Summoner General (Fighter/Summoner)
Oft times, kingdoms come in conflict with neighbors, invading forces, or even roving mercenary armies in search of fortune and glory. While most rulers have a constant military presence, they must, on occasion, call upon unorthodox forces to win their battles. Thus, such opportunities of for notoriety and military conquest have given birth to a truly remarkable persona, the summoner general. By establishing an pact with elite groups of monstrous creatures, the summoner general calmly leads these terrifying forces into the heat of battle, often to the dismay of his foes. (Original concept by Christos Gurd)
Primary Class: Fighter.
Secondary Class: Summoner.
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The summoner general may select three summoner skills to add to his class skills in addition to the normal fighter class skills. The summoner general gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The summoner general is proficient with all simple and martial weapons, with light armor, medium armor, and with shields (except tower shields).
Summoner Training (Ex): Starting at 2nd level, a summoner general gains a +1 bonus to his caster level when using his summon monster ability. This bonus increases +1 for every 4 levels beyond 2nd. This ability replaces bravery.
Summon Monster (Sp): Starting at 3rd level, a summoner general can cast summon monster II as a spell-like ability a number of times per day equal to 3 + his Constitution modifier. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 7th level, and every 4 levels thereafter, the power of this ability increases, as shown on Table: Summoner general. This allows him to summon more powerful creatures (to a maximum of summon monster VIII at 19th level). A summoner general cannot have more than one summon monster spell active in this way at one time. If this ability is used again, any existing summon monster immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell. When using this ability, the summoner general’s caster level is equal to 1/2 his monstrous level. This ability otherwise functions as the summoner’s summon monster ability and replaces armor training and armor mastery.
Coordinated Attack (Ex): Starting at 5th level, a summoner general can improve the battle prowess of his summoned creatures. As a standard action, the summoner general can grant all creatures summoned by his summon monster ability that are within 30 feet of him a +1 bonus to attack rolls. The creatures retain this bonus until the end of the summoning. At 9th level and every four levels thereafter, this bonus increases by +1, up to a maximum of +4 at 17th level. This ability replaces weapon training 1 and weapon training 3.
Imparted Methods (Ex): Starting at 9th level, a summoner general can choose one feat that he possesses from the following list: Back to Back, Blind-Fight, Bodyguard, Cleave, Combat Expertise, Combat Reflexes, Coordinated Charge, Coordinated Defense, Coordinated Maneuvers, Critical Focus, Dazzling Display, Deadly Aim, Deadly Finish, Devastating Strike, Enfilading Fire, Escape Route, Flanking Foil, Following Step, Gang Up, Great Fortitude, Improved Bull-Rush, Improved Critical, Improved Disarm, Improved Feint, Improved Grapple, Improved Initiative, Improved Overrun, Improved Sunder, Improved Trip, Iron Will, Lightning Reflexes, Look Out, Outflank, Pack Attack, Point-Blank Shot, Power Attack, Precise Shot, Quick Draw, Rapid Shot, Shake It Off, Step Up and Strike, Step Up, Swap Places, Target of Opportunity, Team Up, Toughness, Two-Weapon Fighting, Vital Strike, Weapon Finesse, Weapon Focus.
As a standard action, the summoner general can grant this feat to all creatures summoned by his summon monster ability within 30 feet of him. The creatures retain the use of this feat until the end of the summoning. These creatures do not need to meet the prerequisites of this feat. Each creature is considered For the purpose of Teamwork Feats, The summoner general can use this ability once per day, plus one additional time per day at 12th level and for every three levels thereafter. This ability replaces weapon training 2.
Resilient Stance (Ex): Starting at 17th level, a summoner general can impart greater resilience to his summoned creatures. As a swift action, a summoner general can grant damage reduction 3/— to all creatures summoned by his summon monster ability within 30 feet of him.This ability replaces weapon training 4.
War Summoner (Ex): At 20th level, whenever a summoner general confirms a critical hit, he can use his summon monster ability as an immediate action. Whenever the summoner general gains a flanking bonus from his summoned creatures, he can increase that bonus by an additional +2 until the end of the summoning. In addition, the damage reduction gained by his summoned creatures while they are within 30 feet of him increases to 5/—. The summoner general also gains damage reduction 5/— until the end of the summoning. This ability replaces weapon mastery
Table: Summoner General