The summoner's 4 character skills are:
[Energy] control (Wis),
Manipulative Arts (Cha),
Ride (DEX),
Primal Arts (Int)
1: Channel | Shift
2: Power Slot
3: Alter Ego
4: Meta Magic Feat
5: Summon Sympathy
6: Assist Share
7: Mag Bauble
8: Command Code I
9: Core: Tie to the throne
10: Bonus Talent
11: Power Slot
12: Command Code II
13: Mag Bauble
14: Strange Company
15: Meta Magic Feat
16: Command Code III
17: Dear Master
18: W/S/A Proficiency
19: Mag Bauble
20: Alter Ego Harmony
A small baton used to issue orders silently to their companions.
Unlike most other weapons, Takts bear several unique properties. Takts are largely useless as actual weapons.
Instead, companions are bound to Takts and are summoned while your Takt is out.
Takts can be upgraded with Nanopulse technology, treat them as a Knife for damage numbers and Weapon art access.
Takts have two slots for command code modules.
Rare Takts can be found with a Unique third slot with a module built in. These Relic modules are unremovable
Channel Technique: Any bonuses to damage in relation to magic are channeled to the currently deployed Pet or summon.
Mode Shift
Shift Strike - Any bonuses to Melee damage are channeled instead.
Shift Shoot - Any bonuses to Ranged damage are channeled instead.
Shift Tech - Return back to Magic Damage channel.
Channel & Shift only work when the Takt is currently drawn.
Duration 1 round per 2 summoner levels Max 10 Rounds
Cooldown 15 rounds minus 1 round per 2 summoner levels.
For a the duration of Alter Ego you gain Fast Control -1 and your summon or pet gains Fast healing 1 or Fast Control 1
They also gain +1 to damage per 2 summoner levels.
When your Deployed Summon or pet takes damage, you take 20% of that damage yourself as it is channeled down the connection.
Alter Ego Harmony
You gain Damage Reduction True +1 per 5 character levels for the duration of alter ego. This does not affect the damage channeled down the connection but incoming damage to the summoner themselves.
You are also immune to status effects for the duration of Alter Ego. [They are still there, they just have no effect on you until the ability wears off]
Your summon can once every 5 of their character levels tag one of the incoming support spells or command codes you cast on it as a Summon Sympathy.
'A request for the support spell that you have replied to'
They gain +1 dice of damage on any outgoing spell or weapon art that they use as a result of your timely support
Duration 1 round per 4 summoner levels
When switching the active Pet or summon, support effects are carried over to the current active Pet or summon.
A Summoner will in general have many command codes at their disposal. Three are innate to the class learned in the order they choose.
2 are modules installed into the takt. Some rare takts will have a third slot with a unique one built in.
Command Code - Target
Boost your summon and all allies chance to hit your chosen target by adding +1 to hit per 5 summoner levels.
Command Code - Barrier
Remove 1 Damage dice [largest] from an attack that hits your pet or summon per 5 summoner levels.
Command Code - Support Fire [Level 12 or 16 only]
Briefly summon a Pet or Regular summon [Not a heroic spirt or Divine spirt] to take a single turn after your deployed pet.
Class Command Codes all use a single charge and a Summoner has 3 charges a Day.
You've managed to after extensive research to perform without fail the necessary ritual to tether yourself to the multiversal throne of heroes. This allows you to form contracts with Heroic Spirits and Divine spirits and not be restricted to using standard summons and pets and some of the energy trickles back.
You gain Fast healing 1 per 5 summoner levels. This is the core ability of the Summoner.
Between pets and summons and possibly heroic and Divine spirits. The summoner keeps strange company indeed and it learns from such things.
The summoner is dropped down the Tiers in the Experience system by 1.
Meaning it takes less experience in general before you get to another level.
This is a useful skill to cancel out the penalty of higher tier races and/or some templates.
When Taking damage that would kill you, transfer that damage to your currently active summon instead.
Level Activation Chance Cooldown
17 30 4 Rounds18 40 3 Rounds19 70 2 Rounds20 90 1 RoundStarting Meseta: 1250
Gear provided by the Academy when Level 1 is taken:
Aetheric Pet Egg x1
Common Takt x1