Summoner
Hit Points
At first level and every level thereafter, you increase your maximum hit points by 10 plus your constitution modifier.
Key Ability
At first level, you increase one of these ability scores by 2. Some of these options might be tied to subclasses (such as the rogueβs rackets).
Key Ability: Charisma
Initial Proficiencies
Saves
Trained in Perception
Trained in Reflex Saves
Expert in Will Saves
Expert in Fortitude Saves
Weapons
Trained in unarmed attacks
Trained in simple weapons
Trained in Summoner class DC
Armor
Trained in unarmored
Untrained in all armor
Skills
Trained in one or more skills determined by your eidolon
Trained in a number of skills equal to 3 plus your intelligence modifier
Class Features
Spell Repertoire Feature 1
Bard The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank occult spells of your choice and five occult cantrips of your choice. You choose these from the common spells from the occult list or from other occult spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.
You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Bard Spells per Day table), you add a spell to your spell repertoire of the same rank. At 2nd level, you select another 1st-rank spell; at 3rd level, you select two 2nd-rank spells, and so on. When you add spells, you might add a higher-rank version of a spell you already have, so you can cast a heightened version of that spell.
Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.
Swapping Spells in Your Repertoire
As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip. You can also swap out spells by retraining during downtime.
Oracle The collection of spells you can cast is called your spell repertoire. At 1st level, you learn three 1st-rank divine spells of your choice and five divine cantrips of your choice. You choose these from the common spells on the divine list or from other divine spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.
You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Oracle Spells per Day table), you add a spell to your spell repertoire of the same rank. At 2nd level, you select another 1st-rank spell; at 3rd level, you select three 2nd-rank spells, and so on. When you add spells, you might add a higher-rank version of a spell you already have, so you can cast a heightened version of that spell.
Your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.
Swapping Spells in Your Repertoire
As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip. You can also swap out spells by retraining during downtime.
Psychic The collection of spells you can cast is called your spell repertoire. At 1st level, you learn one 1st-level occult spell of your choice and three occult cantrips of your choice. You choose these from the common spells from the occult list or from other occult spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level. Your choice of conscious mind also grants you additional spells in your repertoire, starting with an additional 1st-level spell and two cantrips listed in your conscious mind, which you cast as psi cantrips.
You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Psychic Spells per Day table), you add a spell to your spell repertoire of the same level. At 2nd level, you select another 1st-level spell; at 3rd level, you select one 2nd-level spell, and so on. When you add spells, you might add a higher-level version of a spell you already have, so you can cast a heightened version of that spell. Your conscious mind also adds additional spells to your repertoire as you gain spells of higher levels.
Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, such as the spells you gain from your conscious mind, it wouldn't give you another spell slot, and vice versa.
Swapping Spells in Your Repertoire
As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same level. This spell can be a cantrip. You can also swap out spells by retraining during downtime.
Sorcerer The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank spells of your choice and four cantrips of your choice, as well as an additional spell and cantrip from your bloodline. You choose these from the common spells from the tradition corresponding to your bloodline, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.
You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Sorcerer Spells per Day table), you add a spell to your spell repertoire of the same rank. When you gain a new rank of spells, your first new spell is always the sorcerous gift spell for that rank that's listed in your bloodline, but you can choose the other spells. At 2nd level, you select another 1st-rank spell; at 3rd level, you gain a new spell from your bloodline and two other 2nd-rank spells, and so on. When you add spells, you might select a higher-rank version of a spell you already know so that you can cast a heightened version of that spell.
Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot or vice versa.
Swapping Spells in Your Repertoire
As you gain new spells in your spell repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip, but you can't swap out bloodline spells. You can also swap out spells by retraining during downtime.
Summoner The collection of spells you can cast is called your spell repertoire. At 1st level, you learn one 1st-rank spell of your choice and five cantrips of your choice. You choose these from the common spells from the tradition corresponding to your eidolon, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.
You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Summoner Spells per Day table), you add a spell to your spell repertoire of the same rank. At 2nd level, you select another 1st-rank spell. At 3rd level, you add the first 2nd-rank spell to your repertoire. At 4th level, you gain your second 2nd-rank spell, and so on. When you add spells, you might select a higher-rank version of a spell you already have so that you can cast a heightened version of that spell.
Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot or vice versa
Swapping Spells in Your Repertoire
As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip, but you can't swap out link spells. You can also swap out spells by retraining during downtime.
Link Spells Feature 1
Your connection to your eidolon allows you to cast link spells, special spells that have been forged through your shared connection with your eidolon. Link spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to specifically connect with your eidolon, such as by having a heart-to-heart conversation, playing together, or meditating in unison on the nature of your bond.
Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots; you can't cast them using spell slots. Certain feats give you more focus spells. The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, but can never be more than 3 points.
You learn the Evolution Surge link spell, which allows you to grant your eidolon one of several useful benefits.
Link Cantrips
Link cantrips are special link spells that don't cost Focus Points, so you can cast them as often as you like. Link cantrips are in addition to the cantrips you choose from your tradition's spell list. Generally, only feats can give you more link cantrips. Unlike other cantrips, you can't swap out link cantrips gained from summoner feats at a later level, unless you swap out the specific feat via retraining.
You learn the Boost Eidolon link cantrip, which briefly improves your eidolon's capabilities, allowing them to attack with greater power.
Eidolon Feature 1
You have a connection with a powerful and usually otherworldly entity called an eidolon, and you can use your life force as a conduit to manifest this ephemeral entity into the mortal world. Magic also flows through this conduit from your eidolon into you, so your eidolon determines the type of spells you cast and the spell list you choose from.
Choose a type of eidolon you have access to. When you choose your eidolon, you also determine their appearance and general form, within the parameters for that particular type of eidolon. Once you establish your eidolon's type and general appearance, these features can't be changed later, except by selecting special evolution feats that can cause your eidolon to develop new features.
Your magical connection with your eidolon takes the form of a sigil on each of your bodies. As long as your eidolon is manifested, the sigil glows with light and can't be covered or disguised via any means; it will shine through clothing, appear over cloaks, and remain unaffected by obfuscating magic. This, combined with the way that the two of you clearly act in tandem, makes it readily apparent to an intelligent observer that the two of you are connected in some way, even if the person has never encountered a summoner before.
You bring your eidolon into reality with the Manifest Eidolon action.
Your eidolon is no mere minion. They don't have the minion or summoned trait, and the two of you work together and coordinate your actions.You and your eidolon share your actions and multiple attack penalty. Each round, you can use any of your actions (including reactions and free actions) for yourself or your eidolon.
You coordinate your actions with your eidolon more efficiently when you Act Together.
Your connection with your eidolon allows you to communicate with them telepathically at all times, even when they aren't manifested. You also gain the Share Senses action.
Lastly, the connection between you and your eidolon means you both share a single pool of Hit Points. Damage taken by either you or the eidolon reduces your Hit Points, while healing either of you recovers your Hit Points. You share temporary Hit Points as well. Like with your actions, if you and your eidolon are both subject to the same effect that affects your Hit Points, you apply those effects only once (applying the greater effect, if applicable). For instance, if you and your eidolon get caught in an area effect that would heal or damage you both, only the greater amount of healing or damage applies.
Gear and Your Eidolon
Your eidolon can't wear or use magic items, except for items with the eidolon trait. An eidolon can have up to two items invested. Your eidolon's link to you means they can benefit from certain magic items invested by you.
Your eidolon gains item bonuses to Perception and skills from any magical items that you have invested.
Your eidolon increases their item bonus to AC based on your armor's armor potency rune or bands of force. They also gain an item bonus to their saves from the Resilient rune on your armor or from your Bands of Force. Other permanent items that grant or increase item bonuses to AC and saves might convey a similar benefit, as determined by the GM.
Your eidolon's Strikes benefit from the fundamental and property runes on your Handwraps of Mighty Blows. Alternatively, you can Invest a magic weapon (even though magic weapons can't normally be Invested) to share its fundamental and property runes with your eidolon. You share these benefits only while you're holding the weapon, and you can have no more than one weapon invested in this way at a time. In either case, the eidolon gains only the benefits that can apply to their attacks, with the same limitations noted in handwraps of mighty blows.
Lost and Altered Actions
If you or your eidolon become Slowed, Stunned, Quickened, or otherwise affected by something that changes the actions you gain at the start of each turn, it affects your shared actions. However, if you are both subject to such an effect, apply only the more severe one. For instance, if either you or your eidolon were slowed 1, you would start your turn with one fewer action, but if you were both slowed 1, you would still lose only 1 action, rather than adding the two slowed effects together. However, if you were slowed 1 and your eidolon slowed 2, you'd have 2 fewer actions, because that's the more severe effect. If only one of you becomes restricted in how you can spend your actions, that restriction doesn't automatically extend to the other; for example, if your eidolon became Immobilized or Petrified, they wouldn't be able to move, but you could still use your actions to move. The GM resolves any situation that's unclear.
You, as the player, control both your summoner and your eidolon, and the two are generally considered to cooperate unless you decide for them not to. While a summoner's link with an eidolon is a partnership, ultimately the eidolon is linked to you, not the other way around. If there's ever a conflict of who should act, you win out over your eidolon. This means that if the eidolon comes under an effect that would take their actions out of your control, such as the Confused or Controlled condition, you can use all of your shared actions so your eidolon doesn't have any actions remaining to cause trouble (as long as you are able to act). However, if you came under such an effect, you would simply use all your shared actions, preventing your eidolon from acting.
Unmanifested Eidolon
While your eidolon is unmanifested, they typically can't be targeted or take any actions. The duration of anything affecting the eidolon still passes. Effects that change over time, such as the frightened condition, still advance at the typical time; effects that can be adjusted using actions, such as reducing the sickened condition, can't be reduced by an unmanifested eidolon. The GM makes the ruling for how specific effects work when it's unclear.
Evolution Feat Feature 1
Evolution feats are a special type of summoner class feat that allow you to customize your eidolon through your shared link. You select one evolution feat for your eidolon at 1st level, representing the differences that make them unique from other eidolons of their type. If you retrain this feat, the feat you replace it with must also be an evolution feat.
Summoner Spellcasting Feature 1
Your link to your eidolon grants you limited magic connected to your eidolon's nature. You are a spellcaster and can cast spells using the Cast a Spell activity. As a summoner, when you cast spells, your incantations call upon forces related to the spellcasting tradition determined by your eidolon, and your gestures often echo the shape of the rune that you and your eidolon share.
Each day, you can cast one 1st-rank spell. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.
As you increase in level as a summoner, the magical link with your eidolon grants you additional spell slots per day, as well as higher ranks of spells. Your total number of spell slots and the highest rank of spells you can cast are shown on the Summoner Spells per Day table.
Some of your spells require you to attempt a spell attack to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Charisma, your spell attack modifier and spell DC use your Charisma modifier.
Heightening Spells
When you gain spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank, heightening it to match the spell slot. You must have a spell in your spell repertoire at the rank you want to cast it in order to heighten it to that rank. Many spells have specific improvements when they are heightened to certain ranks. The signature spells class feature lets you heighten certain spells freely.
Cantrips
Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded upβthis is usually equal to the highest rank of summoner spell slot you have. For example, as a 1st-level summoner, your cantrips are 1st-rank spells, and as a 5th-level summoner, your cantrips are 3rd-rank spells.
Signature Spells Feature 3
You've learned to cast some of your spells more flexibly. For each spell rank you have access to, choose one spell of that rank to be a signature spell. You don't need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you've learned a signature spell at a higher rank than its minimum, you can also cast all its lower-rank versions without learning those separately. If you swap out a signature spell, you can choose a replacement signature spell of the same spell rank at which you learned the previous spell. You can also retrain specifically to change a signature spell to a different spell of that rank without swapping any spells; this takes as much time as retraining a spell normally does.
Shared Vigilance Feature 3
You and your eidolon work together to remain alert to threats around you, allowing you to perceive far more together than you could individually. Your proficiency rank in Perception and your eidolon's proficiency rank in Perception increase to expert.
Eidolon Unarmed Expertise Feature 5
Your eidolon becomes more capable of using their unarmed attacks. Their proficiency rank for unarmed attacks increases to expert.
Eidolon Weapon Specialization Feature 7
Your eidolon has learned how to inflict greater injuries with their unarmed attacks. They deal 2 additional damage with unarmed attacks in which they're an expert. This damage increases to 3 if they're a master, and 4 if they're legendary.
Eidolon Symbiosis Feature 7
Your connection with your eidolon strengthens, granting your eidolon access to a new ability depending on their type, as described in Eidolon Abilities in each eidolon's entry.
Expert Spellcaster Feature 7
Animist The magic of the spirits flows freely through you. Your proficiency ranks for spell attack modifier and spell DC increase to expert.
Bard Your magical techniques grow stronger. Your proficiency ranks for spell attack modifiers and spell DCs increase to expert.
Druid Your command of primal forces has deepened, empowering your spells. Your proficiency ranks for spell attack modifier and spell DC increase to expert.
Magus Your fundamental understanding of magic improves, making your spells harder to resist. Your proficiency ranks for your spell attack modifier and spell DC increase to expert.
Oracle The intricacy of your divine power has grown clearer over time. Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.
Psychic Self-reflection has brought you greater knowledge of yourself and, with it, psychic power. Your proficiency ranks for spell attack modifier and spell DC increase to expert.
Sorcerer Your inherent magic responds easily and powerfully to your command. Your proficiency ranks for spell attack modifier and spell DC for spells of your bloodline's tradition increase to expert.
Summoner As your connection to your eidolon deepens, the power of your spells increases. Your proficiency ranks for the spell attack modifier and spell DC statistics increase to expert.
Witch You've learned to better control the power your patron has granted you. Your proficiency ranks for spell attack modifier and spell DC increase to expert.
Wizard Extended practice of the arcane has improved your capabilities. Your proficiency ranks for spell attack modifier and spell DC increase to expert.
Shared Reflexes Feature 9
You and your eidolon boost each other's reflexes, allowing you both to roll away from danger. Your proficiency rank for Reflex saves and your eidolon's proficiency rank for Reflex saves increase to expert.
Eidolon Defensive Expertise Feature 11
Your eidolon increases their ability to avoid attacks. Their proficiency rank for unarmored defense increases to expert.
Twin Juggernauts Feature 11
You and your eidolon fight off physical hardship together with your shared life force. Your proficiency rank for Fortitude saves and your eidolon's proficiency rank for Fortitude saves increase to master. When you roll a success on a Fortitude save, you get a critical success instead. When your eidolon rolls a success on a Fortitude save, they get a critical success instead.
Simple Weapon Expertise Feature 11
Animist Training and magical assistance from your spiritual companions have improved your weapon technique. Your proficiency rank for simple weapons and unarmed attacks increases to expert.
Summoner Training and magic have improved your weapon technique. Your proficiency rank for simple weapons and unarmed attacks increases to expert.
Defensive Robes Feature 13
The flow of magic around you increases your ability to avoid attacks. Your proficiency rank in unarmored defense increases to expert.
Eidolon Unarmed Mastery Feature 13
Your eidolon truly masters their unarmed attacks, reaching greater heights. Their proficiency rank for unarmed attacks increases to master.
Weapon Specialization Feature 7
You've learned how to inflict greater injuries with the weapons you know best. You deal an additional 2 damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and 4 if you're legendary.
Greater Eidolon Specialization Feature 15
Your eidolon's damage from weapon specialization increases to 4 with unarmed attacks in which they're an expert, 6 if they're a master, and 8 if they're legendary.
Shared Resolve Feature 15
You and your eidolon steel your mind together against effects that threaten you, each protecting the others' minds from danger. Your and your eidolon's proficiency ranks for Will saves increase to master. When you roll a success on a Will save, you get a critical success instead. When your eidolon rolls a success on a Will save, it gets a critical success instead.
Master Spellcaster Feature 15
Animist Your affinity with the apparitions you bond to has further enhanced the potency of your magic. Your proficiency ranks for spell attack modifier and spell DC increase to master.
Bard You pluck the threads of magic like the strings of a harp. Your proficiency ranks for spell attack modifiers and spell DCs increase to master.
Druid Primal magic answers your command. Your proficiency ranks for spell attack modifier and spell DC increase to master.
Magus You fortify your spells with masterful prowess. Your proficiency ranks for your spell attack modifier and spell DC increase to master.
Oracle You truly understand the deep and complex divine power within your mystery. Your proficiency ranks for divine spell attack rolls and spell DCs increase to master.
Psychic You've gained access to the deepest corners of your own mind. Your proficiency ranks for spell attack modifier and spell DC increase to master.
Sorcerer You have achieved mastery over the magic in your blood. Your proficiency ranks for spell attack modifier and spell DC for spells of your bloodline's tradition increase to master.
Summoner Your connection to your eidolon is strong enough to grant you mastery over associated spells. Your proficiency ranks for spell attack modifiers and spell DCs increase to master.
Witch You've achieved mastery over your patron's magic. Your proficiency ranks for spell attack modifier and spell DC increase to master.
Wizard You command superlative spellcasting ability. Your proficiency ranks for spell attack modifier and spell DC increase to master.
Eidolon Transcendence Feature 17
Your connection with your eidolon approaches its peak, granting your eidolon access to a powerful new ability depending on their type, as described in Eidolon Abilities in each eidolon's entry. In addition, choose one of your eidolon's attribute modifiers to increase by 1.
Instant Manifestation Feature 19
You can manifest your eidolon with incredible speed. You can use Manifest Eidolon as a single action, instead of a three-action activity.
Eidolon Defensive Mastery Feature 19
Your eidolon's form becomes particularly difficult to assail. Their proficiency rank for unarmored defense increases to master.