Summoner

PrimaryFocus HP12

Someone else does the fighting.

Gain a talent with expertise related to monsters and the planes they come from.

Core Feats

Field Command

You’ve drilled the creatures under your command until they fight the way you do. You’re proficient with precise weapons. You know a number of techniques equal to twice your Prowess, can have a number of them readied equal to your Prowess, and can use a learned technique only while it’s readied.

You can use the Control Companion technique more than once on your turn, and it doesn’t cost additional AP when you use it again. A creature you direct can use any technique you have readied as well as its own, attacking with its own natural weapons.

A creature you control is a summon, a companion, a familiar, or anything else acting under your direction.

Spot
Spend 1 AP and mark 1-fatigue to name a creature you can see. Creatures you control become prepared to attack it.

Choose two drills. You can trade one for another when you take the Level Up downtime activity.

Screen
Creatures you control know the Take the Hit technique, and you’re their leader.
Relay
You can direct creatures you control that you can’t see, as long as they’re within 120 feet of you.
Deploy
Before the first turn of a combat, one creature you control moves up to its speed.
Evade
The Dodge technique costs a creature you control 1 AP.
Reposition
One creature you control moves up to half its speed whenever you use Spot.

Summoning

When you take this feat, you choose the kind of creature you summon and whether you summon a single champion or a group of minions. Neither choice can be changed.

Kind
A beast, a celestial, a dragon, an elemental, a fiend, an ooze, or an undead. An elemental is air, fire, ice, stone, or storm. An ooze is acid or poison.
Shape
One champion, or two minions. Stat blocks for every kind in both shapes are provided with this feat.

Spend 3 AP and mark 2-fatigue to summon, placing your summons in unoccupied spaces you can see within 30 feet. As each one appears it can use a technique that costs 1 AP, and you don’t spend the AP for it. You can summon a number of times equal to your Prowess, regaining one use when you take the Prepare downtime activity and all spent uses as part of your daily preparations. Summoning again dismisses any summons you already have out.

They act only when you direct them with the Control Companion technique. They have their own hit points, AC, and fatigue, and they roll their own attacks and ability checks.

They’re your allies. When one of them misses with an attack roll, the spotlight passes, the same as when you miss. Spend a Luck Point to power any move of theirs that costs Doom.

A summon appears with full hit points and is healed by the Tend Wounds downtime activity like any other ally. It stays until it drops to 0 HP, until you dismiss it for 1 AP, or until you fall unconscious, and a summon more than 120 feet from you at the end of your turn is banished. However one leaves, it returns where it came from, and summoning it again spends another use.