Summoner (Unchained) › Weapon Training
Spell Resistance (Ex)
Source: Pathfinder Unchained, p. 39
The eidolon is protected against magic, gaining spell resistance. The eidolon’s spell resistance is equal to 11 + the summoner’s level. This spell resistance does not apply to spells cast by the summoner. Requirements: Summoner level 9th.
SUMMONER SPELL LIST Summoners gain access to the following spells. While most of these spells are found in the Core Rulebook, those found in other sources are marked with superscripted abbreviations as defined on page 5.
Because they aren’t always allowed for every type of character, spells from Pathfinder RPG Advanced Race Guide, Pathfinder RPG Monster Codex, and Pathfinder RPG Mythic Adventures aren’t included in these lists. Such spells are cast at the levels indicated in those sources.
0-Level Summoner Spells—acid splash, arcane mark, daze, detect magic, guidance, light, mage hand, mending, message, open/close, read magic, resistance.
1st-Level Summoner Spells—alarm, ant haul, blurred movement, compel hostility, corrosive touch, daze monster, endure elements, enlarge person, expeditious retreat, feather fall, glue seal, grease, icicle dagger, identify, jump, jury-rig, life conduit, long arm, mage armor, magic fang, magic mouth, mount, obscuring mist, protection from chaos/evil/good/law, ray of sickening, reduce person, rejuvenate eidolon (lesser)APG, shield, summon minor monster, summon monster I, unfetter, unseen servant, ventriloquism.
2nd-Level Summoner Spells—alter self, ant haul (communal)UC, barkskin, bear’s endurance, blood armor, blur, bull’s strength, cat’s grace, create pit, cushioning bands, detect thoughts, eagle’s splendor, evolution surge (lesser)APG, fog cloud, fox’s cunning, glide, glitterdust, invisibility, levitate, misdirection, mount (communal) UC, owl’s wisdom, phantom steed, protection from arrows, protection from chaos/evil/good/ law (communal)UC, resist energy, restore eidolon (lesser)UM, see invisibility, spider climb, summon eidolon, summon monster II, summon swarm, time shudder, twisted space, warding weapon, web shelter, whip of spiders.
3rd-Level Summoner Spells—ablative barrier, aqueous orb, devolution, control summoned creature, dispel magic, displacement, evolution surge, fly, haste, heroism, invisibility sphere, life conduit (improved)UC, mad monkeys, magic circle against chaos/evil/good/law, magic fang (greater), marionette possession, minor creation, nondetection, pellet blast, phantom steed (communal)UC, protection from arrows (communal) UC, protection from energy, rain of frogs, rage, rejuvenate eidolon, resist energy (communal) UC, restore eidolon, seek thoughts, shield companion, slow, spider climb (communal) UC, spiked pit, stinking cloud, summon monster IV, tongues, water breathing, wind wall.
4th-Level Summoner Spells—acid pit, adjustable polymorph, agonize, black tentacles, charm monster, creeping ice, daze (mass) UM, dimension door, dimensional anchor, enlarge person (mass), evolution surge (greater)APG, fire shield, invisibility (greater), locate creature, major creation, obsidian flow, protection from energy (communal)UC, purified calling, reduce person (mass), solid fog, stoneskin, summon monster V, summoner conduit, tongues (communal)UC, transmogrify, vitriolic mist, wall of fire, wall of ice.
5th-Level Summoner Spells—baleful polymorph, cloudkill, conjure black pudding, contact other plane, dismissal, dispel magic (greater), hold monster, hostile juxtaposition, hungry pit, insect plague, life conduit (greater) UC, mage’s faithful hound, magic jar, overland flight, planar adaptation, planar binding (lesser), rejuvenate eidolon (greater)APG, sending, stoneskin (communal)UC, summon monster VI, teleport, wall of stone, whip of centipedes, wreath of blades.
6th-Level Summoner Spells—acid fog, banishment, bear’s endurance (mass), bull’s strength (mass), cat’s grace (mass), create demiplane (lesser)UM, creeping doom, dimensional bounce, eagle aerie, eagle’s splendor (mass), ethereal jaunt, fox’s cunning (mass), heroism (greater), ice crystal teleport, invisibility (mass), owl’s wisdom (mass), planar adaptation (mass)APG, planar binding, plane shift, repulsion, sequester, spell turning, summon monster VII, tar pool, teleport (greater), true seeing, wall of iron, whip of ants.
Fractional Base Bonuses Multiclass characters in the core rules are at a slight disadvantage when it comes to their statistics. This fractional base bonuses variant is designed to help multiclass characters fulfill their true potential and stand tall among their single-class peers. It is ideal for campaigns featuring many multiclass characters, particularly if those characters take levels in many different classes or prestige classes. Base attack bonuses and base save bonuses in the Core Rulebook progress at a fractional rate, but those fractions are eliminated because of rounding; it doesn’t make sense to distinguish a base attack bonus of +6-1/2 from a base attack bonus of +6 when a character with either bonus would hit AC 17 on a roll of 11 and miss on a 10. For ease of reference, the values in the class tables are rounded this way since it never makes a difference for single-class characters. However, for multiclass characters, this rounding often results in a base attack bonus that’s too low, as well as base save bonuses that are imbalanced. The following variant results in more accurate base bonuses for multiclass characters, based on the formulas behind the class progression tables rather than on the tables themselves. For example, a character who’s a 1st-level wizard and a 1st-level rogue has a base attack bonus (BAB) of +0 from each class, resulting in a total BAB of +0—worse than a 2nd-level wizard or 2nd-level rogue. But that’s only because each fraction was rounded down to 0 before adding them together; the character theoretically has a BAB of +3/4 from her rogue level and +1/2 from her wizard level. If the rounding was done after adding the fractional values together rather than before, the character would have a BAB of +1 (rounded down from +1-1/4)—the same as a 2nd-level wizard or rogue. BASE ATTACK BONUS There are three base attack bonus progressions. For classes with a d6 Hit Die, their BAB increases by 1/2 per level. For classes with a d8 Hit Die, their BAB increases by 3/4 per level. For classes with a d10 or d12 Hit Die, their BAB increases by 1 per level (so it’s not necessary to round the BAB for these classes). A multiclass character’s base attack bonus will only ever improve using this variant.
For example, a character who’s a 2nd-level rogue and a 9th-level wizard would have a BAB of +5 in the core rules: +1 from her rogue levels and +4 from her wizard levels. Using the fractional system, that character’s BAB would be +6, with +1-1/2 from her rogue levels and +4-1/2 from her wizard levels—enough for her to gain a second attack at a +1 bonus.
BASE SAVE BONUSES There are only two base saving throw progressions: good and poor. Good saves progress at a rate of +1/2 per level, while poor saves progress at +1/3 per level. Additionally, saving throw bonuses with a good saving throw progression start higher, effectively incorporating an additional +2 bonus. Under the core rules, this additional bonus stacks between classes, letting a character who’s a 1st-level barbarian and a 1st-level fighter have a +4 Fortitude save bonus while his Reflex and Will saves stagnate. However, this higher initial saving throw bonus is intended to act like the +3 bonus received on a class skill: you should get it only once for a particular type of saving throw, regardless of the number of classes in which you have levels. Under this variant, the +2 bonus at 1st level to a good save no longer stacks between classes, so a character’s strongest saves are sometimes decreased. However, the improvements to that character’s weakest saves usually make up the difference, and such characters
