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.