Grand Summoner

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Requirements

To qualify to become a Grand Summoner, a character must fulfill all of the following criteria:

Skills: Knowledge (Arcana) 10 ranks, Knowledge (Planes) 10 ranks

Feats: Augmented Summoning

Spells: Ability to cast 5th level spells, and at least one of the Conjuration (summoning) subschool

Overview

Hit Die 1d6

Class Skills: The Grand Summoner's class skills (and key ability for each skill) are Appraise (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks at Each Level: 4 + Int modifier.

Table: Grand Summoner
Level BAB Fort Ref Will Special Spells per day
1st +0 +0 +1 +1 Summoning Ceremony, Exchange +1 level of existing class
2nd +1 +1 +1 +1 Improved Summon +4 +1 level of existing class
3rd +1 +1 +2 +2 Symbiosis +1 level of existing class
4th +2 +1 +2 +2 Improved Summon +8 +1 level of existing class
5th +2 +2 +3 +3 Gemini +1 level of existing class
6th +3 +2 +3 +3 Improved Summon +12 +1 level of existing class
7th +3 +2 +4 +4 Unfetter +1 level of existing class
8th +4 +3 +4 +4 Improved Summon +16 +1 level of existing class
9th +4 +3 +5 +5 Emergency Call +1 level of existing class
10th +5 +3 +5 +5 Perfect Summoning +1 level of existing class

Class Features

The following are class features of the Grand Summoner prestige class.

Weapon and Armor Proficiency: Grand summoners are proficient with light armour. A grand summoner can cast spells for one base class of her choice while wearing light armour without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a grand summoner wearing medium or heavy armour, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A grand summoner still incurs the normal arcane spell failure chance for arcane spells granted by classes other than the base class she selected.

Spells Per Day/Spells Known: When a new grand summoner level is gained, the character gains new spells per day as if she had also gained a level in the spellcasting class she belonged to before adding the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a grand summoner, she must decide which class gains the ability to cast spells while wearing light armour and adds the new levels for purposes of determining spells per day. Once this choice is made, it cannot be changed.

Summoning Ceremony (Sp): Once per day, the grand summoner may summon any one creature available to her via magic of the conjuration (summoning) subschool (including her eidolon, if available). This creature remains out for the grand summoner to command for the remainder of the day, or until the grand summoner next rests or falls unconscious. The ceremony takes ten minutes and requires unbroken concentration.

Exchange (Sp): A number of times per day equal to the grand summoner's intelligence modifier, she may replace any of her summoned creatures with another that she is capable of summoning with an equal or lesser level spell. If this is a creature summoned via a spell and not the Summoning Ceremony, it inherits the remaining duration from the previous summon. Additionally, the new summoned creature will retain any damage that the previous summoned creature had taken.

Improved Summon (Su): At 2nd level, the grand summoner gains the ability to modify creatures summoned with the Summoning Ceremony. Upon summoning, the summoned creature may select 4 points worth of evolutions available to a summoner's eidolon. The summoned creature must conform to any limitations of the evolution. Every two levels thereafter, this number of points increases by 4, to a maximum of 16 points at 8th level.

Symbiosis (Su): At 3rd level, the grand summoner develops a bond with the creature summoned using her Summoning Ceremony. As long as the summoned creature has 1 or more hit points, the grand summoner is protected from harm. Damage in excess of that which would reduce the grand summoner to 0 hit points is instead transferred to the summoned creature. This damage is transferred 1 point at a time, meaning that as soon as the summoned creature is reduced to a number of negative hit points equal to its Constitution score, all excess damage remains with the summoner. Effects that cause death but don’t deal damage are unaffected by this ability. This ability does not affect spells such as baleful polymorph, flesh to stone, imprisonment, or other spells that don’t deal damage. The summoned creature may also freely transfer hit points in any amount to the grand summoner as a standard action.

Gemini (Su): At 5th level, the Summoning Ceremony inexorably links the grand summoner's mind with her creature's. They share all senses, thoughts and spells; the grand summoner and her summoned creature may use each other to deliver touch spells, can use each other as the point of origin for spells, and cast spells with the range of personal upon each other, retgardless of range restrictions.

Unfetter (Sp): At 7th level, the grand summoner may 'unleash' a summoned creature once per day, allowing it to travel any distance for one hour per two grand summoner levels.

Emergency Call (Su): At 9th level, the grand summoner may spend five minutes after resting or preparing spells to perform a ritual which leaves a magical sigil on her person. This sigil can be mentally invoked to summon a creature (selected at the time of the ritual based on the available options for the Summoning Ritual) as an immediate action when under duress, so long as the grand summoner is conscious and in control of her own thoughts. A creature summoned in this manner acts as if summoned via a normal Summon Monster spell.

Perfect Summoning (Su): At 10th level, the grand summoner has perfected the art of summoning magic. A creature summoned via the summoning ceremony gains extra hit dice equal to the difference between its base hit dice and the grand summoner's caster level. Additionally, creatures summoned with Perfect Summoning are immune to mind-altering effects and are not treated as extraplanar creatures, thus becoming immune to spells such as dismissal or banishment.