While the Aestivic knights are the primary protectors of the Summer Kingdom, knight summoners both complement and support them in their role. Knight summoners employ arcane magic to summon allies to their side to aid them in their defense of the Kingdom. While not a powerful as true summoners, these battlefield commanders control their summoned creatures though force of will in both offensive and defensive tactics.
The knight summoner has the following class features.
A knight summoner must be of good alignment.
Summon Monster I (Sp)
Starting at 1st level, a knight summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma 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 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the knight summoner must pay any required material components. A knight summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate 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.