TEXT:  
  
   
  Into the Breach: The Summoner 
  A COLLABORATION BETWEEN D20PFSRD.COM PUBLISHING & THE FLYING PINCUSHION
   
   
  Credits 
  Published by d20pfsrd.com Publishing 
  Design: Frank Gori, Scott Hall, Jeff Harris, Kiel Howell, & Taylor 
  Hubler 
  Development: John Reyst & Frank Gori 
  Editing: John Reyst, Jeffery Harris, Taylor Hubler, & Jason Linker  
  Layout John Reyst 
  Cover Image "Elemental Wizard" © 2012 Robert Scott, used under a 
  Creative Commons Attribution-ShareAlike license: 
  http://creativecommons.org/licenses/by-sa/3.0/ 
   
  Interior Illustrations: 
  “Minion of the eye” by API-Beast 
  “Ancient Beast” (www.ancientbeast.com), from an original concept of 
  Katarzyna Zalecka aka Kasia88 (http://kasia88.deviantart.com) artwork: 
  David Revoy (www.davidrevoy.com) 
  “He wants your soul” by API-Beast 
  “Depression” by pa-he 
  "Healer" © 2012 Tanna Tucker, used under a Creative Commons Attribution-
  ShareAlike license: http://creativecommons.org/licenses/by-sa/3.0/ 
  "Necromancer" © 2012 Shari Chankhamma, used under a Creative Commons 
  Attribution-ShareAlike license: http://creativecommons.org/licenses/by-
  sa/3.0/ 
  Compatibility 
  Compatibility with the Pathfinder Roleplaying Game requires the 
  Pathfinder Roleplaying Game from Paizo Publishing, LLC. See 
  http://paizo.com/pathfinderRPG for more information on the 
  Pathfinder Roleplaying Game. 
  Paizo Publishing, LLC does not guarantee compatibility, and does 
  not endorse this product. 
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and 
  the Pathfinder Roleplaying Game and the Pathfinder Roleplaying 
  Game Compatibility Logo are trademarks of Paizo Publishing, 
  LLC, and are used under the Pathfinder Roleplaying Game 
  Compatibility License. See 
  http://paizo.com/pathfinderRPG/compatibility for more 
  information on the compatibility license.  
  This product is published by d20pfsrd.com Publishing and is 
  licensed under the Open Game License version 1.0a and Create 
  Commons Attribution-ShareAlike. 
   
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  About Into the Breach 
   
  The “Into the Breach” series are intended to expand 
  the options available to the Pathfinder base classes (the 
  alchemist, cavalier, gunslinger, inquisitor, magus, oracle, 
  summoner, and witch). 
  Within this guide you’ll find 6 new archetypes, 4 new 
  evolutions, 3 new base forms, 10 new spells, 3 new 
  summoner friendly prestige classes and a new alternate 
  base class for the summoner. 
  For the first book in this series we chose a class some 
  consider controversial: the summoner. First, we would 
  like to address the oft-questioned game balance 
  concerns regarding the summoner since it is usually the 
  greatest complaint regarding this class. The most often 
  cited concern is that the class abuses “the action 
  economy” due to it’s summon monster class ability, 
  which while certainly potent, is nothing compared to an 
  equal-level wizard’s vast array of incredible options. 
  So the summoner is more powerful than a wizard in 
  terms of summoning magic but that’s his schtick! All of 
  the full casting classes also have summoning ability 
  PLUS a far wider variety of abilities to bring to bear. As 
  far as concerns regarding action economy consider the 
  druid, a simple example of a full casting class with an 
  animal companion near the eidolon’s power level PLUS 
  as the ability to use summon nature’s ally! 
  Mechanics aside, the summoner is a fun and flavorful 
  class we strongly encourage and invite you to bring to 
  your gaming table. 
  Each core and base class draws upon a central idea, a 
  basic concept representing the commonly held 
  understanding of what a character of a certain class 
  should be, and is designed to be useful as a foundation 
  to the widest possible array of characters. Beyond that 
  basic concept, however, exists the potential for 
  innumerable interpretations and refinements. A member 
  of the bard class, for example, might be an incorrigible 
  archaeologist, a dashing swashbuckler, or a dangerously 
  graceful dervish dancer, each refined by a player's choice 
  of background details, class options, and specific rules 
  such as feats to better simulate the character she 
  imagines and make that character more effective at 
  pursuing her specific goals. 
  About Class Archetypes 
  Some character concepts are too close to existing classes 
  to warrant unique classes of their own, yet prove 
  pervasive and exciting enough that they come up in play 
  time and again. For these situations, the Pathfinder 
  Roleplaying Game has created archetypes—prepackaged 
  modifications to abilities that can be easily swapped out 
  of a given class to help customize its focus. To help 
  players interested in creating iconic fantasy characters, 
  the following pages explore new rules, options, and 
  alternate class features for many different classes. 
  While the types of options presented for each class 
  differ, each subsystem and archetype is customized to 
  best serve that class, emulate the abilities and talents of 
  classic fantasy tropes, and expand players' freedom to 
  design exactly the characters they desire. 
  Read more about class archetypes on d20pfsrd.com. 
   
   
   
   
   
  
   
  Table of Contents 
  New Summoner Archetypes ......................................................................................................................................................... 1 
  Dissociatist .................................................................................................................................................................................. 1 
  Eidolon Master ........................................................................................................................................................................... 2 
  Elementalist ................................................................................................................................................................................. 4 
  Paracosmist .................................................................................................................................................................................. 5 
  Shadowcaster ............................................................................................................................................................................... 6 
  Swarm Sculptor ........................................................................................................................................................................... 7 
  New Summoner Alternate Base Class ......................................................................................................................................... 9 
  Tribal Shaman ............................................................................................................................................................................. 9 
  New Prestige Classes .................................................................................................................................................................... 12 
  Lyrical Summoner .................................................................................................................................................................... 12 
  Necrosummoner ....................................................................................................................................................................... 14 
  Primal Summoner ..................................................................................................................................................................... 16 
  New Eidolon Base Forms ........................................................................................................................................................... 18 
  Brachiator .................................................................................................................................................................................. 18 
  Shadow ....................................................................................................................................................................................... 18 
  Swarm ......................................................................................................................................................................................... 18 
  New Evolutions ............................................................................................................................................................................ 19 
  New Spells ...................................................................................................................................................................................... 19 
  Summon Bee ............................................................................................................................................................................. 19 
  Summon Lesser Swarm ........................................................................................................................................................... 19 
  Summon Undead I ................................................................................................................................................................... 20 
  Summon Undead II ................................................................................................................................................................. 20 
  Summon Undead III ................................................................................................................................................................ 20 
  Summon Undead IV ................................................................................................................................................................ 20 
  Summon Undead V ................................................................................................................................................................. 21 
  Summon Undead VI ................................................................................................................................................................ 21 
  Summon Undead VII .............................................................................................................................................................. 21 
  Summon Undead VIII............................................................................................................................................................. 21 
  Summon Undead IX ................................................................................................................................................................ 21 
  Legal Information ......................................................................................................................................................................... 22 
   
   
   
  
   
  New Summoner Archetypes
  Dissociatist 
  By Frank Gori 
  For a few summoners an eidolon represents a chaotic 
  rebellion in an orderly mind. When extreme 
  compartmentalization meets innate magical talent a 
  dissociatist may be the result. 
  Restrictions 
  Alignment: A dissociatist must be lawful in order to 
  qualify for and maintain this archetype. 
  Id Eidolon 
  A dissociatist’s eidolon doesn’t necessarily share an 
  alignment with the summoner, nor is it an outsider. 
  Instead it is always chaotic neutral-aligned and must 
  be negotiated with in situations that don’t threaten the 
  dissociatist’s life. When the dissociatist is threatened 
  or endangered however, his eidolon will do everything 
  in its power to protect the dissociatist since it is 
  acutely aware its entire existence is completely tied to 
  it’s master’s fate. Otherwise, the GM should control 
  the eidolon as an NPC. The dissociatist may attempt 
  Diplomacy checks as he would when interacting with 
  other NPCs normally. The eidolon’s starting attitude is 
  always considered unfriendly. 
  The dissociatist’s eidolon is restricted in the following 
  ways: 
  • 
  The only base forms allowed are bipedal, 
  aquatic, or shadow. 
  • 
  It must be the same size as the dissociatist. 
  The eidolon always appears as a double of the 
  dissociatist except when using natural attacks with 
  which it may make transformations as a free action 
  (growing claws etc.) 
  The eidolon has the same weapon proficiencies as the 
  dissociatist it is linked to, plus one additional weapon of 
  the player’s choice. In addition to this the eidolon 
  possesses the rage class feature as though it were a 
  barbarian of equal level to the class levels in dissociatist. 
  The eidolon cannot be dismissed and if killed becomes a 
  voice in his master’s head until it is healed. It remains 
  until dropped into negative hit points past its Con score 
  though reducing it below 0 hit points does knock it 
  unconscious. While the dissociatist sleeps, his eidolon 
  gains fast healing equal to the dissociatist’s class level. It 
  Minion of the Eye by API-Beast 
   
   
   
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  summons itself again just as or before the dissociatist 
  awakens. 
  If the summoner fails a Will saving throw vs. a spell or 
  effect, roll percent dice (d%): 
  • 
  01-50 It affects the dissociatist. 
  • 
  51-75 It affects the eidolon. 
  • 
  76-100 It affects both the dissociatist and the 
  eidolon. 
  The eidolon uses it’s or its master’s Will save when it 
  makes Will saving throws vs. spells, whichever is greater. 
  The eidolon also gains rage as a barbarian of equal level 
  to the dissociatist. It may gain a rage power instead of a 
  feat or for 3 evolution points. 
  This ability replaces eidolon. 
  Judgments (Su) 
  The dissociatist gains judgment, second judgment, and 
  third judgment as an inquisitor of the same level. 
  This ability replaces shield ally, greater shield ally, and 
  transposition. 
  Summon Monster (Sp) 
  Unlike a normal summoner the dissociatist may only use 
  summon monster a number of times per day equal to 1 
  plus their summoner level, and it is free to do so when 
  his eidolon is present. However the summoned 
  creatures do not gain the fiendish or celestial templates. 
  Eidolon Master 
  By Taylor Hubler 
  Unlike most summoners who have but one eidolon they 
  can call upon, an eidolon master has multiple eidolons 
  ready to serve him. These masters of many do so by 
  forging pacts and bonds with multiple unique outsiders, 
  but in doing so they lose the ability to summon less 
  specific creatures as easily as other summoners do. 
  Many Eidolons 
  An eidolon master begins play with the ability to 
  summon multiple eidolons. The eidolon master may 
  form a link with a number of eidolons equal to ½ his 
  summoner level and forever after summon aspects of 
  the same creatures. Each eidolon has the same 
  alignment as the eidolon master and can speak and 
  understand all of the same languages. Eidolons are 
  treated as summoned creatures, except that they are not 
  sent back to their home plane until reduced to a number 
  of negative hit points equal to or greater than their 
  Constitution score. In addition, due to its tie to its 
  eidolon master, an eidolon can touch and attack 
  creatures warded by protection from evil and similar 
  effects that prevent contact with summoned creatures. 
  An eidolon master can summon an eidolon in a ritual 
  that takes 1 minute to perform. When summoned in this 
  way, the eidolon’s hit points are unchanged from the last 
  time one was dismissed or banished. All of the eidolon’s 
  the eidolon master is linked to share the same pool of 
  hit points and only one can be summoned at a time. If 
  one is injured and then replaced the eidolon currently 
  out will have the same amount of hp as the previous 
  one. The only exception to this is if an eidolon was 
  slain, in which case the next one to be summoned 
  returns with half its normal hit points. An eidolon does 
  not heal naturally. An eidolon remains until dismissed 
  by the eidolon master (a standard action). If an eidolon 
  is sent back to its home plane due to death, the eidolon 
  master cannot summon one again until the following 
  day. 
  An eidolon cannot be sent back to its home plane by 
  means of dispel magic, but spells such as dismissal and 
  banishment work normally. If the eidolon master is 
  unconscious, asleep, or killed, his eidolon is immediately 
  banished. Each eidolon takes a form shaped by the 
  eidolon master’s desires. Each eidolon’s Hit Dice, saving 
  throws, skills, feats, and abilities are tied to the eidolon 
  master’s class level and increase as they gain levels. In 
  addition, each eidolon receives a pool of evolution 
  points, based on the eidolon master’s class level that can 
  be used to give the eidolon different abilities and 
  powers. Whenever the eidolon master gains a level, he 
   
   
   
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  must decide how these points are spent, and they are set 
  until he gains another level of eidolon master. 
  An eidolon’s physical appearance is up to the eidolon 
  master, but it always appears as some sort of fantastical 
  creature. This control is not fine enough to make the 
  eidolon appear like a specific creature. An eidolon also 
  bears a glowing rune that is identical to a rune that 
  appears on the eidolons master’s forehead as long as the 
  eidolon is summoned. While this rune can be hidden 
  through mundane means, it cannot be concealed 
  through magic that changes appearance, such as alter 
  self or polymorph (although invisibility does conceal it as 
  long as the spell lasts). 
  The summoner and his eidolons share magic item slots. 
  When one eidolon replaces another it appears with the 
  exact same items the previous one was wearing. 
  This ability replaces eidolon and summon monster. 
  Switch Eidolon (Su) 
  At 6th level, as a standard action, an eidolon master can 
  switch the eidolon currently summoned with another 
  one they are linked to. When this takes place the eidolon 
  that is currently summoned is immediately dismissed, 
  and the one replacing it appears adjacent to the eidolon 
  master. If there is not an open space available the 
  eidolon appears in the closest available space. The 
  eidolon master may use this ability once per day at 6th 
  level and one additional time every four levels after 6th. 
  This ability replaces maker’s call. 
  Transposition (Su) 
  This ability works as normal, except that it uses the 
  switch eidolon ability’s uses per day instead. 
  Alternating Aspect (Su) 
  At 10th level, an eidolon master may divert up to 2 
  points from any of his eidolon’s evolution pools to add 
  evolutions to himself. He never gains more than 2 
  points in this way to use on himself, and both points 
  must come from the same eidolon. This aspect is only 
  active when the eidolon the points came from is 
  summoned. The eidolon master may have a different 
  aspect for each eidolon they are linked to. He cannot 
  select any evolution that the eidolon could not possess, 
  and he must be able to meet the requirements as well. 
  He cannot select the ability increase evolution through 
  this ability. Any points spent in this way are taken from 
  the eidolon’s evolution pool (reducing the total number 
  available to the eidolon). The eidolon master can change 
  the evolutions he receives from these points any time he 
  can change the eidolon’s evolutions. 
  This ability replaces aspect. 
  Twin Eidolon (Su) 
  This works as the standard ability of the same name, but 
  only with the eidolon that is currently summoned by the 
  eidolon master. 
   
   
   
   
   
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  Elementalist 
  By Frank Gori 
  Elementalists forge a connection not only to an 
  eidolon, but to the Elemental planes themselves. This 
  connection manifests as a wider array of spell-like 
  abilities at the cost of the potency of the normal 
  summon monster ability. 
  Elemental Domain 
  At 1st level the elementalist must choose an element 
  (air, earth, fire, or water).  He gains access to spell-like 
  abilities which mimic the the 1st level spell of the cleric 
  domain with the same name as that element. These 
  spell-like abilities are usable once per day each and use 
  the summoner's caster level. The DC for any saving 
  throws necessary are determined by the summoner's 
  Charisma. At every odd-numbered level thereafter, the 
  elementalist adds the next level of spells from her 
  chosen domain as spell-like abilities. For example, at 
  3rd level the elementalist gains the 2nd level spell as a 
  spell-like ability in addition to the 1st level spell-like 
  ability. 
  At 5th level and every four levels thereafter (9th and 
  13th,) the elementalist gains access to another element 
  and the domain that shares its name. Each time the 
  elementalist gains access to a new domain he only 
  gains access to the 1st level spells, gaining the next 
  level of spells every other summoner level as outlined 
  above. 
  At 17th level the elementalist can use these spells as 
  though they were empowered by the Empower Spell 
  metamagic feat a number of times per day equal to his 
  Charisma bonus. 
  Each time the summoner selects a new element their 
  eidolon gains the energy attack evolution for free. The 
  energy type for the evolution must match the energy 
  type of the chosen element. 
  This ability replaces summon monster. 
  Allied Resistance (Ex) 
  At 4th level the elementalist and his eidolon gain energy 
  resistance 10 vs. their respective elements (acid for 
  earth, fire for fire, electricity for air, and cold for water.) 
  At 16th level they gain immunity to their first chosen 
  element. 
  This ability replaces shield ally and greater shield ally 
   
   
  Volcano Monster by David Revoy 
   
   
   
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  Paracosmist 
  By Scott Hall 
  The paracosmist lives almost completely within a realm 
  of his own imagining. For as long as he can remember 
  his eidolon was there, visiting him in his dreams until 
  one day greeting him upon awakening.  
  Persistent Eidolon (Ex) 
  A paracosmist’s belief in the unreal is so strong that his 
  eidolon exists outside of his dreams and remains in the 
  world of men even when the paracosmist sleeps. 
  Unlike a normal eidolon which is dismissed when the 
  summoner is sleeping or unconscious, a paracosmist’s 
  eidolon remains by his side at all times. The eidolon is 
  dismissed as normal however if the paracosmist dies. 
  In addition, the paracosmist’s eidolon gains a +4 morale 
  bonus to saving throws vs. enchantment (compulsion) 
  spells and effects or those which transport the eidolon 
  away from the paracosmist (such as dismissal or 
  banishment). 
  Accelerated Evolution (Ex) 
  The paracosmist gains the Extra Evolution feat as a 
  bonus feat at 1st level, 3rd level, and every odd-numbered 
  level thereafter. If the paracosmist gains the Extra 
  Evolution feat other than via this class ability he loses 
  any evolution pool increases he gained via this class 
  ability. 
  This ability replaces summon monster I-IX. 
  Unfettered Link (Ex) 
  A paracosmist gains complete and total communication 
  with his eidolon as long as they are both on the same 
  plane of existence. They share all senses and this ability 
  otherwise functions as life link. 
  Additionally the paracosmist and his eidolon each retain 
  their own magic item slots. The eidolon possesses the 
  persistent effect of unfetter, but the effects of life link 
  remains so long as the two are within 1,000 feet of each 
  other. In the event of the eidolons death a paracosmist 
  gains the shaken condition for 1d4+1 minutes. 
  This ability replaces life link. 
  Augment Eidolon (Ex) 
  At 10th level the eidolon gains a +4 enhancement bonus 
  to Strength and Constitution. 
  At 18th level the enhancement bonus to Strength and 
  Constitution increases to +8. 
  This ability replaces aspect and greater aspect. 
  Evolution Surge (Ex) 
  At 19th level a paracosmist gains the ability to cast greater 
  evolution surge as a swift action a number of times per day 
  equal to 3 + Charisma modifier. 
  This ability replaces gate. 
  Dream Tree by Sarickbanana 
   
   
   
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  Shadowcaster 
  By Kiel Howell 
  Blending themselves with their eidolon, some 
  summoners are a uniquely powerful force to be 
  reckoned with. Shadowcasters replace their own shadow 
  with an eidolon. Stealthy combat and assassinations 
  feature prominently in the vocabulary of a 
  shadowcaster. 
  Altered Class Skills 
  Shadowcasters gain Perception, Sleight of Hand, and 
  Stealth as class skills. 
  Shadowcasters do not gain Handle Animal, Profession, 
  or Ride as class skills. 
  Shadow-Fused Eidolon (Su) 
  At 1st level, a shadowcaster replaces his shadow with an 
  eidolon in an arcane ritual that takes 1 hour. The 
  eidolon must utilize the shadow base form. During the 
  ritual a glowing rune appears on the shadowcaster’s 
  forehead, instead of the eidolon’s. The eidolon has a 
  hole of light in its shadowy forehead. The shadowcaster 
  may attempt to conceal this rune by making a Sleight of 
  Hand check at the time of performing the ritual. Other 
  creatures may notice this rune by making a successful 
  Perception check with a DC equal to the result of the 
  summoners Sleight of Hand check. If the eidolon is not 
  present other creatures may still notice the fact that the 
  summoner has no shadow by making a Perception 
  check with the same DC. 
  The eidolon occupies the same space as the 
  shadowcaster when it is attached as his shadow. 
  This ability modifies the eidolon ability. 
  Casting a Long Shadow (Su) 
  At 1st level, a shadowcaster’s eidolon may attach or 
  detach itself from its master as a swift action. It can then 
  act freely in areas of dim lighting or less. An eidolon 
  detached from the shadowcaster may pass through solid 
  objects not more than 5 ft. thick (as though 
  incorporeal). When the eidolon is detached the 
  shadowcaster casts no shadow. 
  This ability replaces life link. 
  Unseen Strike (Ex) 
  Starting at 3rd level, a shadowcaster’s eidolon gains the 
  sneak attack class feature as per the rogue. The damage 
  bonus increases by +1d6 for every other level past 3rd. 
  Summon the Dark (Sp) 
  The shadowcaster gains access to the following spells at 
  the indicated levels: 1st—silent image, 3rd—darkness, 5th—
  deeper darkness, 7th—shadow conjuration, 9th—shadow 
  evocation, 11th—shadow walk, 13th—shadow conjuration 
  (greater), 15th—shadow evocation (greater), 17th—shades.  
  Each spell may only be used once per day, using the 
  shadowcaster's caster level. Saves use his Charisma 
  modifier.  
  At 9th level, a shadowcaster may siphon shadow essence 
  from his eidolon and use it to apply any one metamagic 
  feat the shadowcaster knows to any of his spells or 
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  spell-like abilities without having to prepare it 
  beforehand. A metamagic feat applied to a spell in this 
  way deals an amount of damage equal to 10 + the spell’s 
  level to the eidolon. 
  This ability replaces summon monster. 
  Trained In the Dark (Ex) 
  Starting at 4th level and every 4 levels thereafter, when 
  the shadowcaster and his eidolon flank an opponent 
  together, the flanking bonus they receive increases by 
  +2. 
  This ability replaces shield ally. 
  Shadow Door (Su) 
  Starting at 8th level, a shadowcaster gains the ability to 
  teleport short distances and appear adjacent to his 
  eidolon a number of times per day equal to 3 + 
  Charisma modifier. The maximum distance is 40 ft. 
  initially but doubles every four levels beyond 6th. This 
  ability functions as dimension door. 
  This ability replaces transposition. 
  Carpe Noctem (Ex) 
  At 12th level, when a shadowcaster and his eidolon flank 
  a target together, and the eidolon attempts to grapple 
  that foe or maintain a grapple, he may roll his CMB 
  twice and take the better of the two results. 
  This ability replaces greater shield ally. 
  Swarm Sculptor 
  By Frank Gori 
  A swarm sculptor is more of the specialist than a 
  standard summoner, in that he focuses on using what 
  others might regard as lesser beings to achieve his ends. 
  While most summoners are arcane in nature the swarm 
  sculptor instead utilizes divine energies similar to that of 
  a druid. 
  Eidolon (Ex) 
  The swarm sculptor can only use the swarm eidolon 
  base form. 
  Summon Lesser Swarm (Su) 
  The swarm sculptor begins play with summon lesser swarm 
  in place of summon monster I. At 3rd level this becomes 
  summon swarm. At 5th it becomes rain of frogs. At 7th level 
  vomit swarm. At 9th level mad monkeys is added as an 
  option. At 11th level fleshworm infestation is added as an 
  option and finally, at 16th level creeping doom is added as 
  an option. 
  Unlike a normal summoner this can be used in 
  conjunction with the eidolon. The swarm sculptor can 
  use his summon swarm ability a number of time per day 
  equal to 3 + Charisma modifier. 
  This ability replaces summon monster I. 
  Swarm Sculpt (Su) 
  As a standard action the swarm sculptor can command a 
  summoned swarm to perform actions normally 
  impossible for swarms. These abilities can be added to 
  any swarm the swarm sculptor summons other than his 
  eidolon which should already have special properties 
  from its evolutions. The saves to resist the different 
  abilities listed below is equal to 10 + ½ the summoner’s 
  level + the summoner’s Charisma modifier. 
  At 1st level the swarm sculptor can direct a swarm he 
  controls to perform tasks as the unseen servant spell. The 
  swarm continues performing these actions until the 
  swarm sculptor changes his commands (a standard 
  action). 
  At 3rd level a swarm the swarm sculptor controls may 
  double its base speed for one round. 
  At 5th level the swarm sculptor can control two swarms 
  simultaneously, but he must give both the same 
  command. 
  At 7th level the swarm sculptor can direct a swarm to 
  obscure his opponent’s vision. Sighted creatures within 
   
   
   
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  the area of the swarm gain the blinded condition unless 
  they make a Reflex save. 
  At 9th level the swarm sculptor can control three swarms 
  simultaneously. The action required to control swarms is 
  reduced to a move action. 
  At 11th level the swarm sculptor can direct a swarm to 
  attempt to suffocate his foes. Breathing creatures within 
  the area of the swarm begin to suffocate unless they 
  make a Reflex save. 
  At 13th level the sculptor can command four swarms 
  simultaneously. The action to control swarms is reduced 
  to a swift action. 
  At 15th level the sculptor can direct his swarms to trip or 
  bull rush his foes. Each creature targeted gets a Reflex 
  save to avoid the trip or bull rush. 
  At 15th level the sculptor can direct his swarms to trip or 
  bull rush creatures that begin their turn in the space of a 
  swarm he controls, using the swarm sculptor’s caster 
  level plus Charisma bonus for its CMB. 
  At 17th level the sculptor can control five swarms 
  simultaneously. The action to control swarms is reduced 
  to a free action. 
  At 19th level the swarm sculptor can direct his swarms to 
  disarm opponents or sunder items held by opponents 
  who begin their turn in the space of a swarm he 
  controls, using the swarm sculptor’s caster level plus 
  Charisma bonus for its CMB.  
  Recovering an item from a swarm requires a successful 
  disarm or steal attempt against the swarms CMB +10. 
  Objects stolen by a swarm take swarm damage each 
  round the swarm is in possession of the object. 
  This ability replaces lifebond and merge forms. 
  Vicious Swarms (Ex) 
  The swarm sculptor’s swarms are even more vicious 
  then the average swarm gaining a +2 bonus to each d6 
  rolled in base damage. 
  This ability replaces life link. 
  Swarm Shield (Ex) 
  Starting at 4th level the swarm sculptor gains a +2 
  deflection bonus to AC while adjacent to or occupying 
  the same space as a swarm he controls. This bonus 
  increases to +4 at 16th level. 
  This ability replaces shield ally and greater shield ally. 
  Sublimate Swarms (Ex) 
  Beginning at 6th level the swarm sculptor’s eidolon can 
  absorb and control other swarms under the sculptor’s 
  control, healing itself a number of hp equal to the 
  absorbed swarm’s current hit points. 
  This ability replaces maker’s call. 
  Swarm Armor (Ex) 
  At 8th level as a standard action the swarm sculptor can 
  command a swarm he controls to cover his body as a 
  sheath of living armor. The swarm sculptor gains a +4 
  natural armor bonus for each swarm he orders to 
  protect him. In addition, he gains a number of 
  temporary hp equal to the current hp of the swarm (or 
  swarms) covering him in this manner. He retains the 
  natural armor bonus and temporary hp either until the 
  spell or effect which summoned them expires or the 
  temporary hp are reduced to 0, whichever occurs first. 
  This ability replaces transposition. 
   
   
   
   
   
  8 
  
   
  New Summoner Alternate Base Class 
  Tribal Shaman 
  By Frank Gori 
  A tribal shaman bonds with natural spirits 
  rather than an outsider. The shaman’s role is 
  similar to that of a cleric’s within tribal 
  societies. 
  Class Skills 
  The tribal shaman’s class skills are 
  Craft (Int), Fly (Dex), Handle Animal 
  (Cha), Knowledge (all) (Int), 
  Linguistics (Int), Profession 
  (Wis), Ride (Dex), 
  Spellcraft (Int), and Use 
  Magic Device (Cha). 
  Skill Ranks per Level: 2 
  + Int modifier.  
  Class Features 
  All of the following are class 
  features of the tribal shaman. 
  Cantrips 
  A tribal shaman gains and 
  uses cantrips as normal. 
  Mount (Ex) 
  At 1st level a tribal shaman 
  gains the mount class feature 
  as a cavalier of equivalent level. 
  This ability replaces eidolon. 
  Call Spirits (Su) 
  At 1st, 4th, and every four levels 
  thereafter, the shaman gains the 
  ability to call upon various spirits to guide and aid 
  him in his tasks. When the shaman calls upon a spirit he 
  gains the listed abilities for that spirit for 1 minute per 
  day plus a number of additional minutes per 
  day equal to his Charisma bonus. 
  Ancestor Spirit: When the shaman calls 
  upon the spirits of his ancestors he 
  gains a +2 circumstance bonus to 
  attacks 
  and 
  saving 
  throws. 
  Additionally, he gains the ability to 
  channel energy as a cleric of equivalent 
  level. He must select positive or 
  negative energy when he calls this spirit. 
  At 4th level the shaman gains Selective 
  Channeling as a bonus feat. 
  At 8th level the shaman may expend 
  an additional use of channel 
  energy when he uses his 
  channel energy ability to 
  increase the radius from 30 
  feet to 60 feet. 
  Animal 
  Spirit: 
  The 
  shaman 
  chooses 
  an 
  animal from the druid 
  animal companion list as 
  his spirit animal.  He may 
  speak with animals, as the spell, 
  with animals of that species (or 
  notably similar types of animals at the 
  GMs discretion). 
  At 4th level, the shaman gains an animal 
  companion of the type chosen.  At 11th level 
  he may use beast shape III as a spell-like ability 
  three times per day but only to turn into her 
  chosen animal. 
   
  Healer by Tanna Tucker 
   
   
   
  9 
  
   
   
   
  Table: Tribal Shaman 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells per Day 
  1st 2nd 3rd 4th 5th 6th 
  1st 
  +0 
  +0 
  +0 
  +2 
  Cantrips, channel spirits, mount, 
  summon nature’s ally I 
  1 
  — 
  — 
  — 
  — 
  — 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Augment Summoning bonus feat 
  2 
  — 
  — 
  — 
  — 
  — 
  3rd 
  +2 
  +1 
  +1 
  +3 
  Summon nature’s ally II 
  3 
  — 
  — 
  — 
  — 
  — 
  4th 
  +3 
  +1 
  +1 
  +4 
  Channel spirits, mount ally 
  3 
  1 
  — 
  — 
  — 
  — 
  5th 
  +3 
  +1 
  +1 
  +4 
  Summon nature’s ally III 
  4 
  2 
  — 
  — 
  — 
  — 
  6th 
  +4 
  +2 
  +2 
  +5 
  Maker’s call 
  4 
  3 
  — 
  — 
  — 
  — 
  7th 
  +5 
  +2 
  +2 
  +5 
  Summon nature’s ally IV 
  4 
  3 
  1 
  — 
  — 
  — 
  8th 
  +6/+1 
  +2 
  +2 
  +6 
  Channel spirits 
  4 
  4 
  2 
  — 
  — 
  — 
  9th 
  +6/+1 
  +3 
  +3 
  +6 
  Summon nature’s ally V 
  5 
  4 
  3 
  — 
  — 
  — 
  10th 
  +7/+2 
  +3 
  +3 
  +7 
  Share spirits 
  5 
  4 
  3 
  1 
  — 
  — 
  11th 
  +8/+3 
  +3 
  +3 
  +7 
  Summon nature’s ally VI 
  5 
  4 
  4 
  2 
  — 
  — 
  12th 
  +9/+4 
  +4 
  +4 
  +8 
  Channel spirits, greater mount ally 
  5 
  5 
  4 
  3 
  — 
  — 
  13th 
  +9/+4 
  +4 
  +4 
  +8 
  Summon nature’s ally VII 
  5 
  5 
  4 
  3 
  1 
  — 
  14th 
  +10/+5 
  +4 
  +4 
  +9 
  Share spirits (other) 
  5 
  5 
  4 
  4 
  2 
  — 
  15th 
  +11/+6/+1 
  +5 
  +5 
  +9 
  Summon nature’s ally VIII 
  5 
  5 
  5 
  4 
  3 
  — 
  16th 
  +12/+7/+2 
  +5 
  +5 
  +10 
  Channel spirits, persistent spirits 
  5 
  5 
  5 
  4 
  3 
  1 
  17th 
  +12/+7/+2 
  +5 
  +5 
  +10 
  Summon nature’s ally IX 
  5 
  5 
  5 
  4 
  4 
  2 
  18th 
  +13/+8/+3 
  +6 
  +6 
  +11 
  Share spirits 
  5 
  5 
  5 
  5 
  4 
  3 
  19th 
  +14/+9/+4 
  +6 
  +6 
  +11 
   
  5 
  5 
  5 
  5 
  5 
  4 
  20th 
  +15/+10/+5 
  +6 
  +6 
  +12 
  Channel spirits 
  5 
  5 
  5 
  5 
  5 
  5 
   
   
   
   
  10 
  
   
  Elemental Spirit: The shaman chooses an element 
  (air, earth, fire, or water) when calling this spirit. 
  He gains the 1st level granted power of the 
  Domain associated with the element chosen. 
  At 4th level he gains the ability to summon a 
  mephit of the appropriate type as a full-round 
  action. The mephit remains with and serves the 
  shaman for 1 round per shaman level. 
  At 8th level he gains the ability to summon a 
  Medium elemental of the appropriate type as a 
  full-round action. The elemental remains with 
  and serves the shaman for 1 round per shaman 
  level. 
  Guardian Spirit: The shaman calls upon his 
  ancestors to watch over and protect his allies 
  and himself. The shaman and a number of allies 
  equal to his Charisma bonus gain a +2 morale 
  bonus to AC and saving throws. 
  At 4th level he gains the resistant touch like 
  granted power of the Protection domain. 
  At 8th level he gains the domain spells of the 
  Protection domain as bonus spells (1st—
  sanctuary, 2nd—shield other, 3rd—protection from 
  energy, 4th—spell immunity, 5th—spell resistance, 
  6th—antimagic field, 7th—repulsion, 8th—mind 
  blank, 9th—prismatic sphere.) 
  Healing Spirit: The shaman gains fast healing 
  equal to his shaman level. 
  At 8th level he gains the ability to lay on hands 
  as a paladin of equivalent level. 
  Wise Spirit: The shaman gains the bardic 
  knowledge class feature as a bard of equivalent 
  level. 
  At 4th level he may cast augury once per day. 
  At 8th level the shaman is under the effects of 
  owl’s wisdom (as the spell) when possessed by this 
  spirit. 
  Locus Spirit: The shaman gains the favored 
  terrain ranger ability while within the primary 
  terrain type of the locus spirit’s area. The locus 
  spirit’s area is roughly 12 miles in diameter. If 
  more than one type of terrain exists within that 
  loci, the predominant terrain is the one that 
  applies. 
  At 4th level the shaman gains the pass without 
  trace ability and a +4 competence bonus to 
  Survival checks made to track a creature in 
  primary terrain of the locus spirit’s domain. 
  At 8th level the shaman gains the ability to cast 
  charm monster. He may only target a creature 
  which has lived in the locus spirit’s terrain for 
  more than a year. A creature that successfully 
  resists is immune for one year. 
  This ability replaces life link, shield ally, transposition, 
  life bond, twin eidolon and gate. 
  Summon Nature’s Ally (Su) 
  A tribal shaman gains summon nature’s ally I-IX. 
  This ability replaces summon monster I-IX. 
  Augment Summoning (Su) 
  At 2nd level, a tribal shaman gains Augment Summoning 
  as a bonus feat. 
  This ability replaces bond senses. 
  Mount Ally (Ex) 
  At 4th level, whenever a tribal shaman is mounted or 
  within 5 ft. of his mount, he receives a +2 shield bonus 
  to AC and a +2 circumstance bonus on saving throws. 
  This bonus does not apply if the mount is grappled, 
  helpless, paralyzed, stunned, or unconscious. 
  Greater Mount Ally (Ex) 
  At 12th level, whenever an ally is within 5 ft. of, or 
  astride the tribal shaman’s mount, the ally receives a +2 
  shield bonus to AC and a +2 circumstance bonus on 
  saving throws. These bonuses increase to +4 for the 
  tribal shaman if he himself is within 5 ft. of, or astride 
  his mount. These bonuses do not apply if the mount is 
  grappled, helpless, paralyzed, stunned, or unconscious. 
   
   
   
  11 
  
   
  Share Spirits (Su) 
  At 10th level the tribal shaman may grant any follower, 
  cohort, or animal companion a blessing that causes it to 
  be possessed by the shaman’s familiar spirit as though it 
  were a shaman two levels lower than the shaman 
  granting the gift. When the shaman gives this sacred 
  gift, the magic comes with a trigger which must be 
  defined at the time of granting the gift. Once given, the 
  chosen familiar spirit may not be accessed by the 
  shaman again that day. 
  At 14th level the tribal shaman may designate any willing 
  ally to be possessed by a familiar spirit. 
  At 18th level allowing a companion to share spirits no 
  longer restricts access for late use though expended 
  abilities remain expended. 
  This ability replaces aspect and greater aspect. 
  Persistent Spirits (Su) 
  At 16th level the tribal shaman may allow two spirits to 
  possess her at once. She may also utilize her spirits 
  without a time limit. 
  New Prestige Classes 
  Lyrical Summoner 
  By Frank Gori 
  Role: Lyrical summoners have music so ingrained into their souls that it is expressed even by their eidolon. 
  Together the lyrical summoner and his eidolon can create beautiful harmonies he alone could never achieve. 
  Hit Dice: d6 
  Requirements 
  • 
  Skills: Perform (two different) 2 ranks 
  • 
  Abilities/Class features: Bardic performance 
  class feature, eidolon (must have arms, cannot 
  be swarm or shadow base form), ability to cast 
  2nd level spells. 
  • 
  Feats: Dazzling Display 
  Class Skills 
  The lyrical summoner’s class skills (and the key ability 
  for each) are Acrobatics (Dex), Appraise (Int), Bluff 
  (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), 
  Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), 
  Knowledge (all) (Int), Linguistics (Int), Perception (Wis),  
  Perform (Cha), Profession (Wis), Sense Motive (Wis), 
  Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), 
  and Use Magic Device (Cha). 
  Skill Ranks per Level: 2 + Int modifier. 
  Class Features 
  A lyrical summoner has the following class features. 
  Spells Per Day/Spells Known 
  At the indicated levels, a lyrical summoner gains new 
  spells per day as if he had also gained a level in one 
  spellcasting class he belonged to before adding the 
  prestige class. He does not, however, gain other benefits 
  a character of that class would have gained, except for 
  additional spells per day, spells known (if he is a 
  spontaneous spellcaster), and an increased effective level 
  of spellcasting. If a character had more than one 
  spellcasting class before becoming a lyrical summoner, 
  he must decide to which class he adds the new level for 
  purposes of determining spells per day. 
  Eidolon 
  This is exactly like the summoner class ability of the 
  same name. Levels in lyrical summoner and summoner 
  stack for purposes of determining eidolon abilities. 
   
   
   
  12 
  
   
  Talented Eidolon (Ex) 
  A lyrical summoner’s eidolon gains a +4 enhancement 
  bonus to Charisma. Additionally, the eidolon may use 
  bardic performance equal to a bard of its Hit Dice. 
  Performance Feats (Ex) 
  You gain bonus performance feats at 3rd, 6th, and 9th 
  levels. 
  Harmonic Performance (Ex) 
  When you and your eidolon utilize different 
  performance abilities, the effects stack even if they 
  would not otherwise (such as providing a morale 
  bonus.) This applies to performances that bolster allies, 
  and performances such as those that alter the moods of 
  crowds. 
  Table: Lyrical Summoner 
  Level 
  BAB 
  Fort 
  Save 
  Reflex 
  Save 
  Will Save 
  Special 
  Spells Per Day 
  1st 
  +0 
  +0 
  +0 
  +1 
  Talented eidolon, eidolon and bardic music advance 
  +1 level 
  +1 to existing 
  spellcasting class 
  2nd 
  +1 
  +1 
  +1 
  +1 
  Eidolon and bardic music advance +1 level 
  +1 to existing 
  spellcasting class 
  3rd 
  +1 
  +1 
  +1 
  +2 
  Free performance feat, eidolon and bardic music 
  advance +1 level 
  +1 to existing 
  spellcasting class 
  4th 
  +2 
  +1 
  +1 
  +2 
  Harmonic performance, eidolon and bardic music 
  advance +1 level 
  +1 to existing 
  spellcasting class 
  5th 
  +2 
  +2 
  +2 
  +3 
  Eidolon and bardic music advance +1 level 
  +1 to existing 
  spellcasting class 
  6th 
  +3 
  +2 
  +2 
  +3 
  Free performance feat, eidolon and bardic music 
  advance +1 level 
  +1 to existing 
  spellcasting class 
  7th 
  +3 
  +2 
  +2 
  +4 
  Eidolon and bardic music advance +1 level 
  +1 to existing 
  spellcasting class 
  8th 
  +4 
  +3 
  +3 
  +4 
  Twin performance, eidolon and bardic music 
  advance +1 level 
  +1 to existing 
  spellcasting class 
  9th 
  +4 
  +3 
  +3 
  +5 
  Free performance feat, eidolon and bardic music 
  advance +1 level 
  +1 to existing 
  spellcasting class 
  10th 
  +5 
  +3 
  +3 
  +5 
  Lingering songs, eidolon and bardic music advance 
  +1 level 
  +1 to existing 
  spellcasting class 
   
   
   
   
  13 
  
   
  Twin Performance (Ex) 
  When you and your eidolon utilize the same 
  performance ability anyone resisting the song must roll 
  twice and take the lower result. 
  Lingering Songs (Su) 
  Both you and your eidolon can burn bardic 
  performance rounds up to a max of their Charisma 
  modifiers to have a song effect linger past changing or 
  ceasing a bardic performance. 
  Necrosummoner 
  By Frank Gori 
  Role: Necrosummoners believe that the walking dead 
  are an evolutionary step rather than abhorrent 
  abominations. Rather than fighting for survival the 
  living should focus on adapting to a form beyond death, 
  and this carries into their summoning skills. 
  Hit Dice: d8 
  Requirements 
  • 
  Alignment: Any non-good 
  • 
  Skills: 5 ranks in Knowledge (arcana) and 
  Knowledge (religion) 
  • 
  Spells/Spell-like abilities: Summon monster I 
  • 
  Abilities/Class features: Channel negative 
  energy, eidolon 
  • 
  Feats: Control Undead, Skeletal Summoner 
  Class Skills 
  The necrosummoners class skills (and the key ability for 
  each) are Bluff (Cha), Diplomacy (Cha), Heal (Wis), 
  Intimidate (Cha), Knowledge (arcana, dungeoneering, 
  history, and religion) (Int), Linguistics (Int), Spellcraft 
  (Int), Use Magic Device (Cha). 
  Skill Ranks per Level: 4 + Int modifier. 
  Class Features 
  A necrosummoner has the following class features. 
  Spells per Day/Spells Known 
  At the indicated levels, a necrosummoner gains new 
  spells per day as if he had also gained a level in one 
  spellcasting class he belonged to before adding the 
  prestige class. He does not, however, gain other benefits 
  a character of that class would have gained, except for 
  additional spells per day, spells known (if he is a 
  spontaneous spellcaster), and an increased effective level 
  of spellcasting. If a character had more than one 
  spellcasting class before becoming a necrosummoner, he 
  must decide to which class he adds the new level for 
  purposes of determining spells per day. 
  He wants your soul by API-Beast  
   
   
   
  14 
  
   
  Undead Eidolon (Ex) 
  A necrosummoner can choose to apply either the 
  skeleton or zombie template to his eidolon every time it 
  is summoned (he retains the ability to not use a template 
  as well). 
  At 4th level a necrosummoner may choose to add either 
  the fast zombie or burning skeleton templates to his 
  eidolon when summoning it. 
  At 8th level a necrosummoner may choose to add either 
  the vampire or the ghost templates to his eidolon when 
  summoning it. 
  Channel Negative Energy (Su) 
  Regardless of alignment, any necrosummoner can 
  release a wave of negative energy by channeling the 
  power of his faith through his holy (or unholy) symbol. 
  This is identical to the cleric class feature and for the 
  purpose of uses per day, damage/healing inflicted, and 
  saves cleric and necrosummoner class levels stack. 
  Spontaneous Casting (Su) 
  In whichever spellcasting class the necrosummoner 
  advances he gains the ability to summon undead 
  creatures to his side. If the necrosummoner advances a 
  memorized spellcasting class he gains the ability to 
  spontaneously cast the appropriate summon undead 
  spell (just like the druid with summon nature’s ally.) If the 
  necrosummoner advances a spontaneous casting class 
  he simply gains the appropriate summon undead spells 
  added to his spells known list for free. 
  Bolstering Personality (Ex) 
  A necrosummoner can temporarily apply his Charisma 
  modifier as a bonus to his Constitution score for a 
  number of rounds equal to his level. 
  Energy Summons (Su) 
  A necrosummoner can use his summon undead spell-
  like ability uses to channel negative energy instead, or 
  use channel energy uses as the summon monster ability. 
  Undead Animator (Sp) 
  At 4th level a necrosummoner gains animate dead as a 
  spell-like ability usable 1/day + 1 additional use every 2 
  levels of necrosummoner beyond 4th 
  At 8th level this becomes create undead. 
  Undead Aspect (Ex) 
  Starting at 5th level when applying a template to his 
  eidolon, a necrosummoner may “borrow” the undead 
  appearance evolution, using his summoner class level 
  for his eidolon level. 
  Widen Burst (Su) 
  At 7th level for 2 additional uses of channel negative 
  energy a necrosummoner may extend his burst to all 
  creatures within a 60-ft. radius. 
  Maximize Channel (Su) 
  At 9th level for an additional 4 uses of channel negative 
  energy a necrosummoner may maximize the effects of 
  his channel as though the highest result were rolled, 
  healing all undead and harming all living creatures to the 
  maximum effect within the area of effect. 
  Sacrificial Summons (Sp) 
  At 10th level a necrosummoners summoned minions are 
  more closely tied to his channel energy ability and may 
  be sacrificed (reducing their HP to 0) to channel ¼ of 
  their current hit points in a 10-ft. burst of negative 
  energy. The necrosummoner may do this to one or all 
  summons at once, and may choose to include their 
  eidolon if they wish. 
   
   
   
   
   
  15 
  
   
  Primal Summoner 
  By Jeff Harris and Frank Gori 
  Role: Some people think man is above beast, some 
  think that beast is nobler than man, and then there are 
  those that know man and beast are one and the same. 
  The primal summoner knows this truth and draws 
  power from it. Their bond to animals and other 
  creatures lets them take on some of their very essence 
  and share their own animal rage with them as well. 
  Primal summoners don’t fear the beast, they call it kin, 
  and they 
  become it. 
  Hit Die: d8 
  Requirements 
  To qualify to become a primal summoner a character 
  must fulfill all of the following criteria: 
  • 
  Alignment: Any non-lawful. 
  • 
  Skills: Handle Animal 4 ranks, Survival 5 ranks. 
  • 
  Rage Powers: Must possess the ferocious 
  mount and moment of clarity rage powers. 
  • 
  Class Features: Must possess at least one of 
  the following class features: animal companion, 
  eidolon, or mount, and ability to cast summon 
  nature’s ally I (as either a spell or spell-like ability) 
  Class Skills 
  The primal summoner’s class skills (and the key ability 
  for each) are Acrobatics (Dex), Climb (Str), Craft (Int), 
  Fly (Dex), Handle Animal (Cha), Heal (Wis), Intimidate 
  (Cha), Knowledge (all) (Int), Linguistics (Int), 
  Perception (Wis), Profession (Wis), Ride (Dex), 
  Spellcraft (Int), Survival (Wis), Swim (Str), and Use 
  Magic Device (Cha). 
  Skill Ranks at Each Level: 4 + Int modifier. 
  Class Features 
  A primal summoner has the following class features. 
  Weapon and Armor Proficiency 
  Primal summoners gain no additional weapon or armor 
  proficiencies. 
  Nature’s Bond (Ex) 
  Each time you gain a level in the primal summoner 
  prestige class you may choose to advance either your 
  animal companion, eidolon, or mount as if you had 
  taken a level in the class that provides that class feature. 
  You gain no other benefits of that class. 
  Spellcasting 
  Each time you gain a level in primal summoner, you 
  gain new spells per day and spells known (if applicable) 
  as if you had gained a level in any one arcane or divine 
  spellcasting class you belonged to previously. You do 
  Necromancer by Shari Chankhamma 
   
   
   
  16 
  
   
  not gain any other benefits a character of that class 
  would have normally gained. 
  Rage Powers (Ex) 
  Starting at 2nd level and then at every even-numbered 
  level thereafter, the primal summoner may choose a new 
  rage power. For the purpose of qualifying for rage 
  powers primal summoner levels stack with barbarian 
  levels when determining a characters total qualifying 
  level. 
  Enraged Summons (Ex) 
  At 1st level the primal summoner may spend one round 
  of his rage ability to enrage the creature he is 
  summoning. You may only enrage a number of 
  summoned creatures equal to your level in this class. 
  The summons is enraged until killed or affected in a way 
  that would normally end a barbarian’s rage. Each 
  creature so enraged costs one round of rage, thus when 
  summoning multiple creatures, the primal summoner 
  must expend additional rounds of rage if he wishes to 
  use this ability on them all. 
  Predatory Aura (Ex) 
  At 2nd level a primal summoner may substitute his 
  Intimidate skill in place of the Handle Animal skill 
  whenever the handle animal skill is called for. 
  Cowing Roar (Ex) 
  At 3rd level the primal summoner may when enraged 
  spend a standard action to roar, which grants an 
  Intimidation check on all foes within a 30’ radius. You 
  may also chose to designate only one target, in which 
  case they must make a will save, that if the target fails 
  they becomes dazed for one round. 
  Borrow Primal Aspect (Su) 
  Beginning at 5th level a primal summoner may use the 
  bond he has with his animal companion, eidolon, or 
  mount to share some of their abilities and physical traits. 
  A primal summoner may chose a natural attack, 
  movement form, special quality, or feat possessed by 
  their animal companion, eidolon, or mount and use that 
  ability as their own. This effect last one round per 
  primal summoner class level and does not stop the 
  target creature from using the borrowed ability 
  themselves while active. The primal summoner’s body 
  does take on animalist qualities when the ability requires 
  a less than human anatomy. A primal summoner may 
  use this ability a number of times per day equal to 3 + 
  their spell casting modifier, normally Intelligence or 
  Wisdom. Using this ability is a standard action. 
  Greater Cowing Roar (Ex) 
  At 7th level the primal summoner’s cowing roar ability 
  becomes more powerful. Using this ability is now a 
  move action and when the primal summoner targets a 
  single creature using cowing roar, the target receives a -2 
  penalty to their Will save. As with cowing roar, the 
  primal summoner must be enraged to use this ability. 
  Greater Borrow Primal Aspect (Su) 
  At 9th level the primal summoner is tied so closely to 
  their animal companion, eidolon, or mount that when 
  using the borrow primal aspect class feature the primal 
  summoner may now chose three abilities to share with 
  the target creature rather than just one. If the primal 
  summoner wishes to gain multiple natural attacks from 
  the target, each attack is considered an individual ability. 
  Additionally if the primal summoner does chose to gain 
  multiple natural attacks from a companion they may 
  now use them as if they had the Multiattack feat. 
   
   
   
   
   
  17 
  
   
  New Eidolon Base Forms 
  Brachiator 
  A brachiator is typically a primate that swings through 
  the trees using their arms as a primary form of 
  movement. As a result their arms are significantly longer 
  than their legs. 
  Starting Statistics 
  Size Medium; Speed 20 ft., climb 40 ft.; AC +2 natural 
  armor; Saves Fort (bad), Ref (good), Will (good); 
  Attack 2 claws (1d4); Ability Scores Str 13, Dex 16, 
  Con 12, Int 7, Wis 10, Cha 11 
  Free Evolutions 
  Claws, climb 2, reach (claws), limbs (arms), limbs (legs) 
  Shadow 
  A shadow relies more on being less corporeal and 
  visible on the light spectrum for defense rather than 
  having natural armor. 
  Starting Statistics 
  Size Medium regardless of 
  size; Speed *special see 
  below.; AC +0(but 50% 
  miss chance in dark, 
  20% normal light) 
  ; Saves Fort 
  (bad), Ref (good), 
  Will (good); 
  Attack Slam 
  (1d6); Ability 
  Scores Str 14, Dex 
  14, Con 13, Int 7, 
  Wis 10, Cha 11 
  *Movement speed is 
  dependent on lighting conditions 
  Free Evolutions 
  Limbs (arms), shadow blend, shadow form, slam 
  • 
  Bright Light — 5 ft. steps only or the eidolon 
  can ride its master 
  • 
  Normal Light — 15 ft. or it can ride the 
  summoner 
  • 
  Dim Lighting — 40 ft. and climb 40 ft. 
  • 
  Darkness — 60 ft. and fly 60 ft. (perfect) 
  Swarm 
  A swarm eidolon is made up of many diminutive 
  extraplanar creatures customized as any eidolon. 
  Starting Statistics 
  Size Medium (swarm); Speed 20 ft.; climb 20 ft.; AC 
  +4 (size) also takes ½ damage from weapons; Saves 
  Fort (good), Ref (bad), Will (good); Attack swarm Base 
  (1d6); Ability Scores Str 7, Dex 15, Con 14, Int 7, Wis 
  10, Cha 11 
  Free Evolutions 
  Reach (allows to attack at 5 ft.), climb, poison, 
  tremor sense. 
  Notes: For evolutions that add natural attacks, simply 
  add 1d6 to the swarm eidolon’s base damage, this can be 
  improved to d8 at the cost of 1 point per die. The 
  natural attack limit imposed on a normal eidolon is the 
  limit to the number of dice the eidolon can inflict from 
  additional evolutions per attack. The swarm damage is 
  automatic to any creature within the swarm’s space an 
  attack roll must be made for any reach attacks which 
  have a -2 penalty. 
  For every 3 Hit Dice it gains, increase the eidolon 
  swarms size by one step (Medium becomes Large, Large 
  becomes Huge etc.). The size increase evolutions add 
  another 2 squares to the number of squares the swarm 
   
   
   
  18 
  
   
  can occupy. In this case the eidolon swarm can have 
  feats deliver touch spells, the swarm can speak, utilize 
  skills and behaves in all way not specified here as a 
  normal eidolon. 
  New Evolutions 
  1-Point Evolutions 
  Instrumental (Ex) Parts of an appendage of your 
  choice emit sounds which mimic an instrument. The 
  eidolon also gains Perform (the chosen instrument) as a 
  class skill and 1 rank in the chosen skill for free. This 
  evolution can be gained multiple times to create the 
  sounds of multiple instruments. 
  2-Point Evolutions 
  Performer: The eidolon must have at least 4 ranks in 
  Perform (any). The eidolon gains the bardic 
  performance ability. The eidolon’s bard level (for 
  purposes of determining rounds per day and other 
  variable effects) is equal to its HD. 
  Sickening Strike (Ex) The eidolon must possess either 
  the swarm base form or a stinger natural attack to gain 
  this form. The Fort save DC is equal to 10 + ½ the 
  eidolon’s HD + the eidolon’s Charisma modifier to 
  resist the effect. 
  3-Point Evolutions 
  Engulfing Strike (Su) The eidolon must possess either 
  the shadow or swarm base forms, have the incorporeal 
  evolution, or the wraith template to gain this evolution. 
  The eidolon engulfs its foe automatically blinding it on a 
  successful touch attack and gaining a free Intimidate 
  check. 
  4-Point Evolutions 
  Deafening Roar (Ex) The eidolon must be size Large 
  or larger to gain this evolution or possess the 
  Instrumental evolution. The eidolon screams or blasts 
  an instrument shattering glass objects as the shatter spell 
  and deafening targets within a 30 ft. cone. Targets are 
  entitled a Fortitude save DC 10 + the eidolon’s 
  development level + Constitution modifier to resist the 
  effect. 
  New Spells 
  Summon Bee 
  School conjuration (summoning); Level bard 0, cleric/oracle 
  0, sorcerer/wizard 0, summoner 0, witch 0 
  CASTING 
  Casting Time 1 round 
  Components V, S, M (a bit of honeycomb) 
  EFFECT 
  Range close (25 ft. +5 ft./2 levels) 
  Effect one giant bee 
  Duration 1 round/level (D) 
  Saving Throw Fort negates; Spell Resistance no 
  DESCRIPTION 
  A single bee appears and flies directly at a target you point to. 
  This spell summons one giant bee but functions in all 
  other ways as summon monster I. 
  Summon Lesser Swarm 
  School conjuration (summoning); Level bard 1, cleric 1, 
  sorcerer/wizard 1, summoner 1, witch 1 
  CASTING 
  Casting Time 1 round 
  Components V, S, M (a pinch of bat or rat fur, or spider silk) 
  EFFECT 
  Range close (25 ft. +5 ft./2 levels) 
  Effect summons a half strength swarm of bats, rats, or 
  spiders 
  Duration 1 round/level (D) 
   
   
   
  19 
  
   
  Saving Throw none; Spell Resistance no 
  DESCRIPTION 
  This spell summons a half-size and half-strength bat, rat, 
  or spider swarm which appears where you designate and 
  acts immediately, on your turn. You choose which to 
  summon, and you can choose a different one each time 
  you cast the spell. The swarm occupies a 5 ft. space 
  instead of 10 ft. but may appear in an occupied space. 
  The swarm attacks your opponents to the best of its 
  ability. 
  The summoned swarm has half the normal hit points 
  (rounded down), it’s damage dice is reduced to 1d4 
  instead of 1d6, and they lose any special attacks (such as 
  disease, poison, and wounding). 
  Summon Undead I 
  School conjuration (summoning); Level antipaladin 1, 
  cleric/oracle 1, sorcerer/wizard 1, summoner 1, witch 1 
  CASTING 
  Casting Time 1 round 
  Components V, S, F/DF (a small pouch of bone dust) 
  EFFECT 
  Range close (25 ft. + 5 ft./2 levels) 
  Effect one summoned undead creature 
  Duration 1 round/level (D) 
  Saving Throw none; Spell Resistance no 
  DESCRIPTION 
  This spell summons an undead creature which appears 
  where you designate and acts immediately, on your turn. 
  It attacks your opponents to the best of its ability. If you 
  can communicate with the creature, you can direct it not 
  to attack, to attack particular enemies, or to perform 
  other actions. The spell conjures either a Medium 
  humanoid skeleton or zombie. You choose which to 
  summon, and you can choose a different one each time 
  you cast the spell. 
  A summoned monster cannot summon or otherwise 
  conjure another creature, nor can it use any 
  teleportation or planar travel abilities. Creatures cannot 
  be summoned into an environment that cannot support 
  them. Creatures summoned using this spell cannot use 
  spells or spell-like abilities that duplicate spells with 
  expensive material components (such as wish). 
  Summon Undead II 
  School conjuration (summoning); Level antipaladin 2, bard 
  2, cleric/oracle 2, sorcerer/wizard 2, summoner 2, witch 2 
  DESCRIPTION 
  This spell functions like summon undead I, except that you 
  can summon a burning skeleton or a ghoul. 
  Alternatively, you may instead summon 1d3 Medium 
  humanoid skeletons or zombies 
  Summon Undead III 
  School conjuration (summoning); Level antipaladin 3, bard 
  3, cleric/oracle 3, sorcerer/wizard 3, witch 3 
  DESCRIPTION 
  This spell functions like summon undead I, except that you 
  can summon a skull swarm or an advanced zombie wolf. 
  Alternatively, you may instead summon 1d3 creatures of 
  the same kind from those available to the version of this 
  spell one level below this one (up to summon undead II). 
  Alternatively, you may instead summon 1d4+1 Medium 
  humanoid skeletons or zombies. 
  Summon Undead IV 
  School conjuration (summoning); Level antipaladin 4, bard 
  4, cleric/oracle 4, sorcerer/wizard 4, summoner 3, witch 4 
  DESCRIPTION 
  This spell functions like summon undead I, except that you 
  can summon a juju zombie or an owlbear skeleton. 
  Alternatively, you may instead summon 1d3 creatures of 
  the same kind from those available to the version of this 
  spell one level below this one (up to summon undead III). 
  Alternatively, you may instead summon 1d4+1 creatures 
  of the same kind from those available to any of the 
  versions of this spell at least two levels below this one 
  (up to summon undead II). 
   
   
   
  20 
  
   
  Summon Undead V 
  School conjuration (summoning); Level bard 5, cleric/oracle 
  5, sorcerer/wizard 5, summoner 4, witch 5 
  DESCRIPTION 
  This spell functions like summon undead I, except that you 
  can summon a mega raptor skeleton or a wight. 
  Alternatively, you may instead summon 1d3 creatures of 
  the same kind from those available to the version of this 
  spell one level below this one (up to summon undead IV). 
  Alternatively, you may instead summon 1d4+1 creatures 
  of the same kind from those available to any of the 
  versions of this spell at least two levels below this one 
  (up to summon undead III). 
  Summon Undead VI 
  School conjuration (summoning); Level bard 6, cleric/oracle 
  6, sorcerer/wizard 6, witch 6 
  DESCRIPTION 
  This spell functions like summon undead I, except that you 
  can summon a shrieking medusa beheaded or a wraith 
  spawn. 
  Alternatively, you may instead summon 1d3 creatures of 
  the same kind from those available to the version of this 
  spell one level below this one (up to summon undead V). 
  Alternatively, you may instead summon 1d4+1 creatures 
  of the same kind from those available to any of the 
  versions of this spell at least two levels below this one 
  (up to summon undead IV). 
  Summon Undead VII 
  School conjuration (summoning); Level cleric/oracle 7, 
  sorcerer/wizard 7, summoner 5, witch 7 
  DESCRIPTION 
  This spell functions like summon undead I, except that you 
  can summon a skeletal mage or a wraith. 
  Alternatively, you may instead summon 1d3 creatures of 
  the same kind from those available to the version of this 
  spell one level below this one (up to summon undead VI). 
  Alternatively, you may instead summon 1d4+1 creatures 
  of the same kind from those available to any of the 
  versions of this spell at least two levels below this one 
  (up to summon undead V). 
  Summon Undead VIII 
  School conjuration (summoning); Level cleric/oracle 8, 
  sorcerer/wizard 8, summoner 6, witch 8 
  DESCRIPTION 
  This spell functions like summon undead I, except that you 
  can summon a giant zombie or a vampire. 
  Alternatively, you may instead summon 1d3 creatures of 
  the same kind from those available to the version of this 
  spell one level below this one (up to summon undead VII). 
  Alternatively, you may instead summon 1d4+1 creatures 
  of the same kind from those available to any of the 
  versions of this spell at least two levels below this one 
  (up to summon undead VI). 
  Summon Undead IX 
  School conjuration (summoning); Level cleric/oracle 9, 
  sorcerer/wizard 9, witch 9 
  DESCRIPTION 
  This spell functions like summon undead I, except that you 
  can summon a dread wraith or a vampire with the 
  advanced template. 
  Alternatively, you may instead summon 1d3 creatures of 
  the same kind from those available to the version of this 
  spell one level below this one (up to summon undead 
  VIII). 
  Alternatively, you may instead summon 1d4+1 creatures 
  of the same kind from those available to any of the 
  versions of this spell at least two levels below this one 
  (up to summon undead VII). 
   
   
   
   
  21 
  
   
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson. 
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