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Summoner Details | Feats | Link Spells | Sample Builds | Eidolons | Related Archetypes


There is a Legacy version here.

PFS StandardSummoner


Source Impossible Magic pg. 63
You can magically beckon a powerful being called an eidolon to your side, serving as the mortal conduit that anchors them to the world. Whether your eidolon is a friend, a servant, or even a personal god, your connection to them marks you as extraordinary, shaping the course of your life dramatically.

Key Attribute: CHARISMA
At 1st level, your class gives you an attribute boost to Charisma.

Hit Points: 10 plus your Constitution modifier
You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Summoner

During Combat Encounters...

You and your eidolon fight together as one. You can rely on your eidolon for mundane challenges, saving your spells for when they’re needed most.

During Social Encounters...

Your powerful personality allows you to take the lead when negotiating. You and your eidolon might engage with others in different ways, but even if your guardian remains silent, their presence reminds those around you of your power.

While Exploring...

Whether you remain on alert for the presence of strange magic or keep an eye out for trouble, you and your eidolon act together to cover more ground, pool your knowledge, and leverage each other’s abilities.

In Downtime...

You might attempt to learn more about the nature of your eidolon and delve deeper into the secrets of their magical tradition to Learn a Spell, Craft magic items with your eidolon’s help, or make allies using your social skills.

You Might...

  • Rely on your eidolon to accomplish physical tasks while you handle the mental ones.
  • Develop attitudes and mannerisms in line with your eidolon's way of thinking, even as your nature shapes their behavior.
  • Consider your eidolon a close friend, a guiding figure, a protector, or a rival bound to you.

Others Probably...

  • Feel safe with you (and your eidolon) at their side.
  • Expect that since you know information about your eidolon, you might know details about other sorts of strange monsters.
  • View you with awe or fear because of the powerful, strange creature that accompanies you.

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Expert in Fortitude
Trained in Reflex
Expert in Will

Skills

Trained in one or more skills determined by your eidolon
Trained in a number of additional skills equal to 3 plus your Intelligence modifier

Attacks

Trained in simple weapons
Trained in unarmed attacks

Defenses

Trained in unarmored defense

Class DC

Trained in summoner class DC

Spells

Trained in spell attack modifier
Trained in spell DC

Class Features

You gain these features as a Summoner. Abilities gained at higher levels list the levels at which you gain them next to the features' names.
Your LevelClass Features
1Ancestry and background, attribute boosts, initial proficiencies, eidolon, summoner spellcasting, spell repertoire, link spells, evolution feat
2Skill feat, summoner feat
32nd-rank spells, general feat, shared vigilance, signature spells, skill increase
4Skill feat, summoner feat
53rd-rank spells, ancestry feat, attribute boosts, eidolon unarmed expertise, skill increase
6Skill feat, summoner feat
74th-rank spells, eidolon symbiosis, eidolon weapon specialization, general feat, skill increase
8Skill feat, summoner feat
95th-rank spells, ancestry feat, expert spellcaster, shared reflexes, skill increase
10Attribute boosts, skill feat, summoner feat
116th-rank spells, eidolon defensive expertise, general feat, simple weapon expertise, skill increase, twin juggernauts
12Skill feat, summoner feat
137th-rank spells, ancestry feat, defensive robes, eidolon unarmed mastery, skill increase, weapon specialization
14Skill feat, summoner feat
158th-rank spells, attribute boosts, general feat, greater eidolon specialization, shared resolve, skill increase
16Skill feat, summoner feat
179th-rank spells, ancestry feat, eidolon transcendence, master spellcaster, skill increase
18Skill feat, summoner feat
19Eidolon defensive mastery, general feat, instant manifestation, skill increase
20Attribute boosts, skill feat, summoner feat
Your LevelCantrips1st2nd3rd4th5th6th7th8th9th
151
252
3521
4522
55221
65222
752221
852222
9522221
10522222
115222221
125222222
1352222221
1452222222
15522222221
16522222222
175222222221
185222222222
195222222222
205222222222

Ancestry and Background

In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.

Attribute Boosts

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Eidolon

You have a connection with a powerful and usually otherworldly entity called an eidolon, and you can use your life force as a conduit to manifest this ephemeral entity into the mortal world. Magic also flows through this conduit from your eidolon into you, so your eidolon determines the type of spells you cast and the spell list you choose from.

Choose a type of eidolon from the options you have access to. When you choose your eidolon, you also determine their appearance and general form, within the parameters for that particular type of eidolon. Once you establish your eidolon's type and general appearance, these features can't be changed later, except by selecting special evolution feats that can cause your eidolon to develop new features.

Your magical connection with your eidolon takes the form of a sigil on each of your bodies. As long as your eidolon is manifested, the sigil glows with light and can't be covered or disguised via any means; it will shine through clothing, appear over cloaks, and remain unaffected by obfuscating magic. This, combined with the way that the two of you clearly act in tandem, makes it readily apparent to an intelligent observer that the two of you are connected in some way, even if the person has never encountered a summoner before.

You bring your eidolon into reality with the Manifest Eidolon action.

Manifest Eidolon [three-actions]

Concentrate Manipulate Summoner Teleportation 
Source Impossible Magic pg. 64
Your eidolon appears in an open space adjacent to you, and can then take a single action. If your eidolon was already manifested, you unmanifest them instead.

The conduit that allows your eidolon to manifest is also a tether between you. Your eidolon must remain within 100 feet of you at all times and can't willingly go beyond that limit. If forced beyond this distance, or if you are reduced to 0 Hit Points or your eidolon were to die, your eidolon's physical form unmanifests, and you need to use Manifest Eidolon to manifest them again.
Special This activity has the trait matching your eidolon's tradition (arcane, divine, occult, or primal).
Your eidolon is no mere minion. They don't have the minion or summoned trait, and the two of you work together and coordinate your actions. You and your eidolon share your actions and multiple attack penalty. Each round, you can use any of your actions (including reactions and free actions) for yourself or your eidolon.

You coordinate your actions with your eidolon more efficiently when you Act Together.

Act Together [one-action] to [three-actions]

Summoner Tandem 
Source Impossible Magic pg. 65
Frequency once per round
You and your eidolon act as one. Either you or your eidolon takes an action or activity using the same number of actions as Act Together, and the other takes a single action.

For example, if you spent 2 actions to Act Together, you could cast breathe fire (2 actions) and your eidolon could Strike (1 action), or your eidolon could use their Dragon Breath (2 actions) and you could Stride (1 action).

This lets you each use separate exploration activities like Avoid Notice as you travel.
Your connection with your eidolon allows you to communicate with them telepathically at all times, even when they aren't manifested. You also gain the Share Senses action.

Share Senses [one-action]

Concentrate Scrying Summoner 
Source Impossible Magic pg. 65
Requirements Your eidolon is manifested.
You project your senses into your eidolon, allowing you to perceive through them. When you do, you lose all sensory information from your own body but can sense through your eidolon's body for up to 1 minute. You can Dismiss this effect.
Special This action has the trait matching your eidolon's tradition (arcane, divine, occult, or primal). Your eidolon can also use this ability. When they do, they project their senses into your body.
Lastly, the connection between you and your eidolon means you both share a single pool of Hit Points. Damage taken by either you or the eidolon reduces your Hit Points, while healing either of you recovers your Hit Points. You share temporary Hit Points as well. Like with your actions, if you and your eidolon are both subject to the same effect that affects your Hit Points, you apply those effects only once (applying the greater effect, if applicable). For instance, if you and your eidolon get caught in an area effect that would heal or damage you both, only the greater amount of healing or damage applies.

Gear And Your Eidolon

Your eidolon can't wear or use magic items, except for items with the eidolon trait. An eidolon can have up to two items invested. Your eidolon's link to you means they can benefit from certain magic items invested by you.
  • Your eidolon gains item bonuses to Perception and skills from any magical items that you have invested.
  • Your eidolon increases their item bonus to AC based on your armor's armor potency rune or bands of force. They also gain an item bonus to their saves from the resilient rune on your armor or from your bands of force. Other permanent items that grant or increase item bonuses to AC and saves might convey a similar benefit, as determined by the GM.
  • Your eidolon's Strikes benefit from the fundamental and property runes on your handwraps of mighty blows. Alternatively, you can Invest a magic weapon (even though magic weapons can't normally be Invested) to share its fundamental and property runes with your eidolon. You share these benefits only while you're holding the weapon, and you can have no more than one weapon invested in this way at a time. In either case, the eidolon gains only the benefits that can apply to their attacks, with the same limitations noted in handwraps of mighty blows.

Lost And Altered Actions

If you or your eidolon become slowed, stunned, quickened, or otherwise affected by something that changes the actions you gain at the start of each turn, it affects your shared actions. However, if you are both subject to such an effect, apply only the more severe one. For instance, if either you or your eidolon were slowed 1, you would start your turn with one fewer action, but if you were both slowed 1, you would still lose only 1 action, rather than adding the two slowed effects together. However, if you were slowed 1 and your eidolon slowed 2, you'd have 2 fewer actions, because that's the more severe effect. If only one of you becomes restricted in how you can spend your actions, that restriction doesn't automatically extend to the other; for example, if your eidolon became immobilized or petrified, they wouldn't be able to move, but you could still use your actions to move. The GM resolves any situation that's unclear.

You, as the player, control both your summoner and your eidolon, and the two are generally considered to cooperate unless you decide for them not to. While a summoner's link with an eidolon is a partnership, ultimately the eidolon is linked to you, not the other way around. If there's ever a conflict of who should act, you win out over your eidolon. This means that if the eidolon comes under an effect that would take their actions out of your control, such as the confused or controlled condition, you can use all of your shared actions so your eidolon doesn't have any actions remaining to cause trouble (as long as you are able to act). However, if you came under such an effect, you would simply use all your shared actions, preventing your eidolon from acting.

Unmanifested Eidolon

While your eidolon is unmanifested, they typically can't be targeted or take any actions. The duration of anything affecting the eidolon still passes. Effects that change over time, such as the frightened condition, still advance at the typical time; effects that can be adjusted using actions, such as reducing the sickened condition, can't be reduced by an unmanifested eidolon. The GM makes the ruling for how specific effects work when it's unclear.

Summoner Spellcasting

Your link to your eidolon grants you limited magic connected to your eidolon's nature. You are a spellcaster and can cast spells using the Cast a Spell activity. As a summoner, when you cast spells, your incantations call upon forces related to the spellcasting tradition determined by your eidolon, and your gestures often echo the shape of the rune that you and your eidolon share.

Each day, you can cast one 1st-rank spell. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots. As you increase in level as a summoner, the magical link with your eidolon grants you additional spell slots per day, as well as higher ranks of spells. Your total number of spell slots and the highest rank of spells you can cast are shown on the Summoner Spells per Day table. Some of your spells require you to attempt a spell attack to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Charisma, your spell attack modifier and spell DC use your Charisma modifier.

Heightening Spells

When you gain spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank, heightening it to match the spell slot. You must have a spell in your spell repertoire at the rank you want to cast it in order to heighten it to that rank. Many spells have specific improvements when they are heightened to certain ranks. The signature spells class feature lets you heighten certain spells freely.

Cantrips

Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up— this is usually equal to the highest rank of summoner spell slot you have. For example, as a 1st-level summoner, your cantrips are 1st-rank spells, and as a 5th-level summoner, your cantrips are 3rd-rank spells.

Spell Repertoire

The collection of spells you can cast is called your spell repertoire. At 1st level, you learn one 1st-rank spell of your choice and five cantrips of your choice. You choose these from the common spells from the tradition corresponding to your eidolon, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.

You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Summoner Spells per Day table), you add a spell to your spell repertoire of the same rank. At 2nd level, you select another 1st-rank spell. At 3rd level, you add the first 2nd-rank spell to your repertoire. At 4th level, you gain your second 2nd-rank spell, and so on. When you add spells, you might select a higher-rank version of a spell you already have so that you can cast a heightened version of that spell.

Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot or vice versa.

Swapping Spells In Your Repertoire

As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip, but you can't swap out link spells. You can also swap out spells by retraining during downtime.

Link Spells

Your connection to your eidolon allows you to cast link spells, special spells that have been forged through your shared connection with your eidolon. Link spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to specifically connect with your eidolon, such as by having a heart-to-heart conversation, playing together, or meditating in unison on the nature of your bond.

Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots; you can't cast them using spell slots. Certain feats give you more focus spells. The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, but can never be more than 3 points. The full rules for focus spells appear here.

You learn the evolution surge link spell, which allows you to grant your eidolon one of several useful benefits.

Link Cantrips

Link cantrips are special link spells that don't cost Focus Points, so you can cast them as often as you like. Link cantrips are in addition to the cantrips you choose from your tradition's spell list. Generally, only feats can give you more link cantrips. Unlike other cantrips, you can't swap out link cantrips gained from summoner feats at a later level, unless you swap out the specific feat via retraining. You learn the boost eidolon link cantrip, which briefly improves your eidolon's capabilities, allowing them to attack with greater power.

Evolution Feat

Evolution feats are a special type of summoner class feat that allow you to customize your eidolon through your shared link. You select one evolution feat for your eidolon at 1st level, representing the differences that make them unique from other eidolons of their type. If you retrain this feat, the feat you replace it with must also be an evolution feat.

Skill FeatsLevel 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

Summoner FeatsLevel 2

A 2nd level and every even-numbered level thereafter, you gain a summoner class feat.

General FeatsLevel 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Shared VigilanceLevel 3

You and your eidolon work together to remain alert to threats around you, allowing you to perceive far more together than you could individually. Your proficiency rank in Perception and your eidolon’s proficiency rank in Perception increase to expert.

Signature SpellsLevel 3

You have learned to cast some spells more flexibly. For each spell rank you can cast, choose one spell of that rank to be a signature spell. You don't need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you've learned a signature spell at a higher rank than its minimum, you can also cast all its lower-rank versions without learning those separately. If you swap out a signature spell, you can choose a replacement signature spell of the same spell rank at which you learned the previous spell. You can also retrain specifically to change a signature spell to a different spell of that rank without swapping any spells; this takes as much time as retraining a spell normally does.

Skill IncreasesLevel 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in, or become an expert in one skill in which you're already trained.

At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.

Ancestry FeatsLevel 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Eidolon Unarmed ExpertiseLevel 5

Your eidolon becomes more capable of using their unarmed attacks. Their proficiency rank for unarmed attacks increases to expert.

Eidolon SymbiosisLevel 7

Your connection with your eidolon strengthens, granting your eidolon access to a new ability depending on their type, as described in Eidolon Abilities in each eidolon’s entry.

Eidolon Weapon SpecializationLevel 7

Your eidolon has learned how to inflict greater injuries with their unarmed attacks. They deal 2 additional damage with unarmed attacks in which they’re an expert. This damage increases to 3 if they’re a master, and 4 if they’re legendary.

Expert SpellcasterLevel 9

As your connection to your eidolon deepens, the power of your spells increases. Your proficiency ranks for the spell attack modifier and spell DC statistics increase to expert.

Shared ReflexesLevel 9

You and your eidolon boost each other’s reflexes, allowing you both to roll away from danger. Your proficiency rank for Reflex saves and your eidolon’s proficiency rank for Reflex saves increase to expert.

Eidolon Defensive ExpertiseLevel 11

Your eidolon increases their ability to avoid attacks. Their proficiency rank for unarmored defense increases to expert.

Simple Weapon ExpertiseLevel 11

Training and magic have improved your weapon technique. Your proficiency rank for simple weapons and unarmed attacks increases to expert.

Twin JuggernautsLevel 11

You and your eidolon fight off physical hardship together with your shared life force. Your proficiency rank for Fortitude saves and your eidolon’s proficiency rank for Fortitude saves increase to master. When you roll a success on a Fortitude save, you get a critical success instead. When your eidolon rolls a success on a Fortitude save, they get a critical success instead.

Defensive RobesLevel 13

The flow of magic around you increases your ability to avoid attacks. Your proficiency rank in unarmored defense increases to expert.

Eidolon Unarmed MasteryLevel 13

Your eidolon truly masters their unarmed attacks, reaching greater heights. Their proficiency rank for unarmed attacks increases to master.

Weapon SpecializationLevel 13

You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and 4 if you’re legendary.

Greater Eidolon SpecializationLevel 15

Your eidolon’s damage from weapon specialization increases to 4 with unarmed attacks in which they’re an expert, 6 if they’re a master, and 8 if they’re legendary.

Shared ResolveLevel 15

You and your eidolon steel your minds together against effects that threaten you, each protecting the other’s mind from danger. Your and your eidolon’s proficiency ranks for Will saves increase to master. When you roll a success on a Will save, you get a critical success instead. When your eidolon rolls a success on a Will save, they get a critical success instead.

Eidolon TranscendenceLevel 17

Your connection with your eidolon approaches its peak, granting your eidolon access to a powerful new ability depending on their type, as described in Eidolon Abilities in each eidolon’s entry. In addition, choose one of your eidolon’s attribute modifiers to increase by 1.

Master SpellcasterLevel 17

Your connection to your eidolon is strong enough to grant you mastery over associated spells. Your proficiency ranks for spell attack modifiers and spell DCs increase to master.

Eidolon Defensive MasteryLevel 19

Your eidolon’s form becomes particularly difficult to assail. Their proficiency rank for unarmored defense increases to master.

Instant ManifestationLevel 19

You can manifest your eidolon with incredible speed. You can use Manifest Eidolon as a single action, instead of a three-action activity.

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