Admiral Squish
2009-09-12, 11:15 PM
The Summoner
Magic users are often familiar with summon spells, utilizing the power to call infernal or celestial creatures to aid them in battle. Druids are capable of summoning beasts to aid them, as well. To a true summoner, these are laughable attempts, and calling them a summon is like calling a child's awkward scrawlings art. A summoner does not call creatures or animals to his aid, instead, he calls down the very concepts of these things, giving them shape and form and will.
Hit Die: D8
Class Skills: The Summoner’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), speak language (Int), and Spellcraft (Int).
Skill Points at First Level: (4 + Intelligence modifier) x4
Skill Points at Each Additional Level: 4 + Intelligence Modifier
Summoner
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Summons, Spirits of Nature
2nd|
+1|
+0|
+0|
+3|Spirit of the Beast
3rd|
+2|
+1|
+1|
+3|Summoning Mastery
4th|
+3|
+1|
+1|
+4|Spirit of Venom, Summoning Mastery
5th|
+3|
+1|
+1|
+4|Strength of the Call, Wandering Spirit, Summoning Mastery
6th|
+4|
+2|
+2|
+5|Spirit of the Brute
7th|
+5|
+2|
+2|
+5|Channel Might
8th|
+6/+1|
+2|
+2|
+6|Spirit of Mischeif, Lend Might, summoning mastery
9th|
+6/+1|
+3|
+3|
+6|
10th|
+7/+2|
+3|
+3|
+7|Spirit of Slime, Summoning Mastery
11th|
+8/+3|
+3|
+3|
+7|
12th|
+9/+4|
+4|
+4|
+8|Spirit of the Warped, Lend Might, Summoning mastery
13th|
+9/+4|
+4|
+4|
+8|
14th|
+10/+5|
+4|
+4|
+9|Spirit of Steel
15th|
+11/+6/+1|
+5|
+5|
+9|Summoning Mastery
16th|
+12/+7/+2|
+5|
+5|
+10|Spirit of Death, Lend Might, Summoning Mastery
17th|
+12/+7/+2|
+5|
+5|
+10|
18th|
+13/+8/+3|
+6|
+6|
+11|Spirits of Good and Evil
19th|
+14/+9/+4|
+6|
+6|
+11|
20th|
+15/+10/+5|
+6|
+6|
+12|Spirits of the Ancients, Summoner's Epiphany, Summoning Mastery[/table]
Weapon and Armor Proficiency: A summoner is proficient with all simple weapons, light armor, and shields.
Summons: A Summoner's powers revolve around his ability to call and command powerful spirits, giving them a form suitable to do so. A summoner's summons all last for one hour, except where otherwise noted. Summoning a spirit takes one round. Dismissing a summon is swift action. A Summoned creature always has a number of HD equal to your summoner level. If a summon and a summoner do not share a language or the summon is incapable of speech, a summoner can still communicate simple concepts such as 'go here', 'attack', and 'retreat' through an empathic link. A summon appears anywhere within a range of close to the summoner. If any summon is killed, it cannot be summoned again for 24 hours. All summons are supernatural abilities. Each time you Summon a Spirit, you call the same spirit.
Spirits of Nature: A summoner must be within thirty feet of an example of that element when summoning these spirits, and can only have one actice at any time. A summoner in the middle of an arid desert could not summon a water elemental, and one flying high above the ground could not summon an earth elemental. A summoned elemental is of appropriate size for it's HD or smaller, though they never decrease below small size.
Air:
Size/Type: Small Elemental (Air, Extraplanar)
Hit Dice: 1d8 (+1d8/summoner level above first)
Initiative: +7
Speed: Fly 100 ft. (perfect)
Armor Class: 17 (+1 size, +3 Dex, +3 natural)
Base Attack/Grapple: +1/-3
Attack: Slam +5 melee (1d4)
Full Attack: Slam +5 melee (1d4)
Space/Reach: 5 ft./5 ft
Special Attacks: Air mastery, whirlwind
Special Qualities: Darkvision 60 ft., elemental traits
Saves: Fort +0, Ref +6, Will +0
Abilities: Str 10, Dex 17, Con 10, Int 4, Wis 11, Cha 11
Skills: Listen +2, Spot +3 Listen +3, Spot +4 Listen +5, Spot +6
Feats: Flyby Attack, Improved InitiativeB, Weapon Finesse B
Alignment: Usually neutral
Advancement: 2-3 HD (Small) 4-7 HD (Medium) 8-15 HD (Large) 16-32 HD (Huge)
Air Mastery
Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.
Whirlwind
The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.
The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.
Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see table for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects varies with the elemental’s size (see the table). The save DC is Strength based.
Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind.
Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.
Channel: Channeling an air elemental grants the summoner a fly speed equal to twice his base land speed feet with good maneuverability. In addition, he gain light fortification, as the armor special quality, and the ability to deflect arrows, as the feat, a number of times per round equal to 1+his dex modifier. All allies and summons within thirty feet gain a fly speed of 30 feet with average maneuverability.
Earth:
Size/Type: Small Elemental (Earth, Extraplanar)
Hit Dice: 1d8+1 (+1d8+1/summoner level above first)
Initiative: -1
Speed: 20 ft.
Armor Class: 17 (+1 size, -1 Dex, +7 natural)
Base Attack/Grapple: +1/+0
Attack: Slam +5 melee (1d6+4)
Full Attack: Slam +5 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Earth mastery, push
Special Qualities: Darkvision 60 ft., earth glide, elemental traits
Saves: Fort +4, Ref -1, Will +0
Abilities: Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +2
Feats: Power Attack
Alignment: Usually neutral
Advancement: 2-3 HD (Small) 4-7 HD (Medium) 8-15 HD (Large) 16-32 HD (Huge)
Earth Mastery
An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
Push
An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental’s opposed Strength checks.
Earth Glide
An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Channel: Channeling an earth elemental grants the summoner DR 5/adamantine, tremorsense 60 feet, and the ability to use the elemental's earth glide ability. All allies within thirty feet gain DR 3/adamantine
Fire:
Size/Type: Small Elemental (Fire, Extraplanar)
Hit Dice: 1d8 (+1d8/summoner level above first)
Initiative: +5
Speed: 50 ft
Armor Class: 15 (+1 size, +1 Dex, +3 natural)
Base Attack/Grapple: +1/-3
Attack: Slam +3 melee (1d4 plus 1d4 fire)
Full Attack: Slam +3 melee (1d4 plus 1d4 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Burn
Special Qualities: Darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold
Saves: Fort +0, Ref +4, Will +0
Abilities: Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
Feats: Dodge, Improved InitiativeB, Weapon FinesseB
Alignment: Usually neutral
Advancement: 2-3 HD (Small) 4-7 HD (Medium) 8-15 HD (Large) 16-32 HD (Huge)
Burn
A fire elemental’s slam attack deals bludgeoning damage plus fire damage from the elemental’s flaming body. Those hit by a fire elemental’s slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC varies with the elemental’s size (see table). A burning creature can take a move action to put out the flame. The save DC is Constitution-based.
Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch on fire unless they succeed on a Reflex save.
Channel: Channeling a fire elemental grant's you the elemental's burn ability. The damage and DC is equal to the elemental's. All allies within thirty feet deal fire damage on their attacks equal to the fire damage added on the elemental's slam attack.
Water:
Size/Type: Small Elemental (Water, Extraplanar)
Hit Dice: 1d8+1
Initiative: +0
Speed: 20 ft., swim 90 ft.
Armor Class: 17 (+1 size, +6 natural)
Base Attack/Grapple: +1/-1
Attack: Slam +4 melee (1d6+3)
Full Attack: Slam +4 melee (1d6+3)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 10 ft./10 ft.
Special Attacks: Water mastery, drench, vortex
Special Qualities: Darkvision 60 ft., elemental traits
Saves: Fort +4, Ref +0, Will +0 Fort +7, Ref +2, Will +1
Abilities: Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11
Feats: Power Attack
Alignment: Usually neutral
Advancement: 2-3 HD (Small) 4-7 HD (Medium) 8-15 HD (Large) 16-32 HD (Huge)
Water Mastery
A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
A water elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.
Drench
The elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental’s HD).
Vortex
The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.
The elemental’s movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature’s space.
Creatures one or more size categories smaller than the elemental might take damage when caught in the vortex (see table for details) and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex’s effects varies with the elemental’s size. The save DC is Strength-based.
Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in vortex form cannot make slam attacks and does not threaten the area around it.
Skills
A water elemental has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Channel: channeling a water elemental grants the summoner a swim speed of twice his base land speed and the ability to breathe water. He also gains the light fortification armor special quality, and the elemental's drench ability. All allies within thirty feet gain a swim speed equal to their base land speed and the ability to breathe water.
Spirit of the Beast: At second level, you can summon the spirits of animals to serve your cause. A summoned animal must be appropriate for it's environment. No matter what it looks like, they always share similar statistics. A Beast summoned in an aquatic environment replaces it's base land speed with a matching swim speed and gains the aquatic subtype.
Size/Type: Medium Animal
Hit Dice: 2d8+4 (+1d8+2/summoner level above two)
Initiative: +2
Speed: 40
Armor Class: 16 (+2 Dex, +4 NA)
Base attack/Grapple: +1/+2 (Base Attack 3/4 progression)
Attack: Bite +4 Melee (1d6+4) or claw +4 melee (1d4+3)
Full Attack: Bite +4 melee (1d6+4) and 2 claws -1 melee (1d4+3)
Space/Reach: 5/5
Special Attacks: Trip
Special Qualities: Low-light vision, Scent
Saves: Fort +5, Ref +5 Will +1 (Good Fort and Ref, poor Will, advance with HD)
Abilities: Str 16, Dex 14, Con 14, Int 2, Wis 12, and Cha 4.
Skills: Hide +2 Listen +3 Spot +3 Survival +1
Feats: Track
Alignment: Neutral
Advancement: 3 HD (Medium) 4-7 HD (Large) 8-20HD (Huge)
Trip: A beast that hits with a bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the beast.
Channel: Channeling the spirit of the beast grants you a +2 bonus to natural armor, the scent ability, and natural claw and bite attacks that deal the same damage as the spirit of the beast. All allies within thirty feet gain the effects of the improved natural attack feat for any natural weapons they have.
Summoning Mastery: At third level, a summoner can call any spirit he is able to as a standard action.
At fourth level, and every four levels thereafter, a summoner gains the ability to control one additional summon at any given time.
At fifth level, a summoner can call any spirit he is able to as a swift action 1/day. The summoner gains another usage of this ability per day every five levels thereafter.
Spirit of Venom: At fourth level, you can summon the spirit of vermin to weaken your enemies. This appears as a monstrous spider, usually.
Size/Type: Large Vermin
Hit Dice: 4d8+4 (+1d8+1/summoner level above fourth)
Initiative: +3
Speed: 30 ft., climb 20 ft
Armor Class: 14 (-1 size, +3 Dex, +2 natural)
Base Attack/Grapple: +3/+9
Attack: Bite +4 melee (1d8+3 plus poison)
Full Attack: Bite +4 melee (1d8+3 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, web
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 15, Dex 17, Con 12, Int Ø, Wis 10, Cha 2
Skills: Climb +11, Hide +3*, Jump +2*, Spot +4*
Alignment: -
Poison
A monstrous spider has a poisonous bite. The details vary by the spider’s size, as shown on the table below. The save DCs are Constitution-based. The indicated damage is initial and secondary damage.
Web
Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.
Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/—.
A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
Tremorsense
A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.
Skills
Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher.
*Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.
Channel: Channeling the spirit of venom Grants you a climb speed equal to your base land speed, immunity to webs, a bite attack, and poison, which uses the same DC and damage as the spirit of venom. All allies within thirty feet gain a climb speed equal to half their base land speed and any ally with a bite attack gains poison, with DC and damage equal to the spirit of venom's.
Strength of the Call: At fifth level, a Summoner's summons gain a bonus to natural armor, strength, and constitution equal to the summoner's charisma modifier.
At fifth level, and every three levels thereafter, all summons gain a +1 enhancement bonus to armor, shield, and natural armor bonuses, attack, and damage rolls.
Wandering Spirit: At fifth level, a summoner calls a restless, wandering spirit to take him from place to place. Treat this summon as a phantom steed, cast by a wizard of your class level, except it lasts a number of hours equal to your summoner level plus your charisma modifier, and can only be ridden by the summoner.
Spirit of the Brute: At sixth level, you can call the spirit of a giant to battle for you. This creature resembles a massive ogre, clad in patchy hide armor and carrying a greatclub that looks more like a tree.
Size/Type: Large Giant
Hit Dice: 6d8+18 (+1d8+3/summoner level over six)
Initiative: +0
Speed: 30 ft.
Armor Class: 18 (-1 size, +6 natural, +3 hide armor)
Base Attack/Grapple: +4/ +13
Attack: Greatclub +9 melee (2d8+7)
Full Attack: Greatclub +9 melee (2d8+7)
Space/Reach: 10/10
Special Attacks: -
Special Qualities: Darkvision 60, low-light vision
Saves: Fort +8, Ref +2, Will +2
Abilities: str 20, dex 10, con 16, int 6, wis 10, and cha 6
Skills: Listen +3 Spot +3
Feats: Power attack, Cleave, Great Cleave
Alignment: Chaotic Neutral
Advancement:-
Language: Giant
Channel: Channeling the Brute grants you a +6 bonus to your strength score, and increases your size category by one, as though under the effects of enlarge person. This secondary effect can be surpressed or resumed as a move action. All allies within thirty feet gain a +4 bonus to their strength scores.
Channel Might: At seventh level, a summoner may, instead of summoning a spirit, channel it through himself, gaining some aspects of the channeled spirit and granting some to others nearby. Each spirit has a 'channel' entry in their statistics block that describes these granted powers. A channeled summon still counts against the maximum number of active spirits at a time.
At fifteenth level, a summoner may choose to channel a summon through another summon. Sometimes, channeling one summon through another grants extra bonuses over channeling it through oneself.
Lend might: At eighth level, a summoner can grant a single creature touched a +4 enchancement bonus to any single ability score. A creature can only have one such ehancement bonus at any time, though it can be replaced with a different ability. This bonus lasts one minute per class level. At twelfth level, a summoner can add this to two ability scores, and at sixteenth, this bonus becomes untyped.
Spirit of Mischeif: At eighth level, you can summon a mischevious sprite to cripple your foes. This creature resembles a miniscule pixie, with eternally-twitching fingers and a smile that advertises the sprite is more pleased with itself than it has any right to be.
Size/Type: Tiny Fey
Hit Dice: 8d6-16 (+1d6-2/summoner level above eight)
Initiative: +4
Speed: 15 ft. Fly 60 (perfect)
Armor Class: 18 (+2 size, +4 chain shirt, +2 natural)
Base Attack/Grapple: +4/-4 (Base Attack 1/2 progression)
Attack: Longbow +8 Ranged (1d4+1)
Full Attack: Longbow +8 Ranged (1d4)
Space/Reach: 5/0
Special Attacks: Touch of Mischeif, Sleep arrows
Special Qualities: Invisibility
Saves: Fort +0 Ref +10 Will +11
Abilities: Str 6, Dex 18, Con 6, Int 14, Wis 20, Cha 18
Skills:Bluff +16, Disable Device +14, Escape Artist +16, Hide +16, Listen +17, Move Silently +16, Open lock +16, Spot +17
Feats: Point Blank Shot, Precise Shot, Rapid Shot, ability focus (touch of mischeif)
Alignment: Chaotic Neutral
Advancement:-
Language: Sylvan, Common, Elven
Touch of Mischeif: A Spirit of mischief can cast Greater Dispel magic, Rusting Grasp, or Shatter at will as a spell-like ability with a range of Touch. The DC is equal to 12+your cha modifier
Sleep Arrows: A spirit of Mischeif comes into existance with fourty arrows and ten sleep arrows. any creature struck by a sleep arrow must make a will save (DC 10+summoner's Charisma modifier) or fall asleep, as the sleep spell, regardless of HD.
Invisibility: A Spirit of Mischeif is invisible, as with the greater invisibility spell always active. A Spirit of Mischeif can surpress or resume this ability at will with a free action.
Channel: Channeling a spirit of mischeif, you gain a +10 bonus to hide checks, a fly speed equal to your base land speed, and use of the touch of mischeif special attack. All allies within thirty feet gain +5 on hide checks.
Spirit of Slime: At tenth level, a summoner can call a ooze to do battle with him. This massive slime appears as a black pudding, usually.
Size/Type: Huge Ooze
Hit Dice: 10d10+60 (+1d10+6/summoner level above ten
Initiative: -5
Speed: 20 ft, climb 20 ft
Armor Class: 3 (-2 size, -5 Dex)
Base Attack/Grapple: +7/+18
Attack: Slam +8 melee (2d6+4 plus 2d6 acid)
Full Attack: Slam +8 melee (2d6+4 plus 2d6 acid)
Space/Reach: 15 ft./10 ft.
Special Attacks: Acid, constrict 2d6+4 plus 2d6 acid, improved grab
Special Qualities: Blindsight 60 ft., split, ooze traits
Saves: Fort +9, Ref -2, Will -2
Abilities: Str 17, Dex 1, Con 22, Int Ø, Wis 1, Cha 1
Skills: Climb +11 Climb +16
Feats: —
Alignment: Neutral
Advancement: 11-19 HD (Huge) 20 HD (Gargantuan)
Acid
The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 21 Reflex saves. A metal or wooden weapon that strikes a black pudding also dissolves immediately unless it succeeds on a DC 21 Reflex save. The save DCs are Constitution-based.
The pudding’s acidic touch deals 21 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.
Constrict
A black pudding deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a -4 penalty on Reflex saves against the acid.
Improved Grab
To use this ability, a black pudding must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Split
Slashing and piercing weapons deal no damage to a black pudding. Instead the creature splits into two identical puddings, each with half of the original’s current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.
Skills
A black pudding has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
Channel:Channeling the Spirit of Slime grants you DR 10/bludgeoning, moderate fortification as the armor special ability, and allows you to deal acid damage equal to Slime's extra damage on a slam attack on any natural attack you make. All allies within thirty feet gain DR 5/bludgeoning and deal an extra 1d6 acid damage on any natural attack.
Spirit of the Warped: At twelfth level, you can summon a twisted abberation from the depths of the underdark. This creature generally resembles a hook horror or an umber hulk.
Size/Type: Large Abberation
Hit Dice: 12d8+48 (+1d8+4/Summoner level above twelve)
Initiative: +3
Speed: 30 ft. Burrow 20 ft.
Armor Class: 20 (-1 size, +3 dex, +8 natural)
Base Attack/Grapple: +9/ +20
Attack: Bite +16 melee (2d6+10)
Full Attack: Bite +16 melee (3d6+10) and two claws +16 melee (2d6+7)
Space/Reach: 10/10
Special Attacks: Improved Grab
Special Qualities: Darkvision 60, Tremorsense 60
Saves: fort +4 Ref +4 Will +8
Abilities: Str 24, Dex 16, Con 18, Int 10, Wis 10, Cha 8
Skills: Climb +23 Listen +16
Feats: Multiattack, Improved multiattack, Improved Natural attack (Bite) Improved natural attack (claw), Power Attack
Alignment: Neutral
Advancement:-
Language: Terran
Improved Grab:
To use this ability, a Spirit of the Warped must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Channel:Channeling the spirit of the Warped grants the summoner a burrow speed equal to his base land speed, and he can leave a usable tunnel behind if he wishes. He also gains +4 natural armor and darkvision 60. All allies within thirty feet gain +2 natural armor and darkvision 60.
Spirit of Steel: At fourteenth level, you can call a construct through a medium of metal. You must target some metallic item within thirty feet when summoning Steel.
Summoned through a shield or armor:
Size/Type: Medium Living Construct
Hit Dice: 14d8+70 (+1d8+4/summoner level above fourteen)
Initiative: +0
Speed: 20 ft.
Armor Class: 22 (+8 adamantine plating, +4 tower shield.)
Base Attack/Grapple: +14/+18
Attack: Longsword +18 melee (1d8+4)
Full Attack: Longsword +18/+13/+8 melee (1d8+4)
Space/Reach: 5/5
Special Attacks:
Special Qualities: Living Construct Traits DR 4/adamantine
Saves: Fort +9 Ref +4 Will +4
Abilities: Str 18, Dex 10, Con 20, Int 10, Wis 8, and Cha 8
Skills: Climb +15 Jump +15
Feats: Power Attack, Improved Bull Rush, Combat Expertise, Powerful Charge, Improved Damage Reduction
Alignment: Neutral
Advancement: -
Language: Common
Summoned through a weapon:
Size/Type: Medium Living Construct
Hit Dice: 14d8+70 (+1d8+4/summoner level above fourteen)
Initiative: +0
Speed: 30 ft.
Armor Class: 15 (+4 mithral plating, +1 buckler)
Base Attack/Grapple: +14/+18
Attack: Adamantine Greathammer +18 melee (2d6+10)
Full Attack: Adamantine Greathammer +18/+13/+8 melee (2d6+10)
Space/Reach: 5/5
Special Attacks:
Special Qualities: Living Construct Traits
Saves: Fort +9 Ref +4 Will +4
Abilities: Str 18, Dex 10, Con 20, Int 10, Wis 8, and Cha 8
Skills: Climb +15 Jump +15
Feats: Power Attack, Powerful Charge, Improved Sunder, Cleave, Shock Trooper
Alignment: Neutral
Advancement: -
Language: Common
Summoned through something else:
Size/Type: Medium Living Construct
Hit Dice: 14d8+70 (+1d8+4/summoner level above fourteen)
Initiative: +0
Speed: 30 ft.
Armor Class: 12 (+2 composite plating)
Base Attack/Grapple: +14/+18
Attack: +2 Battlefist +19 (2d6+8)
Full Attack: battlefist +16/+16 (2d6+8), Bite +16 (1d6+6), Spikes +18 (1d6+6)
Space/Reach: 5/5
Special Attacks:
Special Qualities: Living Construct Traits
Saves: Fort +9 Ref +4 Will +4
Abilities: Str 18, Dex 10, Con 20, Int 10, Wis 8, and Cha 8
Skills: Climb +15 Jump +15
Feats: Second Slam, Improved natural Attack (slam) Spiked body, Jaws of death, Multiattack
Alignment: Neutral
Advancement: -
Language: Common
Channel: Channeling the Spirit of Steel makes the summoner not neet to eat, breathe, or sleep for the duration of the channeling. Any metallic armor or shield they are wearing or carrying has it's armor or shield bonus increase by +4, and any weapon gains a +2 bonus to attack and damage rolls. All allies within thirty feet wearing metal armor or shields increase their armor or shield bonus by +2, and those wielding metal weapons gain +1 attack and damage rolls with that weapon.
Spirit of death: At sixteenth level, you call a powerful undead to slay your foes. The spirit of death cannot be summoned during the daytime, or within the area of a daylight spell. This creature appears as a powerful armored vampire, though their special abilities are limited. Treat is as a vampire warrior of your level. They have a base speed of 30 feet, and an AC of 27 (+2 dex, +7 +2 breastplate, +6 natural), DR 10/Silver and magic, and fast healing 5. Treat it as having the improved grapple feat. It has a 1d6 slam, and the blood drain and energy drain special abilities of a vampire, though he does not create spawn. It also has the spider climb, turn resistance, and cold and elecric resistance 10 of a vampire. It's ability scores are as follows: str 24, dex 18, con-, int 12, wis 12, and cha 14. The Spirit of Death has all the special vulnerabilities of a vampire, and summoning him is considered an evil act. He speaks common and undercommon.
Spirits of Good and Evil: At level eighteen, a summoner chooses to summon either a powerful spirit of good and righteousness, or a terrifying demon of destruction and evil. Oddly enough, the two spirits are closely tied in power.
Spirit of Good
Size/Type: Medium Outsider
Hit Dice: 18d8+90 (+1d8+5/summoner level above 18)
Initiative: +2
Speed: 30 ft, Fly 60 (good)
Armor Class: 28 (+2 Dex, +6 natural, +10 holy bonus)
Base Attack/Grapple:+18/+21
Attack: Holy greatsword +24 melee (2d6+11+2d6)
Full Attack: Holy greatsword +24/19/+14/+9 melee (2d6+14+2d6)
Space/Reach: 5/5
Special Attacks: Touch of Light
Special Qualities: DR 10/evil
Saves: Fort +16 Ref +13 Will +16
Abilities: Str 22, Dex 14, Con 20, Int 20, Wis 20, Cha 20
Skills: Bluff +26, Concentration +26, Diplomacy +26, Handle Animal +26, Heal +26, Intimidate +26, Knowledge (Religion) +26, Knowledge (The Planes) +26, Knowledge (Arcana) +26, Listen +26, Sense Motive +26, Spellcraft +26, Spot +26.
Feats: Dodge, Mobility, Spring attack, Combat Expertise, Improved Feint, Whirlwind Attack, Power attack
Alignment:Neutral good
Advancement:-
Language:Celestial
Touch of Light: A Spirit of Good can cast Heal and Aura of good as a spell-like ability 3/day with a range of touch, with a caster level equal to it's HD.
Channel:Channeling the spirit of Good gives the summoner a +5 holy bonus to AC, a +2 holy bonus to all skill checks, saves, and a +1 holy bonus to attack and damage rolls. It also lets him use cure critical wounds as a cleric of his summoner level 3/day. All allies within thirty feet gain a +1 holy bonus to AC, skill checks, saves, attack and damage rolls.
Spirit of Evil:
Size/Type: Medium Outsider
Hit Dice: 18d8+90 (+1d8+5/summoner level above 18)
Initiative: +2
Speed: 30 ft, Fly 60 (good)
Armor Class: 30 (+2 Dex, +8 natural, +10 profane bonus)
Base Attack/Grapple:+18/+21
Attack: +5 unholy greatsword +20 melee (2d6+11+2d6)
Full Attack: +5 unholy greatsword +23/18/+13/+8 melee (2d6+14+2d6)
Space/Reach: 5/5
Special Attacks: Touch of Darkness
Special Qualities: DR 10/good
Saves: Fort +16 Ref +13 Will +16
Abilities: Str 22, Dex 14, Con 20, Int 20, Wis 20, Cha 20
Skills: Bluff +26, Concentration +26, Diplomacy +26, Handle Animal +26, Heal +26, Intimidate +26, Knowledge (Religion) +26, Knowledge (The Planes) +26, Knowledge (Arcana) +26, Listen +26, Sense Motive +26, Spellcraft +26, Spot +26.
Feats: Dodge, Mobility, Spring attack, Combat Expertise, Improved Feint, Whirlwind Attack, Power attack
Alignment:Neutral Evil
Advancement:-
Language:Abyssal and infernal
Touch of Darkeness: A Spirit of Evil can cast Harm and Aura of Evil as a spell-like ability at will with a range of touch, with a caster level equal to it's HD.
Channel:Channeling the spirit of Evil gives the summoner a +5 Profane bonus to AC, a +2 profane bonus to all skill checks and saves, and a +1 profane bonus to attack and damage rolls. It also lets him use inflict critical wounds as a cleric of his summoner level 3/day. All allies within thirty feet gain a +1 profane bonus to AC, skill checks, saves, attack and damage rolls.
Spirit of ancients: You summon a true dragon, of a type and color chosen by you at the time of casting. It has HD equal to your summoner level, and is always of an appropriate size and age category for it's HD.
Summoner's Epiphany: At twentieth level, a summoner's summons no longer have a duration.
------------------------------------------------------------
Magic users are often familiar with summon spells, utilizing the power to call infernal or celestial creatures to aid them in battle. Druids are capable of summoning beasts to aid them, as well. To a true summoner, these are laughable attempts, and calling them a summon is like calling a child's awkward scrawlings art. A summoner does not call creatures or animals to his aid, instead, he calls down the very concepts of these things, giving them shape and form and will.
Hit Die: D8
Class Skills: The Summoner’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), speak language (Int), and Spellcraft (Int).
Skill Points at First Level: (4 + Intelligence modifier) x4
Skill Points at Each Additional Level: 4 + Intelligence Modifier
Summoner
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Summons, Spirits of Nature
2nd|
+1|
+0|
+0|
+3|Spirit of the Beast
3rd|
+2|
+1|
+1|
+3|Summoning Mastery
4th|
+3|
+1|
+1|
+4|Spirit of Venom, Summoning Mastery
5th|
+3|
+1|
+1|
+4|Strength of the Call, Wandering Spirit, Summoning Mastery
6th|
+4|
+2|
+2|
+5|Spirit of the Brute
7th|
+5|
+2|
+2|
+5|Channel Might
8th|
+6/+1|
+2|
+2|
+6|Spirit of Mischeif, Lend Might, summoning mastery
9th|
+6/+1|
+3|
+3|
+6|
10th|
+7/+2|
+3|
+3|
+7|Spirit of Slime, Summoning Mastery
11th|
+8/+3|
+3|
+3|
+7|
12th|
+9/+4|
+4|
+4|
+8|Spirit of the Warped, Lend Might, Summoning mastery
13th|
+9/+4|
+4|
+4|
+8|
14th|
+10/+5|
+4|
+4|
+9|Spirit of Steel
15th|
+11/+6/+1|
+5|
+5|
+9|Summoning Mastery
16th|
+12/+7/+2|
+5|
+5|
+10|Spirit of Death, Lend Might, Summoning Mastery
17th|
+12/+7/+2|
+5|
+5|
+10|
18th|
+13/+8/+3|
+6|
+6|
+11|Spirits of Good and Evil
19th|
+14/+9/+4|
+6|
+6|
+11|
20th|
+15/+10/+5|
+6|
+6|
+12|Spirits of the Ancients, Summoner's Epiphany, Summoning Mastery[/table]
Weapon and Armor Proficiency: A summoner is proficient with all simple weapons, light armor, and shields.
Summons: A Summoner's powers revolve around his ability to call and command powerful spirits, giving them a form suitable to do so. A summoner's summons all last for one hour, except where otherwise noted. Summoning a spirit takes one round. Dismissing a summon is swift action. A Summoned creature always has a number of HD equal to your summoner level. If a summon and a summoner do not share a language or the summon is incapable of speech, a summoner can still communicate simple concepts such as 'go here', 'attack', and 'retreat' through an empathic link. A summon appears anywhere within a range of close to the summoner. If any summon is killed, it cannot be summoned again for 24 hours. All summons are supernatural abilities. Each time you Summon a Spirit, you call the same spirit.
Spirits of Nature: A summoner must be within thirty feet of an example of that element when summoning these spirits, and can only have one actice at any time. A summoner in the middle of an arid desert could not summon a water elemental, and one flying high above the ground could not summon an earth elemental. A summoned elemental is of appropriate size for it's HD or smaller, though they never decrease below small size.
Air:
Size/Type: Small Elemental (Air, Extraplanar)
Hit Dice: 1d8 (+1d8/summoner level above first)
Initiative: +7
Speed: Fly 100 ft. (perfect)
Armor Class: 17 (+1 size, +3 Dex, +3 natural)
Base Attack/Grapple: +1/-3
Attack: Slam +5 melee (1d4)
Full Attack: Slam +5 melee (1d4)
Space/Reach: 5 ft./5 ft
Special Attacks: Air mastery, whirlwind
Special Qualities: Darkvision 60 ft., elemental traits
Saves: Fort +0, Ref +6, Will +0
Abilities: Str 10, Dex 17, Con 10, Int 4, Wis 11, Cha 11
Skills: Listen +2, Spot +3 Listen +3, Spot +4 Listen +5, Spot +6
Feats: Flyby Attack, Improved InitiativeB, Weapon Finesse B
Alignment: Usually neutral
Advancement: 2-3 HD (Small) 4-7 HD (Medium) 8-15 HD (Large) 16-32 HD (Huge)
Air Mastery
Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.
Whirlwind
The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.
The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.
Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see table for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects varies with the elemental’s size (see the table). The save DC is Strength based.
Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind.
Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.
Channel: Channeling an air elemental grants the summoner a fly speed equal to twice his base land speed feet with good maneuverability. In addition, he gain light fortification, as the armor special quality, and the ability to deflect arrows, as the feat, a number of times per round equal to 1+his dex modifier. All allies and summons within thirty feet gain a fly speed of 30 feet with average maneuverability.
Earth:
Size/Type: Small Elemental (Earth, Extraplanar)
Hit Dice: 1d8+1 (+1d8+1/summoner level above first)
Initiative: -1
Speed: 20 ft.
Armor Class: 17 (+1 size, -1 Dex, +7 natural)
Base Attack/Grapple: +1/+0
Attack: Slam +5 melee (1d6+4)
Full Attack: Slam +5 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Earth mastery, push
Special Qualities: Darkvision 60 ft., earth glide, elemental traits
Saves: Fort +4, Ref -1, Will +0
Abilities: Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +2
Feats: Power Attack
Alignment: Usually neutral
Advancement: 2-3 HD (Small) 4-7 HD (Medium) 8-15 HD (Large) 16-32 HD (Huge)
Earth Mastery
An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
Push
An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental’s opposed Strength checks.
Earth Glide
An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Channel: Channeling an earth elemental grants the summoner DR 5/adamantine, tremorsense 60 feet, and the ability to use the elemental's earth glide ability. All allies within thirty feet gain DR 3/adamantine
Fire:
Size/Type: Small Elemental (Fire, Extraplanar)
Hit Dice: 1d8 (+1d8/summoner level above first)
Initiative: +5
Speed: 50 ft
Armor Class: 15 (+1 size, +1 Dex, +3 natural)
Base Attack/Grapple: +1/-3
Attack: Slam +3 melee (1d4 plus 1d4 fire)
Full Attack: Slam +3 melee (1d4 plus 1d4 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Burn
Special Qualities: Darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold
Saves: Fort +0, Ref +4, Will +0
Abilities: Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
Feats: Dodge, Improved InitiativeB, Weapon FinesseB
Alignment: Usually neutral
Advancement: 2-3 HD (Small) 4-7 HD (Medium) 8-15 HD (Large) 16-32 HD (Huge)
Burn
A fire elemental’s slam attack deals bludgeoning damage plus fire damage from the elemental’s flaming body. Those hit by a fire elemental’s slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC varies with the elemental’s size (see table). A burning creature can take a move action to put out the flame. The save DC is Constitution-based.
Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch on fire unless they succeed on a Reflex save.
Channel: Channeling a fire elemental grant's you the elemental's burn ability. The damage and DC is equal to the elemental's. All allies within thirty feet deal fire damage on their attacks equal to the fire damage added on the elemental's slam attack.
Water:
Size/Type: Small Elemental (Water, Extraplanar)
Hit Dice: 1d8+1
Initiative: +0
Speed: 20 ft., swim 90 ft.
Armor Class: 17 (+1 size, +6 natural)
Base Attack/Grapple: +1/-1
Attack: Slam +4 melee (1d6+3)
Full Attack: Slam +4 melee (1d6+3)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 10 ft./10 ft.
Special Attacks: Water mastery, drench, vortex
Special Qualities: Darkvision 60 ft., elemental traits
Saves: Fort +4, Ref +0, Will +0 Fort +7, Ref +2, Will +1
Abilities: Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11
Feats: Power Attack
Alignment: Usually neutral
Advancement: 2-3 HD (Small) 4-7 HD (Medium) 8-15 HD (Large) 16-32 HD (Huge)
Water Mastery
A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
A water elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.
Drench
The elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental’s HD).
Vortex
The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.
The elemental’s movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature’s space.
Creatures one or more size categories smaller than the elemental might take damage when caught in the vortex (see table for details) and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex’s effects varies with the elemental’s size. The save DC is Strength-based.
Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in vortex form cannot make slam attacks and does not threaten the area around it.
Skills
A water elemental has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Channel: channeling a water elemental grants the summoner a swim speed of twice his base land speed and the ability to breathe water. He also gains the light fortification armor special quality, and the elemental's drench ability. All allies within thirty feet gain a swim speed equal to their base land speed and the ability to breathe water.
Spirit of the Beast: At second level, you can summon the spirits of animals to serve your cause. A summoned animal must be appropriate for it's environment. No matter what it looks like, they always share similar statistics. A Beast summoned in an aquatic environment replaces it's base land speed with a matching swim speed and gains the aquatic subtype.
Size/Type: Medium Animal
Hit Dice: 2d8+4 (+1d8+2/summoner level above two)
Initiative: +2
Speed: 40
Armor Class: 16 (+2 Dex, +4 NA)
Base attack/Grapple: +1/+2 (Base Attack 3/4 progression)
Attack: Bite +4 Melee (1d6+4) or claw +4 melee (1d4+3)
Full Attack: Bite +4 melee (1d6+4) and 2 claws -1 melee (1d4+3)
Space/Reach: 5/5
Special Attacks: Trip
Special Qualities: Low-light vision, Scent
Saves: Fort +5, Ref +5 Will +1 (Good Fort and Ref, poor Will, advance with HD)
Abilities: Str 16, Dex 14, Con 14, Int 2, Wis 12, and Cha 4.
Skills: Hide +2 Listen +3 Spot +3 Survival +1
Feats: Track
Alignment: Neutral
Advancement: 3 HD (Medium) 4-7 HD (Large) 8-20HD (Huge)
Trip: A beast that hits with a bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the beast.
Channel: Channeling the spirit of the beast grants you a +2 bonus to natural armor, the scent ability, and natural claw and bite attacks that deal the same damage as the spirit of the beast. All allies within thirty feet gain the effects of the improved natural attack feat for any natural weapons they have.
Summoning Mastery: At third level, a summoner can call any spirit he is able to as a standard action.
At fourth level, and every four levels thereafter, a summoner gains the ability to control one additional summon at any given time.
At fifth level, a summoner can call any spirit he is able to as a swift action 1/day. The summoner gains another usage of this ability per day every five levels thereafter.
Spirit of Venom: At fourth level, you can summon the spirit of vermin to weaken your enemies. This appears as a monstrous spider, usually.
Size/Type: Large Vermin
Hit Dice: 4d8+4 (+1d8+1/summoner level above fourth)
Initiative: +3
Speed: 30 ft., climb 20 ft
Armor Class: 14 (-1 size, +3 Dex, +2 natural)
Base Attack/Grapple: +3/+9
Attack: Bite +4 melee (1d8+3 plus poison)
Full Attack: Bite +4 melee (1d8+3 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, web
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 15, Dex 17, Con 12, Int Ø, Wis 10, Cha 2
Skills: Climb +11, Hide +3*, Jump +2*, Spot +4*
Alignment: -
Poison
A monstrous spider has a poisonous bite. The details vary by the spider’s size, as shown on the table below. The save DCs are Constitution-based. The indicated damage is initial and secondary damage.
Web
Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.
Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/—.
A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
Tremorsense
A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.
Skills
Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher.
*Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.
Channel: Channeling the spirit of venom Grants you a climb speed equal to your base land speed, immunity to webs, a bite attack, and poison, which uses the same DC and damage as the spirit of venom. All allies within thirty feet gain a climb speed equal to half their base land speed and any ally with a bite attack gains poison, with DC and damage equal to the spirit of venom's.
Strength of the Call: At fifth level, a Summoner's summons gain a bonus to natural armor, strength, and constitution equal to the summoner's charisma modifier.
At fifth level, and every three levels thereafter, all summons gain a +1 enhancement bonus to armor, shield, and natural armor bonuses, attack, and damage rolls.
Wandering Spirit: At fifth level, a summoner calls a restless, wandering spirit to take him from place to place. Treat this summon as a phantom steed, cast by a wizard of your class level, except it lasts a number of hours equal to your summoner level plus your charisma modifier, and can only be ridden by the summoner.
Spirit of the Brute: At sixth level, you can call the spirit of a giant to battle for you. This creature resembles a massive ogre, clad in patchy hide armor and carrying a greatclub that looks more like a tree.
Size/Type: Large Giant
Hit Dice: 6d8+18 (+1d8+3/summoner level over six)
Initiative: +0
Speed: 30 ft.
Armor Class: 18 (-1 size, +6 natural, +3 hide armor)
Base Attack/Grapple: +4/ +13
Attack: Greatclub +9 melee (2d8+7)
Full Attack: Greatclub +9 melee (2d8+7)
Space/Reach: 10/10
Special Attacks: -
Special Qualities: Darkvision 60, low-light vision
Saves: Fort +8, Ref +2, Will +2
Abilities: str 20, dex 10, con 16, int 6, wis 10, and cha 6
Skills: Listen +3 Spot +3
Feats: Power attack, Cleave, Great Cleave
Alignment: Chaotic Neutral
Advancement:-
Language: Giant
Channel: Channeling the Brute grants you a +6 bonus to your strength score, and increases your size category by one, as though under the effects of enlarge person. This secondary effect can be surpressed or resumed as a move action. All allies within thirty feet gain a +4 bonus to their strength scores.
Channel Might: At seventh level, a summoner may, instead of summoning a spirit, channel it through himself, gaining some aspects of the channeled spirit and granting some to others nearby. Each spirit has a 'channel' entry in their statistics block that describes these granted powers. A channeled summon still counts against the maximum number of active spirits at a time.
At fifteenth level, a summoner may choose to channel a summon through another summon. Sometimes, channeling one summon through another grants extra bonuses over channeling it through oneself.
Lend might: At eighth level, a summoner can grant a single creature touched a +4 enchancement bonus to any single ability score. A creature can only have one such ehancement bonus at any time, though it can be replaced with a different ability. This bonus lasts one minute per class level. At twelfth level, a summoner can add this to two ability scores, and at sixteenth, this bonus becomes untyped.
Spirit of Mischeif: At eighth level, you can summon a mischevious sprite to cripple your foes. This creature resembles a miniscule pixie, with eternally-twitching fingers and a smile that advertises the sprite is more pleased with itself than it has any right to be.
Size/Type: Tiny Fey
Hit Dice: 8d6-16 (+1d6-2/summoner level above eight)
Initiative: +4
Speed: 15 ft. Fly 60 (perfect)
Armor Class: 18 (+2 size, +4 chain shirt, +2 natural)
Base Attack/Grapple: +4/-4 (Base Attack 1/2 progression)
Attack: Longbow +8 Ranged (1d4+1)
Full Attack: Longbow +8 Ranged (1d4)
Space/Reach: 5/0
Special Attacks: Touch of Mischeif, Sleep arrows
Special Qualities: Invisibility
Saves: Fort +0 Ref +10 Will +11
Abilities: Str 6, Dex 18, Con 6, Int 14, Wis 20, Cha 18
Skills:Bluff +16, Disable Device +14, Escape Artist +16, Hide +16, Listen +17, Move Silently +16, Open lock +16, Spot +17
Feats: Point Blank Shot, Precise Shot, Rapid Shot, ability focus (touch of mischeif)
Alignment: Chaotic Neutral
Advancement:-
Language: Sylvan, Common, Elven
Touch of Mischeif: A Spirit of mischief can cast Greater Dispel magic, Rusting Grasp, or Shatter at will as a spell-like ability with a range of Touch. The DC is equal to 12+your cha modifier
Sleep Arrows: A spirit of Mischeif comes into existance with fourty arrows and ten sleep arrows. any creature struck by a sleep arrow must make a will save (DC 10+summoner's Charisma modifier) or fall asleep, as the sleep spell, regardless of HD.
Invisibility: A Spirit of Mischeif is invisible, as with the greater invisibility spell always active. A Spirit of Mischeif can surpress or resume this ability at will with a free action.
Channel: Channeling a spirit of mischeif, you gain a +10 bonus to hide checks, a fly speed equal to your base land speed, and use of the touch of mischeif special attack. All allies within thirty feet gain +5 on hide checks.
Spirit of Slime: At tenth level, a summoner can call a ooze to do battle with him. This massive slime appears as a black pudding, usually.
Size/Type: Huge Ooze
Hit Dice: 10d10+60 (+1d10+6/summoner level above ten
Initiative: -5
Speed: 20 ft, climb 20 ft
Armor Class: 3 (-2 size, -5 Dex)
Base Attack/Grapple: +7/+18
Attack: Slam +8 melee (2d6+4 plus 2d6 acid)
Full Attack: Slam +8 melee (2d6+4 plus 2d6 acid)
Space/Reach: 15 ft./10 ft.
Special Attacks: Acid, constrict 2d6+4 plus 2d6 acid, improved grab
Special Qualities: Blindsight 60 ft., split, ooze traits
Saves: Fort +9, Ref -2, Will -2
Abilities: Str 17, Dex 1, Con 22, Int Ø, Wis 1, Cha 1
Skills: Climb +11 Climb +16
Feats: —
Alignment: Neutral
Advancement: 11-19 HD (Huge) 20 HD (Gargantuan)
Acid
The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 21 Reflex saves. A metal or wooden weapon that strikes a black pudding also dissolves immediately unless it succeeds on a DC 21 Reflex save. The save DCs are Constitution-based.
The pudding’s acidic touch deals 21 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.
Constrict
A black pudding deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a -4 penalty on Reflex saves against the acid.
Improved Grab
To use this ability, a black pudding must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Split
Slashing and piercing weapons deal no damage to a black pudding. Instead the creature splits into two identical puddings, each with half of the original’s current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.
Skills
A black pudding has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
Channel:Channeling the Spirit of Slime grants you DR 10/bludgeoning, moderate fortification as the armor special ability, and allows you to deal acid damage equal to Slime's extra damage on a slam attack on any natural attack you make. All allies within thirty feet gain DR 5/bludgeoning and deal an extra 1d6 acid damage on any natural attack.
Spirit of the Warped: At twelfth level, you can summon a twisted abberation from the depths of the underdark. This creature generally resembles a hook horror or an umber hulk.
Size/Type: Large Abberation
Hit Dice: 12d8+48 (+1d8+4/Summoner level above twelve)
Initiative: +3
Speed: 30 ft. Burrow 20 ft.
Armor Class: 20 (-1 size, +3 dex, +8 natural)
Base Attack/Grapple: +9/ +20
Attack: Bite +16 melee (2d6+10)
Full Attack: Bite +16 melee (3d6+10) and two claws +16 melee (2d6+7)
Space/Reach: 10/10
Special Attacks: Improved Grab
Special Qualities: Darkvision 60, Tremorsense 60
Saves: fort +4 Ref +4 Will +8
Abilities: Str 24, Dex 16, Con 18, Int 10, Wis 10, Cha 8
Skills: Climb +23 Listen +16
Feats: Multiattack, Improved multiattack, Improved Natural attack (Bite) Improved natural attack (claw), Power Attack
Alignment: Neutral
Advancement:-
Language: Terran
Improved Grab:
To use this ability, a Spirit of the Warped must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Channel:Channeling the spirit of the Warped grants the summoner a burrow speed equal to his base land speed, and he can leave a usable tunnel behind if he wishes. He also gains +4 natural armor and darkvision 60. All allies within thirty feet gain +2 natural armor and darkvision 60.
Spirit of Steel: At fourteenth level, you can call a construct through a medium of metal. You must target some metallic item within thirty feet when summoning Steel.
Summoned through a shield or armor:
Size/Type: Medium Living Construct
Hit Dice: 14d8+70 (+1d8+4/summoner level above fourteen)
Initiative: +0
Speed: 20 ft.
Armor Class: 22 (+8 adamantine plating, +4 tower shield.)
Base Attack/Grapple: +14/+18
Attack: Longsword +18 melee (1d8+4)
Full Attack: Longsword +18/+13/+8 melee (1d8+4)
Space/Reach: 5/5
Special Attacks:
Special Qualities: Living Construct Traits DR 4/adamantine
Saves: Fort +9 Ref +4 Will +4
Abilities: Str 18, Dex 10, Con 20, Int 10, Wis 8, and Cha 8
Skills: Climb +15 Jump +15
Feats: Power Attack, Improved Bull Rush, Combat Expertise, Powerful Charge, Improved Damage Reduction
Alignment: Neutral
Advancement: -
Language: Common
Summoned through a weapon:
Size/Type: Medium Living Construct
Hit Dice: 14d8+70 (+1d8+4/summoner level above fourteen)
Initiative: +0
Speed: 30 ft.
Armor Class: 15 (+4 mithral plating, +1 buckler)
Base Attack/Grapple: +14/+18
Attack: Adamantine Greathammer +18 melee (2d6+10)
Full Attack: Adamantine Greathammer +18/+13/+8 melee (2d6+10)
Space/Reach: 5/5
Special Attacks:
Special Qualities: Living Construct Traits
Saves: Fort +9 Ref +4 Will +4
Abilities: Str 18, Dex 10, Con 20, Int 10, Wis 8, and Cha 8
Skills: Climb +15 Jump +15
Feats: Power Attack, Powerful Charge, Improved Sunder, Cleave, Shock Trooper
Alignment: Neutral
Advancement: -
Language: Common
Summoned through something else:
Size/Type: Medium Living Construct
Hit Dice: 14d8+70 (+1d8+4/summoner level above fourteen)
Initiative: +0
Speed: 30 ft.
Armor Class: 12 (+2 composite plating)
Base Attack/Grapple: +14/+18
Attack: +2 Battlefist +19 (2d6+8)
Full Attack: battlefist +16/+16 (2d6+8), Bite +16 (1d6+6), Spikes +18 (1d6+6)
Space/Reach: 5/5
Special Attacks:
Special Qualities: Living Construct Traits
Saves: Fort +9 Ref +4 Will +4
Abilities: Str 18, Dex 10, Con 20, Int 10, Wis 8, and Cha 8
Skills: Climb +15 Jump +15
Feats: Second Slam, Improved natural Attack (slam) Spiked body, Jaws of death, Multiattack
Alignment: Neutral
Advancement: -
Language: Common
Channel: Channeling the Spirit of Steel makes the summoner not neet to eat, breathe, or sleep for the duration of the channeling. Any metallic armor or shield they are wearing or carrying has it's armor or shield bonus increase by +4, and any weapon gains a +2 bonus to attack and damage rolls. All allies within thirty feet wearing metal armor or shields increase their armor or shield bonus by +2, and those wielding metal weapons gain +1 attack and damage rolls with that weapon.
Spirit of death: At sixteenth level, you call a powerful undead to slay your foes. The spirit of death cannot be summoned during the daytime, or within the area of a daylight spell. This creature appears as a powerful armored vampire, though their special abilities are limited. Treat is as a vampire warrior of your level. They have a base speed of 30 feet, and an AC of 27 (+2 dex, +7 +2 breastplate, +6 natural), DR 10/Silver and magic, and fast healing 5. Treat it as having the improved grapple feat. It has a 1d6 slam, and the blood drain and energy drain special abilities of a vampire, though he does not create spawn. It also has the spider climb, turn resistance, and cold and elecric resistance 10 of a vampire. It's ability scores are as follows: str 24, dex 18, con-, int 12, wis 12, and cha 14. The Spirit of Death has all the special vulnerabilities of a vampire, and summoning him is considered an evil act. He speaks common and undercommon.
Spirits of Good and Evil: At level eighteen, a summoner chooses to summon either a powerful spirit of good and righteousness, or a terrifying demon of destruction and evil. Oddly enough, the two spirits are closely tied in power.
Spirit of Good
Size/Type: Medium Outsider
Hit Dice: 18d8+90 (+1d8+5/summoner level above 18)
Initiative: +2
Speed: 30 ft, Fly 60 (good)
Armor Class: 28 (+2 Dex, +6 natural, +10 holy bonus)
Base Attack/Grapple:+18/+21
Attack: Holy greatsword +24 melee (2d6+11+2d6)
Full Attack: Holy greatsword +24/19/+14/+9 melee (2d6+14+2d6)
Space/Reach: 5/5
Special Attacks: Touch of Light
Special Qualities: DR 10/evil
Saves: Fort +16 Ref +13 Will +16
Abilities: Str 22, Dex 14, Con 20, Int 20, Wis 20, Cha 20
Skills: Bluff +26, Concentration +26, Diplomacy +26, Handle Animal +26, Heal +26, Intimidate +26, Knowledge (Religion) +26, Knowledge (The Planes) +26, Knowledge (Arcana) +26, Listen +26, Sense Motive +26, Spellcraft +26, Spot +26.
Feats: Dodge, Mobility, Spring attack, Combat Expertise, Improved Feint, Whirlwind Attack, Power attack
Alignment:Neutral good
Advancement:-
Language:Celestial
Touch of Light: A Spirit of Good can cast Heal and Aura of good as a spell-like ability 3/day with a range of touch, with a caster level equal to it's HD.
Channel:Channeling the spirit of Good gives the summoner a +5 holy bonus to AC, a +2 holy bonus to all skill checks, saves, and a +1 holy bonus to attack and damage rolls. It also lets him use cure critical wounds as a cleric of his summoner level 3/day. All allies within thirty feet gain a +1 holy bonus to AC, skill checks, saves, attack and damage rolls.
Spirit of Evil:
Size/Type: Medium Outsider
Hit Dice: 18d8+90 (+1d8+5/summoner level above 18)
Initiative: +2
Speed: 30 ft, Fly 60 (good)
Armor Class: 30 (+2 Dex, +8 natural, +10 profane bonus)
Base Attack/Grapple:+18/+21
Attack: +5 unholy greatsword +20 melee (2d6+11+2d6)
Full Attack: +5 unholy greatsword +23/18/+13/+8 melee (2d6+14+2d6)
Space/Reach: 5/5
Special Attacks: Touch of Darkness
Special Qualities: DR 10/good
Saves: Fort +16 Ref +13 Will +16
Abilities: Str 22, Dex 14, Con 20, Int 20, Wis 20, Cha 20
Skills: Bluff +26, Concentration +26, Diplomacy +26, Handle Animal +26, Heal +26, Intimidate +26, Knowledge (Religion) +26, Knowledge (The Planes) +26, Knowledge (Arcana) +26, Listen +26, Sense Motive +26, Spellcraft +26, Spot +26.
Feats: Dodge, Mobility, Spring attack, Combat Expertise, Improved Feint, Whirlwind Attack, Power attack
Alignment:Neutral Evil
Advancement:-
Language:Abyssal and infernal
Touch of Darkeness: A Spirit of Evil can cast Harm and Aura of Evil as a spell-like ability at will with a range of touch, with a caster level equal to it's HD.
Channel:Channeling the spirit of Evil gives the summoner a +5 Profane bonus to AC, a +2 profane bonus to all skill checks and saves, and a +1 profane bonus to attack and damage rolls. It also lets him use inflict critical wounds as a cleric of his summoner level 3/day. All allies within thirty feet gain a +1 profane bonus to AC, skill checks, saves, attack and damage rolls.
Spirit of ancients: You summon a true dragon, of a type and color chosen by you at the time of casting. It has HD equal to your summoner level, and is always of an appropriate size and age category for it's HD.
Summoner's Epiphany: At twentieth level, a summoner's summons no longer have a duration.
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