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Dominants are warriors born or otherwise merged with a powerful Avatar. Seen by some as gods amongst men, they harness the power of the Avatar to strengthen themselves and bring destruction to all who oppose them.

The dominant is an archetype of the summoner class.

Weapon and Armor Proficiencies

Dominants are proficient with all simple weapons and 1 martial weapon of his choice. He is also proficient with light armor, medium armor, and shields (except tower shields). In addition, he is also proficient in his avatar’s weapons and can summon them as a swift action. (If the avatar doesn’t have a weapon, then the dominant can summon the likeness of his avatar’s natural weapons.)

This ability modifies the starting summoner weapon and armor proficiencies.

Martial Prowess

A dominant’s base attack bonus increases by one step (from 1/2 BAB to 3/4 BAB). Also increases dominant’s hit dice from d6 to d8.

Limited Spellcasting

A dominant loses access to 7th through 9th level spells and has a lower Base MP as noted below.

Table: 3/4th MP Progression

LevelBase MPSpell Level
1st21st
2nd31st
3rd41st
4th52nd
5th62nd
6th82nd
7th103rd
8th133rd
9th163rd
10th204th
11th244th
12th294th
13th345th
14th395th
15th455th
16th516th
17th576th
18th646th
19th716th
20th796th

Limit Breaks (Su)

At 1st level, the dominant receives the Limit Breaks (Eikonic Mastery and Semi-Prime).

Eikonic Mastery (Su): This Limit Break allows the dominant to temporarily harness his Avatar’s full power. The dominant may use his chosen Avatar’s Limit Break instead of his own.

Semi-Prime (Su): This Limit Break allows the dominant to partially transform into his Avatar, improving his abilities. For the duration of 1 round + 1 round per four summoner levels after 1st, for every attack the dominant makes, he may make a separate attack at the same iterative attack bonus against the same target, using his chosen Avatar’s basic attack instead of his own (such as Ramuh’s Lightning Staff, or Odin’s Longsword). These additional attacks can be made any time a dominant rolls an attack roll that would result in direct damage, and he only gains 1 attack, even if the Avatar would typically have two (such as two claws, or two hooves). This includes attacks of opportunity, as well as haste effects that grant an additional attack. Attack rolls that would not directly result in damage do not allow for these extra attacks. Additionally, the dominant gains access to their Avatar’s additional movement speeds (such as swim or flying speeds) during this time. This limit break requires only a swift action.

These abilities replace the summoner’s base limit breaks.

Spellcasting

A dominant loses access to the summoner spell list and instead gains black mage or white mage elemental spells based on his element of his Eikon (if multiple, such as Phoenix, then must choose between the two elements; if his Eikon does not have an element, then the dominant gains access to non-elemental spells) as well as spells from his avatar that it could cast.

This ability modifies spellcasting.

Partial-Priming (Su)

A dominant can call upon his Eikon for strength and ferocity, granting him additional combat prowess. At 1st level, a dominant begins play with the ability to host a powerful outsider called an Eikon. The dominant must choose which Eikon to host, from the following: Alexander, Bismarck, Carbuncle, Diabolos, Fenrir, Garuda, Ifrit, Ixion, Leviathan, Odin, Phoenix, Ramuh, Shiva, Titan or Yojimbo. A dominant can partial-prime for a number of rounds per day equal to 4 + his Constitution modifier. For each level after 1st he possesses, the dominant can partial-prime for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from dwarf’s endurance, do not increase the total number of rounds that a dominant can partial-prime per day. A dominant can enter a partial-prime as a free action. The total number of rounds of partial-prime per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in a partial-prime, a dominant gains the benefits of his partial-prime form, gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws but takes a –2 penalty to his Armor Class. In addition, he also deals 1d6 points of elemental damage based on his Eikon (if multiple, such as Phoenix, then it deals half and half of each element). He also gains 2 temporary hit points per Hit Die.

These temporary hit points are lost first when a character takes damage, disappear when the partial-prime ends, and are not replenished if the dominant enters a partial-prime again within 1 minute of his previous partial-prime. While in a partial-prime, a dominant cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting). A dominant can end his partial-prime as a free action and is fatigued for 1 minute after a partial-prime ends. This fatigue cannot be reduced or mitigated in any way and applies even to normally fatigue-immune characters, but can be cured as normal. A dominant can’t enter a new partial-prime while fatigued or exhausted but can otherwise enter a partial-prime multiple times per day. If a dominant falls unconscious, his partial-prime immediately ends. Partial-prime does not stack with rage or defensive stance.

This ability replaces avatar and life link.

Armored Mage (Ex)

At 1st level, normally, armor of any kind interferes with a spell-caster’s gestures, which can cause spells to fail if those spells have a somatic component. A dominant’s limited focus and specialized training, however, allows him to avoid spell failure so long as he sticks to light armor and light shields. This training does not extend to medium armor or to heavy shields. This ability does not apply to spells gained from a different spell-casting class. At 7th level, a dominant learns to use medium armor with no chance of spell failure. At 10th level, a dominant learns to use heavy shields with no chance of spell failure.

This ability replaces summon gear, summoner bonds, summon tactics, and balanced summoning.

Summon Elemental (Su)

Starting at 2nd level, a dominant can summon a Minor Elemental matching his Avatar’s element, choosing between a Minor Air Elemental, Minor Earth Elemental, Minor Fire Elemental, Minor Ice Elemental, Minor Lightning Elemental, Minor Holy Elemental, Minor Shadow Elemental, or Minor Water Elemental. Avatars that lack an element, like Odin and Bahamut, gain Minor Arcane Elemental instead, and Avatars with multiple elements (such as Phoenix) may choose between the two elementals. A dominant can use this ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the dominant uses to partial prime. As a result, he can only use this ability when he is not partial-priming. He can use this ability as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level).

At 5th level, and every three summoner levels thereafter, the power of this ability increases, allowing the dominant to summon more powerful creatures (to a maximum of Elder Elementals at 17th level).

A dominant cannot have more than one Elemental Summon active in this way at one time. If this ability is used again, any existing elemental immediately vanishes. This feature counts as Summon Monster I for the purposes of other features or talents that specify it.

This ability replaces all the summon monster class features.

Eikonic Infusion (Su)

At 2nd level, the dominant begins to be able to harness further abilities of his Avatar. While harnessing his Avatar, the dominant may use his Avatar’s second level ability (such as Alexander’s Blast Punch, Carbuncle’s Ruby Sparkle, or Odin’s Adamantine Strike) as if he were the Avatar, following all of the same rules and cooldowns. At 4th level, and every two summoner levels thereafter, he gains the Avatar’s further abilities at each of those levels, treating himself as the Avatar for the purposes of those abilities.

This ability replaces summon talents and advanced summon talents.

Augment Summoning

The dominant can use this feat with his summon elemental class feature.

This ability modifies augment summoning.

Channeled Power (Su)

At 3rd level, the dominant gains the warrior’s Chosen Weapon ability, treating his Avatar’s weapons (and natural weapons) as his chosen weapon group. He treats his level for the purpose of Chosen Weapon bonus as his total summoner level -2.

This ability replaces bond senses and balanced summoning.

Blessing of the Eikon (Su)

At 3rd level, the dominant, while under partial-prime, uses his summoner level as his BAB.

This ability replaces blood pact, stable summoning, master of matter, and summoning mastery.

Eikon Shielding (Su)

At 5th level, the dominant receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the dominant is grappled, helpless, paralyzed, stunned, or unconscious.

This ability replaces shield ally.

Focused Fury (Su)

At 7th level, the dominant reduces the cooldown of all Avatar abilities by 1 round, and reduces the MP cost of all Avatar abilities by 1. Additionally, the DC of all Avatar abilities is increased by 2.

This ability replaces maker’s call.

Superior Summoning (Su)

The dominant summons 1 additional elemental using his summon elemental class feature.

This ability modifies superior summoning.

Eikon Flurry (Su)

At 9th level, whenever the dominant takes a full-attack action while harnessing his Avatar, he may make an additional attack at his highest BAB using one of his Avatar’s weapons. This attack does not stack with similar effects, such as Haste or his Semi-Prime limit break.

This ability replaces transposition.

Greater Partial-Priming (Ex)

At 11th level, a dominant in a partial-prime gains the benefit of his greater partial-prime form. While partial priming, a dominant’s bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while partial-priming increases to +3. While partial priming, he is immune to fear effects. In addition, the amount of temporary hit points gained and elemental damage he deals when entering a partial-prime increases to 3 per summoner level and 2d6 points of elemental damage.

This ability replaces greater blood pact.

Greater Eikon Shielding (Su)

At 11th level, whenever an ally is within a dominant’s reach, the ally receives a +2 shield bonus to its Armor Class and a +2 circumstance bonus on its saving throws. If the dominant is by himself, he gains a +4 to these bonuses instead. This bonus does not apply if the dominant is grappled, helpless, paralyzed, stunned, or unconscious.

This ability replaces greater shield ally.

Dominance (Su)

At 13th level, any time the dominant reduces a creature to 0 HP, the cooldown of all of his Avatar Abilities is reduced by 1 round.

This ability replaces life bond.

Elemental’s Charm (Su)

Starting at 14th level, whenever the summoner uses his summon elemental class feature, he increases the duration by a number of rounds equal to half his summoner level (rounded down).

At 20th level, once per day, the dominant can change the duration of a single summon elemental class feature to permanent. If the permanent creatures are killed, the dominant may reuse this ability 1 hour later. The dominant can only ever have 1 permanent summon active at one time.

This ability modifies summoner’s charm.

Paragon Summons (Ex)

This ability affects his summon elemental class feature only.

This ability modifies paragon summons.

Tireless Partial-Prime (Ex)

At 17th level and higher, a dominant no longer becomes fatigued at the end of his partial-prime. If he enters a partial-prime again within 1 minute of ending a partial-prime, he doesn’t gain any temporary hit points from his partial-prime.

This ability replaces tireless pact.

Superior Eikon Shielding (Su)

At 17th level, whenever an ally is within the dominant’s reach, the ally receives a damage reduction of 2/-, in addition to the bonuses to AC and saving throws.  If the dominate is by himself, he gains the damage reduction of 5/-.

This ability replaces superior shield ally.

True Eikon (Su)

At 19th level, a dominant can use the full power of his Avatar. All Avatar abilities always deal the maximum amount possible, except Limit Breaks.

This ability replaces merge forms.

Mighty Partial-Prime (Ex)

At 20th level, a dominant in a partial-prime gains the benefit of his mighty partial-prime form. While partial-priming, a dominant’s bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while partial-priming increases to +4. In addition, the amount of temporary hit points gained and elemental damage he deals when entering a partial-prime increases to 4 per summoner level and 3d6 points of elemental damage.

This ability replaces mighty blood pact.

Full Priming (Su)

At 20th level, as a full-round action, once per day, the dominant can fully transform into his Eikon (any CR 15 or lower of his avatar he chosen with Partial Priming) for 1 minute, unleashing its full power. This transformation includes all of the dominant’s gear. While transformed in this way, the dominant’s Strength, Dexterity, and Constitution scores change to match the base scores of his primal avatar as well as his size.  He can choose to have any gear that he carries become absorbed by his new form. Items with continuous effects continue to function while absorbed in this way. The dominant loses his natural attacks and all racial traits (except bonus feats, skills, and languages) in favor of the abilities granted by his avatar. The dominant retains all of his class features. The dominant can end this effect as a free action.

This ability replaces twin avatar.