siteheader

Aeon Summoner V2.0

Written by Martin K.

the summoner by mysticaldonkey1 deviant artHeavily breathing, Arela dashed around the corner. Somewhere in this shadowy alley should be a backdoor that would allow her to slip in and shake off her pursuers. First door. Locked. Second door. Barred. Shaking. It didn't budge. Two more steps, and she bumped into a heavy belly. "Who do we have here? Now we've got you, little rascal. Your father will pay a handsome price for your release." Arela tried to scream, but a sweaty, meaty hand over her mouth made that impossible.

Suddenly, a flash of light, hot flames and heavy breathing appeared behind the heavyset thug. Flaming horns grabbed him from behind, lifted and threw him into a corner. A flaming bull stood in the alley, lowered its head, bowing, as if to its master. It jumped over Arelas head and chased the remaining pursuers off, until they dispersed into the crowd.

A summoner was born that night. Summoners share a bond with aeons, powerful beings of other realms. When they are in trouble, they can call on these beings to aid them and defeat their foes.

Origin

When creating a summoner, decide the origin of the aeons, the background of your powers and the nature of the bond. What is the motivation of these beings to come to your aid? Here are a few suggestions.

  • The aeons are guardians of an ancient prophecy. They protect you as part of a plan that goes back to the fifth age, at least.
  • You have sold your soul to a lord of the abyss in exchange for the power to summon his demons.
  • The aeons are shards of your soul. You give them form by very strong innate magic. Or psionic ability.
  • Aeons are the martyrs of an ancient religion. They protect the chosen few who are pure of heart and devout in faith.
  • You are the blood relative of an icon. He or she sends these creatures to keep an eye on you.
  • You have no idea why the aeons chose to protect you. Once, they didn't. You pray that this never happens again, but who do you need to pray to?
  • You are a classically trained wizard. Mages in your tradition highly focus on summoning spells, which allows even a lowly apprentice to call on mighty creatures that are out of reach even for masters of other schools. You consider other spells petty child's play.
  • Your body is a prison for otherworldly entities. It's not so much that you summon them, they rattle at their chains. They can leave your body and take shape when you are in mortal danger, but they can never fully break free.
  • You are a mago-engineer. Your summons are automatons you teleport in from your workshop in a pocket dimension.
  • You are a fey changeling, given to mortal parents as an infant. The beings you summon are family. 

Overview

Play Style: Aeon Summoners are spellcasters who are specialized on summoning spells.

Aeons have combat roles similar to 13th Age monsters. There are balanced melee combatants (troops), creatures specialized on preventing attacks against you and your allies (blockers), ranged combatants (archers), spellcasters with varied effects and area damage (casters), aeons that can weaken enemies with effects (spoilers), high damage dealers with weaker defenses (wreckers), stealthy aeons (lurkers) and those that mainly boost your allies (leaders). As you gain levels, your aeons grow more powerful, and you learn to summon a wider variety of them.

Ability Scores: A summoner's bond with his aeons reflects his strengths in the creatures he summons. A physically strong summoner will have creatures that hit harder. A physically healthy summoner can lend some of that vitality to the creatures he summons. Summoners with a strong personality can inspire their aeons to break through negative effects.

The bond with an aeon also provides a spell, which depends on Intelligence, Wisdom or Charisma, depending on the original class of the spell.

Summoners gain a +2 bonus to any ability score of their choice, as long as it is not the same ability score they chose for their racial bonus.

Races: The path of the summoner is walked only by a chosen few, but those few can come from any race. Style your icons to match your race. For example, if the aeon is spider-like, a wood elf would summon a forest spider, where a drow would summon drider and a dwarf might call a clockwork spider.

Backgrounds: A gifted prophet summons aeons as harbingers of a new age; a street orphan sees them as the family he never had; a child born under a sign was celebrated by his or her community until something went horribly wrong; a defender of the old faith calls upon saints that the reformed church denies to exist

Icons: If the origin of your summoner's powers are divine, he or she would have a strong relationship to the Priestess, and the aeons are avatars of the many gods represented in the Cathedral. If he is a Wizard, learning summoning spells from dusty tomes in the vast libraries of Horizon or the memory stones of the Elven Court, the Archmage or the Elf Queen are more likely patrons. A seeker of ancient secrets would try to work with the servants of the Shadow Prince, or even the Crusader or Diabolist. A mago-engineer would have learned his trade in the service of the dwarf king.

Gear

Summoners do not rely on any specific gear to function. You can choose to start with any weapon or armor of your choice, or none at all. Summoners who belong to organized religions usually wear special garb that marks their status. Other summoners usually wear whatever fits their individual background.

You can choose to start with either 25 gp, or if you are the gambling type, 1d6 x 10 gp.

Armor

Summoners usually do not wear armor, as they lack the proper training for doing so. They can wear armor as it does not hinder their summon abilities, but the best defense is to stay out of combat and let the aeon do the fighting.

Aeon Summoner Armor and AC
  Base AC Attack Penalty
None 10 -
Light 11 -1
Heavy 12 -2
Shield +1 -2

 

Weapons

Summoners rely on their aeons and their allies in combat. Most do not even carry weapons. Some carry a wand or a holy symbol as a focus for their bonded spells.

 

Summoner Melee Weapons
  One-Handed Two-Handed
Small 1d4 knife 1d6 staff
Light or Simple 1d6 (-2 atk) short sword 1d8 (-2 atk) spear
Heavy or Martial 1d8 (-5 atk) longsword, scimitar 1d10 (-5 atk) greatsword

 

Summoner Ranged Weapons
  Thrown Crossbow Bow
Small 1d4 dagger 1d4 hand crossbow -
Light or simple 1d6 (-2) javelin, axe 1d6 (-1 atk) light crossbow 1d6 (-2 atk) shortbow
Heavy - 1d8 (-4 atk) heavy crossbow 1d8 (-5 atk) longbow

 

Basic Attacks

Melee Attack

At-Will

Target: One enemy

Attack: Strength or Dexterity + Level vs. AC

Hit: Weapon + Strength damage

Miss: -

Ranged Attack

At-Will

Target: One enemy

Attack: Dexterity + Level vs. AC

Hit: Weapon + Dexterity damage

Miss: -

Aeon Summoner Level Level Progression

Note: Although not listed on the table, the Aeon Summoner gains 3 talents. You do not gain more talents as you level.

Summoner Level Total Hit Points Total Feats Aeons by level Level-up Ability Bonuses Damage Bonus From Ability Score
1st 3rd 5th 7th 9th
Level 1 Multiclass Avg of both classes 1 total 2 - - - -   ability modifier
Level 1 (6 + CON mod) x 3 1 adventurer 3 - - - -   ability modifier
Level 2 (6 + CON mod) x 4 2 adventurer 4 - - - -   ability modifier
Level 3 (6 + CON mod) x 5 3 adventurer 2 2 - - -   ability modifier
Level 4 (6 + CON mod) x 6 4 adventurer - 4 - - - +1 to 3 abilities ability modifier
Level 5 (6 + CON mod) x 8 4 adventurer
1 champion
- 3 2 - -   2 x ability modifier
Level 6 (6 + CON mod) x 10 4 adventurer
2 champion
- - 5 - -   2 x ability modifier
Level 7 (6 + CON mod) x 12 4 adventurer
3 champion
- - 3 2 - +1 to 3 abilities 2 x ability modifier
Level 8 (6 + CON mod) x 16 4 adventurer 3 champion 1 epic - - - 6 -   3 x ability modifier
Level 9 (6 + CON mod) x 20 4 adventurer 3 champion 2 epic - - - 3 3   3 x ability modifier
Level 10 (6 + CON mod) x 24 4 adventurer 3 champion 3 epic - - - - 6 +1 to 3 abilities 3 x ability modifier

 

Aeon Summoner Stats

Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level dependent.

Ability Bonus +2 to any (different from racial bonus)
Initiative Dex mod + Level
Armor Class (light armor) 10 + middle mod of Con/Dex/Wis + Level
Physical Defense 10 + middle mod of Str/Con/Dex + Level
Mental Defense 11 + middle mod of Int/Wis/Cha + Level
Hit Points (6 + Con mod) x Level modifier (see level progression chart)
Recoveries (probably) 8
Recovery Dice (1d6 x Level) + Con mod
Backgrounds 8 points, max 5 in any one background
Icon Relationships 3 points
Talents 3
Feats 1 per level

 

Class Features

AeonsAwakeing monster by derrickSong

The bond between the summoner and his or her aeons is stronger than the connection between other spellcasters and their summons. Bonding an aeon is an hour-long ritual, in which you take in a part of the essence of that aeon. This essence not only allows you to call the aeon as a spell, it also grants you a bonded ability. This is usually a spell, but it can also be a different ability.

Because of the strong nature of the bond, you cannot switch aeons easily. Once you bonded an aeon, you can only change it the next time you level up.

Aeon Summoning Rules

Aeons are summoned as ordinary summoned creatures according to the (revised) summoning rules.

Standard action spells: Casting a summoning spell requires a standard action. The aeon you summon appears next to you.

Duration: The aeon fights for you until the end of the battle or until it drops to zero hit points. At zero hp, the aeon is slain and removed from the battle.

Deathrattle: When an aeon is slain, you take psychic damage equal to its level.

Adventurer feat: You no longer suffer the deathrattle effect.

Dismissal: You can dismiss a summoned aeon as a quick action. This avoids the deathrattle.

Three types of creature: There are three types of summoned creature: ordinary, superior, and independent. The difference between the three types of summoned creature is how active and self-directed they are. The aeons you summon are always ordinary summoned creatures.

Ordinary Summon: The aeon takes its turn directly after your turn in initiative order. It continues to take its turn immediately after you until the end of the battle, even if your initiative order changes.

On the turn you summon the aeon, and on every following turn on which you take a standard action to control it, the aeon follows your command and can take a standard, move, and quick action, plus an interrupt if it has such an ability. 

With one standard action, you can control one aeon (a group of mooks counts as one creature). When you take a standard action to control your aeon, you also grant it a Summoner's Boon with your class feature below.

If you don't take standard action to control the creature, roll a d6 on the summon spell's Default Action table to determine its actions. In general, a low roll nets you little or no effect and rolling high gets you closer to taking a full turn.

Escalation die: Aeons can use the escalation die, but only at the value it was during the turn they were summoned.

Allies? Aeons count as your allies.

No recoveries, bad healing: Aeon's don’t have recoveries. If you cast a healing spell on a summoned creature that requires the use of a recovery, the summoned creature heals hit points equal to your level. If you use an effect that would heal a summoned creature without using a recovery, the summoned creature only heals half the normal hit points of the effect. Temporary hit points still work normally.

Spell or creature? When a summoning spell is cast, it’s a spell. The summoned aeon itself is a creature.

Summoner's Boon

Aeon Summoners are better at controlling their summoned creatures than other spellcasters. When you spend a standard action to control a summoned creature, you also grant the creature one special boon from the list below.

Lend Strength: The aeon adds your Strength modifier to the damage of all attacks. Double the bonus at 5th level, triple it at 8th.

Precise Strike: The aeon adds half your Dexterity modifier to its critical threat range (rounded up).

Heal Aeon: The aeon heals hit points equal to your Constitution modifier. Double the effect at 5th level, triple it at 8th.

Tactical Insight: The aeon adds your Intelligence modifier to disengage checks.

Tightened Control: The aeon gains a bonus to MD equal to your Wisdom modifier.

Inspire: The aeon gains a bonus to saving throws equal to your Charisma modifier.

Adventurer feat: You always gain at least the effect of a +1 ability modifier for the boon, even if your ability score is lower than 12.

Champion feat: You always gain at least the effect of a +2 ability modifier for the boon, even if your ability score is lower than 14.

Epic feat: You always gain at least the effect of a +3 ability modifier for the boon, even if your ability score is lower than 16.

Bonded Spells

When you bond with a common aeon, you learn one spell, usually from the Wizard, Sorcerer or Cleric list. This spell gives you a backup ability when you are in a combat situation and can't or don't want to summon an aeon, for example to keep your abilities secret. When you gain a spell through an aeon bond, you can cast this spell as the original class of that spell would, at your class level.

At character creation, choose whether your spellcasting is arcane or divine. Your bonded spells will be of the chosen type, regardless of the original class. Depending on your choice, you use wands or holy symbols as implements with your bonded spells.

Class Talents

Aeon Vitality

When you summon an aeon, you can expend a recovery without healing. Instead, make a recovery roll and add the hit points to the aeon's hit point total.

Adventurer feat: Reroll natural 1 on the recovery roll.

Champion feat: When you expend a recovery at summoning, the aeon gains that recovery. That way, it can benefit from healing spells while summoned. It uses the same recovery die (d8) and the same Constitution modifier as you.

Epic feat: Double the hit points granted by the recovery you expend while summoning.

Control Expertise

When you spend a standard action to control a summon, it benefits from the current escalation die until the end of battle.

Adventurer feat: When the escalation die is 2+, you can grant two boons at once.

Champion feat: You can control two aeons with a single standard action.

Epic feat: You can control all creatures you have currently summoned with a single standard action.

Elemental Summoner

You gain Summon Elemental as a bonus spell.

Summon Elemental

Close-quarters spell; Daily

Effect: Summon a small elemental (13 True Ways p. 189). The elemental has a -2 penalty to attacks and defenses, half hit points, and deals half damage.

The elemental you summon is an ordinary summoned creature. You must spend a standard action to control it. If you don't, roll a d6 on the table below to determine its actions.

1-2: The elemental does some random property damage.

3-4: The elemental moves to engage an enemy engaged with the summoner.

5-6: The elemental attacks the closest enemy.

3rd level spell: Summon a small elemental (with its normal stats).

5th level spell: Summon a 5th level elemental (p. 190). The elemental does not have its transformation ability.

7th level spell: Summon a big elemental (p. 191). The elemental does not have its transformation ability.

9th level spell: Summon an epic elemental (p. 192 / 193). The elemental does not have its transformation ability.

Adventurer feat: You gain one of the at-will spells of the Druid's Elemental Caster talent as a bonded spell.

Champion feat: Elementals you summon have the transformation ability as per their normal stats.

Epic feat: Gain a second spell from the druid's Elemental Caster talent as a bonded spell, at a -2 penalty to the spell level.

Intense Bond

Choose one of your Aeons. You can change your choice when you gain a level. When you summon this aeon, summon it as 2 levels higher than you would normally summon. For 11th level advancement, give the creature +2 to all attacks and defenses, and +50% damage and hit points.

Adventurer feat: The summoning spell of the target aeon becomes Recharge 16+.

Champion feat: Once per battle, when the escalation die is 3+, you can control the chosen aeon as a quick action.

Epic feat: You can choose a second creature for your intense bond.

Lich King's Teachings

You learn a summon spell from the necromancer list. You summon the creature as an ordinary summoned creature as per your class summoning rules. You can control the creature like your aeons, and grant it the summoner's boon. If you do not take a standard action to control the creature, roll a d6 on the table below to determine its actions.

1-2: The creature wails and laments its fate.

3-4: The creature attacks the closest living being.

5-6: The creature attacks the biggest danger to its summoner.

To take this talent, you must have at least one relationship point with the Lich King.

Adventurer feat: Choose a non-summoning necromancer spell of up to your level as a bonded spell.

Life Bond

When you spend a recovery to heal, you can split the hit points gained and grant half to yourself and half to a summoned aeon.

Adventurer feat: The first time you do so in a battle, both you and the aeon heal the full amount.

Champion feat: You and the aeon always gain the full amount.

Epic feat: When you take the rally action, you can control a summoned aeon with the same action.

Slaver's Bond

The magic tradition you follow uses a painful enchantment to drive aeons to be more aggressive.

Your summoned aeons gain a +2 bonus to their critical threat range. However, when an aeon rolls a natural 1 on an attack roll, it breaks free of its bond and can act as it pleases. It can choose to fight you as an enemy or return to its home plane.

Adventurer feat: After you lost control of an aeon, you can make a saving throw (11+) at the end of each turn to regain it.

Champion feat: You can force aeons to battle even before they are fully recharged and rested. Your summoning spells are Recharge 18+.

Epic feat: You gain the escalation die as a bonus to the roll to regain control of an aeon.

1st-level Aeons

shelob by ilyazonovSummon Arachnae

Close-quarters spell; Daily

Bonded spell: Poison Thorns (Druid, 13TW 60)

Effect: This spell calls an Arachnae (a giant spider).

Ordinary summoned creature: Requires a standard action to control. If not, roll a d6 on the table below to determine its actions.

1-2: Arachnae climbs to a nearby hiding place

3-4: Arachnae shoots its web against the weakest (or tastiest) nearby creature

5-6: Arachnae tries to poison a webbed (or the weakest) creature.

Adventurer feat: On a critical hit, Arachnae's poison sting deals ongoing damage equal to half the damage.

Champion feat: The save against Arachanae's web is a hard save (16+).

Epic feat: On an even miss, Arachnae can teleport to a location she can see as a free action.

Arachnae

1st-level spoiler [Beast]

Initiative: +3

Poison sting +8 vs. AC - 6 poison damage

C: Web +5 vs. PD - the target is hampered, stuck, and vulnerable to Arachnae's attacks (save ends all)

Spider climb: Climb vertical surfaces

Arachnae Level Progression
Level Initiative Attack A Damage A Attack B AC PD MD HP
1 +3 +8 6 +5 17 15 12 25
3 +5 +10 10 +7 19 17 14 35
5 +7 +12 18 +9 21 19 16 50
7 +9 +14 30 +11 23 21 18 80
9 +11 +16 50 +13 25 23 20 130

 

rsz 1rsz lillend   commission by myrmirada-d6fg5zlSummon Aria

Close-quarters spell; Daily

Bonded spell: Song of Heroes (Bard)

Effect: This spell calls Aria.

Ordinary summoned creature: Requires a standard action to control. If not, roll a d6 on the table below to determine its actions.

1-2: Aria supports a nearby ally with her In concert ability.

3: Aria deals psychic damage equal to her level to all nearby enemies with a few dissonant notes.

4: Aria uses Notes like Thunder on a nearby enemy

5: Aria lends inspiration to the summoner.

6: Aria lends inspiration to a random ally.

Adventurer feat: At each full healup, choose any bard spell up to your level as your bonded spell.

Champion feat: Aria gains flight.

Epic feat: Enemies are vulnerable against Arias Notes like Thunder if a bardic song is playing.

Aria

1st-level leader [Humanoid]

Initiative: +3

C: Notes like Thunder +5 vs. PD - 4 thunder damage; target up to 2 nearby enemies.

Natural even hit: The target is dazen until the end of its next turn.

Inspire: (standard action) A nearby ally gains 5 temporary hit points and a 1d6 bonus die to his or her next attack roll.

In concert: Nearby allies can roll twice on their checks to sustain bard spells and take the better result.

 

Aria Level Progression
Level Initiative Attack Damage Inspiration AC PD MD HP
1 +2 +5 4 5 hp 15 11 14 20
3 +4 +7 7 10 hp 17 13 16 30
5 +6 +9 14 20 hp 19 15 18 45
7 +8 +11 21 30 hp 21 17 20 70
9 +10 +13 35 50 hp 23 19 22 95

 

black mage by jedi art trick-d4smmpkSummon Black Mage

Close-quarters spell; Daily

Bonded spell: Chant of Endings (Necromancer)

Effect: This spell calls a Black Mage.

Ordinary summoned creature: Requires a standard action to control. If not, roll a d6 on the table below to determine its actions.

1: Black Mage teleports to a nearby safe location.

3-4: Black Mage disengages if necessary, casts Darkness on nearby enemy with lowest hit points.

6: Black Mage casts Ultima if available, or elses uses Darkness.

Adventurer feat: On a hit with Darkness, Black Mage heals hit points equal to his level.

Champion feat: Black Mage deals half damage on a miss.

Epic feat: Black Mage gainst resist magic 15+.

Black Mage

1st-level caster [Humanoid]

Initiative: +2

R: Darkness +6 vs. PD - 9 negative energy damage

Natural 16+: The target is weakened until the end of your next turn.

Natural 20: The target is stunned until the end of your next turn.

R: Ultima +6 vs. PD (once per battle when the escalation die is 5+; targets all nearby enemies) - 12 negative energy damage.

Teleport: (once per battle, standard action) Teleport to a location you can see. 

Black Mage Level Progression
Level Initiative Attack Damage A Damage B AC PD MD HP
1 +2 +6 9 12 13 12 15 10
3 +4 +8 15 18 15 14 17 15
5 +6 +10 24 30 17 16 19 25
7 +8 +12 36 48 19 18 21 40
9 +10 +14 60 72 22 20 23 70

 

Assassin by SkyrionSummon Cloaked Stalker

Close-quarters spell; Daily

Bonded spell: Blur (Wizard)

Effect: This spell calls a Cloaked Stalker.

Ordinary summoned creature: Requires a standard action to control. If not, roll a d6 on the table below to determine its actions.

1: The cloaded stalker backstabs its summoner.

2: The cloaked stalker moves to a convenient hiding position to observe the battlefield.

3: The cloaked stalker casts blur on himself.

4: The cloaked stalker throws daggers.

5-6: The cloaked stalker backstabs the enemy closest to the summoner.

Adventurer feat: The cloaked stalker rolls twice on disengage checks and takes the better result.

Champion feat: Once per battle, the cloaked stalker can shadow walk as a rogue (using his attack bonus vs. the highest MD of all nearby enemies).

Epic feat: The cloaked stalker rolls d10 on his backstab bonus damage

Cloaked Stalker

1st-level wrecker [Humanoid]

Initiative: +4

Backstab +7 vs. AC - 8 damage; if the target is engaged to an ally, gain a +2 bonus to attack +1d6 extra damage.

R: Dagger Dagger +6 vs. AC  - (2 attacks) 4 damage.

Blur: Attacks against the cloaked stalker have a 25% chance to miss (separate from the attack roll)

 

Cloaked Dagger Level Progression
Level Initiative Attack Damage A Attack B Damage B AC PD MD HP
1 +4 +7 8 (+1d6) +6 4 16 13 13 18
3 +6 +9 12 (+2d6) +8 6 18 15 15 27
5 +8 +11 18 (+3d6) +10 9 20 17 17 45
7 +10 +13 30 (+4d6) +12 15 22 19 19 72
9 +12 +15 50 (+6d6) +13 25 25 21 21 126

 

the red bull by allswansarewhite deviant artSummon Red Bull

Close-quarters spell; Daily

Bonded spell: Scorching Ray (Sorcerer)

Effect: This spell calls a Red Bull.

Ordinary summoned creature: Requires a standard action to control. If not, roll a d6 on the table below to determine its actions.

1-2: The red bull prances aimlessly around the battlefield.

3-4: The red bull bashes an opponent with his horns.

5-6: The red bull pops free and charges a random enemy.

Adventurer feat: Red Bull is immune to daze and stun.

Champion feat: Red Bull deals half damage on a miss.

Epic feat: Once per battle, Red Bull can reroll an attack.

Red Bull

1st-level blocker [Beast]

Initiative: +2

Flaming Horns +6 vs. AC - 4 fire damage.

Natural 18+: 4 ongoing fire damage

Charging Bull +4 vs. AC  - 8 damage; must not be engaged; engage a nearby enemy as part of the attack.

Steaming Nostrils (quick action): Make a saving throw against an effect that a save can end.

Imposing: Enemies engaged with the red bull must roll twice on disengage checks and take the lower result.

Resist fire 12+

Red Bull Level Progression
Level Initiative Attack A Damage A Attack B Damage B AC PD MD HP
1 +2 +6 4 +4 8 18 16 13 30
3 +4 +8 7 +6 14 20 18 15 45
5 +6 +10 13 +8 26 22 20 17 70
7 +8 +12 20 +10 40 24 22 19 100
9 +10 +14 35 +12 70 26 24 21 160

 

3rd Level Aeons

brain mutant by NickykcinSummon Cranium

Close-quarters spell; Daily

Bonded spell: Confusion (Wizard)

Effect: This spell calls a Cranium.

Ordinary summoned creature: Requires a standard action to control. If not, roll a d6 on the table below to determine its actions.

1-2: Cranium deals psychic damage equal to its level to all enemies engaged with it.

3-4: Cranium makes a Mind Blast attack against a random enemy.

5-6: Even escalation die - Cranium uses Color Spray; else hover to a safe location.

Adventurer feat: Deal 1d6 extra psychic damage with Mind Blast. Increase to 2d6 at 5th level, and 3d6 at 8th.

Champion feat: Cranium can levitate as a move action.

Epic feat: Cranium can use the Alien mind interrupt against any attack.

Cranium

3rd-level spoiler [Aberration]

Initiative: +3

C: Mind Blast +7 vs. MD - 10 psychic damage.

Natural even hit: The target is confused until the end of its next turn.

Natural odd hit: The target can benefit from the escalation die next turn.

R: Color Spray +6 vs. MD (1d4 targets; escalation die must be even) - 10 psychic damage, and the target is dazed until the end of its next turn

Alien Mind: If Cranium is attacked against MD, make a Mind Blast attack against the attacker as an interrupt action.

Resist psychic 12+

 

Cranium Level Progression
Level Initiative Attack A Damage A Attack B Damage B AC PD MD HP
3 +3 +7 10 +6 10 17 13 16 25
5 +5 +9 18 +8 16 19 15 18 40
7 +7 +11 28 +10 28 21 17 20 50
9 +9 +13 46 +11 46 23 19 22 75

 

Mimic by BenWoottenSummon Mimic

Close-quarters spell; Daily

Bonded spell: Disguise Self (Wizard)

Effect: This spell calls a Mimic.

Ordinary summoned creature: Requires a standard action to control. If not, roll a d6 on the table below to determine its actions.

1-2: The mimic disguises itself as an object that fits into the current surroundings.

3-4: The mimic attempts to swallow a nearby small creature (if any).

5-6: The mimic uses its bite against an enemy engaged to it or the summoner (if any).

Adventurer feat: You can summon mimic out of combat and have it stand watch or follow you around until the next short rest.

Champion feat: The mimic can swallow one normal-sized target at a time.

Epic feat: Mimic gains a +4 bonus to attack during surprise rounds.

Mimic

3rd-level lurker [Aberration]

Initiative: +4

Vicious Bite +8 vs. AC - 14 damage.

Natural 18+: The target is hampered until the end of its next turn. Small targets are swallowed instead and are stuck and take 5 ongoing acid damage per level of the mimic (save ends both).

C: Acid Spit +6 vs. PD (1d3 nearby targets) - 8 acid damage

Assume Shape: As a standard action, the mimic can disguise itself as a treasure chest or similar size object. It can use the disguise to gain a surprise attack on unsuspecting targets.

Resist acid 12+

 

Mimic Level Progression
Level Initiative Attack A Damage A Attack B Damage B AC PD MD HP
3 +4 +8 14 +6 8 18 17 11 40
5 +6 +10 24 +8 15 20 19 13 55
7 +8 +12 36 +10 20 22 21 15 75
9 +10 +14 56 +11 30 24 23 17 100

 

rsz 1storm dancer by blackpassion777-d3iybsvSummon Stormdancer

Close-quarters spell; Daily

Bonded spell: Lightning Bolt (Wizard)

Effect: This spell calls a Stormdancer.

Ordinary summoned creature: Requires a standard action to control. If not, roll a d6 on the table below to determine its actions.

1: Stormdancer prances off into towards the sky.

2-3: Stormdancer sends off a lightning discharge, then storms off.

4: Stormdancer tramples a random enemy.

5-6: Pierce the last enemy to attack Stormdancer or the summoner with Lightning Horn.

Adventurer feat: If the escalation die is 2+, Stormdancer's attacks deal 1d6 extra thunder damage.

Champion feat: 2d6 extra thunder damage.

Epic feat: 4d6 extra thunder damage.

Stormdancer

3rd-level troop [Aberration]

Initiative: +4

Lightning Horn +10 vs. AC - 12 lightning damage.

Natural even roll: The target pops free from the Stormdancer.

C: Trample +6 vs. PD - 15 damage. Engage and pop free as part of the attack.

Lightning Discharge (quick action; escalation die must be even): deal your level in lightning damage to all nearby enemies and heal the same amount

Airwalk: The Stormdancer can walk across air.

Mount: A normal-sized creature can ride on the Stormdancer.

Resist lightning 16+

 

Stormdancer Level Progression
Level Initiative Attack A Damage A Attack B Damage B AC PD MD HP
3 +4 +10 12 +6 15 18 13 16 45
5 +6 +12 20 +8 25 20 15 18 65
7 +8 +14 30 +10 40 22 17 20 90
9 +10 +16 50 +11 65 24 19 22 130

 

divine might by diegogisbertllorens-d5o3ru0Summon White Knight

Close-quarters spell; Daily

Bonded spell: Judgement (Cleric)

Effect: This spell calls a White Knight.

Ordinary summoned creature: Requires a standard action to control. If not, roll a d6 on the table below to determine its actions.

1: The White Knight protectively moves next to a random ally, granting a +2 bonus to AC.

2-3: White Knight attacks the closest demon or undead (if any).

4: White Knight uses Lay on Hands on the ally with the lowest hit points.

5-6: White Knight attacks the enemy closest to the summoner.

Adventurer feat: White Knight can use Lay on Hands at-will if the escalation die is even.

Champion feat: White Knight rolls twice on saving throws and takes the better result.

Epic feat: Demons and undead are vulnerable to White Knight's attacks.

White Knight

3rd-level blocker [Humanoid]

Initiative: +4

Holy Smite +10 vs. AC - 12 holy damage.

Natural even hit: If the target is a demon or undead, it is hampered until the end of its next turn.

Lay on Hands: (quick action, once per battle) An adjacent ally can use a recovery and make a saving throw.

Resist holy and negative energy 12+.

 

White Knight Level Progression
Level Initiative Attack Damage AC PD MD HP
3 +4 +10 12 20 18 16 65
5 +6 +12 20 22 20 18 95
7 +8 +14 30 24 22 20 140
9 +10 +16 50 26 24 22 190

 

5th Level Aeons

stone golem by serathus-d6wh6akSummon Colossus

Close-quarters spell; Daily

Bonded spell: Sanctuary (Cleric)

Effect: This spell calls Colossus.

Ordinary summoned creature: Requires a standard action to control. If not, roll a d6 on the table below to determine its actions.

1-2: Colossus makes one fist attack against the largest creature or structure around.

3-4: Colossus makes one fist attack against the largest enemy around.

5-6: Colossus makes two fist attacks against the largest enemy around.

Champion feat: Colossus deals half damage on a miss.

Epic feat: Colossus gains a +2 bonus to critical threat range against large and huge creatures.

Colossus

5th-level troop [Construct]

Initiative: +6

Two Fists +8 vs. AC - (two attacks) 20 damage; +2 bonus to hit against large and huge creatures

Huge Jump (move action): Engage a far away enemy.

Tiny Fleshlings: Resist attacks from creatures smaller than large 18+

 

Colossus Level Progression
Level Initiative Attack Damage AC PD MD HP
5 +6 +8 20 21 16 12 90
7 +9 +10 35 23 18 14 120
9 +11 +12 55 25 20 16 170

 

Fire elemental by javi ureSummon Living Fireball

Close-quarters spell; Daily

Bonded spell: Fireball (Wizard)

Effect: This spell calls a Living Fireball.

Ordinary summoned creature: Requires a standard action to control. If not, roll a d6 on the table below to determine its actions.

1: Engulf the summoner.

2: Set random objects on fire.

3-4: Engulf a nearby enemy.

5-6: Throw Hurling Flames towards a random group of enemies.

Champion feat: At the start of his turn, the living fireball can use engulf as a quick action against an enemy he is engaged with.

Epic feat: If the living fireball reduces a non-mook enemy to zero hit points, he has a 15% chance of summoning a second Living Fireball.

Living Fireball

5th-level caster [Elemental]

Initiative: +7

Engulf +10 vs. PD - 25 fire damage.

Natural even hit: The target takes 10 ongoing fire damage.

C: Hurling Flames +10 vs. PD (1d3 targets) - 25 fire damage

Vengeance: When reduced to zero hit points, make a Hurling Flames attack as an immediate interrupt action

Resist fire 12+; vulnerable to cold

 

Living Fireball Level Progression
Level Initiative Attack A Damage A Attack B Damage B AC PD MD HP
5 +7 +10 25, 10 ongoing +10 25 20 16 13 45
7 +9 +12 40, 15 ongoing +12 40 22 18 15 70
9 +11 +14 65, 25 ongoing +14 65 24 20 17 95

 

dragonid reborn by sephiroth art-d52cigbSummon Mephisto

Close-quarters spell; Daily

Bonded spell: Three Dooms (Sorcerer)

Effect: This spell calls Mephisto.

Ordinary summoned creature: Requires a standard action to control. If not, roll a d6 on the table below to determine its actions.

1: Make a raging strike attack against the summoner.

2: Put your infernal mark on the summoner.

3-4: Put your infernal mark on a random ally of the summoner.

5-6: Make a raging strike against a random ally of the summoner.

Champion feat: Increase the critical threat range bonus from the infernal mark's vulnerability to +4.

Epic feat: Gain Touch of Evil (Sorcerer) as a second bonded spell.

Mephisto

5th-level wrecker [Demon]

Initiative: +9

Raging Strike +11 vs. AC - (roll twice for attack and take the better roll) 25 damage; if this kills the target, make a second raging strike against a different nearby enemy

Natural even roll: Mephisto benefits from the current escalation die until the end of battle.

C: Infernal Mark +9 vs. PD - 15 negative energy damage, and the target is vulnerable to Mephisto's attacks (save ends)

Infernal Cleave: Once per round, if you kill the target with your Raging Strike, make a second attack against a different nearby enemy. You can move to engage as a free action.

Resist negative energy 12+; vulnerable to holy

 

Mephisto Level Progression
Level Initiative Attack A Damage A Attack B Damage B AC PD MD HP
5 +9 +11 25 +9 15 21 16 12 70
7 +11 +13 40 +11 25 23 18 14 105
9 +13 +15 65 +13 40 25 20 16 150

 

tarot card 10  the wheel of fortune by rannsama-d4ziaz9Summon Wheel of Fortune

Close-quarters spell; Daily

Bonded spell: Chaos Pulse (Sorcerer)

Effect: This spell calls a Wheel of Fortune.

Ordinary summoned creature: Requires a standard action to control. If not, roll a d6 on the table below to determine its actions.

1-3: The Wheel of Fortune spins aimlessly.

4-6: The Wheel makes 2 attacks against the last enemy to attack it (no d8 effect).

Champion feat: The wheel gains resist physical damage 15+.

Epic feat: The wheel has 30 extra hit points.

Wheel of Fortune

5th-level leader [Construct]

Initiative: +6

C: Spin The Wheel +8 vs. PD - (four attacks; random nearby enemies) 8 force damage;

Effect: Roll 1d8

(1) A random ally gains a +4 bonus to AC until the end of your next turn

(2) A random ally can reroll one attack roll until the end of your next turn

(3) A random ally can make a save against an effect.

(4) A random ally can spend a recovery to heal.

(5) A random ally gainst resist all 15+ until the end of your next turn.

(6) A random ally can teleport to a nearby location.

(7) A random ally can regains a power he or she spent.

(8) A random ally is granted a standard action.

Hover: The wheel levitates in place.

 

Wheel of Fortune Level Progression
Level Initiative Attack Damage AC PD MD HP
5 +6 +8 8 19 13 14 60
7 +9 +10 12 21 15 16 80
9 +11 +12 16 23 17 18 120

 

7th Level Aeons

cheshire fey cat by carolina eade-d4rlhonSummon Cheshire Cat

Close-quarters spell; Daily

Bonded spell: Invisibility Purge (Wizard)

Effect: This spell calls a Cheshire Cat.

Ordinary summoned creature: Requires a standard action to control. If not, roll a d6 on the table below to determine its actions.

1-2: Nearby enemies lose invisibility.

3-4: Cheshire cat makes an eye wink attack, but on a hit the target is dazed (save ends) instead.

5-6: Cheshire Cat makes an eye wink attack against a random enemy.

Champion feat: Cheshire Cat is invisible when summoned.

Epic feat: After the target saves against the eye wink effect, it is dazed (save ends).

Cheshire Cat

7th-level spoiler [Beast]

Initiative: +12

Eye Wink +9 vs. MD - 20 psychic damage

Natural odd hit: The target is teleported to a pocket dimension (save ends).

Natural even hit: The target is confused (save ends).

Blink Out: If an attack roll against Cheshire cat is odd, the attack fails and Cheshire Cat is invisible until it makes an attack.

 

Cheshire Cat Level Progression
Level Initiative Attack Damage AC PD MD HP
7 +10 +9 20 25 21 20 60
9 +12 +11 30 27 23 22 90

 

mtg  frost titan by mike sass-d3cykwvSummon Ice Giant

Close-quarters spell; Daily

Bonded spell: Breath of the White (Sorcerer)

Effect: This spell calls an Ice Giant.

Ordinary summoned creature: Requires a standard action to control. If not, roll a d6 on the table below to determine its actions.

1-3: Ice Giant stomps a random enemy (+12 attack, 30 damage).

4-6: Ice Giant uses his frost hammer.

Champion feat: All enemies engaged to the ice giant are vulnerable to cold.

Epic feat: All enemies nearby the ice giant are vulnerable to cold.

Ice Giant

7th-level blocker [Humanoid]

Initiative: +12

Frost Hammer +12 vs. AC - 50 damage

Natural 20: The target is encased in ice (cannot take actions; save ends)

Ice Spikes: Icy terrain around the giant's legs gives enemies a -5 penalty to disengage checks.

Ice Shield: While the Ice Giant is not staggered, the summoner has a +2 bonus to AC and PD.

Resist cold 15+; vulnerable to fire

 

Ice Giant Level Progression
Level Initiative Attack Damage AC PD MD HP
7 +10 +12 50 21 20 17 120
9 +12 +14 80 23 22 19 180

 

the last samurai by marcodalidingo-d3a5nsnSummon Yojimbo

Close-quarters spell; Daily

Bonded spell: Haste (Wizard)

Effect: This spell calls Yojimbo.

Ordinary summoned creature: Requires a standard action to control. If not, roll a d6 on the table below to determine its actions.

1-3: Yojimbo demands 100 gold as payment. If he receives the payment, he deals +1d6 damage until the end of the battle. If he is not paid, the summoning is dispelled.

4-6: Yojimbo demands 1000 gold as payment. If he receives payment, he deals +5d6 damage until the end of the battle. If he is not paid, the summoning is dispelled.

Champion feat: Yojimbo gains a +1 bonus to all attacks.

Epic feat: Yojimbo gains a +1 bonus to all defenses.

Yojimbo

7th-level wrecker [Humanoid]

Initiative: +12

Masamune +12 vs. AC - 30 damage; Deal 45 damage if the target is at full hit points; 2 attacks if the escalation die is even

First Strike: The turn after Yojimbo is summoned, he moves to the top of the initiative order. This is an exception to standard summoning rules. The summoner is still acting on his normal initiative, and must use a standard action to control Yojimbo the next turn.

 

Yojimbo Level Progression
Level Initiative Attack Damage AC PD MD HP
7 +12 +12 30 / 45 23 20 17 100
9 +14 +14 50 / 75 25 22 19 160

 

 

9th Level Aeons

archangel by el sharko-d4bq2cxSummon Azariel

Close-quarters spell; Daily

Bonded spell: Sphere of Radiance (Cleric)

Effect: This spell calls a Azariel.

Ordinary summoned creature: Requires a standard action to control. If not, roll a d6 on the table below to determine its actions.

1-2: Azariel heals the ally with the lowest hit point total.

3-4: Azariel attacks a demon or undead (if any) with his flaming sword.

5-6: Attack the strongest nearby enemy with Death Ray.

Epic feat: Azariel gains a +2 bonus to hit against creatures that are vulnerable to fire or holy.

Azariel

9th-level leader [Angel]

Initiative: +10

Flaming Sword +18 vs. AC - 60 holy and fire damage; 80 damage if the target is vulnerable to holy or fire.

C: Flame Strike +14 vs. PD - 40 holy and fire damage.

Natural even hit: The target is weakened until the end of its next turn.

Flight: Azariel can fly.

Healing: Quick action; once per round; A nearby ally can use a recovery and heal twice the amount.

 

Azariel Level Progression
Level Initiative Attack A Damage Attack B Damage B AC PD MD HP
9 +10 +18 60 / 80 +14 40 26 22 24 150

 

the monolith by nele diel-d6pf16nSummon Monolith

Close-quarters spell; Daily

Bonded spell: Disintegrate (Wizard)

Effect: This spell calls a Monolith.

Ordinary summoned creature: Requires a standard action to control. If not, roll a d6 on the table below to determine its actions.

1-2: Do nothing.

3-4: Highlight the strongest nearby enemy with a Searching Ray.

5-6: Attack the strongest nearby enemy with Death Ray.

Epic feat: Increase the attack bonus from Searching Ray to +4.

Monolith

9th-level caster [Construct]

Initiative: +10

C: Searching Ray +15 vs. MD - The target cannot benefit from invisibility and all allies gain a +2 bonus to attack against it (save ends).

C: Death Ray +15 vs. PD - 40 damage; 80 damage if the target is under the searching ray effect.

Natural 20: The target is reduced to zero hit points.

Immediate Escalation: When the Monolith is summoned, increase the escalation die by 1.

Absorb attack: Interrupt action; Trigger: The monolith is attacked with a natural odd roll; the attack has no effect

Immovable: The monolith cannot move (and cannot be moved) from where it was summoned.

See Invisible: Invisibility has no effect against the monolith.

 

Monolith Level Progression
Level Initiative Attack Damage AC PD MD HP
9 +10 +15 40 / 80 23 20 23 150

 

the phoenix by evolvana-d4kxxtfSummon Phoenix

Close-quarters spell; Daily

Bonded spell: Meteor Swarm (Wizard)

Effect: This spell calls a Phoenix.

Ordinary summoned creature: Requires a standard action to control. If not, roll a d6 on the table below to determine its actions.

1-3: Use Phoenix tear if an ally is at zero hp, otherwise fly to a safe distance.

4-6: Attack an enemy the Phoenix is engaged with with Flaming Beak.

Epic feat: Gain Resurrection (Cleric) as a bonus bonded spell.

Phoenix

9th-level wrecker [Beast]

Initiative: +12

Flaming Beak +16 vs. AC - 40 fire damage.

Natural 16+: Make a Winged Embrace attack against the same target.

Winged Embrace +13 vs. PD - 20 ongoing fire damage and Phoenix heals 20 hp.

Phoenix Tear (quick action): An ally at zero hit points can spend a recovery to heal.

Rebirth: After Phoenix has been killed, make a hard save (16+) at the start of each turn. If you succeed, Phoenix is reborn at full hit points.

Resist fire 18+, vulnerable to cold

Flight

 

Phoenix Level Progression
Level Initiative Attack A Damage A Attack B Damage B AC PD MD HP
9 +12 +16 40 +13 20 ongoing 25 21 18 150

 

Magic Items

Materia

Materia is a consumable item which contain the essense that aeons feed on. Similar to a rune, a piece of can be expended when an aeon is summoned. In addition to an attack bonus to attack that depends on the tier of the materia, the material also grants a random bonus that is determined when it is expended.

 

Tier Attack Bonus Cost
Adventurer +1 150 gp
Champion +2 300 gp
Epic +3 600 gp

 

Roll Effect
01-20 The bonus also applies to AC
21-30 The bonus also applies to PD
31-40 The bonus also applies to MD
41-50 +1 additional attack bonus
51-60 +4 bonus to opportunity attacks
61-70 +1d4 damage (champion: +2d6; epic: +5d6)
71-80 Reroll one missed attack roll this battle
81-90 Gain 1 recovery
91-00 Start with 10 extra hit points (champion: 25; epic: 60)

 


Image Credits

Intro: mysticaldonkey1 - The Summoner

Summon Aeon: Derrick Song - Awakening Monster

Arachnae: Ilyazonov - Shelob

Black Mage: Jedi Art Trick - Black Mage

Cloaked Stalker: Skyrion - Assassin

Cranium: Nickykcin - Brain mutant

Fire Elemental: Javi Ure - Fire Elemental

Ice Giant: Mike Sass - Frost Titan

Mimic: Ben Wotten - Mimic

Mephisto: Sephiroth Art - Rage

Colossus: Serathus - Stone Golem

Stormdancer: Blackpassion777 - Storm Dancer

Aria: Myrmirada - Lillend

Wheel of Fortune: Rann - Wheel of Fortune

White Knight: Diego Gisbert Llorens

Azariel: El Sharko - Archangel

Cheshire Cat: Carolina Eade - Cheshire Fey Cat

Monolith: Nele Diel - The Monolith

Phoenix: Evolvana - The Phoenix

Red Bull: Yasmin Foster - The Red Bull

Yojimbo: Marcus Lundgren - The Last Samurai


 

Version 2.0 30 Oct 2016

Leave your comments

Post comment as a guest

0
terms and condition.

People in this conversation

  • Hello Martin,
    I am a big fan of your work. Just bought DPAS!
    Just wondering if you would ever consider any updates/additional support or info/spells/summons for the Aeon Summoner?
    Love it and the Swordmage so much, I can't decide what to play :)
    Thanks!
    ~Abs

    Like 0 Short URL:
  • Oh wow (blush). Thanks.

    Now that DPAS is out I'm still considering options what to do next. I might make an "official" version of the Summoner at some point, but that will require playtesting. Can you shoot me a mail at martin dot killmann at gmail dot com so we can set something up?

    I'm happy to work with you on more summons if you have ideas.

    Like 0 Short URL:
  • Guest - Ouallada

    Hello Martin K,
    I played the summoner a long time ago and I loved it. Which didnt surprise me as I love most of your work and most summoners.
    To do real playtesting and commenting I need to play it again.
    But one thing I remembered that is when a fight is not the expected normal strength, the class can get a bit awkward. As summoning a worse creature mid fight is awkward. Or you have dailies left that you never use. Which is awkward too. This could be solved like the druid summons talent you made. As it allows to supercharge a summon (or even use a mana point esque system.)
    Also I wonder if it is smart to make 6 main stats. No idea thought. It could be it is very fun and just didnt do it right.
    now I sound way too negative love your hard work very much and the book is great too.
    Now I will stop fanboying and if you need more playtesting/whatever don't be affraid to ask.
    Ouallada

    Like 0 Short URL:
  • Thanks for the feedback! I‘m glad you had fun playing the class.

    As you say, summoning the wrong creature for a fight is one of the risks with the class. If you‘re unsure what you are facing, the best strategy is to hold off a turn and use a bonded spell before summoning an aeon.

    I‘ll think about a talent to help boost a class after you summoned though.

    Like 0 Short URL: