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Summoner

A summoner specializes in calling forth celestials, demons, devils, elementals, undead, and other otherworldly beings to fight for them. With their summoned allies and their spells they are a formidable force within any party.

Alignment: Any

Hit Dice: d6

Class Skills

The summoners class skills (and the key ability for each skill) are: Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (Int): (all skills, taken individually), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha).

Skill Ranks per Level: 2+ Int modifier.


Table: The Summoner
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpells Per Day
1st2nd3rd4th5th6th7th8th9th
1st+0+0+0+2 Cantrips, spells, spontaneous summon monster, summoning 1/day3
2nd+1+0+0+3 Summoner talent4
3rd+1+1+1+3 Incorruptible5
4th+2+1+1+4 Summoner talent63
5th+2+1+1+4 summoning 2/day64
6th+3+2+2+5 Summoner talent653
7th+3+2+2+5 Planar attunement664
8th+4+2+2+6 Summoner talent6653
9th+4+3+3+6 summoning 3/day6664
10th+5+3+3+7 Summoner talent66653
11th+5+3+3+7 Sense otherworldly beings66664
12th+6/+1+4+4+8 Summoner talent666653
13th+6/+1+4+4+8 summoning 4/day666664
14th+7/+2+4+4+9 Summoner talent6666653
15th+7/+2+5+5+9 Extended summons6666664
16th+8/+3+5+5+10 Summoner talent66666653
17th+8/+3+5+5+10 summoning 5/day66666664
18th+9/+4+6+6+11Summoner talent666666653
19th+9/+4+6+6+11 Summon legion666666664
20th+10/+5+6+6+12Summoner talent666666665

Class Features

All of the following are class features of the summoner.

Weapon and Armor Proficiency: Weapon and Armor Proficiency: Summoners are proficient with all simple weapons. Summoners are not proficient with any armor or shields.

Spells: A summoner casts arcane spells drawn primarily from the sorcerer/wizard spell list. They can cast any spell they know without preparing it ahead of time. To learn to cast a spell, a summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a summoner's spell is 10 + the spell level + the summoner's Charisma modifier.

Like other spellcasters, a summoner can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: Summoner. In addition, a summoner receives bonus spells per day if they have a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A summoner's selection of spells is extremely limited. A summoner begins play knowing four 0-level spells and two 1st-level spells of their choice. At each new summoner level, they gain one or more new spells, as indicated on Table: Summoner Spells Known. (Unlike spells per day, the number of spells a summoner knows is not affected by their Charisma score, the numbers on Table: Summoner Spells Known are fixed). These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the summoner has gained some understanding of through study.

Table: Summoner Spells Known
Level01st2nd3rd4th5th6th7th8th9th
1st42
2nd52
3rd63
4th631
5th742
6th7421
7th8532
8th85321
9th95432
10th954321
11th955432
12th9554321
13th9554432
14th95544321
15th95544432
16th955444321
17th955444332
18th9554443321
19th9554443332
20th9554443333

Cantrips: Summoners learn a number of cantrips, or 0-level spells, as noted on Table: Summoner Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Spontaneous Summon Monster: A summoner can channel stored spell energy into summon monster spells that they have not chosen as spells known. A summoner can “lose” a spell slot in order to cast any Summon Monster spell.

Summoning (Su): Summoners possess the ability to call forth powerful spirits to aid them, these spirits are typically more powerful then those available though the Summon Monster line of spells. These creatures may be common beings of their kind or unique beings listed on Table: Unique Summons, or beings that the summoner has form some sort of contract with to be able to summon them when needed.

A summon can call forth a number of creatures per day depending on their summoner class level (see Table: Summoner). These creatures can be of the Extraplanar, Fey, Outsider, or Undead types and remain for up to 1 round per summoner class level + the summoners Constitution modifier (minimum 1 round).

The most powerful creature—Challenge Rating (CR)--that can be summoned with this ability is equal to the summoner's class level minus 2, the exception to this is at 1st and 2nd levels. At first level and second level the summoner is capable of summoning ½ CR creatures or less.

Summoning and controlling creatures in this manner can be a dangerous task and not something to be done lightly. If the summoner attempts to summon and control a creature that possesses an alignment that opposes that of the summoner's own alignment, the summoned creature is allowed a Will saving throw (DC 10 + 1/2 Summoner class level + Charisma modifier) to resist the summoner's control and act normally according to the summoned creature's nature and disposition. If a creature is forced to do an act that is against the creature's nature then the summoned creature is allowed another Will save (DC 10 + 1/2 Summoner class level + Charisma modifier) to break free of the summoner's control. While a controlled summoned creature may be dismissed at any time as a Free Action, creatures that have broken free of the summoner's control cannot be dismissed but disappear as normal at the end of the summons duration.

Table: Unique Summons
NameSubtypeCR
Ifrit, AspectFire18
Shiva, AspectCold, Water18

Summoner Talents: Summoners come in many forms and the effects of planar energy on each body is different, as such each summoner is different from another. At every even numbered summoner level, the summoner can choose one ability from the following list.

Augment Summoning, Improved (Ex): The summoner has focused on improving the strength of their summoned minions. Summoned creatures gain an additional +2 enhancement bonus to their Strength and Constitution for the duration of the spell that summoned them. To choose this talent the summoner must possess the Augment Summoning feat. This talent may be taken up to two times, it's effects stack.

Breathless (Ex): The summoner no longer needs to breathe—or the equivalent—.

Darkvision (Ex): The summoner can see in total darkness out to 60 feet.

Eternal Youth (Ex): The summoner no longer ages or risks dieing of old age. They cannot be magically aged and they do not suffer any penalties for their age, however, any penalties related to age that have already taken effect remain. Age bonuses still accrue normally. This talent requires that the summoner possesses the breathless, sleepless, and sustenance summoner talents—or their equivalent as natural extraordinary abilities—.

Fear Immunity (Ex): The summoner gains immunity to fear effects.

Lets Make A Deal (Ex): The summoner is an expert at making deals with otherworldly beings. The summoner gains a +1 bonus to Bluff, Diplomacy, and Sense Motive skills. This talent may be taken multiple times, it's effects stack.

Low-Light Vision (Ex): The summoner can see twice as well as a human in low-light conditions.

See In Darkness (Su): The summoner can see perfectly in darkness of any kind, even that created by the darkness spell. This talent requires that the summoner possesses darkvision, low-light vision, and 2 other summoner talents.

Sleepless (Ex): The summon no longer needs to sleep—or the equivalent—.

Summoner Knowledge (Ex): Through their dealings with otherworldly beings the summoner has greatly expanded their knowledge. The summoner gains a +1 bonus to all Knowledge skills. This talent may be taken multiple times, it's effects stack.

Sustenance (Ex): The summoner no longer needs to eat—or the equivalent—.

Incorruptible (Ex): Associating with otherworldly beings of different alignments and using spells with alignment types—such as evil, good, lawful, chaotic, etc—does not affect your own alignment. Your actions dictate your alignment.

Planar Attunement (Su): Summoners are immune to harmful planar effects, such as the base fire damage from the elemental plane of fire, temperature extremes, lack of air, poisonous fumes, and similar harmful natural planar traits and environmental effects.

Sense Otherworldly Beings (Su): A summoner is able to sense the presence of otherworldly beings. The summoner can sense the presence of Fey, Outsiders, and Undead within 30 feet of them. This does not allow the summoner to pinpoint the locations of creatures within range it simply informs the summon of their presence and the amount of creatures of each type.

Extended Summons (Ex): Conjuration (summoning) spells cast by the summoner that possess a duration other then instantaneous last twice as long as normal.

Summon Legion (Ex): When a summoner casts a summon spell they summon twice as many creatures as normal.

Example: If the summoner casts summon monster IX they can summon either 2 creatures from the summon monster IX list, 2d3 creatures from the summon monster VIII list, or 2d4+2 creatures from the summon monster VII lists or lower.