Summoner
"Whatcha want with me? Espers? Espers, hmm.. haven't heard that word in a long while…"
Espers, Aeons, Eidolons - no matter which world you travel to, there will always be those that seek the power of the strange beasts that dwell in lands beyond most mortal knowing. Occasionally seen bearing horns upon their brow - either in imitation, or as an artifact of the ancient summoner bloodlines - these wizards invoke ancient pacts to rend the battlefield with the strength of power bargained for so many eons ago.
Summoners will use an action to summon a pet at their side! Then on their own the pet will take an action every 30D for a set amount of time described below. The Summoner may take other actions while this is ongoing, up to and including summoning more pets on the field. Take to mind however that only one instance of a summon can be present, so you cannot have your entire party summon fifteen Bahamuts and laugh. Pets are not valid targets for anything, cannot gain enhancements or be inflicted with statuses, and have no HP/MP.
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Equipment
Staff, Dagger, Rod, Whip, Mystic Armor
Bare
Strength: Medium, Ranged, Enchanted
Blocking: No
Defense: Mystic
Style: Magical
Bonus: Pick one set
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Summon
Alexander
Ability Slot Cost: 3
Type: Action
Magic, Elemental: Holy
Target: Single
40D F15 MP: 75
Summons Alexander for three actions. When Alexander is summoned, creation a separate turn marker for it, starting at 30D. Each time Alexander takes a turn, it deals (6 x MAG + d8) magical Holy damage to a single target. Each of Alexander's actions is 30D (unmodified by the summoner's speed), and its damage is unaffected by statuses and enhancements on the summoner as well. After Alexander takes three turns, remove its turn marker from the initiative list.
CoS: 100
Adjustment: +25 MP, +3 Power per tier above 1.
Bahamut
Ability Slot Cost: 3
Type: Action
Magic
Target: Group
40D F15 MP: 120
Bahamut deals (18 x MAG + d12) magical piercing damage to all enemies. Bahamut will take its first action 90D after being summoned and acts only once.
CoS: 100
Adjustment: +40 MP, +9 Power per tier above 1.
Fairy
Ability Slot Cost: 3
Type: Action
Magic, Recovery
Target: Single
40D F15 MP: 75
Summons Fairy for three actions. When Fairy is summoned, creation a separate turn marker for it, starting at 30D. Each time Fairy takes a turn, it restores (6 x MAG + d8) HP to a single target. Each of Fairy's actions is 30D (unmodified by the summoner's speed), and its restoration is unaffected by statuses and enhancements on the summoner as well. After Fairy takes three turns, remove its turn marker from the initiative list.
CoS: 100
Adjustment: +25 MP, +3 Power per tier above 1.
Fenrir
Ability Slot Cost: 3
Type: Action
Magic
Target: Single
40D F15 MP: 75
Summons Fenrir for three actions. When Fenrir is summoned, creation a separate turn marker for it, starting at 30D. Each time Fenrir takes a turn, select an ally - until the end of that ally's next turn, he receives -25% incoming damage and deals +25% outgoing damage. Each of Fenrir's actions is 30D (unmodified by the summoner's speed), and is unaffected by statuses and enhancements on the summoner as well. After Fenrir takes three turns, remove its turn marker from the initiative list.
CoS: 100
Adjustment: +25 MP per tier above 1.
Hades
Ability Slot Cost: 3
Type: Action
Magic, Elemental: Shadow
Target: Single
40D F15 MP: 75
Summons Hades for three actions. When Hades is summoned, creation a separate turn marker for it, starting at 30D. Each time Hades takes a turn, it deals (6 x MAG + d8) magical Shadow damage to a single target. Each of Hades' actions is 30D (unmodified by the summoner's speed), and its damage is unaffected by statuses and enhancements on the summoner as well. After Hades takes three turns, remove its turn marker from the initiative list.
CoS: 100
Adjustment: +25 MP, +3 Power per tier above 1.
Ifrit
Ability Slot Cost: 3
Type: Action
Magic, Elemental: Fire
Target: Special
40D F15 MP: 75
Summons Ifrit for three actions. When Ifrit is summoned, creation a separate turn marker for it, starting at 30D. Each time Ifrit takes a turn, it deals (6 x MAG + d8) magical Fire damage to a single target. Each of Ifrit's actions is 30D (unmodified by the summoner's speed), and its damage unaffected by statuses and enhancements on the summoner as well. After Ifrit takes three turns, remove its turn marker from the initiative list.
CoS: 100
Adjustment: +25 MP, +3 Power per tier above 1.
Leviathan
Ability Slot Cost: 3
Type: Action
Magic, Elemental: Water
Target: Special
40D F15 MP: 75
Summons Leviathan for three actions. When Leviathan is summoned, creation a separate turn marker for it, starting at 30D. Each time Leviathan takes a turn, it deals (6 x MAG + d8) magical Water damage to a single target. Each of Leviathan's actions is 30D (unmodified by the summoner's speed), and its damage is unaffected by statuses and enhancements on the summoner as well. After Leviathan takes three turns, remove its turn marker from the initiative list.
CoS: 100
Adjustment: +25 MP, +3 Power per tier above 1.
Ramuh
Ability Slot Cost: 3
Type: Action
Magic, Elemental: Lightning
Target: Special
40D F15 MP: 75
Summons Ramuh for three actions. When Ramuh is summoned, creation a separate turn marker for it, starting at 30D. Each time Ramuh takes a turn, it deals (6 x MAG + d8) magical Lightning damage to a single target. Each of Ramuh's actions is 30D (unmodified by the summoner's speed), and its is damage unaffected by statuses and enhancements on the summoner as well. After Ramuh takes three turns, remove its turn marker from the initiative list.
CoS: 100
Adjustment: +25 MP, +3 Power per tier above 1.
Shiva
Ability Slot Cost: 3
Type: Action
Magic, Elemental: Ice
Target: Special
40D F15 MP: 75
Summons Shiva for three actions. When Shiva is summoned, creation a separate turn marker for it, starting at 30D. Each time Shiva takes a turn, it deals (6 x MAG + d8) magical Ice damage to a single target. Each of Shiva's actions is 30D (unmodified by the summoner's speed), and its damage is unaffected by statuses and enhancements on the summoner as well. After Shiva takes three turns, remove its turn marker from the initiative list.
CoS: 100
Adjustment: +25 MP, +3 Power per tier above 1.
Unicorn
Ability Slot Cost: 3
Type: Action
Magic
Target: Single
40D F15 MP: 75
Summons Unicorn for three actions. When Unicorn is summoned, creation a separate turn marker for it, starting at 30D. Each time Unicorn takes a turn, remove a single negative status from a single target. Each of Unicorn's actions is 30D (unmodified by the summoner's speed), and is unaffected by statuses and enhancements on the summoner as well. After Unicorn takes three turns, remove its turn marker from the initiative list.
CoS: 100
Adjustment: +25 MP, +3 Power per tier above 1.
Supports
Halve MP
Passive Slot Cost: 6
Type: Support
Apply a x0.5 Power multiplier to the MP cost of all the Summoner's abilities.
Headsman
Passive Slot Cost: 3
Type: Support
Any time the Summoner or one of his summon's KOs, Ejects or Stones an enemy, the Summoner receives MP equal to his (SPR x 6) for each defeated enemy.
Adjustment: +2 power per tier above one.