Astral Captain (Summoner/Fighter)

Some summoners lean more toward a martial path. Amongst these, a more specialized group devotes extra time to bonding with a variety of extra-planar creatures, the better to cooperate with them in battle. These astral commanders eschew the summoner's usual eidolon companion in favor of extensive combat training with their extra-planar coterie. When the time is right, the astral captain can rally them to his cause and amass a small but powerful strike force. (Original Concept by Flak)

Primary Class: Summoner.

Secondary Class: Fighter.

Alignment: Any.

Hit Dice: d8.

Bonus Skills and Ranks: The astral captain may select three fighter skills to add to his class skills in addition to the normal summoner class skills. The astral captain gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The astral captain is proficient with all simple and martial weapons. The astral captain is also proficient with light armor. An astral captain can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an astral captain wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass astral captain still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Diminished Spellcasting: An astral captain may cast one