The Summoner has a connection with conjuration magic. They use their powers of calling and summoning to bring creatures forth to fight for them. They also use their powers to conjure substances and solid effects for the benefit of their allies. Summoners are welcome in some societies, shunned in others, and find that reactions to their powers tend to vary wildly.
Characteristics: Because of their weak hit die, summoners often avoid combat altogether, though summoners are one of type of sorcerer that is more likely to pursue a martial path than many of the others.
Role: The strengths of the summoner class are in his spells of conjuration, calling, and summoning. His spells aren’t as flashy as a warmage, but they can be quite destructive. His role in an adventuring party will be quite varied from group to group.
Game Rule Information
Summoners have the following game statistics.
1 – Armored Casting, Extend Summoning, Summoned Cohort
2 – Sudden Extend
3 –
4 – Rapid Summoning
5 –
6 –
7 – Summon 1/day
8 –
9 –
10 – Improved Summon
11 – Summon 2/day
12 –
13 –
14 – Greater Summon
15 – Summon 3/day
16 –
17 –
18 – Summon 4/day
19 –
20 – Perfect Summon
Class Skills: The summoner's class skills (and the key ability for each skill) are concentration (con), craft (int), decipher script (int), diplomacy (cha), escape artist (dex), handle animal (cha), intimidate (cha), knowledge (arcana, nature, planes)(int), ride (dex), sense motive (wis), and spellcraft (int). See the Player’s Handbook Chapter 4: Skills for skill descriptions.
Skill Points perl Level: 4 + Int modifier
Class Features
All the following are class features of the summoner.
Weapon and Armor Proficiency: In addition to the sorcerer proficiencies, summoners are proficient with the bola, the whip, the net, and the harpoon. Summoners are proficient with light armor but not with shields of any kind. At 10th level, a Summoner gains proficiency with Medium Armor. At 16th level, the Summoner gains proficiency with shields (except tower shields).
Spells: A summoner casts arcane spells, drawn from the summoner spell list, below.
Armored Casting: Summoners receive Armored Casting as a bonus feat.
Extend Summoning: Spells of the [summoning] sub-school cast by a summoner can be affected by the Extend Spell metamagic feat for free. This affects spells that are half the summoner’s class level, round up (2nd level spells at level 3, 3rd level spells at level 5, 4th level spells at level 7, and so forth.
Summon Cohort: Once per day, when a summoner casts a conjuration spell of the [summoning] sub-school that may be affected by Extend Summoning, she may extend its duration to 24 hours. This ability is not cumulative with other effects that increase the duration of a spell.
Sudden Extend: At 2nd level, the summoner gains Sudden Extend as a bonus feat. If she already has Sudden Extend, she may gain any metamagic feat that she qualifies for instead.
Rapid Summoning: A 4th level summoner can cast summoning spells in less time than most other casters. Any conjuration spell of the [summoning] sub-school that a summoner casts that would have a casting time of one full round have a casting time of 1 standard action instead. This ability has no effect on spells that already require less than one full round to cast, nor does it affect spells with a casting time greater than one full round.
Summon (Sp): At 7th level, a summoner can attempt to Summon a creature of her choice once per day. Summoning a creature of the same CR as her character level has a 40% chance of success, and summoning a creature of a lower CR increases the chances of success by 10% for every level the summoner's level exceeds the CR of the target. The duration of this summoning is 1 round per class level.
At level 11, and every 4 levels thereafter, she gains one additional daily use of this ability (2/day at 11th level, 3/day at 15th level, 4/day at 19th level). She may have only a single creature summoned through this ability at a time. If she attempts to summon a second creature, her current summoned creature is automatically dispelled.
Improved Summon: At 10th level, the summoner's chances to Summon a creature of the same CR increases to 50%. Summoning a creature of a lower CR increases the chances of success by 10% for every level the summoner's level exceeds the CR of the target.
Greater Summon: At 14th level, the summoner’s chances to Summon a creature of the same CR increases to 60%. Summoning a creature of a lower CR increases the chances of success by 10% for every level the summoner's level exceeds the CR of the target.
Perfect Summon: At 20th level, the summoner's summon power has a 100% chance of success when summoning a creature of equal level to herself.
Spell list: The summoner spell list (the list a summoner chooses her Spells Known from) consists of all cleric, druid, and sorcerer/wizard spells of the conjuration school, plus the following spells:
Level 0: detect magic, detect poison, read magic
Level 1: avoid planar effects, comprehend languages, portal beacon, protection from planar taint
Level 2: analyze portal, daylight, deeper darkness, entangle, planar tolerance, portal alarm, tongues, wind wall
Level 3: anticipate teleport (greater), clairaudience/clairvoyance, dimensional anchor, magic circle against planar taint, plant growth, wall of ice
Level 4: dismissal, wall of fire
Level 5: anticipate teleportation, dimensional lock
Level 6: antipathy, planar bubble, sympathy
Level 7: binding, forcecage, shadow walk
Level 8: freedom, shades
Level 9: imprisonment, unbinding