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The Summoner is a mage obsessed with drawing creatures from other planes to do his bidding. They often consider planar beings to be servants to the Prime, and treat them accordingly. Others take this path to counter what they feel is an intrusion onto the Prime by beings from other planes. They focus more on dismissing and banishing outsiders to their native planes, and often hunt those who would ally with such creatures.

Hit Dice: d4

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

Knowledge (Arcana): 8 ranks
Knowledge (Outsiders): 6 ranks
Feats: Heighten Spell, Spell Focus (Conjuration)
Spellcasting: Ability to cast arcane Conjuration spells

Class Skills
The Summoner's class skills(and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int). See Chapter 4: Skills in the Player's Handbook for skill descriptions.

Skill points at each level: 2 + Int modifier

The Summoner
Class Level Base Attack Fort. Save Ref. Save Will Save Special
1 +0 +0 +0 +2 Extra Spell (1st)
2 +1 +0 +0 +3 Improved Summoning
3 +1 +1 +1 +3 Extra Spell (2nd)
4 +2 +1 +1 +4 Improved Summoning, Denial
5 +2 +1 +1 +4 Extra Spell (3rd)
6 +3 +2 +2 +5 Improved Summoning
7 +3 +2 +2 +5 Extra Spell (4th)
8 +4 +2 +2 +6 Wrath of the Summoner
9 +4 +3 +3 +6 Extra Spell (5th)
10 +5 +3 +3 +7 Summoning Mastery


Level Spells per Day
1 +1 existing caster level
2 +1 existing caster level
3 +1 existing caster level
4 +1 existing caster level
5 +1 existing caster level
6 +1 existing caster level
7 +1 existing caster level
8 +1 existing caster level
9 +1 existing caster level
10 +1 existing caster level

Class Features

Weapon and Armor Proficiency: Summoners are skilled with the club, dagger, heavy crossbow, light crossbow, and quarterstaff. Summoners are not proficient with any type of armor nor with shields. Armor of any type interferes with a Summoner's movements, which can cause his spells to fail (if those spells have somatic components). Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of equipment carried.

Extra Spells: Beginning at 1st level, the Summoner gains the ability to cast one additional Summoning spell per day of up to the level indicated. These spells may be chosen from any arcane spell list. He gains extra spells at 3rd, 5th, 7th, and 9th level as well.

Improved Summoning: At 2nd level, the Summoner casts all Summoning spells at +1 caster level.

At 4th level, the Summoner adds +1 when rolling to determine the number of creatures he summons with a Summon Monster spell. There is no benefit if no roll is required.

At 6th level, the Summoner may convert prepared arcane spells into Summoning spells of that level or lower.

Denial: At 4th level, the Summoner gains the advantages of the Improved Counterspell feat, but only against spells from the Conjuration school.

Wrath of the Summoner: At 8th level, the Summoner gains the ability to dismiss summoned creatures back to their home planes once per day. This ability functions as the Banishment spell, affects up to 2 HD of creatures per Summoner level, and the Summoner gains +1 per class level on his caster level check and the DC of the saving throw.

Summoning Mastery: At 10th level, the Summoner automatically knows all Summoning spells up to the highest level of spells he can cast. Upon gaining a new spell level he gains all Summoning spells of that level without having to expend Spells Known slots. He may also prepare any number of Summoning spells as if he had the Arcane Preparation feat. In addition, the Summoner automatically succeeds at any Concentration checks made while casting a Summoning spell.


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