity, and Constitution scores change to match the base scores of your eidolon.
You can choose to have any gear that you carry become absorbed by your new form, as with spells from the polymorph subschool. Items with continuous effects continue to function while absorbed in this way.
You lose your natural attacks and all racial traits (except bonus feats, skills, and languages) in favor of the abilities granted by your eidolon’s evolutions. You retain all of your class features.
You can keep this form for a number of minutes per day equal to your summoner level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.
You can end this effect as a free action.
Grand Eidolon
Your power flows into your eidolon, empowering it to become an absolute monstrosity—a thing of legend and terror. You gain 4 additional evolution points to spend as you like, not subject to subtype-based requirements.