Knight Summoner 

(Cavalier Archetype)

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. 


Class Features

The knight summoner has the following class features.


Alignment

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. 

This ability replaces tactician, greater tactician, and master tactician.


Expert Summoner (Ex)

At 4th level, a knight summoner gains Augmented Summoning as a bonus feat. He does not have to meet any requirements for this feat. 

This ability replaces expert trainer.


Shield Ally (Ex)

At 5th level, whenever a knight summoner is mounted on or within his mount’s reach, the knight summoner receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the mount is grappled, helpless, paralyzed, stunned, or unconscious. 

This ability replaces banner.


Knight’s Call (Su)

At 6th level, as a standard action, a knight summoner can call his mount to his side. This functions as dimension door, using the knight summoner’s level as his caster level. When used, the mount appears adjacent to the knight summoner (or as close as possible if all adjacent spaces are occupied). If the mount is out of range, the ability is wasted. The knight summoner can use this ability once per day at 6th level, plus one additional time per day for every four levels beyond 6th. 

This ability replaces the bonus feat gained at 6th level.


Greater Summoner (Ex)

At 10th level, a knight summoner gains Superior Summoning as a bonus feat. He does not have to meet any requirements for this feat. 

This ability replaces challenge 3/day.


Transposition (Su)

At 12th level, a knight summoner can use his knight’s call ability to swap locations with his mount. If it is larger than him, he can appear in any square occupied by the mount. The eidolon must occupy the square that was occupied by the knight summoner if able, or as close as possible if it is not able. 

This ability replaces the bonus feat gained at 12th level.


Greater Shield Ally (Ex)

At 14th level, whenever an ally is within a knight summoner’s mount’s reach, the ally receives a +2 shield bonus to its Armor Class and a +2 circumstance bonus on its saving throws. If this ally is the knight summoner, these bonuses increase to +4. This bonus does not apply if the mount is grappled, helpless, paralyzed, stunned, or unconscious. 

This ability replaces greater banner.


Summoner (Ex)

At 16th level, three times per day, a knight summoner can take the maximum of all Hit Die of a single creature summoned when determining its starting hit points. At 16th level and every 2 levels after, the knight summoner can use this ability one additional time per day. 

This ability replaces challenge 6/day.


Life Bond (Su)

At 18th level, a knight summoner’s life becomes linked to his mount’s. As long as the mount has 1 or more hit points, the knight summoner is protected from harm. Damage in excess of that which would reduce the knight summoner to fewer than 0 hit points is instead transferred to the mount. This damage is transferred 1 point at a time, meaning that as soon as the mount is reduced to a number of negative hit points equal to its Constitution score, all excess damage remains with the knight summoner.


Effects that cause death but not damage are unaffected by this ability. This ability does not affect spells like baleful polymorph, flesh to stone, or imprisonment, or other spells that do not cause actual damage. 

This ability replaces the bonus feat gained at 18th level.


Supreme Summoner (Su)

At 20th level, a knight summoner becomes infused with the power of summoning magic. As a swift action, a knight summoner can change the duration of his summon monster ability to permanent. He can have no more than one use of his summon monster ability made permanent in this way at one time. If he designates another use of his summon monster ability as permanent, the previous use immediately ends. In addition, the knight summoner gains the ability to speak with any creature that has a language (as per the tongues spell), and all creatures he summons do an additional 2d6 holy damage on all attacks. 

This ability replaces supreme charge.


Table: Knight Summoner