While many who dabble in magic become adept at beckoning monsters from the farthest reaches of the planes, none are more skilled at it than the summoner. This practitioner of the magic arts forms a close bond with one particular outsider, known as an avatar, which gains power as the summoner becomes more proficient at his summoning. Over time, the two become linked, eventually even sharing a shard of the same soul.
Role: Summoners spend much of their time exploring the arcane arts alongside their avatars. While their power comes from within, they rely heavily on their avatar companions in dangerous situations. While a summoner and his avatar function as individuals, their true power lies in what they can accomplish together.
Hit Die: d6
Starting Wealth: 2d6 × 10 gil (average 70 gil.) In addition, each character begins play with an outfit worth 10 gil or less.
The summoner’s class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points Per Level: 4 + Int modifier
All of the following are class features of the summoner.
Weapon and Armor Proficiency
Summoners are proficient with all simple weapons including whips, scorpion whips, power rods and power staves, but not with any type of armor or shield. Heavier armor interferes with a summoner’s movements, which can cause his spells with somatic components to fail.
Limit Breaks (Su)
At 1st level, the summoner receives the Limit Breaks (Avatar Mastery and Avatar Protection).
Avatar Mastery (Su): This Limit Break allows the summoner to summon an avatar or heal his avatar to full health.
Avatar Protection (Su): This Limit Break allows the summoner’s avatar to take any attacks aimed at the summoner. For a duration of 1 round + 1 round per four summoner levels after 1st, as long as the summoner is adjacent to his avatar, the avatar intercepts any attacks, using its AC instead. For the duration of this limit break, the avatar gains a damage reduction of 2/-
A summoner casts summon spells which are drawn from the summoner spell list. A summoner begins play with 3 1st level summon spells of his choice. The summoner also selects a number of additional 1st-level spells equal to his Charisma modifier to add to his list of spells. Each time a character attains a new summoner level, he gains two spells of his choice to add to his list of spells. The free spells must be of spell levels he can cast. Like the other mages, a summoner can purchase or find scrolls to add spells to his spells known list and he can also learn new summon spells from another summoner.
To learn or cast a summoner spell, the summoner must have a Charisma score equal to at least 10 + the spell level (Cha 11 for 1st-
Spell Proficiency (Ex)
Summoners are considered to have the Precise Shot feat while casting spells, using class features that require ranged touch or using any magical items that require ranged touch.
Summoners learn a number of cantrips, or 0-
At 1st level, a summoner begins play with the ability to summon to his side a powerful outsider called an avatar. The summoner must choose which avatar to form a pact with, from the following: Alexander, Anima, Bahamut, Bismarck, Carbuncle, Diabolos, Fenrir, Garuda, Ifrit, Ixion, Leviathan, Odin, Phoenix, Ramuh, Shiva, Siren, Titan, Valefor, or Yojimbo.
Once chosen, the avatar forms a link with the summoner, who summons an aspect of the same creature. An avatar has the same alignment as the summoner that calls it and can speak all of his languages. Avatars are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. The summoner may only have one pact with a specific avatar. To change the summoner’s pact, he must defeat an incarnation of the avatar he wishes to form a pact with (up to GM’s discretion on how this comes about). Once the summoner gains the new pact, he loses the old pact.
A summoner can summon his avatar in a ritual that takes 1 minute to perform. When summoned in this way, the avatar hit points are unchanged from the last time it was summoned. The only exception to this is if the avatar was slain, in which case it returns with half its normal hit points. The avatar does not heal naturally. If the avatar is sent back to its home plane due to death, it cannot be summoned again until the following day. The avatar remains until dismissed by the summoner (a standard action). If the summoner is unconscious, asleep, or killed, his avatar is immediately banished. The avatar’s Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner’s class level and increase as the summoner gains levels. In addition, each avatar receives improvements, based on the summoner’s level, which can be used to upgrade the avatar’s abilities and powers.
The avatar and the summoner must remain within 100 feet of one another for the avatar to remain at full strength. If the avatar is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the avatar 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 avatar 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 avatar gets closer to its summoner, but its maximum hit point total does return to normal.
See Avatars for more information on the individual avatars.
Table: Avatar Base Statistics
|Class Level||HD||BAB||Fort||Ref||Will||Skills||Feats||Armor Bonus||Special|
|5th||4||+4||+1||+4||+4||16||2||+4||Ability score increase|
|10th||8||+8||+2||+6||+6||32||4||+8||Ability score increase|
|15th||12||+12||+4||+8||+8||48||6||+12||Ability score increase|
HD: This is the total number of 10-
BAB: This is the avatar’s base attack bonus. An avatar’s base attack bonus is equal to its Hit Dice. Avatars do not gain additional attacks using their natural weapons for a high base attack bonus.
Fort/Ref/Will: These are the avatar’s base saving throw bonuses. An avatar has good Reflex and Will saves.
Skills: This lists the avatar’s total skill ranks. An avatar can assign skill ranks to any skill. Avatars with Intelligence scores above the base value modify these totals as normal. An avatar cannot have more ranks in a skill than it has Hit Dice. Avatar skill ranks are set once chosen.
The following skills are class skills for avatars: Bluff (Cha), Craft (Int), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), and Stealth (Dex). In addition, at 1st level, the summoner can choose 4 additional skills to be class skills for his avatar. Note that avatars with a fly speed receive Fly (Dex) as a free class skill.
Feats: This is the total number of feats possessed by an avatar. Avatars can select any feat that they qualify for, but they must possess the appropriate appendages to use some feats. Avatar feats are set once chosen.
Armor Bonus: The number noted here is the avatar’s base total armor bonus. This bonus may be split between an armor bonus and a natural armor bonus, as decided by the summoner. This number is modified by the avatar’s base form. An avatar cannot wear armor of any kind, as the armor interferes with the summoner’s connection to the avatar.
Special: This includes a number of abilities gained by all avatars as they increase in power. Each of these bonuses is described below.
Ability Score Increase (Ex): The avatar adds +1 to one of its ability scores.
Darkvision (Ex): The avatar has darkvision out to a range of 60 feet.
Link (Ex): A summoner and his avatar share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his avatar at any time. In addition, magic items interfere with the summoner’s connection to his avatar. As a result, the summoner and his avatar share magic item slots. For example, if the summoner is wearing a ring, his avatar can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the avatar become dormant. The avatar must possess the appropriate appendages to utilize a magic item.
Evasion (Ex): If an avatar is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
Devotion (Ex): An avatar gains a +4 morale bonus on Will saves against charm spells and effects.
Improved Evasion (Ex): When subjected to an attack that allows a Reflex saving throw for half damage, an avatar takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Summon Gear (Su)
Also at 1st level, a summoner can summon any object that weighs no more than 1 pound per summoner level he possesses. Creating an object in this way is a standard action. The Item remains for 1 minute before fading away, although it disappears after one round if it leaves his possession. Creating an Item to an exact specification might require a Craft skill check, subject to GM discretion. The object must be made of simple materials, such as wood, stone, glass, or metal, and cannot contain any moving parts. The summoner could use this ability to summon a dagger, but not a vial of alchemist’s fire. He can use this ability a number of times per day equal to 3 + his Charisma modifier.
Life Link (Su)
At 2nd level, a summoner forms a close bond with his avatar. Whenever the avatar takes enough damage to send it back to its home plane, as a reaction to the damage, the summoner can sacrifice any number of hit points he has without using an action. Each hit point sacrificed in this way prevents 1 point of damage done to the avatar. This can prevent the avatar from being sent back to its home plane.
Summon Monster I (Sp)
Starting at 2nd level, a summoner can cast summon monster I as a spell-
At 4th level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 18th level).
A summoner cannot have more than one summon monster spell active in this way at one time. If this ability is used again, any existing summon monster immediately ends.
These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.
At 2nd level, a summoner gains Augment Summoning as a bonus feat, this does not affect his avatar or uses of his summon monster class feature. He does not have to meet any requirements for this feat. If the summoner already has this feat, he may pick another Non-Combat feat for which he meets the prerequisites for.
Summon Talents (Ex or Su)
As a summoner gains experience, he learns a number of talents that assist him in manipulating spells and other forms of magic. At 2nd level and every two summoner levels thereafter, a summoner gains one summon talent. A summoner cannot select an individual talent more than once. Talents marked with an asterisk add effects to a summoner’s spellcasting ability. Only one of these talents can be applied to an individual spell and the decision must be made before the spell is cast.
- A complete list of summon talents can be found here: Summon Talents
Bond Senses (Su)
Starting at 3rd level, a summoner can, as a standard action, share the senses of his avatar, hearing, seeing, smelling, tasting, and touching everything the avatar does. He can use this ability a number of rounds per day equal to his summoner level. There is no range to this effect, but the avatar and the summoner must be on the same plane. The summoner can end this effect as a free action.
Blood Pact (Su)
At 3rd level, a summoner can enter a blood pact with his avatar, calling upon his avatar’s inner reserves of strength and ferocity or defense and tenacity. For a number of times per day equal to the summoner’s Charisma modifier, as a swift action, the summoner can cause his avatar to enter a blood pact for 1 minute.
- Rage: While in rage, an avatar gains a +4 morale bonus to its Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, it takes a –2 penalty to Armor Class. The increase to Constitution grants the avatar 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, an avatar cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. This ability cannot be used with blood pact: ward.
- Ward: While in ward, an avatar gains a +2 dodge bonus to its AC, +2 resistance bonus to all saving throws, and a damage reduction of 2/-. In addition, it takes a –2 penalty to Attack and Damage rolls. While in ward, an avatar cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. This ability cannot be used with blood pact: rage.
When the blood pact ends, the avatar is fatigued for a minute after. A summoner cannot cause his avatar to enter a new blood pact while fatigued or exhausted but can otherwise cause his avatar to enter a blood pact multiple times during a single encounter or combat. If an avatar falls unconscious, its blood pact immediately ends, placing it in peril of death.
Efficient Summoning (Su)
Starting at 3rd level, whenever the summoner casts a summon spell that summons a creature, (such as summon monster) he may cast the spell as a standard action and the creatures remain for 1 minute per summoner level (instead of 1 round per level).
Detect Summons (Su)
At 4th level, as a swift action, a summoner can target a single creature he can see and determine if it has been summoned to its current plane from another. This ability reveals if the target has been conjured by a summoning spell, and allows the summoner to attempt a Spellcraft check to identify the spell that conjured it (using the same DC as if the summoner had witnessed the spell being cast).
Clear Mind (Ex)
At 5th level, a summoner can regain his MP quicker. The summoner must be relaxed and must be free from overt distractions, such as combat raging nearby or other loud noises. For example, he could be riding in the back of a carriage and benefit from this ability. The summoner does not gain this recovery if he is asleep or unconscious. The summoner regains 1 MP per hour. This increases by 1 for every five summoner levels after 5th.
Shield Ally (Ex)
At 5th level, whenever a summoner is within his avatar’s reach, the summoner receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the avatar is grappled, helpless, paralyzed, stunned, or unconscious.
At 6th level, a summoner can attempt to counter a summoning spell cast by another creature. He must identify the spell being cast as normal for counterspelling. If he does so, he can attempt to counter the spell as a swift or immediate action. To counter the spell, the summoner must attempt a dispel check as if using dispel. If the spell being countered is a summon monster or summon nature’s ally spell, the summoner gains a +5 bonus on the dispel check. The summoner can use this ability a number of times per day equal to 3 + his Charisma modifier.
Maker’s Call (Su)
At 7th level, as a standard action, a summoner can call his avatar to his side. The avatar must be within 120 feet. When used, the avatar appears adjacent to the summoner (or as close as possible if all adjacent spaces are occupied). If the avatar is out of range, the ability is wasted. The summoner can use this ability once per day at 7th level, plus one additional time per day for every four levels beyond 7th.
Summon Tactics (Su)
At 7th level, every time a summoner casts a summoning spell or uses his summon monster ability, he can choose any one teamwork feat he knows. All creatures summoned by the spell or ability are treated as if they had the chosen feat for all purposes, without needing to meet any prerequisites. At 12th level and again at 17th level, the number of teamwork feats that he can choose when casting a summoning spell or using his summon monster ability increases by 1. He cannot choose the same feat twice. At 20th level, all creatures summoned by the spell or ability are treated as if they knew all of the summoner’s teamwork feats.
At 8th level, the summoner receives the Superior Summoning feat for free, even if he does not meet the prerequisites. If the summoner already has this feat, he may pick another Non-Combat feat for which he meets the prerequisites for.
Balanced Summoning (Su)
At 9th level, the summoner maintains balance by calling on opposing forces when summoning. Whenever he casts a summon monster spell or uses his summon monster ability, he can summon two creatures from a single list 1 or more levels lower than the level of the spell. The two creatures must have alignments that are opposite along at least one axis (chaotic and lawful or evil and good). For example, if the summoner casts summon monster III, he could summon a celestial wolf and a fiendish hyena from the 2nd-level list.
At 9th level, a summoner can use his maker’s call ability to swap locations with his avatar. If it is larger than him, he can appear in any square occupied by the avatar. The avatar must occupy the square that was occupied by the summoner if able, or as close as possible if it is not able.
Faster Summoning (Ex)
At 10th level, a summoner can now cast any summoning school spells with a full-
Greater Blood Pact (Su)
At 11th level, when a summoner makes a blood pact with his avatar, the bonuses increases.
- Rage: The morale bonus to the avatar’s Strength and Constitution increases to +6 and the morale bonus on its Will saves increases to +3.
- Ward: The dodge bonus to the avatar’s AC increases to +4, the resistance bonus to saving throws increases to +4, and the damage reduction increases to 4/-.
Greater Shield Ally (Su)
At 11th level, whenever an ally is within an avatar’s reach, the ally receives 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 avatar is grappled, helpless, paralyzed, stunned, or unconscious.
Weaken Summons (Su)
At 12th level, as a standard action, a summoner can attempt to weaken a summoned creature within 60 feet. The targeted creature takes a –2 penalty on attack and damage rolls and to Armor Class for 1 minute per summoner level. A successful Will save (DC 10 + half of the summoner’s level + his Charisma modifier) negates this effect. A given summoned creature can’t be targeted by this ability more than once per 24-
Advanced Summon Talents (Ex or Su)
At 12th, and every two summoner levels thereafter, a summoner learns further talents to assist him in manipulating spells and other forms of magic. He may choose one of the following advanced summon talents in place of a summon talent. Talents marked with an asterisk add effects to a summoner’s spellcasting ability. Only one of these talents can be applied to an individual spell and the decision must be made before the spell is cast.
- A complete list of advanced summon talents can be found here: Advanced Summon Talents
Life Bond (Su)
At 13th level, a summoner’s life becomes linked to his avatar’s. As long as the avatar has 1 or more hit points, the summoner is protected from harm. Damage in excess of that which would reduce the summoner to fewer than 0 hit points is instead transferred to the avatar. This damage is transferred 1 point at a time, meaning that as soon as the avatar is reduced to a number of negative hit points equal to its Constitution score, all excess damage remains with the summoner. Effects that cause death but not damage are unaffected by this ability. This ability does not affect spells like Statue, Doom, Death or other spells that do not cause actual damage.
At 13th level, the summoner may touch a single ally as a swift action. He may then use an immediate action in a later round to instantly teleport to his ally’s position while he appears in the summoner’s location. Once he touches his ally, this ability to transport locations lasts for a number of rounds equal to half his summoner level. When activating the swapping action, neither the summoner nor his ally is subject to attacks of opportunity, though any other actions may provoke as normal. The summoner must have line of sight to the chosen ally in order to trigger this power. This ability may be used a number of times per day equal to his Charisma modifier, though he may only use it with one ally at a time. If he uses this power with another ally while it is still active with a previous ally, the connection to the previous ally is automatically lost.
Summoner’s Charm (Su)
Starting at 14th level, whenever the summoner casts a summoning spell, he increases the duration by a number of rounds equal to half his summoner level (rounded down). This increase is not doubled by Extend Spell. At 20th level, the summoner can change the duration of all summon monster spells to permanent. He can have no more than one summon monster spell made permanent in this way at one time. If he designates another summon monster spell as permanent, the previous spell immediately ends.
Paragon Summons (Ex)
At 15th level, three times per day, the summoner can take the maximum for all hit dice of a single creature summoned when determining starting hit points, this affects any spell that summons a creature (such as summon monster), as well as their summon monster class feature. At 17th level and 19th level, the summoner can use this ability one additional time per day.
Master of Matter (Su)
At 16th level, when the summoner casts a summoning spell with a duration of at least 1 hour/level (such as the minor summoning spell), the object created becomes permanent. If the duration of the object created is less than 1 hour/level, he may use this power to extend the duration by an additional number equal to his Charisma modifier. Thus if casting major summoning to create gold, the duration would be extended an additional 20 minutes multiplied by his Charisma modifier. This only functions on inanimate objects and he may use this power to make a created object permanent a number of times per day equal to his Charisma modifier.
Tireless Pact (Su)
Starting at 17th level, an avatar no longer becomes fatigued at the end of its blood pact.
Superior Shield Ally (Su)
At 17th level, whenever an ally is within the avatar’s reach, the ally receives a damage reduction of 2/-
Merge Forms (Su)
At 19th level, as a full-
Summoning Mastery (Su)
At 19th level, the summoner’s skill at summoning is without peer. The summoner may treat any spell from the summon monster line in all ways as though it were 1 level lower than it actually is, including allowing him to cast summon monster I as one of his cantrips. In addition, whenever a metamagic or summoning feat would increase the effective spell level of a spell the summoner casts from the summoning school, the summoner may treat the total effective level adjustment and MP cost as up to two lower, though this cannot change the base level of the spell (for example, a summoner wanting to cast a quickened summon monster I would only need to spend 2 MP).
Mighty Blood Pact (Su)
At 20th level, when a summoner makes a blood pact with his avatar, the bonuses increases.
- Rage: The morale bonus to the avatar’s Strength and Constitution increases to +8 and the morale bonus on its Will saves increases to +4.
- Ward: The dodge bonus to the avatar’s AC increases to +6, the resistance bonus to saving throws increases to +6, and the damage reduction increases to 6/-.
Twin Avatar (Su)
At 20th level, a summoner and his avatar share a true connection. As a standard action, the summoner can assume the shape of his avatar, copying all of its abilities. His Strength, Dexterity, and Constitution scores change to match the base scores of his avatar. He can choose to have any gear that he carries become absorbed by his new form. Items with continuous effects continue to function while absorbed in this way. The summoner loses his natural attacks and all racial traits (except bonus feats, skills, and languages) in favor of the abilities granted by his avatar. The summoner retains all of his class features. The summoner can keep this form for a number of minutes per day equal to his summoner level. This duration does not need to be consecutive, but it must be spent in 1-
Favored Class Bonuses
Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have summoner as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.
- Amalj’aa: Add a +1/4 natural armor bonus to the AC of the summoner’s avatar. If the summoner ever replaces his avatar, the new avatar gains this bonus.
- Burmecian: Add a +1 bonus on saving throws against poison made by the summoner’s avatar.
- Dwarf: Add a +1/4 natural armor bonus to the AC of the summoner’s avatar. If the summoner ever replaces his avatar, the new avatar gains this bonus.
- Elvaan: The amount of time the summoner must spend to summon his avatar is reduced by 1 round, to a minimum of 1 round.
- Galka: Add a +1/4 natural armor bonus to the AC of the summoner’s avatar. If the summoner ever replaces his avatar, the new avatar gains this bonus.
- Guado: Reduce damage dealt to summoner as a result of life link by 1. Maximum of 6.
- Half-Breed: Add +1 hit point or +1 skill rank to the summoner’s avatar.
- Hume: Add +1 hit point or +1 skill rank to the summoner’s avatar.
- Kojin: Add 10 feet to the range of the avatar’s life link ability while in the water. If the avatar’s base form is aquatic, this bonus is applied when out of the water also.
- Mithra: Add +1/4 to the number of hit points the summoner’s avatar regains per hit point sacrificed when using the life link ability.
- Moogle: Add +1 hit point to the summoner’s avatar.
- Namazu: Add +1 hit point or +1 skill rank to the summoner’s avatar.
- Nu Mou: The amount of time the summoner must spend to summon his avatar is reduced by 1 round, to a minimum of 1 round.
- Qu: Add +1 hit point to the summoner’s avatar.
- Sahagin: Add 10 feet to the range of the avatar’s life link ability while in the water. If the avatar’s base form is aquatic, this bonus is applied when out of the water also.
- Tarutaru: The amount of time the summoner must spend to summon his avatar is reduced by 1 round, to a minimum of 1 round.
- Vanu Vanu: Add +1 hit point to the summoner’s avatar.
- Viera: The amount of time the summoner must spend to summon his avatar is reduced by 1 round, to a minimum of 1 round.
- Yagudo: The amount of time the summoner must spend to summon his avatar is reduced by 1 round, to a minimum of 1 round.
- A complete list of summoner archetypes can be found here: Summoner Archetypes