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“My will is law. Obey me.� CLASS TRAITS Role: Controller. You control the ebb and flow of the battlefield by bringing aid in the form of otherworldly creatures and by assaulting the minds of your enemies. Power Source: Arcane. You've attuned yourself with the arcane energies of another plane, granting you access to the power therein. Key Abilities: Charisma, Wisdom, Intelligence. Armor Proficiencies: Cloth, leather Weapon Proficiencies: Dagger, sickle, staff Implement: Orb Bonus to Defense: +2 Will Hit Points at 1st Level: 12 + Constitution score Hit Points per Level Gained: 5 Healing Surges per Day: 7 + Constitution modifier Trained Skills: Religion. From the class skills list below, choose three more trained skills at 1st level. Class Skills: Arcana (Int), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis), Religion (Int) Build Options: Contractual Summoner, Ruinous Summoner Class Features: Controlled Summons, Covenant of the Planes, summon minion, Ritual Casting, Summon Minion Summoners are an unscrupulous lot. Practitioners of magic so foul it shakes the boundaries between worlds and is the type to ruin empires. By scourging a creature of its basic essence, summoners send their minds into the furthest reaches of the cosmos, calling forth the inhabitants they find there. While some summoners are power hungry monsters, who simply seek to destroy, many are visionaries, working with flawed tools in an attempt to create beautiful masterpieces. As a summoner you choose either the tireless powers of the mindless undead or the carefully bartered services of the immortal devils to accomplish your goals, calling either creature into service as needed. You must carefully balance your need of their abilities versus the risk of not being to control the thing you've summoned. Experience has taught you that infernal claws and decayed fangs rend cloth as easily as flesh, and you have the scars to prove it. You've learned to work in heavier armor than most spellcasters, and your body has been hardened by the tribulations or your training. That which doesn't kill you, right?
New Keyword Usage Psychic Stance: A psychic stance is any power with both the psychic and stance keywords. Psychic stances only replace other psychic stances, as opposed to fighter stances, for example. Psychic stances do not require line of sight or line of effect. Reliable: in addition to the normal benefits, a power with both the reliable and summon keywords does not require a knowledge check to successfully control the summoned creature (see Controlled Summons below). Summon: similar to conjuration, a power with the summon keyword brings something into existence where once there was nothing. Unlike a conjuration, however, this something was a creature that already existed somewhere else.
Playing a Summoner It is strongly advised that you consult your Dungeon Master regarding the use of this class in their games. Introducing additional monsters to the battlefield can potentially bog down the game speed quite a bit. Try to keep things flowing and be sure to have combat information regarding creatures you control readily available. Your Dungeon Master will appreciate it! See the Summoner Tips and Tricks section after the feats for a helping hand on playing a summoner from the designer's point of view.
ability to control the battlefield to maximum effect. A contractual summoner should choose the soul barter covenant. Suggested Feat: Skill Focus (Religion) Suggested Skills: Arcana, Diplomacy, Insight Suggested At-will Powers: Summon Familiar, Twisted Reflection Suggested Encounter Power: Astral Current Suggested Daily Power: Summon Imp
Ruinous Summoner Calling upon the destructive might of the Shadowfell, you bring forth creatures of great strength and fortitude to rain destruction wherever they tread. Wisdom plays an integral role in your ability to enhance your minions. Select powers that cause your summons to do as much damage as possible. A ruinous summoner should choose the shadow sworn covenant. Suggested Feat: Skill Focus (Religion) Suggested Skills: Bluff, Dungeoneering, Intimidate Suggested At-will Powers: Skitterbolt, Summon Minion Suggested Encounter Power: Summon Zombie Suggested Daily Power: Frenzy
Implements Summoners make use of orbs as their chosen implement, adding any enhancement bonus to attack and damage rolls for all summoner powers and summoner paragon path powers with the implement keyword. A summoner can still use their powers without an orb, but they lose access to their important Shatter the Mind Orb option when summoning.
Summoner Class Features Summoners have the following class features.
Controlled Summons
Creating a Summoner The two basic builds of a summoner are the contractual summoner and the ruinous summoner. Summoners rely on Charisma the most, followed equally by Intelligence and Wisdom. Many summoner powers make use of healing surges, and Constitution will help protect a summoner from a summon that's out of control. Summoner powers do not depend on Strength or Dexterity.
Contractual Summoner As a contractual summoner you expect your temporary allies to be skilled creatures able to perform useful services, making the most of their unique powers. Intelligence further enhances your powers. Select powers that make the most of your intelligence and you
Your ability to control the lives of other creatures is tentative. Absolute Control: When under your control a summoned creature always acts on your turn, after you complete your own actions. A summoned creature will perform only the actions listed under of the Effect entry of a power with the stance keyword. If you do not have an active stance, a summoned creature you control is treated as helpless. Attack Bonus: All creatures you summon, controlled or not, gain a bonus to attack rolls equal to half your level. Duration: Unless stated otherwise, a summoned creature remains only while sustained, returning alive and well to where it came from when it dies, or when you cease to sustain it. Additionally, a summoned creatures cannot act the turn they are summoned unless specifically stated otherwise. Out of Control: Whenever you use a power to summon a creature you must demonstrate master level knowledge of that creature and its abilities, in order to control it. To do this you need to know the creature's name, type and keywords, its powers, and it's resistances and vulnerabilities (DC 25, 30 and 35 for heroic, paragon and epic tier creatures, respectively). Success: you completed the summon without a problem. The creature will persist and obey your commands so long as you sustain it. Failure: you have failed to control the creature you have summoned. The power resolves as normal with the exception that the new creature is now under the control of the Dungeon Master, not the summoner. It will persist so long as the Dungeon Master chooses. Multiple Creatures: if a summon creates multiples of the same creature you make one knowledge check per type of creature, which determines the control of all creatures of the same type.
Shatter the Mind Orb: as a standard action you may shatter an orb used to summon a creature (if any), destroying it utterly. The unfortunate creature whose essence is bound to the device dies instantly. Summoners most often use this power as a last ditch effort to defeat summons that have gone out of control.
Covenant of the Planes You have sworn fealty to the denizens of another world in a binding covenant. The covenant you choose determines the following summoner abilities. Advanced Understanding: It is easier for you to summon creatures you are more familiar with. Covenant Blessing: Your specific covenant grants you a covenant blessing when summoning the creatures you know best. The covenant you take also provides bonuses to certain summoner powers. Individual powers detail the effects (if any) your Covenant of the Planes selection has on them.
Summon Minion Choose either Summon Familiar or Summon Minion as an atwill power, and choose one other 1st level at-will power from the list below to compliment your choice. Summon Familiar Summoner Class Feature You draw upon minds of the dead that inhabit the Shadowfell and summon forth a shard of your soul mate's essence in the shape of a tiny, shadowy animal. At-Will ♌ Arcane, Conjuration Standard Action Personal Target: One creature Summon: Lose a healing surge, but do not regain hit points. Place a familiar (see Appendix) in the nearest unoccupied space adjacent to yourself. The familiar acts immediately. At 6th, 11th and 16th level the power of your familiar increases. Sustain None: Familiars do not need to be sustained.
Shadow Sworn Covenant The lost souls of the Shadowfell are at your beck and call, granting you dominion over the manipulation of life itself. Members of the Shadow Sworn Covenant summon undead. Advanced Understanding: You receive a +5 bonus on monster knowledge skill checks when attempting to summon creatures with the undead subtype. Powers that grant benefits according to your covenant have a greater effect on creatures with the undead subtype. Shadow Infusion: When you summon a creature with the undead subtype, that creature receives a bonus to damage rolls equal to your wisdom modifier.
Soul Barter Covenant You've pledged your undying soul to the immortal devils of the Astral Sea. They will answer your summons and obey your commands, for now. Members of the Soul Barter Covenant summon devils. Advanced Understanding: You receive a +5 bonus on monster knowledge skill checks when attempting to summon creatures with the devil subtype. Powers that grant benefits according to your covenant have a greater effect on creatures with the devil subtype. You gain Supernal as a bonus language. Quid Pro Quo: When a summon you control with the devil subtype is slain against your will, you gain temporary hit points equal to the monster's level + your Intelligence modifier.
No Covenant A summoner may opt to not have a planar covenant. Choosing this option makes it harder to control any given summon at low level, however, it allows the summoner to choose the Covenant Breaker Paragon Path without consequence at 11th level. Advanced Understanding: You receive a +2 bonus on monster knowledge skill checks when attempting to summon a creature. Passive Aggressive: The creatures you summon are not particularly inclined to see you as their enemy. When out of control, your summons attack the nearest creature to the best of their ability until the end of your next turn, after which they depart.
Ritual Casting You gain the Ritual Caster feat (page 200) as a bonus feat, allowing you to use magical rituals (see Chapter 10). You possess a ritual book, and start play knowing the ritual Make Whole.
Summon Host Summoner Class Feature Using your own essence as a conduit, you break down the barriers between worlds, ushering forth a union of allies drawn to your power. At-Will ♌ Arcane, Summon Standard Action Area burst 1 within 5 Summon: Lose a healing surge, but do not regain hit points. Place a minion representing your covenant in any unoccupied square within the burst. All creatures summoned by this spell use the statistics of a Decrepit Skeleton (page 234). At 6th, 11th, 16th, 21st and 26th level, increase the number of minions summoned by 1. Sustain Minor: You can sustain the creatures this power creates until the end of the encounter. Shadow Sworn Covenant: Summon a Shadow Guard, a dark and sinister being that was never really more than a monster. Shadow Guards have the shadow origin and the undead subtype. Soul Barter Covenant: Summon a Damned Soul, a creature beyond redemption that has yet to prove themselves useful. Damned Souls have the immortal origin and the devil subtype. No Covenant: Summon a Farworld Squabbler, a twisted reflection of humanity in the form of a cackling, ghoul-like teen. Farworld Squabblers have the aberrant origin.
Summoner Powers Your powers are also known as spells. Each power may be a summon, a mental command that controls and enhances your summons, or a power that attacks another creature.
Bonus Powers Regardless of their level, summoners know one additional power with both the Psychic and Stance keywords, and one additional power with the Summon keyword.
Summoner Stances Summoners use special abilities called psychic stances in combat to issue blanket commands to their summons. If its controller has an active psychic stance, and it is out of range of that stance, a summoned creature acts as though under the effects of a Recall command until it is within range of the power. It adopts the effects of that stance as soon as it arrives.
Summoner Commands Assault Summoner Command A simple mental command is all it takes to turn your monster's wrath upon a single target. At-Will ♦ Arcane, Psychic, Stance Move Action Close burst 20 Target: Each summoned creature you control in burst Effect: The target attempts to attack a secondary target to the best of its ability. Choose a secondary target. Secondary Target: One creature. Defend Summoner Command You call for protection, and receive it. At-Will ♦ Arcane, Psychic, Stance Move Action Close burst 20 Target: Each summoned creature you control in burst Effect: The target moves adjacent to a secondary target to the best of its ability. Choose a secondary target. Secondary Target: One creature Effect: If at least one primary target is adjacent to it the target gains cover, and once per round when targeted by a melee or ranged attack may designate an adjacent primary target as the subject of the attack instead. Recall Summoner Command Here boy! At-Will ♦ Arcane Minor Action Ranged infinite Target: One or more summoned creatures you control Effect: The target instinctively knows your location and direction and returns to your side as quickly as possible, following you once it arrives. This power does not require line of sight or line of effect. Suspend Summoner Command You order your servants to wait for further commands. At-Will ♦ Arcane, Psychic, Stance Minor Action Close burst 20 Target: Each summoned creature you control in burst Effect: The target waits in, or as close to, a designated square as possible. It is treated as helpless.
Level 1 At-will Spells Exploitation of Will Summoner Attack 1 Your mind is weak. Allow me to put it to better use. At-will ♦ Arcane, Charm, Implement, Psychic Standard Action Ranged 5 Target: One creature Attack: Charisma vs. Will Hit: 1d6 + Charisma modifier psychic damage, and the target is dazed (save ends). Increase damage to 2d6 + Charisma modifier at 11th level and 3d6 + Charisma modifier at 21st level. Special: If the target is a summoned creature you do not control the target is dominated instead (save ends). Living Sacrifice Summoner Attack 1 With a sadistic smile and a malevolent flourish you pave the way for future accomplishments. At-Will ♦ Martial Standard Action Melee weapon Requirements: You must be wielding a dagger or sickle. Target: One creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier, and you gain temporary hit points equal to your level + Charisma modifier. Increase damage to 2[W] + Charisma modifier at 11th level and 3[W] + Charisma modifier at 21st level. Skitterbolt Summoner Attack 1 You unleash a burst of wild primal energy upon your foes. At-Will ♦ Arcane, Lightning, Radiant Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 2d4 + Charisma modifier lightning and radiant damage, and choose a secondary target. Increase damage to 3d4 + Charisma modifier at 11th level and 5d4 + Charisma modifier at 21st level. Secondary Target: One creature within 2 squares of the previous target, but further away from you. Secondary Attack: Charisma vs. Reflex Hit: Reduce the number of damage dice by 1 and roll damage again. Effect: The target is marked and no longer gains any benefits from concealment until the end of your next turn. Skitterbolt will continue to strike secondary targets until it deals 1 dice worth of damage, or an attack misses. Twisted Reflection Summoner Attack 1 Perception is reality. I do not need to alter reality, I simply need to alter the way you perceive it. At-Will ♦ Arcane, Illusion, Psychic Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 1d6 + Charisma modifier psychic damage, and choose a secondary target. Secondary Target: One ally or summoned creature you control Effect: The target gains concealment against the primary target until the end of your next turn. At 21st level the effect becomes total concealment.
Level 1 Encounter Spells Astral Current Summoner Attack 1 The waves of an endless sea ebb and flow, trapping all existence within. Encounter ♦ Arcane, Cold, Implement Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Fortitude Hit: 2d6 + Charisma modifier cold damage, and an ally or controlled summon of your choice may shift a number of squares equal to your Intelligence modifier. Soul Barter Covenant: The target is slowed (save ends). In the Face of Doom Summoner Attack 1 Rally, my friends, and stand firm! Encounter ♦ Arcane, Psychic, Stance Standard Action Close burst 20 Target: Each summoned creature you control in burst Effect: The target acts as if under the effects of the Assault or Defend command (your choice) until you activate another psychic stance power. The target gains a +2 power bonus to all defenses and is immune to fear. Rampage Summoner Attack 1 Discretion is for the weak. Kill them all. Encounter ♦ Arcane, Psychic, Stance Standard Action Close burst 20 Target: Each summoned creature you control in burst Effect: On its turn the target goes on a rampage, attacking the nearest enemy to the best of its ability, gaining a bonus to attack and damage rolls equal to your Charisma modifier. Summon Zombie Summoner Attack 1 Fear the walking dead I command. Encounter ♦ Arcane, Implement, Necrotic, Summon Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Fortitude Hit: 1d6 + Charisma modifier necrotic damage, and perform a summon. Summon: Place a Zombie (page 274) in the nearest unoccupied space adjacent to the target. The Zombie is dazed until the beginning of your next turn. Shadow Sworn Covenant: Summoned Zombie gets +2 speed and does not suffer from Zombie Weakness. Sustain Minor: You can sustain the creature this power creates until the end of the encounter.
Level 1 Daily Spells Devil's Dance Summoner Attack 1 Swaying with the motion of your opponents, your summons dance about the battlefield in a deadly display of murder and mayhem. Daily ♦ Arcane, Psychic, Stance Standard Action Close burst 20 Target: Each summoned creature you control in burst Effect: Once per round when an enemy moves, as an immediate interrupt, the target may shift up to 3 squares and make a melee basic attack. Soul Barter Covenant: The target may shift a number of squares equal to 3 + your Intelligence modifier.
Depths of Delirium Summoner Attack 1 Have you ever been lost in the furthest reaches of insanity? Come, let me show you. Daily ♦ Arcane, Psychic, Stance Standard Action Close burst 30 Target: Each summoned creature you control in burst Effect: On its turn the target takes 5 psychic damage, and attacks the nearest enemy to the best of its ability. On a hit it deals additional psychic damage equal to 1d6 + your Charisma modifier, and ongoing 5 psychic damage (save ends). Frenzy Summoner Attack 1 Rip them apart! Daily ♦ Arcane, Implement, Necrotic Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 1d6 + Charisma modifier necrotic damage, and an ally or controlled summon of your choice within 10 squares may make a melee basic attack as a free action. Make a secondary attack. Secondary Attack: Charisma vs. Will Hit: 1d6 + Charisma modifier necrotic damage, and an ally or controlled summon of your choice within 10 squares may make a melee basic attack as a free action. Shadow Sworn Covenant: Your ally or controlled summon that benefits from this power may shift a number of squares equal to your Wisdom modifier before attacking. Summon Imp Summoner Attack 1 With the fury of a thousand angels you summon forth the ultimate avatar of annoyance. Daily ♦ Arcane, Fire, Implement, Summon Standard Action Ranged 5 Target: One creature Attack: Charisma vs. Reflex Hit: 2d6 + Charisma modifier fire damage, and perform a summon. Summon: Place an imp (page 63) in the nearest unoccupied space adjacent to the target. The Imp is dazed until the beginning of your next turn. Soul Barter Covenant: Summoned Imp's Vanish is a move action. Sustain Minor: You can sustain the creature this power creates until the end of the encounter.
Level 2 Utility Spells Contractual Obligation Summoner Utility 2 You invoke your right of asylum as laid out in the terms of your planar covenant. Encounter ♦ Arcane Immediate Interrupt Personal Trigger: You are hit by an attack Effect: Force the attacker to reroll their attack with a -2 penalty. The second result stands, even if it's better. Soul Barter Covenant: The attacker uses the lower of the two results, with both attacks receiving a -2 penalty.
Dual Essence Summoner Utility 2 You got a little more than you bargained for. Daily ♦ Arcane Immediate Interrupt Personal Trigger: You hit with a spell with the summon keyword Effect: Choose one creature about to be summoned and increase the number summoned by 1. The cost to sustain the summon increases from free to minor, minor to move, and move to standard. Summons that require a standard action to sustain cannot be increased. Entropic Transfer Summoner Utility 2 What's mine is yours. At-Will ♦ Arcane, Healing Immediate Interrupt Personal Trigger: You gain temporary hit points Effect: Transfer your existing temporary hit points (if any) to a chosen creature within 10 squares. Special: You may transfer hit points in this way a number of times per encounter equal to your Constitution modifier (minimum 1).
False Life Summoner Utility 2 My life is no longer my own, and I will not assume as much. Daily ♦ Arcane, Healing Standard Action Personal Effect: You gain temporary hit points equal to 1d10 + your Charisma modifier + your level.
Level 3 Encounter Spells Corrupt Addiction Summoner Attack 3 Ultimate power ultimately corrupts. I can give you that power. Encounter ♦ Arcane, Implement, Psychic Standard Action Ranged 20 Target: One creature Attack: Charisma vs. Will Hit: Ongoing 5 psychic damage, and the target adds your Charisma modifier to their attack and damage rolls (save ends both). At the start of its turn the target may choose to not make a saving throw against this spell. Miss: Ongoing 5 psychic damage (save ends). Read the Fine Print Summoner Attack 3 You make abundantly clear to your opponent the ramifications of their actions. Encounter ♦ Arcane, Implement, Psychic Standard Action Ranged 10 Target: One creature. Attack: Intelligence vs. Will Hit: 1d6 + Intelligence modifier psychic damage, and the target is dazed (save ends) and knocked prone. Soul Barter Covenant: The target is stunned (save ends) instead of dazed. Rotten Harvest Summoner Attack 3 The ground cracks open in a long twisting rend and a fetid mass of rotten flesh claws its way out. Encounter ♦ Arcane, Implement, Necrotic, Summon Standard Action Area wall 6 within 6 Effect: Creatures caught within the wall as it forms take 1d4 + Charisma modifier damage and are pushed out of the wall into the nearest unoccupied space. Summon: Place six Zombie Rotters (page 274) in the spaces that the wall occupies. Zombie Rotters are immobilized (no save). Shadow Sworn Covenant: Add your Wisdom modifier to the initial damage of the spell. Sustain Minor: You can sustain the creatures this power creates until the end of the encounter. Twisting Spite Summoner Attack 3 How easy it is to contort the idea of a memory. Encounter ♦ Arcane, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 2d8 + Charisma modifier psychic damage, and the target makes a melee or ranged basic attack against the creature of your choice as a free action.
Level 5 Daily Spells Blind Man's Gambit Summoner Attack 5 I give to you a piece of myself, but in exchange I want to watch them suffer. Daily ♦ Arcane, Implement Standard Action Ranged 20 Target: One or two creatures Attack: Charisma vs. Fortitude, and lose one healing surge per target Hit: 4d6 + Charisma modifier, and make a secondary attack. You are blinded until the end of your next turn. Secondary Attack: Charisma vs. Fortitude Hit: 2d6 + Charisma modifier damage, and the target is blinded (save ends). Boneshard Skeleton Summoner Attack 5 This husk of twisting splintered bones barely resembles the skeleton it's made from. Daily ♦ Arcane, Implement, Necrotic, Summon Standard Action Ranged 10 Target: One creature, and each creature in burst Attack: Charisma vs. Reflex Hit: 2d6 + Charisma modifier necrotic damage, and perform a summon. Summon: Place a Boneshard Skeleton (page 235) in the nearest unoccupied space adjacent to the target. The Boneshard Skeleton is dazed until the start of your next turn. Shadow Sworn Covenant: The Boneshard Skeleton makes an explosive entrance. Make an attack with its boneshard ability as a free action. Sustain Minor: You can sustain the creatures this power creates until the end of the encounter. Fury of the Fallen Summoner Attack 5 You channel the subversive energies of the Shadowfell through your mind, sending all before you into a self annihilating, berserk rage. Daily ♦ Arcane, Psychic, Stance Standard Action Close Burst 10 Target: Each summoned creature you control in burst Effect: At the start of its turn the target takes 5 psychic damage, and moves towards the nearest creature. If at the end of its turn the target is adjacent to a creature it makes two melee basic attack against an adjacent creature. Shadow Sworn Covenant: At any point on its turn the target may shift a number of squares towards the nearest creature equal to your Wisdom modifier. Special: Creatures under the effects of this power will not attack you or each other. Gaze of the Abyss Summoner Attack 5 Look deep into my eyes and be lost in the never ending void you find there. Daily ♦ Arcane, Implement, Psychic Standard Action Ranged 5 Target: One creature Attack: Charisma vs. Will Hit: 1d8 + Charisma modifier psychic damage, and the target is stunned (save ends, or until it takes any damage). Soul Barter Covenant: Target is stunned for a number of rounds equal to your Intelligence modifier (or until it takes damage).
Soul Cinders Summoner Attack 5 Don't worry, you won't need it anyway. Daily ♦ Arcane, Fire, Healing Standard Action Ranged 5 Target: One creature Attack: Charisma vs. Fortitude Hit: 1d6 + Charisma modifier fire damage Effect: The target regains hit points as if they'd spent a healing surge, and gains additional hit points equal to 2d6 + your Charisma modifier. In addition, they gain regeneration equal to your Charisma modifier until the end of the encounter, however, the target also takes 1d6 additional fire damage whenever they are hit by an attack that targets their AC, Fortitude or Reflex defense.
Level 6 Utility Spells Body Swap Summoner Utility 6 You, get over here. I need to be there. Encounter ♦ Arcane, Teleportation Move Action Ranged 10 Target: You, an ally or one summoned creature you control Effect: Choose a secondary target. Secondary Target: You, an ally, or one summoned creature you control Effect: The targets switch places. Eye for an Eye Summoner Utility 6 The whole world shall go blind. Daily ♦ Arcane, Psychic Immediate Reaction Personal Trigger: You are hit by an attack Effect: Your attacker takes an equal amount of psychic damage and is blinded (save ends). Exchange of Sin Summoner Utility 6 Your sins are mine, and mine yours. Together we shall embrace the lords of damnation. At-Will ♦ Arcane, Healing Standard Action Ranged 10 Target: You, one ally or one summoned creature you control within range Effect: The target loses a healing surge and loses hit points equal to their healing surge value. Choose a secondary target. Secondary Target: You, one ally or one summoned creature you control within 10 Effect: The target may spend a healing surge. Reaper's Shadow Summoner Utility 6 I shall shroud myself in darkness and bring death to the sun. Daily ♦ Arcane Standard Action Close burst 3 Effect: A cloud of absolute blackness appears around you and moves with you until the end of your next turn. The effect grants total concealment and blocks line of sight for all creatures except you and summoned creatures you control. Other creatures within the cloud are blinded. Shadow Sworn Covenant: You can sustain the effect as a move action.
Level 7 Encounter Spells Level 9 Daily Spells Burnt Offerings Summoner Attack 7 Taste the flames of Asmodeus! Encounter ♦ Arcane, Fire, Psychic, Stance Standard Action Area burst 20 Target: Each summoned creature you control in burst Effect: The target bursts into flames, emanating waves of searing heat in all directions At the start of its turn the target takes 10 psychic damage, is immobilized, stunned and gains aura 1; 2d6 + controller's Charisma modifier fire damage. Guardian Legion Summoner Encounter 7 You face not me alone, but the legions I command. Encounter ♦ Arcane, Fire, Implement, Summon Standard Action Ranged 5 Target: One creature Attack: Charisma vs. Reflex Hit: 1d6 + Charisma modifier fire damage, and perform a summon. Summon: Place two Legion Devil Grunts (page 64) in the nearest unoccupied spaces adjacent to yourself. Soul Barter Covenant: Summoned Legion Devil Grunts have the Contractual Obligation power (no covenant bonus; Summoner Utility 2, as above). Sustain Minor: You can sustain the creatures this power creates until the end of the encounter. Persuasive Argument Summoner Attack 7 I am not the one you're looking for. Encounter ♦ Arcane, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 1d6 + Charisma modifier psychic damage, and make a secondary attack. Secondary Attack: Choose one ally or summoned creature you control and have them make a basic melee attack against the target. Hit: Ally's basic melee attack damage + your Charisma modifier, and the target is marked by your ally. Soul Barter Covenant: Your ally may shift a number of squares equal to your intelligence modifier before attacking, and the target is immobilized (save ends) if your ally hits. Siphon Pain Summoner Attack 7 Fuel me with your suffering. Encounter ♦ Arcane, Implement, Necrotic, Psychic Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Fortitude Hit: 1d6 + Charisma modifier psychic damage, and you gain an amount of temporary hit points equal to the damage dealt. If you currently have any temporary hit points, transfer those hit points to an ally or summoned creature you control within 10 squares. The target is weakened, and make a secondary attack. Secondary Attack: Charisma vs. Fortitude Hit: 1d6 + Charisma modifier psychic damage, and you gain an amount of temporary hit points equal to the damage dealt. If you currently have any temporary hit points, transfer those hit points to an ally or summoned creature you control within 10 squares. The target is slowed.
Corpse Explosion Summoner Attack 9 Boom, baby. Daily ♦ Arcane, Necrotic, Psychic, Stance Move Action Ranged 20 Target: Each summoned creature you control in burst Effect: The target acts as if under the effects of the Assault or Defend command (your choice) until you activate another psychic stance power. If it the target dies, and it has the undead subtype, it explodes violently. Make an attack, Charisma vs. Reflex, dealing 2d6 + your Charisma modifier necrotic damage to all adjacent creatures. Shadow Sworn Covenant: As a move action you may cause one creature with the undead subtype under the effects of this stance to detonate, as above. Add your Wisdom modifier to all damage rolls from this power. Foul Replacement Summoner Attack 9 By the sacred covenant and the powers I command, face the... what is that? Daily ♦ Arcane, Implement, Force, Summon Standard Action Ranged 10 Target: One creature Attack: Charisma vs. AC Hit: 2d8 + Charisma modifier force damage, and the target is dazed (save ends). Perform a summon. Summon: Place a Foulspawn Mangler (page 112) in the nearest unoccupied space adjacent to the target. The Foulspawn Mangler acts immediately. Sustain Minor: You can sustain the creature this power creates until the end of the encounter. Miss: You are dazed (save ends). Summon a creature, as above, but place it in the nearest unoccupied square adjacent to yourself. Hostile Negotiations Summoner Attack 9 I think it's about time we negotiated the terms of a settlement. Daily ♦ Arcane, Psychic, Stance Standard Action Close burst 10 Target: Each summoned creature you control in burst Effect: The target attacks the nearest enemy to the best of its ability. Whenever it hits with an attack it deals an additional 1d6 + Charisma modifier psychic damage and you gain temporary hit points equal to the damage dealt. Soul Barter Covenant: Deal additional damage equal to your Intelligence modifier. Magic Jar Summoner Attack 9 You attempt to usurp control of another creature by replacing its soul with your own. Daily ♦ Arcane, Psychic Standard Action Ranged 5 Target: One creature Attack: Charisma vs. Will, and lose a healing surge Hit: 2d6 + Charisma modifier psychic damage. Effect: You are unconscious and the target is dominated until the start of your next turn. Sustain Free: The effect persists. Spend a healing surge but do not regain hit points. You can sustain this power even when unconscious.
Level 10 Utility Spells Deal With a Devil Summoner Utility 10 No matter how much you think it is, it's never a good deal. Daily ♦ Arcane, Conjuration Standard Action Ranged 5 Target: You or one creature Effect: The target receives a heroic tier item of your choice that lasts until the end of the encounter or for 5 minutes. Psychic Backlash Summoner Utility 10 You push and I push back harder. At-Will ♦ Arcane Immediate Reaction Personal Trigger: You are hit by an attack that targets your Will defense Effect: The creature that hit you takes a penalty to their Will defense equal to your Charisma modifier until the end of their next turn. Sufferance Summoner Utility 10 Excess is the penultimate in decadence. Encounter ♦ Arcane Immediate Reaction Personal Trigger: You use an encounter power Effect: Lose a healing surge but do not gain hit points, and take damage equal to your healing surge value. You regain the use of the power that triggered this power. Susurrus Summoner Utility 10 I hear the whispers of the gods. They tell me all your secrets. Encounter ♦ Arcane Move Action Personal Effect: Choose one creature. Until the end of the encounter you gain a power bonus to all defenses equal to your Charisma modifier against that creature.
Level 13 Encounter Spells Ashes to Ashes Summoner Attack 13 Equally forged of dust and shadow we are one and the same, and unto these things we shall be again. Encounter ♦ Arcane, Fire, Implement, Necrotic Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Fortitude Hit: 1d6 + Wisdom modifier necrotic damage and 1d6 + Intelligence modifier fire damage. Effect: The target becomes weakened and insubstantial until the end of your next turn. You become insubstantial until the end of your next turn. Sustain Move: The effect persists.
Early Grave Summoner Attack 13 You're much closer than you think. Encounter ♦ Arcane, Implement Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 2d10 + Charisma modifier damage and the target is pulled down into a grave-like chamber beneath the battlefield until the end of your next turn. Effect: The target is restrained and prone a number of squares beneath the battlefield equal to its reach (minimum 1). This does not prevent the creature from escaping via other means, such as teleportation or burrowing. Sustain Move: The effect persists. Miss: The target is immobilized (save ends). Deadly Grounds Summoner Attack 13 Call down your shepherd, for you walk through the valley of the shadow of death. Encounter ♦ Arcane, Psychic, Zone Standard Action Area burst 2 within 10 Target: Each enemy in burst Attack: Charisma vs. Will Hit: 2d8 + Charisma modifier psychic damage, and creates a zone that lasts until the end of your next turn. Zone: If the target ends their turn outside of the zone they take 1d8 + Charisma modifier psychic damage and are dazed until the end of their next turn. Sustain Free: Spend a healing surge each turn. You can sustain this power until the end of the encounter.
Foul Attendant Summoner Attack 13 Our bond is in blood. Our minds are one. Under pain of death, you shall... not you again! Encounter ♦ Arcane, Force, Implement, Summon Standard Action Ranged 10 Target: One creature Attack: Charisma vs. AC Hit: 1d8 + Charisma modifier force damage, and perform a summon. Summon: Place a Foulspawn Grue (page 112) in the nearest unoccupied space adjacent to the target. The Foulspawn Grue is dazed until the beginning of your next turn. Sustain Minor: You can sustain the creature this power creates until the end of the encounter.
Level 15 Daily Spells Astral Rebirth Summoner type X Calling upon the source that summoned them, you infuse your creations with a powerful surge of sustaining energy. Daily ♦ Arcane, Healing, Psychic, Stance Standard Action Close burst 10 Target: Each summoned creature you control in burst Effect: The target acts as if under the effects of the Assault or Defend command (your choice) until you activate another psychic stance power. The target gains regeneration equal to your Charisma modifier. Foul Guard Summoner Attack 15 Quake in terror before the awesome might of... of... yeah, that'll work. Daily ♦ Arcane, Force, Implement, Summon Standard Action Ranged 10 Target: One creature Attack: Charisma vs. AC Hit: 2d8 + Charisma modifier force damage, and perform a summon. Summon: Place a Foulspawn Hulk (page 113) in the nearest unoccupied space adjacent to the target. Sustain Move: You can sustain the creature this power creates until the end of the encounter. Horror of the Planes Summoner Attack 15 You send your will to another place on another plane and call upon the terror that resides there. To your amazement, it answers. Daily ♦ Arcane (Cold, Fire, Lightning or Thunder), Implement, Summon Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 2d8 + Charisma modifier cold, fire, lightning or thunder damage (choose one), and perform a summon. Summon: Place a Helmed Horror (page 155) in the nearest unoccupied space adjacent to the target. The Helmed Horror is dazed until the beginning of your next turn. Sustain Move: You can sustain the creature this power creates until the end of the encounter.
Mind Quake Summoner Attack 15 Do you feel that? That's what insanity feels like. Daily ♦ Arcane, Implement, Psychic Standard Action Area burst 3 within 10 Target: Each creature in burst Attack: Charisma vs. Will Hit: 2d6 + Charisma modifier psychic damage, and the target slides 2 squares in a random direction. Effect: At the end of its next turn the target slides 2 squares in a random direction and makes a melee basic attack against a random adjacent creature (if any), then falls prone. Sustain Standard: Make a Charisma vs. Will attack against the target. On a hit, the target takes psychic damage equal to your Charisma modifier and the effect continues. On a miss, the effect ends.
Level 16 Utility Spells Bidding of the Master Summoner Utility 16 My strength of my mind alone shall drag you to this world, willing or not. Daily ♦ Arcane Immediate Interrupt Personal Trigger: You hit with a spell with the summon keyword Effect: Gain a power bonus on the skill check required to control the summon equal to your Charisma modifier. Essence of Abundance Summoner Utility 16 Can I get that in triplicate? Daily ♦ Arcane Immediate Interrupt Personal Trigger: You hit with a spell with the summon keyword Effect: Choose one creature about to be summoned and increase the number summoned by 2. The cost to sustain the summon increases from free to minor, minor to move, and move to standard. Summons that require a standard action to sustain cannot be increased. Slipshift Summoner Attack 16 Whoops. Encounter ♦ Arcane, Teleportation Move Action Personal Effect: You teleport 3d6 squares in a random direction. If you cannot occupy the space in which you land, randomly determine a new destination. Soul Barter Covenant: Pick the direction you travel. Special: This ability does not require line of sight or line of effect. Sons of Orcus Summoner type 16 Three human skulls trailing sickly black flames and smelling of burnt flesh appear around you, flying about randomly. Encounter ♦ Arcane, Conjuration, Necrotic Standard Action Personal Effect: Up to three times before the end of the encounter, when you are hit by an attack, you may send forth one of three skulls to torment and assail your attacker, imposing a -2 penalty on all of their attack rolls and defenses until the end of the encounter. Shadow Sworn Covenant: You may detonate a single skull as a minor action, dealing 1d6 + Wisdom modifier necrotic damage to its target.
Level 17 Encounter Spells Blackburn Arc Summoner type 17 You throw forth your hand, sending a blistering beam of crackling black lightning at your target, bouncing it across the battlefield. Encounter ♦ Arcane, Implement, Fear, Lightning Standard Action Ranged 20 Target: One creature Attack: Charisma vs. Reflex Hit: 4d6 + Charisma modifier lightning damage, and make a secondary attack. Secondary Target: One creature within 10 squares of the target, but further away from you, and one other creature within 10 squares of the secondary target, but further away from you. Secondary Attack: Charisma vs. Reflex Hit: 2d6 + Charisma modifier lightning damage. Shadow Sworn Covenant: All targets take additional damage equal to your Wisdom modifier, and are immobilized (save ends). Soul Barter Covenant: All targets take additional damage equal to your Intelligence modifier, and are weakened (save ends). Firing Squad Summoner Attack 17 A team of blazing skeletons explodes into existence before you, scorching the ground as they peel forward from your opponent flesh, ready to open fire at your command. Encounter ♦ Arcane, Fire, Implement, Summon Standard Action Close blast 5 Target: Each creature in burst Attack: Charisma vs. Reflex Hit: 1d4 + Charisma modifier fire damage. Summon: Place four Blazing Skeleton (page 234) in the nearest unoccupied space within the blast. The Blazing Skeletons are dazed until the start of your next turn. Sustain Move: You can sustain the creatures this power creates until the end of the encounter. Miss: Half damage, and summon one Blazing Skeleton, as above. Foul Vision Summoner Attack 17 If you're going to insist on being here, I'm going to decide when you show up, okay? Daily ♦ Arcane, Force, Implement, Summon Standard Action Ranged 10 Target: One creature Attack: Charisma vs. AC Hit: 1d8 + Charisma modifier force damage, and perform a summon. Summon: Place a Foulspawn Berserker (page 112) in the nearest unoccupied space adjacent to the target. The Foulspawn Berserker is dazed until the beginning of your next turn. Sustain Move: You can sustain the creature this power creates until the end of the encounter.
Mortal Coil Summoner Attack 17 Harken to the sound of a million shuffling fools. Encounter ♦ Arcane, Fear, Psychic Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 2d10 + Charisma modifier psychic damage, and the target is weakened (save ends). Push the target a number of squares equal to your Charisma modifier.
Level 19 Daily Spells Dire Replication Summoner Attack 19 With every gouging claw, stinging tail, and rending of the flesh your minions perform, they tear down the barrier between worlds, calling further assistance. Daily ♦ Arcane, Conjuration, Psychic, Stance Standard Action Close burst 20 Target: Each summoned creature you control in burst Effect: The target acts as if under the effects of the Assault command until you activate another psychic stance power. Whenever it hits a creature with an attack it conjures an exact duplicate of itself in an adjacent, unoccupied square with 1 hit point. The duplicate acts immediately and persists until the end of the encounter. Duplicated creatures copy their creator's actions to the best of their ability. They do not need to be sustained or controlled, but do not gain the benefits of this stance or any other. Empowered Will Summoner Attack 19 My will is strength and power. My mind is yours, embrace it! Daily ♦ Arcane, Psychic Standard Action Close burst 20 Target: Each ally and summoned creature you control in burst Effect: The target gains a bonus to attack and damage rolls equal to your Charisma modifier until the end of your next turn. Sustain Minor: The effect persists. Foul Following Summoner Attack 19 Look, there's just no room in my army for... how many of you are there? Daily ♦ Arcane, Force, Reliable, Summon Standard Action Close burst 5 Target: Each creature in burst Attack: Charisma vs. AC Hit: 2d4 + Charisma modifier force damage. Summon: Place a Foulspawn Grue, Foulspawn Mangler, Foulspawn Berserker, Foulspawn Seer and Foulspawn Hulk (page 112 and 113) in the nearest unoccupied spaces adjacent to yourself. Sustain Standard: You can sustain the creatures this power creates until the end of the encounter. Miss: Perform a summon, as above.
Mind Foil Summoner Attack 19 Like a great tapestry of woven colors I can see the absolute ends to which your thoughts extend and the image the threads of your memories create. Daily ♌ Arcane, Psychic Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 4d6 + Charisma modifier psychic damage Effect: Until the end of your next turn the target cannot tell which thoughts are yours and which are its own. Whenever it makes an attack you choose the target. If it moves any number of squares, choose the direction that it moves. If it delays or takes no action, treat it as dominated. Sustain Move: Make an attack, Charisma vs. Will. On a hit the target takes psychic damage equal to your Charisma modifier and the effect persists. On a miss the effect ends. Miss: Half damage, and the target is dazed until the end of your next turn.
On Golden Wing Chosen Soul Utility 12 Your deity gifts you with wings befitting their image, and sends you majestically across the battlefield. Daily ♦ Divine Standard Action Personal Effect: You gain a speed of fly 8 (hover) until the end of your next turn. Sustain Move: You can sustain this power until the end of the encounter. If you do not sustain it, the power ends immediately and you plummet to the ground, taking fall damage as normal.
Paragon Paths Chosen Soul “Your dedication impresses me greatly.” Prerequisites: Summoner class, and must worship a single deity. You've seen the very depths of a deprived soul, and still you've toiled for the purpose of a greater cause. Your efforts have not gone unnoticed. Your deity has chosen you to be their champion and has granted you the service of their personal agents. Continue the work you started and become something more than mortal.
Chosen Soul Path Features Favored Child (11th level): The deity whom you serve smiles upon you as you struggle before them. You gain resistance 5 to radiant damage. Shoulder Angel (11th level): Emboldened by the words of your god, you call upon the services they have promised you. Creatures you summon with the angel subtype are treated the same as creatures of your Planar Covenant for the purposes of feats and bonuses that rely on your Planar Covenant. Immortal Promotion (16th level): Your service in the cause is rewarded once again. When using your Guardian Angel power you may summon an Angel of Protection (page 15) instead of an Angel of Valor. Guardian Angel Chosen Soul Attack 11 You are the champion of my cause. I send to you my warriors to aid and protect you. Encounter ♦ Divine, Radiant, Reliable, Summon Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 1d6 + Charisma modifier radiant damage, and perform a summon. Summon: Place an Angel of Valor (page 15) in the nearest unoccupied space adjacent to yourself. Sustain Move: You can sustain the creature this power creates until the end of the encounter.
Vengeance Incarnate Chosen Soul Attack 20 In an explosion of blinding light you assume the form of a fearsome avatar of vengeance, issuing forth a clarion call for the blood of the faithless. Encounter ♦ Divine, Radiant, Reliable, Summon Standard Action Close burst 3 Target: Each creature in burst Attack: Charisma vs. Will Hit: 2d6 + Charisma modifier radiant damage. Summon: Remove yourself from the battlefield and place an Angel of Vengeance (page 17) in your space. Lose one healing surge and hit points equal to your bloodied value or the summon fails. Sustain Minor: Spend a healing surge but do not regain hit points. Miss: Summon a creature, as above. Special: When the Angel of Vengeance departs it activates its Coldfire Pillar ability (regardless of its hit points). Place yourself back on the battlefield in one of its most recently occupied squares.
Covenant Breaker “I once was blind, but now I see.” Prerequisites: Summoner class, no covenant There's so much more than what you previously imagined. So many worlds to tap for power. You've broken the sacred covenant, freeing yourself to scour the depths of places you've only heard of in legend. Such actions are not without consequence, however. Special: Covenant Breakers with an active covenant when they enter this path lose the benefits that class feature. In addition, they suffer a -5 penalty on all attack rolls, defenses and skill checks. Each time one milestone is reached this penalty is reduced by 1.
Covenant Breaker Path Features Gambling with Lives (11th level): You understand better than most the risk in failing to control a summon. Once per day you may gain a +5 bonus on a monster knowledge check made to control a summoned creature, after you know the results of your check. Mental Corruption (11th level): The furthest depths of the planes have been touched by your mind, making it a wholly alien thing. You gain a +2 bonus to your Will defense. True Summoner (16th level): Your knowledge of the cosmos is unparalleled. You gain a +5 bonus on monster knowledge checks made to control a summoned creature.
Omnisummon, Lesser Covenant Breaker Attack 11 Have you ever seen one of these before? Encounter ♦ Arcane, Psychic, Summon Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 1d8 + Charisma modifier psychic damage, and perform a summon. Summon: Place a creature of your choice (see below) in the nearest unoccupied space adjacent to the target. You may summon any creature with the aberrant, elemental, fey, immortal or shadow origin that is level 6 or lower. Sustain Minor: You can sustain the creature this power creates until the end of the encounter. Special: Your Dungeon Master may optionally dictate that this power replicates any summoner power with the summon keyword of level 7 or lower as a reliable summon. You cannot summon Elite or Solo monsters with this power. Astral Mind Covenant Breaker Utility 12 Do what you will to me, my allies shall act in my absence. Daily ♦ Arcane Immediate Reaction Personal Trigger: You are somehow prevented from sustaining or controlling your summons, such as when you are dominated or stunned, or even dead. Effect: For a number of rounds equal to your Charisma modifier you may sustain your summons as normal and can still activate powers with both the psychic and stance keywords. If you later regain the ability to control your summons, you must resume sustaining them as normal. Omnisummon, Greater Covenant Breaker Attack 20 My mind is all places at all times. There is nothing I have not seen. No creature I cannot call. Daily ♦ Arcane, Psychic, Summon Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 2d8 + Charisma modifier psychic damage, and perform a summon. Summon: Place a creature of your choice (see below) in the nearest unoccupied space adjacent to the target. You may summon any creature with the aberrant, elemental, fey, immortal or shadow origin that is level 12 or lower. Sustain Minor: You can sustain the creature this power creates until the end of the encounter. Special: Your Dungeon Master may optionally dictate that this power replicates any summoner power with the summon keyword of level 15 or lower as a reliable summon. You cannot summon Solo monsters with this power.
Legionnaire “I pledge to you my eternal soul, and in exchange purchase an elevation in station amongst the ranks of the damned.” Prerequisites: Summoner class, Soul Barter Covenant Not content to trade your soul away one piece at a time, you've sold off the whole damn thing to the powers below. Now it's a matter of improving your market value.
Legionnaire Path Features Call for Reinforcements (11th): There's always more where that came from. Once per day you may regain the use of a daily or encounter power with the summon keyword that
summons a creature with the devil subtype. Seasoned Lawyer (11th): Mortal politics seem so utterly mundane compared to the intricacies of the nine hells. You gain a +2 bonus on all diplomacy and insight skill checks. Legion Commander (16th): You've earned your station, and those you call upon rightfully respect it, usually. Once per encounter you may reroll a failed monster knowledge check made to control a summoned creature with the devil subtype. The second result stands, even if its worse. Personal Attendant Legionnaire Attack 11 Will there be anything else, my queen? Encounter ♦ Arcane, Fire, Reliable, Summon Standard Action Ranged 5 Target: One creature Attack: Charisma vs. Reflex Hit: 1d6 + Charisma modifier fire damage, and perform a summon. Summon: Place a Succubus (or an Incubus, their male counterpart, page 67) in the nearest unoccupied space adjacent to yourself. Summoned Succubi and Incubi, cannot charm creatures for longer than one encounter. Sustain Minor: You can sustain the creature this power creates indefinitely. Uniformed Agent of Hell Legionnaire Utility 12 Hot enough for you? At-Will ♦ Arcane, Fire Standard Action Personal Effect: Until the end of your next turn you gain resistance 10 against fire, and Shroud of Flame (Fire) aura 1; any creature that enters or starts its turn in the aura takes 5 fire damage. Sustain Minor: The effect persists.
Chain of Command Legionnaire Attack 20 The ground ripples and trembles before cracking and splitting to reveal an endless pit of fire. Screams of agony rush upward from within, vomiting a pillar of ash skyward as you summon your superior officer to the battlefield. Daily ♦ Arcane, Fire, Summon Standard Action Area burst 3 within 5 Target: Each creature in burst Attack: Charisma vs. Reflex Hit: 2d6 + Charisma modifier fire damage. Summon: Place an Osyluth (page 62) in the nearest unoccupied squares adjacent to or within the area, centering it within the burst if possible. Sustain Minor: You can sustain the creature this power creates until the end of the encounter. Miss: Half damage.
Shadow Reaper “Death comes to us all.” Prerequisites: Summoner class, Shadow Sworn Covenant The Shadowfell is a twisted place inhabited by waking nightmares and terrifying beasts. Drifting amongst the horrors are the souls of the fallen, on their way to their final resting place beyond the mortal realms. To you, this place is home, and you'd really like to show it off.
Shadow Reaper Path Features Tools of the Trade (11th): It's all about having the right look. You gain weapon proficiency (scythe) and weapon focus (scythe) as bonus feats. You gain the ability to use the Living Sacrifice power with a scythe and deal 1[W] extra damage with that power.
Cloak of Death (11th): You've come to embody the perfect killer, silent, swift and deadly. You gain Skill Training (Stealth) as a bonus feat, or Skill Focus (Stealth), if you're already trained. Death's Apprentice (16th): Perhaps you've spent a little too much time in contact with the realm of the dead. You gain the undead subtype, immunity to poison and disease, resistance 10 to necrotic damage and vulnerability 10 to radiant damage. Phantom Pains Shadow Reaper Attack 11 You put your hand to the ground and draw forth the spirits of ancient soldiers that died there, countless generations ago. Encounter ♦ Arcane, Necrotic, Summon Standard Action Close burst 2 Target: Each creature in burst. Attack: Charisma vs. Fortitude Hit: 1d4 + Charisma modifier necrotic damage. Summon: Place two Phantom Warriors (page 116) in the nearest unoccupied squares adjacent to yourself. Phantom Warriors are dazed until the start of your next turn. Sustain Minor: You can sustain the creatures this power creates until the end of the encounter. Reaper's Scythe Shadow Reaper Utility 12 The wicked curve of your signature weapon darkens to the shade of an infinite void, twisting and warping the world in which it slides, drawing in all the light that touches it. Encounter ♦ Arcane, Necrotic Standard Action Personal Requirement: You must be wielding a scythe Effect: Melee attacks with your scythe deal 1d6 additional necrotic damage, and all damage dealt is necrotic. In addition, melee attacks with your scythe deal full damage to insubstantial creatures and ignore up to 10 points of necrotic resistance. Sustain Minor: The effect persists. Wail of the Banshee Shadow Reaper Attack 20 It is the howl of the dead, a sound which no living creature could possibly replicate. It is a sound that strips bones and breaks minds. Daily ♦ Arcane, Thunder Standard Action Close blast 10 Target: Each creature in blast Attack: Charisma vs. Will Hit: 4d6 + Charisma modifier thunder damage. Effect: The target is pushed 1 square, and is stunned until the end of your next turn. Sustain Standard: Deal thunder damage equal to 1d6 + your Charisma modifier, and the effect persists. You can sustain this power as a standard action if you do not move. Miss: Half damage, and the target is pushed 1 square and dazed until the end of your next turn.
Summoner Feats Heroic Tier Feats Prodigious Summoner (Summoner) Prerequisites: Summoner, Planar Covenant class feature Benefit: Choose one power with the summon keyword of any level you can cast. Add that power to your list of spells known.
Soul Scouring (Summoner) Prerequisites: Summoner, Controlled Summons class feature Benefit: You gain a +2 bonus on attack rolls when using a power with the summon keyword.
Stance Dance (Summoner) Prerequisites: Summoner, Controlled Summons class feature Benefit: Choose one power with the stance keyword of any level you can cast. Add that power to your list of spells known.
Acolyte of the Covenant (Multiclass Summoner) Prerequisite: Cha 13 Benefit: Once per encounter you can use the summoner's Summon Minion power (any covenant). You may use all of their command powers at will. In addition, you can use an orb as an implement when using a summoner power or summoner paragon path power and have access to the Controlled Summons class feature.
Paragon Tier Feats Overmind (Summoner) Prerequisites: Stance Dance feat, Summoner, Controlled Summons class feature Benefit: Once per day you may activate a standard action power with the stance keyword as a minor action.
Ego Boost (Summoner) Prerequisites: Stance Dance feat, Summoner, Controlled Summons class feature Benefit: Increase the range of your stance powers by 10
Summoner Tips and Tricks The following section is designed to make playing a summoner a little more fluid and easier to understand. What you'll find in this section is basically the author's personal perspective regarding various intentional design tricks. Pre-emptive Stances: knowing how to get your summons to do what you want is difficult in its own right. The intentional design regarding stances makes it problematic, and can force a summoner to spend a great deal of their time trying to control their team. Since stances are just that, a stance, they are active until canceled. Initiating a stance at the start of combat, even before you summon a creature, can grant you much needed time later in the combat when more of your summons come into play. This is especially important with the Foul Replacement power, where the summoned creature acts immediately. If you have no active stance, the Foulspawn Mangler does nothing until its next turn, even though it could have. Self-summoning: if you really need to get a summon on the battlefield against a challenging foe, or when using a daily power, it can be beneficial to target yourself, an ally, or another summon, intentionally allowing the power to hit. Various powers, such as False Life and Siphon Pain, can make this a viable tactic so that you don't damage yourself too much. One
of the major benefits of this is that you don't have to worry about your summon getting picked off before it can act, especially if its a minion The downside is that if you lose control of the summon it's standing right next to you. Out of Control: The obvious penalty to an out of control summon is that it'll probably try to kill you. The less-thanobvious problem is that they still gain a bonus on attack rolls equal to half your level, and a bonus to damage if you're of the Shadow Sworn Covenant, making them far more powerful than a normal creature of their kind. Regaining control or eliminating them as a threat should become high priority. Understanding Stances: stances can be difficult to understand exactly how they work. Try to think of it as a psychic beacon that pulses throughout your turn, sending mental signals to all of your summons. If the stance is active, it pulses, regardless of whether or not a creature is there to receive the command. If you later summon a creature or change your stance in the same turn (perhaps with an action point), at the end of your next turn your summons follow the command that “pulsed� last on your turn. It is very important to note that all of your summons follow exactly the same orders. They attack the same target, move to the same place, follow the same person, etc. This limitation is what makes powers such as In the Face of Doom more powerful, as it makes your summons seek cover to the best of their ability. That is to say, they can actively choose a better place to hide if one chosen hiding place is already occupied. It is also important to note that while many stances have a range of 20, some are 10 and a few are 30. This numerical difference adds a strategic element to each stance, for the closer you need to be to your summons the closer you need to be to the front lines on which they fight.
Appendix A familiar is a tiny, shadowy creature given temporary life through the power of the Shadowfell. Each familiar looks like some kind of tiny ghostly animal, such as a cat or raven, though all familiars use the statistics presented below. As its master increases in power, so too does the familiar. If the master's level is equal to or greater than the levels detailed below, use the corresponding creature entry for that familiar. Familiars cannot speak telepathically with all creatures, only their master. If a familiar dies the master becomes dazed (save ends). Familiar Level 1 Minion Tiny shadow animate Initiative +2; Senses Perception +1 HP 1; a missed attack never damages a minion. AC 12; Fortitude 10, Reflex, 12, Will 11 Speed fly (hover) 6 Self Destruct (standard; at-will) The familiar lunges forward and detonates on impact. +0 vs. Reflex; 1d6 psychic damage, and the familiar dies. Soul Mate Two Hearts: While within 1 square of its master both the familiar and its master gain the benefits of the Alertness feat (not included above). One Soul: The familiar gains a power bonus to its attack and damage rolls, as well as its defenses, equal to its master's Charisma bonus. While within 1 square of the familiar the master gains a +1 power bonus to all defenses. Alignment any Language telepathy 10 Skills Stealth +11 (+4 racial bonus) Str 3 (-4) Dex 15 (+2) Wis 12 (+1) Con 10 (+0) Int 6 (-2) Cha 7 (-2) An ordinary familiar is nothing more than a wayward piece of soul, closely tied to its master. Familiar, Improved Level 6 Minion Tiny shadow animate Initiative +5; Senses Perception +4; low-light vision HP 1; a missed attack never damages a minion. AC 15; Fortitude 13, Reflex, 15, Will 14 Speed fly (hover) 8 Self Destruct (standard; at-will) The familiar lunges forward and detonates on impact. Master's Charisma vs. Reflex; 2d6 + master's charisma modifier psychic damage, and the familiar dies. Soul Mate Two Hearts: While within 1 square of its master both the familiar and its master gain the benefits of the Alertness feat (not included above). One Soul: The familiar gains a power bonus to its attack and damage rolls, as well as its defenses, equal to its master's Charisma bonus. While within 1 square of the familiar the master gains a +1 power bonus to all defenses. Alignment any Language telepathy 100 Skills Stealth +14 (+4 racial bonus) Str 3 (-4) Dex 15 (+2) Wis 12 (+1) Con 10 (+0) Int 9 (-1) Cha 7 (-2) Improved Familiars have become infused with a larger portion of the Shadowfell, making them slightly more powerful.
Familiar, Empowered Level 11 Minion Tiny shadow animate Initiative +7; Senses Perception +6; darkvision HP 1; a missed attack never damages a minion. AC 17; Fortitude 15, Reflex, 17, Will 16 Speed fly (hover) 10 Self Destruct (standard; at-will) The familiar lunges forward and detonates on impact. Master's Charisma vs. Reflex; 3d6 + master's charisma modifier psychic damage, and the familiar dies. Soul Mate Two Hearts: While within 1 square of its master both the familiar and its master gain the benefits of the Alertness feat (not included above). One Soul: The familiar gains a power bonus to its attack and damage rolls, as well as its defenses, equal to its master's Charisma bonus. While within 1 square of the familiar the master gains a +1 power bonus to all defenses. Summoner's Assistant While within telepathy range, the familiar can act as a mental relay for its master. If the master has an active psychic stance, that stance also exists around the familiar in a close burst with one quarter the normal range. Alignment any Language telepathy 1 mile Skills Stealth +16 (+4 racial bonus) Str 3 (-4) Dex 15 (+2) Wis 12 (+1) Con 10 (+0) Int 11 (+0) Cha 7 (-2) Empowered Familiars have begun to take on the aspects of their master, feeding off their life energy in a symbiotic two way transfer. Familiar, True Level 16 Minion Tiny shadow animate Initiative +10 Senses Perception +9; darkvision, blindsight 5 HP 1; a missed attack never damages a minion. AC 20; Fortitude 18, Reflex, 20, Will 19 Speed fly (hover) 12 Self Destruct (standard; at-will) The familiar lunges forward and detonates on impact. Master's Charisma vs. Reflex; 4d6 + master's charisma modifier psychic damage, and the familiar dies. Soul Mate Two Hearts: While within 1 square of its master both the familiar and its master gain the benefits of the Alertness feat (not included above). One Soul: The familiar gains a power bonus to its attack and damage rolls, as well as its defenses, equal to its master's Charisma bonus. While within 1 square of the familiar the master gains a +1 power bonus to all defenses. Summoner's Assistant While within telepathy range, the familiar can act as a mental relay for its master. If the master has an active psychic stance, that stance also exists around the familiar in a close burst with one quarter the normal range. Alignment any Language telepathy 10 miles Skills Stealth +19 (+4 racial bonus) Str 3 (-4) Dex 15 (+2) Wis 12 (+1) Con 10 (+0) Int 14 (+2) Cha 7 (-2) True Familiars are nearly living beings in their own right, so attuned with the animating powers of the planes that they can pinpoint nearby creatures with ease, visible or not.
All images used in this document are used without permission and are taken from the Wizards of the Coast online art galleries listed below. Book of Vile Darkness http://www.wizards.com/default.asp?x=dnd/4art/20030126a Champtions of Ruin http://www.wizards.com/default.asp?x=dnd/4art/20050513b Champions of Valor http://www.wizards.com/default.asp?x=dnd/4art/20060915a City of Splendors: Waterdeep http://www.wizards.com/default.asp?x=dnd/4art/20050610b City of Stormreach http://www.wizards.com/default.asp?x=dnd/4art/20080222a Ghostwalk Campaign http://www.wizards.com/default.asp?x=dnd/4art/20030615a Complete Champion http://www.wizards.com/default.asp?x=dnd/4art/20070508a&page=1 Complete Mage http://www.wizards.com/default.asp?x=dnd/4art/20061006a&page=1 Eberron Campaign Setting http://www.wizards.com/default.asp?x=dnd/4art/20040618a Elder Evils http://www.wizards.com/default.asp?x=dnd/4art/20071218a Expedition to the Demonweb Pits http://www.wizards.com/default.asp?x=dnd/4art/20070418a&page=1 Expedition to the Ruins of Greyhawk http://www.wizards.com/default.asp?x=dnd/4art/20070806a Fiendish Codex 1: Hordes of the Abyss http://www.wizards.com/default.asp?x=dnd/4art/20060605a&page=5 Fiendish Codex 2 http://www.wizards.com/default.asp?x=dnd/4art/20061208a&page=1 Libris Mortis http://www.wizards.com/default.asp?x=dnd/4art/20041008a&page=1 Magic of Incarnum http://www.wizards.com/default.asp?x=dnd/4art/20050909a&page=1 Shining South http://www.wizards.com/default.asp?x=dnd/4art/20041008b&page=1
The summoner class presented in this document was created by, and is copyright, Scott Hamerton. Permission to reproduce and distribute the information here is granted on the condition that the document is left unedited and distributed in its entirety, including this statement. If you wish to contact the author regarding this article, he can be found at: s_hamerton at hotmail dot com