TEXT: Name:
  _________________________
  Summoner
  STR
  INT
  CON
  WIS
  DEX
  CHA
  Inventory
  1.
  2.
  3.
  4.
  5.
  6.
  7.
  8.
  9.
  10.
  11.
  12.
  13.
  14.
  15.
  ______________________________
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  Gear:
  What Do You Look Like?
  Eidolons
  Name:_______________
  Aspect:________________
  Strikes: OOO
  Name:_______________
  Aspect:________________
  Strikes: OOO
  Name:_______________
  Aspect:________________
  Strikes: OOO
  Name:_______________
  Aspect:________________
  Strikes: OOO
  Name:_______________
  Aspect:________________
  Strikes: OOO
  Name:_______________
  Aspect:________________
  Strikes: OOO
  Name:_______________
  Aspect:________________
  Strikes: OOO
  Name:_______________
  Aspect:________________
  Strikes: OOO
  Name:_______________
  Aspect:________________
  Strikes: OOO
  Name:_______________
  Aspect:________________
  Strikes: OOO
  Name:_______________
  Aspect:________________
  Strikes: OOO
  Name:_______________
  Aspect:________________
  Strikes: OOO
  Basic Move
  When you do something risky or
  dangerous, roll 2d6 and add a
  relevant attribute score.
  •
  On a 12+, you do it perfectly,
  with some additional benefit.
  •
  On a 10-11, you do it
  perfectly.
  •
  On a 7-9, you do it, but with
  some cost or complication.
  •
  On a 6-, you fail to do it, with
  some additional negative
  consequence.
  Summoner Moves
  When you sacrifice to an
  Elemental to form a Pact,
  roll+CHA. Add it’s name and
  aspect to your Eidolons list
  •
  On 10+, no strikes
  •
  7-9, one strike
  •
  6-, two strikes
  When you call upon the aid of
  an Eidolon, roll +CHA. On 7-9
  choose one, 6- neither.
  •
  They do exactly as you ask
  •
  Do not mark a strike
  When an Eidolon has 3 strikes,
  the pact is finished, erase it
  from your list.
  Summoner
  Damage
  d4
  Eidolon
  Damage
  d8
  HP
  Armor
  
  Moves & Notes & Doodles
  ◇ Connected. Gain +1 Charisma.
  ◇ Learned. Gain +1 Intelligence.
  ◇ Empowered. Gain +1 Strength.
  ◇ Other-Worldly. Take an advancement from another class
  (choose a cool one, not an attribute bonus).
  ◇ Quicken. Eidolon’s deal +1 damage
  ◇ Warlock. You can make pacts with Demons.
  ◇ Pocket Monster. You can make pacts with Beasts.
  ◇ Invocation. When your actions venerate an Eidolon’s Aspect,
  erase a strike.
  ◇ Companion. Choose an Eidolon and put a star next to it. This
  one is always summoned and it’s pact ends at 6 strikes.
  ◇ Sacrifice. You may mark a strike on a summoned Eidolon to
  avoid taking damage.
  ◇ Chaotic Summons. Roll WIS+CHA to call upon the aid of a
  random Eidolon from your list.
  Or work with the GM to come up with something cooler!
  Summoner Advancements
  (You get one per level.)
  Experience
  When you get money from the wilderness or the
  underground and bring it back to town, gain one
  experience for each gold you got (make sure to
  write it down).
  When you have experience equal to one thousand
  times your current level, you level up! Mark a new
  ability from the Summoner Advancement list.
  Experience
  Character
  Creation
  (The GM will help you out.)
  1. Roll your attributes.
  2. Choose one advancement
  from your class’s list.
  3. Roll your HP.
  4. Mark your inventory slots.
  5. Get some equipment.
  (Create one Eidolon to start
  with, zero strikes)
  6. Go find a dungeon!
  Other Stuff
  When you take time to rest and
  consume a ration, you may reroll
  your HP. Roll a number of dice
  equal to your level plus your CON,
  and keep a number of them equal
  to your level. Write the result as
  your new HP.
  When you need a standard piece
  of mundane adventuring gear
  that’s not currently in your
  inventory, you may fill in an empty
  bubble to declare that you had the
  item all along. If you do so, write
  the item in your inventory.
  When you’re in town, you may
  spend 25g to empty all of your
  Equipment Bubbles.
  
SOURCE: textdata/thevault/6e (osr)/Summoner 6E.pdf