Summoner
Some mages seek to master the power of the Ars Tonelica on their own. Others channel this power through ancient beings. A few, however, go even a step beyond this - they summon the beings themselves.
Role: Summoners have a small degree of magical prowess, sourced from the Ars Tonelica, but their real talent lies in their ability to call upon the terrifically potent abilities of outsiders, summoning such creatures to their side whenever the need arises.
Alignment: Any except N.
Starting HP: 8
HP Roll: d4+2
Starting Wealth: 3d6 × 10 sy (average 105 sy.) In addition, each character begins play with an outfit worth 20 sy or less.
Class Skills
The summoner’s class skills are Craft (Int), Fly (Dex), Handle Animal (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
Primary Attributes: Cha
A summoner calls his Eidolon from the Plane of Fire to broil his catfish.
Class Features
The following are the class features of the summoner.
Weapon and Armor Proficiency
Summoners are proficient in simple weapons and one martial weapon of choice, and in light armor.
Spell Casting
A summoner gains the ability to cast a small number of arcane spells drawn from the Summoner spell list. To learn or cast a spell, a summoner must have a Charisma score equal to at least 10 + the spell level. He can cast spells he knows without preparing them ahead of time. The saving throw DC 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 level per day. His base daily spell allotment is given on Table: Summoner. In addition, he receives bonus spells per day if he has a high Charisma score. The summoner does not need to prepare these spells in advance; he can cast any spell he knows at any time, assuming he hasn’t yet used up his allotment of spells per day for the spell’s level.
The summoner’s selection of spells is limited. At 1st level, a summoner knows two 1st-level spells of his choice. A summoner gains more spells as he increases in level, as indicated on Table: Summoner Spells Known. Unlike spells per day, the number of spells a summoner knows is not affected by his Charisma score. At 8th level and every 3 levels thereafter, a summoner can choose to learn a new spell in place of one he already knows. This swap follows all the same rules as for a sorcerer.
Table: Summoner Spells Known
Call Servitor (Sp)
Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. This number can be increased by the Extra Summons feat. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He 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 one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th 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 fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.
The summoner need not be in the area of an Ar Tonelico to call servitors.
Call Eidolon (Sp)
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. An eidolon has the same alignment as the summoner that calls it and can speak all of his languages. Eidolons 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. 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.
A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon hit points are unchanged from the last time it was dismissed or banished. 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 the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished. The eidolon takes a form shaped by the summoner’s desires. The eidolon’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 eidolon receives a pool of evolution points, based on the summoner’s class level, that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner.
The summoner need not be in the area of an Ar Tonelico to call his eidolon.
The eidolon’s physical appearance is up to the summoner, but it always appears as some sort of fantastical creature. 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 the summoner’s 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).
Eidolons count as animal companions for the purpose of qualifying for teamwork feats.
Full details on how eidolons work can be found here: Eidolons
If, by some means, the Summoner's eidolon is permanently destroyed, a contract must be forged with a new one, at a cost of 200 sy/summoner level. The new eidolon may be built from the ground up, with a new base form and evolutions as desired.
If the Summoner tires of his eidolon and wants a new one, he may permanently dismiss his current eidolon. After one month, he can form a contract with a new eidolon, but his untrustworthy nature means the price to do so is doubled. Each time a summoner voluntarily replaces an eidolon in this manner, the price doubles from the previous time.
Life Link (Su)
At 2nd level, a summoner forms a closer bond with his eidolon. Whenever the eidolon takes damage that would reduce it below 0 hp, the summoner can sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane. The summoner and eidolon must be within 100 feet of each other to use this feature.
Share Senses (Sp)
At 2nd level, a summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. While this effect is active, the summoner is helpless and incapable of sensing anything through his own body. He can use this ability a number of minutes per day equal to his summoner level. These need not be used all at once, but must be spent in one-minute increments. There is no range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a free action. The effect is disrupted if the summoner takes damage while it is active.
Aspect (Su)
At 2nd level, a summoner gains an evolution pool to add evolutions to himself. He cannot select any evolution that his eidolon could not possess, and he must be able to meet the requirements as well. He cannot select the ability increase evolution through this ability. The summoner can change the evolutions he receives from these points each time he levels up. At 2nd level, the summoner has one Aspect Evolution point. He gains an additional point every 6 levels thereafter.
Augment Summoning (Su)
At 4th level, a summoner gains Augment Summoning as a bonus feat, regardless of whether she meets its prerequisites. The effects of this feat apply to all creatures summoned by Call Servitor or Call Esper, as well as any standard summons.
Power of the Call (Su)
At 4th level, the summoner can cast spells outside the area of the Ars Tonelica by calling on the power of his bound eidolon. Whenever the summoner casts a spell in this way, it takes a significant toll on him, however. A summoner casting a spell in this fashion suffers 1 point of nonlethal damage per summoner level. This nonlethal damage is removed when resting for the night. It cannot be removed in any other fashion, except a wish granted by an outsider of at least 20 HD.
Teamwork Feat (Ex)
At 6th level, and every four levels thereafter, the summoner and his eidolon gain a bonus feat, selected from the list of teamwork feats. The summoner must meet the prerequisites for this feat, but the eidolon need not.
Commanding Call (Su)
At 6th level, as a standard action, a summoner can call his eidolon to his side. This functions as dimension door, using the summoner’s caster level. When used, the eidolon appears adjacent to the summoner (or as close as possible if all adjacent spaces are occupied). If the eidolon is out of range, the ability is wasted. The summoner can use this ability once per day at 6th level, plus one additional time per day for every four levels beyond 6th.
Transposition (Su)
At 8th level, a summoner can use his commanding call ability to swap locations with his eidolon. If it is larger than him, he can appear in any square occupied by the eidolon. The eidolon must occupy the square that was occupied by the summoner if able, or as close as possible if it is not able.
Enhanced Life Link (Su)
At 12th level, the life link works in both directions. Whenever the summoner takes damage, he can redirect any amount of it to his eidolon, provided they are within 100 feet of each other. This ignores any DR or energy resistance the eidolon may possess.
Merge Forms (Su)
At 16th level, as a full-round action, a summoner can touch his eidolon and the two can merge forms. This transformation includes all of the summoner’s gear. While merged in this way, the summoner is protected from harm and cannot be the target of spells or effects. All effects and spells currently targeting the summoner are suspended until the summoner emerges from the eidolon (although durations continue to expire).
The summoner 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 the summoner’s gear, even though they are otherwise inaccessible. The summoner can direct all of the eidolon’s actions while merged, can perceive through its senses, and can speak through its voice.
The summoner can use this ability for a number of rounds per day equal to his summoner level. He can end this effect at any time as a swift action. The summoner emerges in a square adjacent to the eidolon if able. If the eidolon is returned to its home plane while the summoner is merged with it, the summoner is immediately ejected, taking 4d6 points of damage, and is stunned for 1 round.
Call Esper (Sp)
At 19th level, a summoner can expend two uses of his Call Servitor ability to cast greater planar binding or gate. These use the normal casting time for a spell of their level, and the summoner must provide any required material component. While a creature is summoned via this ability, creatures cannot be summoned via Call Servitor, nor can the summoner's eidolon be summoned. Any servitors currently summoned when this ability is used are dismissed, and the summoner's eidolon returns to its home plane.
Master Summoner(Su)
When the summoner and his eidolon merge forms, the summoner can now take the appearance of a spectral rider on the eidolon's back. In this form, the summoner still cannot be targeted, but may now take a standard action every round in addition to his eidolon's actions.
In addition, whenever calling a creature via Call Servitor or Call Esper, the summoner may apply evolutions to the summoned creature(s) worth up to 3 evolution points. If multiple creatures are summoned, they all get the same set of evolutions.
Archetypes
A summoner may choose to take an archetype from the list below. These archetypes replace or modify various summoner abilities, allowing you to focus the character into a unique discipline.