Divine Summoner (Apath)

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Unofficial rules compendium

Divine summoners cast divine spells.


"Godcaller, part of an old Sarkorian religious belief that many clans followed. They believed that certain people could call the gods themselves to serve them—in truth, these god callers were summoners and their 'gods' were merely their eidolons. Some god callers were cynics and enjoyed this deception, while others believed deeply that their eidolons were indeed 'small gods.'" - Demon's Heresy p 28.

The divine summoner is a summoner that uses divine magic. Many are spirit-worshipers and consider their eidolon to be a god in manifest form, others serve a creed that grants them an eidolon as a divine servant. Some see their eidolon as a living god and consider themselves the servant of their eidolon and not the other way around. A few dedicate themselves to a divine concept manifested through their eidolon—such as battle, death, justice, or knowledge.

Class Information

This is a summoner archetype.

Publisher: Everyman Gaming.

Hit Die: d8.

Alignment A divine summoner with a deity must have an alignment within one step of his deity's, along either the law/chaos axis or the good/evil axis.

Class Features

A divine summoner has all class abilities of the normal summoner, except as follows.

Armor and Weapon proficiency

A divine summoner is proficient with all simple weapons and with light armor and medium armor. He is also proficient with his patron's favored weapon. As a divine spellcaster, a divine summoner can freely cast spells in armor.


A divine summoner uses the cleric spell list. Cleric spells of 7th level and above are not on the divine summoner's class spell list, and a divine summoner cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 7th level or higher. A divine summoner uses orisons rather than cantrips (level zero divine spells rather than level zero arcane spells), but the effect is the same.

A divine summoner cannot cast spells or use spell-like abilities of an alignment opposed to his own or that of his patron. Spells with alignments are so noted in spell descriptions. Note that summon monster spells have the same alignment as the alignment subtypes of the creature summoned (if any).

Otherwise, a divine summoner learns and casts spells just like a summoner, including using Charisma as the casting ability, spontaneous casting, and spells known.


A divine summoner selects two domains among those available to his faith. The divine summoner gains and uses the domain powers as a cleric of his summoner level, replacing all references to Wisdom with Charisma. Add all domain spells of the two selected domains to the divine summoner's spell list. Domain spells must be added to known spells normally before they can be cast, but the divine summoner can use spell trigger and spell completion items based on these spells immediately. The divine summoner gains no domain spell slots and uses his regular spell slots to cast domain spells.


The divine summoner's eidolon is an agent of his faith, and must be of a type appropriate to his patron or creed. Depending on the divine summoner's faith, this can be any type of eidolon. The eidolon of a divine summoner with a deity must have an alignment within one step of both the summoner's and his deity's alignment.

Ex-Divine summoner

A divine summoner who changes to a forbidden alignment or grossly violates the code of conduct required by his faith loses all spells and class features, except for weapon, armor, and shield proficiencies. He cannot thereafter gain levels as a divine summoner of that faith until he atones for his deeds (see the atonement spell description).

See Also

Summary of Changed Class Abilities

The following class abilities are affected by this archetype:

  • Armor Proficiency
  • Weapon Proficiency
  • Spells

External Links

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