Summoner Hit Die: d4 Base Attack Bonus: As wizard Good Saves: Will Class Skills: Bluff, Concentration, Craft, Diplomacy, Handle Animal, Knowledge (Nature), Knowledge (The Planes), Profession, Sense Motive, Spellcraft Skill Points: 4+Int Proficiencies: Summoners are proficient with all light weapons and whips. Summoners gain no proficiency with armor or shields but receive no additional penalty for using them. Level Progression: Spells Per Day Level Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1 Summon Familiar, 3 1 - - - - - - - - Spell Thematics 2 4 2 - - - - - - - - 3 Bonus Feat 4 2 - - - - - - - - 4 Summon Ally 1/day 4 3 1 - - - - - - - 5 Summon Ally x2 4 3 2 - - - - - - - 6 Bonus Feat 4 3 2 1 - - - - - - 7 Summon Ally 2/day 4 4 3 2 - - - - - - 8 Summon Ally x3 4 4 3 2 1 - - - - - 9 Bonus Feat 4 4 3 3 2 - - - - - 10 Summon Ally 3/day 4 4 4 3 2 1 - - - - 11 Summon Ally x4 4 4 4 3 3 2 - - - - 12 Bonus Feat 4 4 4 4 3 2 1 - - - 13 Summon Ally 4/day 4 4 4 4 3 3 2 - - - 14 Summon Ally x5 4 4 4 4 4 3 2 1 - - 15 Bonus Feat 4 4 4 4 4 3 3 2 - - 16 Summon Ally 5/day 4 4 4 4 4 4 3 2 1 - 17 Summon Ally x6 4 4 4 4 4 4 3 3 2 - 18 Bonus Feat 4 4 4 4 4 4 4 3 3 1 19 Summon Ally 6/day 4 4 4 4 4 4 4 4 3 2 20 Summon Ally x7 4 4 4 4 4 4 4 4 4 3 Spells: A Summoner casts divine spells which are drawn from the Summoner spell list. Spellcasting is based on his Charisma modifier. All of a Summoner's Evocation and Conjuration abilities rely on the ability to call spirits to perform tasks; to cast a spell in the presence of a Dimensional Anchor requires an opposed caster level check against the level of the Dimensional Anchor or the spell fails. A Summoner can still cast other spells, such as Abjuration and Divination spells, without penalty in these conditions. The DM may allow a Summoner to research other spells not on the Summoner's spell list; in this case, the DM alone determines whether or not a particular spell may be successfully researched. Spell Thematics: A Summoner's Evocation spells rely on summoned spirits, which are visible -- but intangible -- during the effect of the spell. For instance, the plane of force Mordenkainen's Sword would appear to be wielded by a ghostly warrior. This image has no effect on the mechanics of the spell. The Summoner's Conjuration spells already call creatures and thus need no such additional imagery. Spells of other schools may or may not have such visual thematics, at the decision of the caster. Unlike the feat of this name, the thematics do not disguise the spell itself, and therefore the Spellcraft DC to identify the spell does not increase. Summon Familiar: A Summoner can summon a familiar just like a Sorcerer. Bonus Feat: At 3rd level and every 3 levels thereafter, a Summoner can select a bonus feat. This feat may be chosen from the following list: Augment Summoning, Combat Casting, Delay Spell, Eschew Materials, Extend Spell, Heighten Spell, Improved Familiar, Spell Focus (Abjuration), Spell Focus (Conjuration), Spell Mastery. Summon Ally: At 4th level, the Summoner gains the ability to summon an Ally once per day. Any creature does not advance solely by character class may be an Ally. Bonding a creature to be a Summoner's Ally requires a ritual that costs 100 gp per Hit Die of the Ally and requires eight hours. Only a willing creature free of magical compulsions may participate in this ritual, so the creature must agree to be the Summoner's Ally. (Non-magical compulsions and bargaining do not prevent the bond.) The Ally must have fewer Hit Dice than the Summoner. Summoning an Ally is a spell-like ability that requires a full-round action and provokes an attack of opportunity. The Ally appears within Close range on the character's initiative and may act immediately. The Ally enjoys certain bonuses during the time it is summoned. First, if the Summoner has taken the Augmented Summoning feat, the effects of that feat apply to the Ally. Add together the Summoner's level and Charisma modifier; the Summoner may then distribute this total as bonuses to the Ally's attributes, attack rolls, and saving throws. Bonuses to the Ally's attributes may increase its HP and the DC of its special abilities. The Ally appears with full Hit Points the first time it is summoned during a day; any damage it sustains while it is summoned persists if it is summoned again during the same day. Once summoned, an Ally remains for one round per Summoner level and then returns to its place of origin. The Summoner may also choose to dismiss it early as a free action. If an Ally is slain in combat, the Summoner immediately loses XP just as if his familiar had been slain. A slain Ally's body does not return to its place of origin and may be brought back to life through the normal means, subject to the normal restrictions of the Ally's creature type. The Ally is then free to return to his place of origin at its will; it is granted the ability to use Teleport Without Error and Plane Shift once each, but only to return home or where it was before it was summoned. Death immediately severs the bond between Summoner and Ally, and if the Ally wishes to reestablish the bond after being resurrected, the ritual must be undertaken once more. (Note that if the Ally believes that the Summoner was at fault for its death, whether through malice or carelessness, it will not be willing to be bound to the Summoner again.) At 7th level and every 3 levels thereafter, the Summoner can summon an Ally one additional time per day. At 5th level and every 3 levels thereafter, the Summoner may bond with an additional Ally. Spell List: Level 0: Arcane Mark, Dancing Lights, Detect Magic, Mage Hand, Prestidigitation, Read Magic, Helpful Spirit*, Beginner's Summoning*, Cloud of Bugs* Level 1: Animate Rope, Calm Animals, Charm Animal, Entangle, Mount, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Summon Monster I, Summon Nature's Ally I, Unseen Servant Level 2: Command Undead, Hold Animal, See Invisibility, Speak with Animals, Spiritual Weapon, Status, Summon Monster II, Summon Nature's Ally II, Summon Swarm Level 3: Animate Dead, Charm Monster, Dominate Animal, Helping Hand, Magic Circle Against Chaos, Magic Circle Against Evil, Magic Circle Against Good, Magic Circle Against Law, Phantom Steed, Speak with Dead, Speak with Plants, Summon Monster III, Summon Nature's Ally III Level 4: Evard's Black Tentacles, Command Plants, Dimensional Anchor, Dismissal, Minor Creation, Phantasmal Killer, Lesser Planar Ally, Prying Eyes, Repel Vermin, Summon Monster IV, Summon Nature's Ally IV Level 5: Contact Other Plane, Hold Monster, Insect Plague, Bigby's Interposing Hand, Mordenkainen's Faithful Hound, Major Creation, Overland Flight, Permanency, Lesser Planar Binding, Summon Monster V, Summon Nature's Ally V, Telekinetic Bond Level 6: Animate Objects, Banishment, Bigby's Forceful Hand, Instant Summons, Planar Ally, Planar Binding, Plane Shift, Summon Monster VI, Summon Nature's Ally VI Level 7: Animate Plants, Control Undead, Bigby's Grasping Hand, Mordenkainen's Sword, Repulsion, Summon Monster VII, Summon Nature's Ally VII, True Seeing Level 8: Binding, Bigby's Clenched Fist, Dimensional Lock, Greater Planar Ally, Greater Planar Binding, Summon Monster VII, Summon Nature's Ally VIII Level 9: Bigby's Crushing Hand, Dominate Monster, Elemental Swarm, Gate, Shambler, Summon Monster IX, Summon Nature's Ally IX, Weird * New spell ---------- New Spells: Helpful Spirit Conjuration (Calling) Level: Summoner 0, Sor/Wiz 0, Clr 0 Components: V, S, F Casting Time: 1 standard action Range: 100 ft. Target, Effect, or Area: Summons a spirit, see text Duration: 1 minute/level Saving Throw: See text Spell Resistance: No This spell summons a helpful spirit from the ethereal plane. It appears as a small wisp of smoke or a puff of cloud. The spirit normally sheds light like a candle, though you can command it to extinguish its light. The spirit can perform a number of small, helpful tasks, such as carrying a small object (up to 1 pound) at up to 10 feet per round, carrying a short spoken message (up to ten words) to a specified creature within the spell's range, write dictated words with a quill and ink on paper or parchment (six words per round; the quill, ink, and paper or parchment must be made available), or folding clothes (one garment per five rounds). [I may want a couple more effects.] If the spirit is attacked, it immediately flees back to the ethereal plane, ending the spell. Focus: A small copper locket. ---------- Beginner's Summoning Conjuration (Summoning) [see text for Summon Monster I] Level: Summoner 0, Brd 0, Clr 0, Sor/Wiz 0, Drd 0 Effect: One summoned creature This spell functions like Summon Monster I, except you summon one 0-level creature. Druids may only summon animals and magical beasts (and beasts, in 3.0) with this spell. The DM may allow other creatures of CR 1/4 or less to be summoned. 0 Level celestial hawk celestial owl cat dog fiendish bat kobold skeleton lizard monkey tiny monstrous centipede tiny viper toad weasel ---------- Cloud of Bugs Conjuration (Summoning) Level: Summoner 0, Drd 0 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Cloud of bugs Duration: 1 minute Saving Throw: Fortitude negates (see text) Spell Resistance: No This spell calls forth a swarm of small, harmless flying insects, such as flies, gnats, and moths. The swarm fills a 5' square. Any creature inside the swarm must make a Fortitude save each round or suffer a -2 penalty to Concentration checks for that round. The cloud can move 10' per round, to a limit of the spell's range.