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The beast tribes of Eorzea worship and summon forth beings known as primals, among which are Ifrit, Garuda, and Titan. Yet what is a god to one man is a demon to another, for the city-states of Eorzea see these beings as a grave threat to their collective survival. In times immemorial, there lived mages who had not only the power to summon the primals, but also the means to transmute the primals’ essences, thus binding them to their will. Known simply as summoners, the existence of these men and women and their arcane art have been all but lost to the ages.

Class Traits

Role: Controller.
Power Source: Primal
Key Abilities: Charisma, Intelligence, Constitution

Armor Proficiencies: Cloth
Weapon Proficiencies: Dagger, Quarterstaff
Implement: Rods, Staves, Wands
Bonus to Defense: +2 Will

Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier

Trained Skills: Nature. From the class skills list below, choose three more trained skills at 1st level: Arcana (Int), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Insight (Wis), Intimidate (Cha), Perception (Wis), Streetwise (Cha).

Class Features: Elemental Focus, Enlarged Summon, Ritual Casting, Summoner’s Pact.

Class Features

All of the following are class features of the summoner.

Elemental Focus

Pick an element (Earth, Fire, Ice, Lightning, Water, or Wind). Once per turn, as a minor action, you can switch the damage type of your next encounter or daily power to your chosen element.

Enlarged Summon

Once per day, you can improve your next area burst attack. Add +1 to the burst size.

Ritual Casting

You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals.

Summoner’s Pact

You have made a pact with a powerful primal. Choose one of the following primals: Diabolos, Garuda, Ifrit, Leviathan, Ramuh, Shiva, Siren, or Titan. You gain an Encounter and Daily power from your chosen primal.