FD Summoner

Requirements

To qualify to become a Summoner, a character must fulfill the following criteria.

Skill: Bluff 3 ranks, Intimidate 3 ranks, Knowledge (nature) 3 ranks.

Class Information

Alignment: Any.
Hit Die: d8.

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: 3 + Int modifier.

Level BAB Fort Save Ref Save Will Save Class Features Spells per Day Armor Class
1st 2nd 3rd 4th
1st +0 +0 +0 +2 Cantrips, eidolon, life link, summon nature’s ally I 1 +0
2nd +1 +0 +0 +3 Bond senses 2 +1
3rd +2 +1 +1 +3 Summon nature’s ally II 3 +1
4th +3 +1 +1 +4 Shield ally 3 1 +1
5th +3 +1 +1 +4 Summon nature’s ally III 4 2 +2
6th +4 +2 +2 +5 Maker’s call 4 3 +2
7th +5 +2 +2 +5 Summon nature’s ally IV 4 3 1 +2
8th +6 +2 +2 +6 Transposition 4 4 2 +3
9th +6 +3 +3 +6 Summon nature’s ally V 5 4 3 +3
10th +7 +3 +3 +7 Aspect 5 4 3 1 +3

Spellcasting

A summoner casts arcane spells drawn from the summoner spell list. (The unchained summoner’s spell list is different from standard summoner’s spell list.) He can cast any spell he knows without preparing it ahead of time. The spell list is at the bottom of this page.
To learn or 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.

A summoner can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Summoner Unchained. In addition, he gains bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A summoner’s selection of spells is limited. A summoner begins play knowing four 0-level spells and two 1st-level spells of the summoner’s choice. At each new summoner level, he gains one or more new spells as indicated on Table: Unchained Summoner Spells Known. (Unlike spells per day, the number of spells a summoner knows is not affected by his Charisma score. The numbers on Table: Unchained Summoner Spells Known are fixed.)

Upon reaching 5th level, and at every third summoner level thereafter (8th, 11th, and so on), a summoner can choose to learn a new spell in place of one he already knows. In effect, the summoner “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level summoner spell the summoner can cast. A summoner can swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known.

A summoner doesn’t need to prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the level.

Cantrips: A summoner learns a number of cantrips, or 0-level spells, as noted on Table: Unchained Summoner Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again. Cantrips prepared using other spell slots (due to metamagic feats, for example) consume spell slots as normal.

Table: Summoner Spells Known
Level 0th 1st 2nd 3rd 4th
1st 4 2
2nd 5 3
3rd 6 4
4th 6 4 2
5th 6 4 3
6th 6 4 4
7th 6 5 4 2
8th 6 5 4 3
9th 6 5 4 4
10th 6 5 5 4 2

Eidolon

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. Each eidolon has a subtype, chosen when the eidolon is first summoned, that determines its origin and many of its abilities. An eidolon must be within one alignment step of the summoner who calls it (so a neutral good summoner can call a neutral, lawful good, or chaotic good eidolon) and can speak all of his languages. An eidolon is treated as a summoned creature, except it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its 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’s hit points are unchanged from the last time it was summoned. 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 function 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 gains 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.

Life Link (Su)

At 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, as a reaction to the damage, the summoner can sacrifice any number of hit points he has without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the eidolon. This can prevent the eidolon from being sent back to its home plane.

In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does climb to the levels indicated and eventually returns to normal.

Summon Nature’s Ally (Sp)

At 1st level, a summoner can cast summon nature’s ally I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing on this ability uses up the same power that the summoner uses to call his eidolon. As a result, he can use this ability only when his eidolon is not summoned. He can cast this spell as a standard action, and the animals 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 1 spell level, allowing him to summon more powerful animals (to a maximum of summon nature’s ally V at 9th level).

Bond Senses (Su)

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. He can use this ability a number of rounds per day equal to his summoner level. There is no maximum 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.

Shield Ally (Ex)

At 4th level, whenever a summoner is within his eidolon’s reach, the summoner gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

Maker’s 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 this ability is 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 maker’s call ability to swap locations with his eidolon. If the eidolon occupies more squares than the summoner, the summoner 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.

Aspect (Su)

At 10th level, a summoner can divert up to 2 points from his eidolon’s evolution pool to add evolutions to himself. He cannot select any evolution that the eidolon could not possess, and he must be able to meet the requirements as well (except for subtype requirements, so long as his eidolon meets the subtype requirement). He cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the eidolon’s evolution pool (reducing the total number available to the eidolon). The summoner can change the evolutions granted by these points anytime he can change the eidolon’s evolutions.

Eidolon

An eidolon’s abilities are determined by the summoner’s level and by the choices made using its evolution pool. Table: Eidolon Base Statistics determines many of the base statistics of the eidolon. Each eidolon possesses a base form that modifies these base statistics. Eidolons are outsiders for the purpose of determining which spells affect them.

Class Level HD BAB Good Saves Bad Saves Skills Feats Armor Bonus Str/Dex Bonus Evolution Pool Max Attacks Special
1st 1 +1 +2 +0 4 1 +0 +0 1 3 Low-light vision, link, share spells
2nd 2 +2 +3 +0 8 1 +2 +1 2 3 Evasion
3rd 3 +3 +3 +1 12 2 +2 +1 3 3
4th 3 +3 +3 +1 12 2 +2 +1 3 4
5th 4 +4 +4 +1 16 2 +4 +2 4 4 Ability score increase
6th 5 +5 +4 +1 20 3 +4 +2 5 4 Devotion
7th 6 +6 +5 +2 24 3 +6 +3 6 4
8th 6 +6 +5 +2 24 3 +6 +3 6 4
9th 7 +7 +5 +2 28 4 +6 +3 7 5 Multiattack
10th 8 +8 +6 +2 32 4 +8 +4 8 5 Ability score increase

Class Level: This is the character’s summoner level.

HD: This is the total number of 10-sided (d10) Hit Dice the eidolon possesses, each of which gains a Constitution modifier, as normal.

BAB: This is the eidolon’s base attack bonus. An eidolon’s base attack bonus is equal to its Hit Dice. Eidolons do not gain additional attacks using their natural weapons for a high base attack bonus.

Good Saves and Poor Save: These are the eidolon’s base saving throw bonuses. An eidolon possesses two good saving throws and one poor saving throw, determined by the creature’s base form.

Skills: This lists the eidolon’s total skill ranks. An eidolon can assign skill ranks to any skill, but it must possess the appropriate appendages to use some skills. Eidolons with Intelligence scores above the base value modify these totals as normal (an eidolon gains a number of skill ranks equal to 6 + its Intelligence modifier per Hit Die). An eidolon cannot have more ranks in a skill than it has Hit Dice. Eidolon skill ranks are set once chosen, even if the creature’s evolutions change when the summoner gains a new level.

Feats: This is the total number of feats possessed by an eidolon. Eidolons can select any feat they qualify for, but they must possess the appropriate appendages to use some feats. Eidolon feats are set once chosen, even if the creature changes when the summoner gains a new level. If, due to such changes, the eidolon no longer qualifies for a feat, the feat has no effect until the eidolon once again qualifies for the feat.

Armor Bonus: The number noted here is the eidolon’s base total armor bonus. This bonus can be split between an armor bonus and a natural armor bonus, as decided by the summoner. This number is modified by the eidolon’s base form and some options available through its evolution pool. An eidolon cannot wear armor of any kind, as the armor interferes with the summoner’s connection to the eidolon.

Str/Dex Bonus: Add this modifier to the eidolon’s Strength and Dexterity scores, which are determined by its base form. Some options available through the eidolon’s evolution pool might modify these scores.

Evolution Pool: The value given in this column is the total number of points in the eidolon’s evolution pool. Points in this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the eidolon. Whenever the summoner gains a level, the number of points in this pool increases and the summoner can spend these points to change the abilities of the eidolon. These choices are not set—the summoner can change them whenever he gains a level (and through the transmogrify spell).

Max. Attacks: This indicates the maximum number of attacks that the eidolon is allowed to possess at the given level. If the eidolon is at its maximum, it cannot take evolutions that grant additional attacks. Attacks made with weapons, including those granted by a high base attack bonus, are counted against this maximum.

Special: This includes a number of abilities gained by all eidolons as they increase in power (see Table: Eidolon Base Statistics). Each of these bonuses is described below.

Low-light vision (Ex)

The eidolon gains low-light vision. The summoner can grant the eidolon darkvision 60 ft. as a 1-point evolution.

Link (Ex)

A summoner and his eidolon share a mental link that allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner’s connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to use a magic item.

Share Spells (Ex)

The summoner can cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner can cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon’s type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.

Evasion (Ex)

If the eidolon is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it succeeds at its saving throw.

Ability Score Increase (Ex)

The eidolon adds 1 to one of its ability scores.

Devotion (Ex)

An eidolon gains a +4 morale bonus on Will saves against enchantment spells and effects.

Multiattack

An eidolon gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks (or it is reduced to fewer than three attacks), the eidolon instead gains a second attack with one of its natural weapons, albeit at a –5 penalty. If the eidolon later gains three or more natural attacks, it loses this additional attack and instead gains Multiattack.

Eidolon Skills

The eidolon’s class skills are Acrobatics, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (geography), Knowledge (nature’s ally), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, and Use Magic Device.

Eidolon Subtypes

The first time a summoner calls his eidolon, he must decide on its subtype. The eidolon’s subtype determines a number of its base statistics and abilities, as well as its overall look and theme. The subtype also determines what sort of evolutions the summoner can select for his eidolon using the evolution pool. Once the choice of subtype is made, it cannot be changed.

As a summoner gains levels, his eidolon gains specific evolutions based on its subtype. Each subtype entry below includes the following information.

Name: This is the name of the eidolon’s subtype. The eidolon gains this as a subtype, but unless otherwise noted, it does not gain any of the features, abilities, or weaknesses of that subtype.

Description: This gives a basic overview of eidolons of this subtype, including general guidelines on appearance and personality.

Alignment: The eidolon is a creature of this alignment. If its alignment is chaotic, evil, lawful, or good, it gains that subtype.

Base Form(s): Eidolons of some subtypes are restricted in their choice of base form. Restrictions are spelled out here. The evolutions listed here are gained automatically, and do not cost points from the eidolon’s evolution pool.

Base Evolutions: This describes the base evolutions possessed by all eidolons of this subtype. Following the entry is a list of evolutions gained as the summoner gains levels; these evolutions are gained automatically, and do not cost points from the eidolon’s evolution pool. In some cases, eidolons of certain subtypes will gain abilities that are not evolutions. Unless otherwise noted, such abilities function as described in the Universal Monster Rules.

Avian (eagle, falcon, owl, etc)

Size When summoned, an avian eidolon is Small unless it spends 2 points from its evolution pool.;
Speed 30 ft.; fly 30 ft. (good).
AC +2 natural armor;
Saves Fort (bad), Ref (good), Will (good);
Attacks 2 claws (1d3);
Ability Scores Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11
Base Evolutions: Claws, flight, limbs (legs).

At 4th level, an avian eidolon’s flight speed increases by 40 feet.

At 8th level, an avian eidolon gains the pounce evolution.

Large Herbivore (mammoth, bison, rhino, goat, etc)

Size Medium;
Speed 30 ft.;
AC +4 natural armor;
Saves Fort (good), Ref (bad), Will (good):
Attacks 2 hooves (1d4); or gore (1d6)
Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11
Base Evolutions: Hooves, improved natural armor, limbs (legs) (2); or Gore, improved natural armor, limbs (legs) (2).

At 4th level, a large herbivore eidolon gains the large evolution.

At 8th level, a large herbivore eidolon gains the damage reduction evolution.

Small Herbivore (squirrel, rabbit, rat, etc)

Size Medium;
Speed 40 ft., climb 40 ft.; or 40 ft., swim 40 ft.
AC +2 natural armor;
Saves Fort (bad), Ref (good), Will (good):
Attacks bite (1d6);
Ability Scores Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11
Base Evolutions: Bite, limbs (legs) (2), swim (2); or Bite, climb (2), limbs (legs) (2).

At 4th level, a small herbivore eidolon gains a +2 bonus to its dexterity score.

At 8th level, a small herbivore gains the blindsense evolution.

Large Predator (lion, wolf, etc)

Size Medium;
Speed 40 ft.;
AC +2 natural armor;
Saves Fort (good), Ref (good), Will (bad):
Attacks bite (1d6 plus grab);
Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11
Base Evolutions: Bite, grab (bite) limbs (legs) (2).

At 4th level, a large predator eidolon gains the rake evolution.

At 8th level, a large predator eidolon gains the pounce evolution.

Small Predator (ferret, fox, etc)

Size Medium;
Speed 40 ft.;
AC +2 natural armor;
Saves Fort (good), Ref (good), Will (bad):
Attacks bite (1d6 plus grab);
Ability Scores Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11
Base Evolutions: Bite, grab (bite), limbs (legs) (2).

At 4th level, a small predator eidolon gains the rake evolution.

At 8th level, a small predator eidolon gains the pounce evolution.

Tortoise

Size Medium;
Speed 20 ft.;
AC +4 natural armor;
Saves Fort (good), Ref (bad), Will (good):
Attacks bite (1d8);
Ability Scores Str 13, Dex 12, Con 16, Int 7, Wis 10, Cha 11.
Base Evolutions: Bite, improved damage (bite), improved natural armor, limbs (legs) (2).

At 4th level, a tortoise eidolon gains a +2 bonus to its natural armor.

At 8th level, a large herbivore eidolon gains the damage reduction evolution.

Serpent

Size Medium;
Speed 20 ft., climb 20 ft.; or 20 ft., swim 20 ft.
AC +2 natural armor;
Saves Fort (good), Ref (good), Will (bad):
Attacks bite (1d6), tail slap (1d6);
Ability Scores Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11
Base Evolutions: Bite, climb, tail, reach (bite), tail, tail slap; or Bite, tail, reach (bite), swim, tail, tail slap;

At 4th level, a serpent eidolon gains the poison evolution.

Eidolon Poison: Injury; save Fort negates; frequency 1/round for 4 rounds; effect 1d4 Str damage; cure 1 save. The save DC is equal to 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier. This poison can be used no more than once per round.

At 8th level, a serpent eidolon gains the swallow whole evolution.

Lizard

Size Medium;
Speed 40 ft.;
AC +2 natural armor;
Saves Fort (good), Ref (good), Will (bad):
Attacks bite (1d6 plus grab);
Ability Scores Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11
Base Evolutions: Bite, grab (bite), limbs (legs) (2).

At 4th level, a lizard eidolon gains a +2 bonus to its dexterity score.

At 8th level, a lizard eidolon gains the frightful presence evolution.

Spider

Size When summoned, a spider eidolon is Small unless it spends 2 points from its evolution pool.;
Speed 40 ft., climb 40 ft.;
AC +2 natural armor;
Saves Fort (bad), Ref (good), Will (good):
Attacks bite (1d4);
Ability Scores Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11
Base Evolutions: Bite, climb, limbs (legs) (4).

At 4th level, a spider eidolon gains the tremorsense evolution.

At 8th level, a spider eidolon gains the frightful web evolution.

This otherwise works like and replaces the eidolon ability of an unchained summoner.

Summoner Spell List

Summoners gain access to the following spells.

0-Level

create water, daze, detect magic, know direction, light, mage hand, message, prestidigitation, read magic, resistance, stabilize, virtue

1st-Level

burning hands, cause fear, calm animals, charm animals, cure light wounds, disguise self, entangle, faerie fire, feather fall, goodberry, hide from animals, jump, mage armor, magic weapon, obscuring mist, pass without trace, ray of fatigue, shield, shillelagh, sleep, speak with animals, true strike

2nd-Level

animal messenger, animal trance, barkskin, blur, bear’s endurance, bull’s strength, cat’s grace, darkvision, daylight, delay poison, eagle’s splendor, fog cloud, fox’s cunning, glitterdust, gust of wind, hold animal, lesser restoration, invisibility, knock, levitate, owl’s wisdom, resist energy, see invisibility, spider climb, warp wood, web

3rd-Level

call lightning, contagion, cure moderate wounds, dominate animal, magic circle against chaos/evil/good/law, fireball, greater magic weapon, haste, hold person, invisibility sphere, keen edge, lightning bolt, neutralize poison, plant growth, remove disease, sleet storm, slow, speak with plants, water breathing

4th-Level

animate dead, bestow curse, command plants, confusion, control water, cure serious wounds, dispel magic, divination, fear, flame strike, freedom of movement, ice storm, remove curse, rusting grasp, shout, spike stones, stoneskin, wall of fire, wall of ice

FD Summoner

Ion's Playground IonutRO