Ba Summoner (3.5e Class)

Summary::Monster summoners capable of manifesting the spirits of the dead. Length::20 Minimum Level::1 Base Attack Bonus Progression::Poor Fortitude Save Progression::Poor Reflex Save Progression::Poor Will Save Progression::Good Class Ability::Arcane Spellcasting Class Ability::Prepared Spellcasting Class Ability Progression::Full

Allowed Alignments::Lawful Good Allowed Alignments::Lawful Neutral Allowed Alignments::Lawful Evil Allowed Alignments::Neutral Good Allowed Alignments::Neutral Allowed Alignments::Neutral Evil Allowed Alignments::Chaotic Good Allowed Alignments::Chaotic Neutral Allowed Alignments::Chaotic Evil

Ba Summoner
When a creature perishes, its soul departs for the ethereal plane and then beyond to its afterlife. For a brief moment, the creature is but a ghost, a personality and memory imprinted on the mutable mists of the ethereal plane. The ba summoner has named this temporary state the "ba", and has found a way to take the imprint and stabilize it before it is washed away by time and the flow of mist. With the magic of the ba summoner, they may breath new life into their creatures so that they will live again, this time fighting on the side of the summoner.

Making a Ba Summoner
Abilities: Ba summoners rely on a strong Wisdom, which powers their save DCs and bonus spells, while Charisma determines the highest level spells they can cast, as well as helping with planar binds. It sets the save DCs for their spells, and the number of spells per day. As they will often go into the heat of battle, they need a sturdy Constitution score in order not to die, and Dexterity will keep their AC up. Intelligence gives them more skills to work with, leaving Strength least important.

Races: Any.

Alignment: Any.

Starting Gold: 5d4&times;10 gp (125 gp).

Starting Age: As wizard.

{| class="zebra d20" Hit Die: d8 ! rowspan="2" | Level ! rowspan="2" | Base Attack Bonus ! colspan="3" | Saving Throws ! rowspan="2" | Special ! colspan="10" | Spells per Day ! Fort || Ref || Will ! 0 || 1st || 2nd || 3rd || 4th || 5th || 6th || 7th || 8th || 9th Class Skills (Skill Points::4 + Int modifier per level, &times;4 at 1st level)
 * 1st||class="left" | +0 || +0 || +0 || +2
 * class="left" | Akh Totem, Summon Ba
 * 3||1||—||—||—||—||—||—||—||—
 * 2nd||class="left" | +1 || +0 || +0 || +3
 * class="left" | Akh Binding
 * 4||2||—||—||—||—||—||—||—||—
 * 3rd||class="left" | +1 || +1 || +1 || +3
 * class="left" | Spirit Medium
 * 4||2||1||—||—||—||—||—||—||—
 * 4th||class="left" | +2 || +1 || +1 || +4
 * class="left" | Akh Totem
 * 4||3||2||—||—||—||—||—||—||—
 * 5th||class="left" | +2 || +1 || +1 || +4
 * class="left" | Channal Ba
 * 4||3||2||1||—||—||—||—||—||—
 * 6th||class="left" | +3 || +2 || +2 || +5
 * class="left" |
 * 4||3||3||2||—||—||—||—||—||—
 * 7th||class="left" | +3 || +2 || +2 || +5
 * class="left" | Spelltouched Summoning (1 spell)
 * 4||4||3||2||1||—||—||—||—||—
 * 8th||class="left" | +4 || +2 || +2 || +6
 * class="left" | Akh Totem, Spirit Medium
 * 4||4||3||3||2||—||—||—||—||—
 * 9th||class="left" | +4 || +3 || +3 || +6
 * class="left" |
 * 4||4||4||3||2||1||—||—||—||—
 * 10th||class="left" | +5 || +3 || +3 || +7
 * class="left" | Warp Gate (Transport)
 * 4||4||4||3||3||2||—||—||—||—
 * 11th||class="left" | +5 || +3 || +3 || +7
 * class="left" | Overdrive
 * 4||4||4||4||3||2||1||—||—||—
 * 12th||class="left" | +6/+1 || +4 || +4 || +8
 * class="left" | Akh Totem
 * 4||4||4||4||3||3||2||—||—||—
 * 13th||class="left" | +6/+1 || +4 || +4 || +8
 * class="left" | Spirit Medium
 * 4||4||4||4||4||3||2||1||—||—
 * 14th||class="left" | +7/+2 || +4 || +4 || +9
 * class="left" | Spelltouched Summoning (2)
 * 4||4||4||4||4||3||3||2||—||—
 * 15th||class="left" | +7/+2 || +5 || +5 || +9
 * class="left" | Warp Gate (Calling)
 * 4||4||4||4||4||4||3||2||1||—
 * 16th||class="left" | +8/+3 || +5 || +5 || +10
 * class="left" | Akh Totem
 * 4||4||4||4||4||4||3||3||2||—
 * 17th||class="left" | +8/+3 || +5 || +5 || +10
 * class="left" | Channal Ba
 * 4||4||4||4||4||4||4||3||2||1
 * 18th||class="left" | +9/+4 || +6 || +6 || +11
 * class="left" | Spirit Medium
 * 4||4||4||4||4||4||4||3||3||2
 * 19th||class="left" | +9/+4 || +6 || +6 || +11
 * class="left" | Guardian Force
 * 4||4||4||4||4||4||4||4||3||3
 * 20th||class="left" | +10/+5 || +6 || +6 || +12
 * class="left" | Akh Totem, Twin Summons, Warp Gate (standard action)
 * 4||4||4||4||4||4||4||4||4||4
 * - class="noalt"
 * colspan="42" class="skill" |
 * class="left" | Akh Totem
 * 4||4||4||4||4||4||3||3||2||—
 * 17th||class="left" | +8/+3 || +5 || +5 || +10
 * class="left" | Channal Ba
 * 4||4||4||4||4||4||4||3||2||1
 * 18th||class="left" | +9/+4 || +6 || +6 || +11
 * class="left" | Spirit Medium
 * 4||4||4||4||4||4||4||3||3||2
 * 19th||class="left" | +9/+4 || +6 || +6 || +11
 * class="left" | Guardian Force
 * 4||4||4||4||4||4||4||4||3||3
 * 20th||class="left" | +10/+5 || +6 || +6 || +12
 * class="left" | Akh Totem, Twin Summons, Warp Gate (standard action)
 * 4||4||4||4||4||4||4||4||4||4
 * - class="noalt"
 * colspan="42" class="skill" |
 * class="left" | Akh Totem, Twin Summons, Warp Gate (standard action)
 * 4||4||4||4||4||4||4||4||4||4
 * - class="noalt"
 * colspan="42" class="skill" |

Class Features
All of the following are class features of the ba summoner.

Weapon and Armor Proficiency: Ba Summoners are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a ba summoner's gestures, which can cause her spells with somatic components to fail.

A ba summoner must choose and prepare her spells ahead of time like a wizard. To learn, prepare, or cast a spell, the ba summoner must have an Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ba summoner's spell is 10 + the spell level + the ba summoner's Wisdom modifier. Like other spellcasters, a ba summoner can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Ba Summoner. In addition, she receives bonus spells per day if she has a high Wisdom score. Unlike a bard or sorcerer, a ba summoner may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the ba summoner decides which spells to prepare.

0&mdash;acid splash, amanuensisSpC, arcane mark, caltropsSpC, create water, cure minor wounds, dancing lights, detect magic, guidance, mage hand, open/close, read magic, resistance

1st&mdash;alarm, babau slimeSpC, benign transpositionSpC, bless, blessed aimSpC, blood windSpC, breath of the jungleSpC, buzzing beeSpC, cloudburstSpC, comprehend languages, corrosive graspSpC, cure light wounds, deep breathSpC, dispel wardSpC, ebon eyesSpC, ectoplasmic armorSpC, endure elements, enlarge person, enrage animalSpC, entropic shield, familiar pocketSpC, floating disk, foundation of stoneSpC, grease, greater mage handSpC, guiding lightSpC, hail of stoneSpC, hide from animals, hide from undead, hold portal, ice gauntletSpC, irongutsSpC, lesser orb of acidSpC, lesser orb of coldSpC, lesser orb of electricitySpC, lesser orb of fireSpC, lesser orb of soundSpC, low-light visionSpC, mage armor, magic fang, magic weapon, master's touchSpC, mount, nerveskitterSpC, nightshieldSpC, obscuring mist, persistent bladeSpC, portal beaconSpC, protection from chaos/evil/good/law, reduce person, resist planar alignmentSpC, resurganceSpC, rope trick, sanctuary, shield, shield of faith, slideSpC, summon monster I*, summon nature's ally I*, summon undead I*SpC, targeting raySpC, thunderheadSpC, unseen servant, wall of smokeSpC

2nd&mdash;acid arrow, aid, aiming at the targetSpC, arcane lock, augment familiarSpC, augury, aura against flameSpC, baleful transpositionSpC, battering ramSpC, bear's endurance, bull's strength, burrowSpC, cat's grace, cloak poolSpC, cloud of bewildermentSpC, create magic tattooSpC, cure moderate wounds, dark waySpC, desiccating bubbleSpC, discolor poolSpC, divine protectionSpC, eagle's splendor, earthen graspSpC, ectoplasmic feedbackSpC, ethereal chamberSpC, false life, fins to feetSpC, flame daggerSpC, flaming sphere, fog cloud, force ladderSpC, fox's cunning, fuse armsSpC, ghost touch armorSpC, ghoul glyphSpC, glitterdust, greater alarmSpC, greater slideSpC, heroicsSpC, ice daggerSpC, ice knifeSpC, infernal woundSpC, inky cloudSpC, invisibility, levitate, magic mouth, malevolent miasmaSpC, marked objectSpC, mountain stanceSpC, nature's favorSpC, owl's wisdom, phantasmal assailantsSpC, phantom foeSpC, portal alarmSpC, produce flame, protection from arrows, resist energy, see invisibility, shadow maskSpC, shadow spraySpC, shield other, slapping handSpC, snake's swiftnessSpC, spectral hand, speak to alliesSpC, spider climb, splinterboltSpC, spiritual weapon, status, summon monster II*, summon nature's ally II*, summon swarm*, summon undead II*SpC, swift flySpC, swimSpC, wall of gloomSpC, web

3rd&mdash;air breathingSpC, amorphous formSpC, analyze portalSpC, anticipate teleportationSpC, antidragon auraSpC, arcane sight, avoid planar effectsSpC, bands of steelSpC, blink, bottle of smokeSpC, call lightning, capricious zephyrSpC, cloak of braverySpC, clutch of orcusSpC, contagious fogSpC, corpse candleSpC, create food and water, cure serious wounds, darkfireSpC, deeper darkvisionSpC, demon dirgeSpC, devil blightSpC, diamondsteelSpC, dispel magic, dragonskinSpC, earthen graceSpC, enhance familiarSpC, explosive runes, fell the greatest foeSpC, fly, fortify familiarSpC, gaseous form, ghost touch weaponSpC, giant's wrathSpC, girallon's blessingSpC, glowing orbSpC, glyph of warding, greater mage armorSpC, greater magic fang, greater magic weapon, hamatula barbsSpC, haste, helping hand, heroism, ice axeSpC, icelanceSpC, illusory script, incorporeal enhancementSpC, interplanar messageSpC, invisibility sphere, jagged toothSpC, keen edge, kelpstrandSpC, lesser spell immunitySpC, lesser telepathic bondSpC, magic circle against chaos/evil/good/law, manyjawsSpC, mass aidSpC, mass mage armorSpC, mass resurganceSpC, mass snake's swiftnessSpC, nature's balanceSpC, nauseating breathSpC, phantom steed, primal formSpC, rage, regal processionSpC, reverse arrowsSpC, ring of bladesSpC, secret page, sepia snake sigil, servant hoardeSpC, shadow bindingSpC, shadow cacheSpC, shadow phaseSpC, shield of wardingSpC, sign of sealingSpC, skull watchSpC, sleet storm, snare, sonorous humSpC, speak with dead, spectral weaponSpC, spell vulnerabilitySpC, spiritjawsSpC, standing waveSpC, steeldanceSpC, stinking cloud, stony graspSpC, summon elysian thrush*SpC, summon monster III*, summon nature's ally III*, summon undead III*SpC, suppress glyphSpC, tiny hut, tongues, vine mineSpC, vipergoutSpC, wall of lightSpC, weapon of energySpC, weapon of impactSpC, water breathing, water walk, wind wall

4th&mdash;'arcane eye, assay spell resistanceSpC, astral hospiceSpC, attune formSpC, backlashSpC, battle hymnSpC, black tentacles, blast of flameSpC, bloodstarSpC, cure critical wounds, death ward, defenestrating sphereSpC, dimension door, dimensional anchor, dismissal, dispelling screenSpC, divination, energy spheresSpC, ethereal mountSpC, eye of the hurricaneSpC, flight of the dragonSpC, greater floating diskSpC, force chestSpC, force clawSpC, forcewardSpC, giant vermin, greater invisibility, greater resistanceSpC, ice storm, imbue with spell ability, improved portal alarmSpC, know vulnerabilitiesSpC, lesser globe of invulnerability, lesser planar exchangeSpC, magic vestment, mass burrowSpC, mass darkvisionSpC, mass enlarge person, mass reduce person, mass resist energySpC, mass shield of faithSpC, mass swimSpC, minor creation, murderous mistSpC, orb of acidSpC, orb of coldSpC, orb of electricitySpC, orb of fireSpC, orb of forceSpC, orb of soundSpC, perinarchSpC, poison vinesSpC, raise from the deepSpC, ray of deanimationSpC, ray deflectionSpC, recitationSpC, resilient sphere, rushing watersSpC, scramble portalSpC, secure shelter, shadow wellSpC, sheltered vitalitySpC, solid fog, spell enhancerSpC, spell immunity, stoneskin, stone sphereSpC, sudden stalagmiteSpC, summon elementite swarm*SpC, summon hound archon*SpC, summon monster IV*, summon nature's ally IV*, summon undead IV*SpC, superior magic fangSpC, sword of deceptionSpC, thunderlanceSpC, translocation trickSpC, vortex of teethSpC, wall of chaos/evil/good/lawSpC, wall of fire, wall of ice, wall of sandSpC, wall of waterSpC

5th&mdash;acid sheathSpC, animal growth, anticold sphereSpC, arc of lightningSpC, break enchantment, call lightning storm, call zelekhutSpC, cloudkill, contact other plane, contingent energy resistanceSpC, control water, control winds, draconic mightSpC, dragonsightSpC, duelwardSpC, greater blinkSpC, greater dimension doorSpC, greater enlarge personSpC, greater reduce personSpC, gutsnakeSpC, hidden lodgeSpC, illusory feastSpC, indomitabilitySpC, insect plague, interposing hand, lesser dragon allySpC, lesser ironguardSpC, lesser planar binding, lesser spell matrixSpC, life's graceSpC, mage's faithful hound, major creation, make manifestSpC, mass cure light wounds, mass fire shieldSpC, mass flySpC, mass sanctuarySpC, memory rotSpC, miasma of entropySpC, mind fog, moonbowSpC, nightstalker's transformationSpC, phantasmal thiefSpC, phantom stagSpC, planar tolleranceSpC, plane shift, prying eyes, refusalSpC, righteous wrath of the faithfulSpC, secret chest, shadow handSpC, shard stormSpC, spell resistance, spiritwallSpC, summon bearded devil*SpC, summon bralani eladrin*SpC, summon monster V*, summon nature's ally V*, summon undead V*SpC, symbol of pain, symbol of sleep, symbol of spell lossSpC, teleport, triadspellSpC, viscid globSpC, vitriolic sphereSpC, wall of dispel magicSpC, wall of force, wall of limbsSpC, wall of stone, wall of thorns

6th&mdash;acid fog, acid stormSpC, analyze dweomer, antilife shell, antimagic field, aura of evasionSpC, banishment, blade barrier, brilliant bladeSpC, cloak of the seaSpC, cometfallSpC, dinosaur stampedeSpC, drownSpC, enveloping coccoonSpC, extract water elementalSpC, fire spidersSpC, fires of puritySpC, freezing fogSpC, forbiddance, forceful hand, gemjumpSpC, globe of invulnerability, greater anticipate teleportationSpC, greater dispel magic, greater glyph of warding, greater heroism, greater sign of sealingSpC, heroes' feast, howling chainSpC, hungry gizzardSpC, imbue familiar with spell abilitySpC, incendiary cloud, incorporeal novaSpC, interplanar telepathic bondSpC, legend lore, mage's lucubration, mantle of the icy soulSpC, mass bear's endurance, mass bull's strength, mass cat's grace, mass cure moderate wounds, mass eagle's splendor, mass fox's cunning, mass owl's wisdom, miasmaSpC, planar binding, planar exchangeSpC, ruby ray of reversalSpC, seal portalSpC, shadow walk, shadowy grapplerSpC, spider plagueSpC, stoneholdSpC, subvert planar essenceSpC, summon babau demon*SpC, summon greater elemental*SpC, summon monster II*, summon nature's ally VI*, superior resistanceSpC, symbol of fear, transcribe symbolSpC, true seeing, wall of gearsSpC, wall of iron

7th&mdash;antimagic raySpC, aura of vitalitySpC, body of warSpC, brilliant auraSpC, call kolyarutSpC, control weather, creeping doom, dragon allySpC, elemental bodySpC, energy immunitySpC, ethereal jaunt, forcecage, ghost trapSpC, grasping hand, greater arcane sight, greater dispelling screenSpC, greater plane shiftSpC, greater teleport, hide from dragonsSpC, hidesightSpC, holy starSpC, ice clawSpC, instant summons, ironguardSpC, mage's magnificent mansion, mage's sword, mass cure serious wounds, mass invisibility, mass make manifestSpC, planar bubbleSpC, protection from spells, simulacrum, spell matrixSpC, spell turning, storm of elemental furySpC, storm towerSpC, summon monster VII*, summon nature's ally VII*, swamp lungSpC, sword of darknessSpC, symbol of persuasion, symbol of stunning, symbol of weakness, teleport object, waterspoutSpC

8th&mdash;binding, bombardmentSpC, clenched fist, deadfallSpC, dimensional lock, field of icy razorsSpC, fierce pride of the beastlandsSpC, ghostformSpC, greater planar binding, greater planar exchangeSpC, greater prying eyes, greater spell immunity, lightning ringSpC, maelstromSpC, mass cure critical wounds, mass death wardSpC, maze, meteor swarm, mind blank, phantom wolfSpC, prismatic wall, refuge, spell engineSpC, superior invisibilitySpC, summon monster VIII*, summon nature's ally VIII*, symbol of death, symbol of insanity, telekinetic sphere, trap the soul, unyielding rootsSpC, wall of greater dispel magicSpC, whirlwind, word of recall

9th&mdash;absorptionSpC, abyssal armySpC, astral projection, black blade of disasterSpC, call marutSpC, crushing hand, effulgent epurationSpC, elemental swarm, etherealness, eye of powerSpC, freedom, greater dragon allySpC, greater spell matrixSpC, heavenly hostSpC, hellish hordeSpC, hunters of hadesSpC, imprisonment, instant refugeSpC, mage's disjunction, magic miasmaSpC, mass drownSpC, mass spell resistanceSpC, maw of chaosSpC, nature's avatarSpC, obedient avalancheSpC, planar perinarchSpC, phantom bearSpC, prismatic sphere, reality maelstromSpC, reaving dispelSpC, shadow landscapeSpC, shambler, slime waveSpC, sphere of ultimate destructionSpC, soul bind, storm of vengeance, summon elemental monolith*SpC, summon monster IX*, summon nature's ally IX*, teleportation circle, tsunamiSpC, unbindingSpC

She cannot prepare any spell not recorded in her spellbook, except for read magic, which all ba summoner can prepare from memory. A ba summoner begins play with a spellbook containing all 0-level ba summoner spells plus three 1st-level spells of your choice. For each point of Wisdom bonus the ba summoner has, the spellbook holds one additional 1st-level spell of your choice. At each new ba summoner level, she gains two new spells of any spell level or levels that she can cast (based on her new ba summoner level) for her spellbook. At any time, a ba summoner can also add spells found in other spellbooks to her own, though she records the spells at the level according to her class spell list.

They can be anything, from crystals or magic playing cards, but are traditionally made out much like holy symbols. When the ba summoner encounters an slays a creature in battle, they can choose to obtain the "fingerprint" left behind on the ethereal plane and bind it to an ank totem. If the creature has been dead for no more than 10 minutes, the ba summoner can bind it as a full round action which provokes attacks of opportunity. They may bind any creature whose CR is equal to their class level -3 (minimum CR 1). Such bound creatures become summon monsters called bas, which may be called upon with Summon Ba.

She cannot bind creatures with class levels, if she does the ba is just a typical example of their race (so a Human Fighter 3 would generate a Human with 1 racial hit die in Humanoid). Since the ba is merely a fingerprint, the creature bound to a totem can be raised and resurrected as normal with no problems.

A ba summoner may retain only one ank totem at a time. If she wishes to gain another she must release the ba contained in her current totem and replace it with the new one (a free action). At 4th level, and every four levels beyond she gains the ability to have another ank totem bound at one time.

She must present the ank totem as part of summoning her ba, a somatic component. If her ank totem is lose or destroyed, she may re-create it with the ba of the lost or destroyed ank totem at the cost of 100 xp per level and 24 hours of focus to re-attune a new totem to this ba. The previous totem (if it still exists) goes inert.

' :''' Ba Summoners may use bound spirits placed inside ank totems to summon the creature back to life and under their service. This functions like summon monster spells with a casting time of 1 round, but a duration of 1 minute/level. The summoned ba may be summoned at will, but it is the same spirit each time. If it is damaged or killed in a previous fight, then it remains damaged or killed the next time you summon your ba. They may be healed as normal for their species, or resurrected though they never take experience or constitution damage from the experience. Bas automatically respawn after the ba summoner gets 8 hours of rest, which returns them back to living status and gives them 1/2 their normal hp. The Augment Summoning feat does not affect this spell-like ability.

Ba summons follow your orders, and always understand the commands of the summoner (though limited intelligence may limit what actions they understand). While bas look and feel like the original, they do not have complete memories of the original and display a large and obvious sigil on their head marking them as a ba summon, so they make poor body doubles of the original creature.

Ba summons with spell-like abilities face unusual restrictions. Abilities which normally have a material cost greater than 1 gp or an experience cost must be paid by the ba summoner at time for casting. Otherwise they act as normal for spell-like abilities.

You may grant your ba summon items and equipment. This equipment vanishes with them when unsummoned, and re-appears when summoned again. Summon Ba may be used at will, but you may only have one ba active at one time, until 20th level's Twin Summons.

 : At 2nd level, a ba summoner can do more with the bound spirits than just summon them. Once per day she may bind one or more of her ba summons to her items and body slots, thus gaining unusual powers and effectively creating temporary magical items. She may take any of her ba summons and apply it to an empty body slot such as the waist, arms, or shoulders. The ba summon forms a ethereal item appropriate for the slot which gives one of the selected benefits below. Binding a summon to a body slot like this locks the summon's use away for 24 hours, or until the ba summoner rests so the ba cannot be summoned during this time. Binding a summon to your body slot occupies that slot as if you were wearing a magic item. Choose from below:

Incomplete ghosts, they are fragments of other beings left behind in their passage, leaving vague memories and feelings but not enough to form a coherent being. By binding these spirit mediums to the ba summoner's soul, she gains access to their abilities. She may select any one spirit medium below, its presence augments her summon spells and summon ba abilities. You may select any one spirit medium you know and apply its effect at time of casting.

 : The ba summoner's summons gain a fly speed of 10 ft (good), or a +10 bonus on their existing fly speed. At 9th level, the fly speed becomes 30 ft (good) or +30 to their existing fly speed. At 15th level, the fly speed becomes 60 ft (good) or +60 to their existing fly speed. This applies to all her summons and her summon ba ability.

 : The ba summoner's summons gain a +5 bonus to search, spot, and listen checks. At 9th level, the bonus becomes +10 and they gain blindsense out to 30 ft. At 15th level, the bonus becomes +20 and they gain blindsight out to 10 ft. in addition to the previous blindsense. This applies to all her summons and her summon ba ability.

 : The ba summoner's summons may use any one natural attack a second time with a -5 penalty on the roll whenever it would make a full attack. At 9th level, the summon may make two additional attacks with one of its natural weapons at a -5 and -10 penalty on its rolls. At 15th level, the summon may make three additional attacks with one of its natural weapons at a -5, -10, and -15 penalty on its attack rolls. If the creature possesses the multiattack feat, the penalty is reduced to -2, -4, and -6 respectively. This applies to all her summons and her summon ba ability.

 : The ba summoner's summons gain DR 1/-. At 9th level, the damage reduction increases to DR 3/-. At 15th level, the damage reduction increases to DR 5/-. This damage reduction stacks with similar damage reduction by virtue of race or due to adamantium armor, but not temporary effects. This applies to all her summons and her summon ba ability.

 : The ba summoner's summons gain +1d6 fire damage to all their natural attacks. At 9th level, the damage increases to 2d6 and deals an additional +1d10 on a confirmed critical hit. At 15th level, any fire damage that the summon's natural weapons deal (as part of this ability or otherwise) becomes hellfire, which ignores fire resistance and immunity. This applies to all her summons and her summon ba ability.

 : The ba summoner's summons gain a +1 bonus to the DC of any special abilities the creature possesses. At 9th level, the bonus becomes +2. At 15th level, the bonus becomes +3 and it becomes +5 if the enemy is flatfooted to the attack. This applies to all her summons and her summon ba ability.

 : The ba summoner's summons gain a +10 bonus to base land speed. At 9th level, the bonus becomes +20. At 15th level, the bonus becomes +30 and the summon gains the Spring Attack feat. This applies to all her summons and her summon ba ability.

 : The ba summoner's summons gain a +1 luck bonus to all saving throws. At 9th level, the bonus becomes +3. At 15th level, the bonus becomes +5 and the summon does not automatically fail a saving throw on a natural 1. This applies to all her summons and her summon ba ability.

 : The ba summoner's summons gain energy resistance 5 to one energy type of your choosing (at time of summoning). At 9th level, the energy resistance rises to 15. At 15th level, the energy resistance rises by 30 and any damage of that element taken becomes non-lethal. This stacks with energy resistant inherent by race, but not magical and temporary effects. This applies to all her summons and her summon ba ability.

 : The ba summoner's summons gain a swim speed of 20 ft, or a +20 bonus on their existing swim speed. At 9th level, the swim speed becomes 40 ft or +40 to their existing swim speed and they can breath water or air, and never take pressure damage. At 15th level, the swim speed becomes 60 ft or +60 to their existing swim speed, and they gain freedom of movement while underwater. This applies to all her summons and her summon ba ability.

 : The ba summoner's summons gain a +1 natural armor bonus. At 9th level, the natural armor bonus increases to +3. At 15th level, the natural armor bonus increases to +5 and attacks by wooden weapons and plants deal non-lethal damage. This bonus stacks with pre-existing natural armor. This applies to all her summons and her summon ba ability.

 : The ba summoner's summons gain +1 hp per HD. At 9th level, the bonus increases to +2 hp/HD and they gain the Diehard feat. At 15th level, bonus increases to +3 hp/HD and the summon gains fast healing 5. This stacks with any previous fast healing as part of race, but not temporary effects or magic. This applies to all her summons and her summon ba ability.

' :''' At 5th level, a ba summoner can tap into the power of his ba summons and use their power for herself. As a standard action she grants herself one extraordinary special attack or special quality of one of her ba summons she possesses for 1 encounter (or 1 minute outside of stressful situations). She cannot duplicate effects which require her to have a special body part she does not possess, such as extra arms or tentacles. Spellcasting and similar effects is not an extraordinary power for these purposes. At 17th level, she may channel up to two special attacks or qualities at a time, and they need not be drawn from the same summon. She may use channel ba up to her Charisma modifier/day (minimum 1).

 : At level 7, a ba summoner becomes skilled in adding spells and effects to her summons on the fly. Whenever she summons a creature, she may add any one non-personal spell she has prepared to the summon as if she had cast it normally. This is done as part of the usual casting time for summoning, and applies to both summoning spells and her summon ba spell-like ability. At level 14, she can apply two spells at once, expending both spells as normal.

' :''' At 10th level, ba summoners are able to cross the planes with ease. She may open up a portal as if using gate, though it can open up either on another plane or her current plane. However, she has a chance of error, as per using plane shift or teleport respectively, and the casting time is 3 rounds.

At 15th level, her control over the warp gate improves. She no longer has a chance of error and the gate opens up precisely at the point you desire, as is normal for gate. In addition she may use the calling function of the spell, except you can only call and control several creatures as long as their CR total does not exceed your caster level. In the case of a single creature, you can control it if its CR do not exceed your 1/2 caster level. A single creature with more HD than 1/2 your caster level can’t be controlled. Deities and unique beings cannot be controlled in any event. An uncontrolled being acts as it pleases, making the calling of such creatures rather dangerous. An uncontrolled being may return to its home plane at any time. This function of warp gate costs 500 xp each time, in spire of being a spell-like ability. The casting time is also reduced to 1 round.

At 20th level, the casting time is reduced to 1 standard action. Ba summoners may use warp gate up to her Charisma modifier/day (minimum 1).

 : At 11th level, a ba summoner can send his ba summons into overdrive to deal one last gasp of effort before expiring. As a swift action on part of the summon, a ba summon can enter overdrive which grants the ba summoner's class level to its attack, damage, AC, saves, caster level, effective HD for special attacks, and 1/2 your class level to DCs for spell-like abilities and other powers which don't scale with HD growth. This benefit lasts for 1 round, after which the ba summon is dismissed and becomes inert. It cannot be summoned again until the ba summoner rests for 8 hours.

 : At 19th level, a ba summoner may resist a normally deadly blow by sacrificing her ba summons in her steed. As an immediate action, the ba summoner immediately kills one of her ba summons (currently summoned, not summoned, or bound in item form) to ignore the effects of an attack that would result in her unconciousness or death through hp damage or a failed save. It does not help against effects which do not kill her, such as being paralyzed or petrified. She may continue to ignore fatal attacks until she runs out of living ba summons to sacrifice. If a ba bound in item form is killed, she loses the benefits of that item.

But seriously, she gains the ability to summon more than one ba summon at a time. She may now have two active at the same time.

Epic Ba Summoner
Ank Totem: At 24th level and every four levels beyond, the ba summoner can retain another ank totem.

Spirit Medium: At 23rd and every five levels beyond, the ba summoner can select another spirit medium to bind with. You may also opt out and gain an epic bonus feat in its place.

Spelltouched Summoning: At 21st level and every seven levels beyond, the ba summoner can deploy another harmless spell on her creatures as part of the act of summoning them.

Elven Ba Summoner Starting Package
Weapons: Quarterstaff.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Feat: Dodge

Gear: Backpack.

Gold: 123gp.

Playing a Ba Summoner
Religion: In many places ba summoners are seen as religious and spiritual figures. It is they who interact with the souls of the departed and learn the mysteries beyond. However in other cultures, their art is seen as a defilement and instead of priests, they are heretics. Who the ba summoner worships, if at all, is largely a cultural issue.

Other Classes: Ba summoners have an unsteady relationship with clerics. Their powers are arcane and not divinely granted, yet they use copies of the dead to their own ends. While some clerics can see merit in it, others find it heresy. Necromancers, meanwhile, can perfectly understand the ba summoners, as well as conjurers and others focused on the summoning arts.

Combat: Ba summoners are the Big Stupid Fighter, but only indirectly. They play chess, with their summons as chess pieces, and do best not getting into the thick of battle themselves.

Advancement: While ba summoners can multiclass into any arcane prestige class, they lose out on their most powerful feature, their summons. Most ba summoners choose to remain single classed.

Ba Summoners in the World
"Scorch the earth bare, Ifrit, ba of flames!"

Daily Life: Ba summoners are danger seekers by trade. Their summons can only be obtained through combat or the rare willing transfer of life force. They're well suited for adventurers. Those who do not adventure are typically beings who hold cerimonial rank and focus on their spells, contacting the spiritual realms.

Notables: The evil queen Grimhilde was an infamous ba summoner who obtained some fantastically powerful and dangerous creatures. It is unknown how she broke the limitations of her summoning ability, but she was able to conquer the world with her monsters.

Organizations: Ba summoners only assemble in places where the summoning is seen as a positive, spiritual thing.

NPC Reactions: The culture surrounding ba summoning is two-fold usually. The ba summoner is either a dreadful warlock who steals mens souls and commands fiends, or a priest who contacts the dead and brings the ancestors aid to the present.

Ba Summoner Lore
Characters with ranks in Knowledge The Planes can research ba summoners to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Ba Summoners in the Game
Adaptation: The flavor is vaguely egyptian, but the class isn't tied to that theme. They can easily be any generic or unique summoning class.

Sample Encounter: The elven witch Grimhilde has returned from her exile in the desert with an army of monsters under her beck and call. Will she get revenge on the elven community which expelled her?

EL 15: PENDING.