SUMMONING MAGE
This archetype applies to the mage and battle mage classes.
Requirements: Arcane, celestial, elemental*, infernal, occult, or primal casting.
Losses:
- 1st - Eldritch Armor
- 1st - Eldritch Weapon
- 2nd - Augment
- 4th - Augment
- All 6th-level+ augments restricted
Gains:
- 1st - Battle Summoning: As a +1 metamagic effect you can cast a Calling or Summoning invocation that normally takes 1 round to cast as a full-round action.
- 1st - Familiar: You gain the Familiar augment.
- 2nd - Eldritch Arms (Su): So long as you and your familiar are within 10 feet/level of each other, you both gain an enhancement bonus to all your attacks and to your armor equal to 1/4th your level. This doesn't stack with enhancements gained from other sources.
- 4th - Greater Battle Summoning: As a +2 metamagic effect you can cast a Calling or Summoning invocation that normally takes 1 round to cast as a standard action.
- 6th-20th - You can only select the Aspect, Battle Familiar, Fearsome Familiar, Formidable Familiar, Inseparable Familiar, Otherworldly Familiar, Shield Ally, and Travel Familiar as augments. Aspect requires Inseparable Familiar and grants you Aspect and Greater Aspect as a summoner of the same level. Shield Ally grants you Shield Ally and Greater Shield Ally as a Summoner of the same level.
- You can gain Twin Eidolon as an alternate capstone but it applies to your familiar and requires you to have Otherworldly Familiar.
*If your tradition is elemental, you must take Improved Familiar and Otherworldly familiar as soon as possible. Your familiar becomes an outsider (elemental) native to one of the elemental planes. You choose one option: air, earth, fire, or water. They're native to this plane, gain this subtype, immunity to the damage types associated with it and vulnerability to the opposing type.