Cost: 4CP per rank (one creature)
Activate: 2PPs per rank (By CL); full-round action
Sustain: 1PP per rank (By CL); swift action
Range: 30 ft.
For every rank in this power, you can summon one Medium-sized creature to aid you in combat. At any given time, you can have a number of summoned creatures equal to your ranks in the power. Summoned creatures fight to the death for you, intuitively identifying friend and foe. They fight singlemindedly but with a modicum of strategy (they will flank if they can, they will shoot from cover if they have ranged weapons, etc.). Summoned creatures appear wherever you want within the power’s range, but they must be visible to you with the naked eye. They act directly after you in the initiative order, but do not appear until your full-round activation is complete. You can take up to 10 ranks in this power.
The base stats for summoned creatures are as follows:
- HD: 1d12+1 (7HPs)
- Speed: Walk 30 ft. or Swim 30 ft. or Fly 20 ft. (average)
- Defence: 12 (Natural +1, Dex +1); DR 2 / super
- BAB: +1, Mêlée: +2, Ranged: +2
- Attack(s): 3CP worth of either Natural Weapons or Energy Attack
- Size/Reach: Medium / 5 ft.
- Saves: Fort +3, Ref +3, Will +3
- Ability Scores: Str 12 +1, Dex 12 +1, Con 12 +1 Int 12 +1, Wis 12 +1, Cha 12 +1
- Skills: Observe +5, Stealth +5
Summoned creatures can have any appearance or physical nature that you like, although that doesn’t change their hard stats (above). You could, for example, summon a fighting dog whose Natural Weapons are his teeth and claws. However, if your power theme were technological, you could call up a small, wheeled robot with a laser on a turret (Energy Attack: Heat). If you theme were mystical, you could summon a ball of lightning that flies around and rams into people (Energy Strike: Electricity). Although the stats are set, there is some flexibility in terms of attack forms and movement, but the greatest flexibility is in your imaginative description.
If the summoned creature has an Energy Attack, that attack has no PP cost; its Energy Attack or Natural Weapon and its Damage Reduction are all traits and therefore not affected by metapowers. However, the presence of the Summoned creature is, itself, a power effect, so that is subject to metapowers. When they are reduced to 0HPs, summoned creatures disappear in a puff of smoke, a shower of sparks, or whatever visual effect you like, but you can also instantly dismiss them as a free action. If someone else attempts to dismiss them using a metapower (or Dispel Magic or Dispel Psionics, if your Origin is mystical or psionic), then you resist with 1d20 + CP + Wis bonus (where “CP” is the total CP cost of the power, including all enhancements and limitations).
It is only polite to your fellow gamers to have all stats for summoned creatures, including choices about powers and enhancements, written down before the game begins.
NB: Several enhancements for this power list the activation time as “use-activated (power activation).” This designation means that you can use these enhancements only at the time that you activate the base power.
Enhancement: Controlled Creatures
This enhancement grants you the ability to direct your creatures’ actions as if they were agreeable teammates with whom you share a language (they grunt, howl, chatter or whatever and you speak your language). They can now perform actions other than fighting if you direct them to do so, and you can coordinate their strategy, although you must actively call out commands to them. The PP cost is an addition to the base power.
Enhancement: Mental Link
Prerequisite: Controlled Creatures
This enhancement creates a mental link between you and your summoned creatures such that you can direct them with a thought, and it grants an empathic sense of what they are experiencing; you can tell if they’re fighting, if they’re being chased, if they’re sneaking up to something or someone, or if they are simply resting in place. The PP cost is an addition to the base power only (i.e., you don’t have to activate Controlled Creatures in order to activate Mental Link).
Enhancement: Extended Duration
Cost: 4CP per rank
For every rank in this enhancement, you can sustain 1 summoned creature for free.
Enhancement: Extended Range
This enhancement increases the range of the base power by 30 ft. You can take this enhancement up to 4 times to a maximum range of 150 ft..
Enhancement: Flying Creature
Cost: 5CP per rank
Activate: 1PP per creature; use-activated (power activation)
For every rank in this enhancement, your creature gains one run in the Flight-Skill ladder. You can take this enhancement up to three times: Average (1 rank), Good (2 ranks), Excellent (3 ranks).
Enhancement: Larger Creature
Activate: 1PP per creature per size category; use-activated (power activation)
For every rank in this power, you can Summon a creature that is 1 size category larger than medium. You can take this enhancement up to 4 times: Large (1 rank), Huge (2 ranks), Gargantuan (3 ranks), and Colossal (4 ranks).
Enhancement: Powerful Creature
Cost: 3CP per rank
Activate: 1PPs per rank per creature (By CL); use-activated (power activation)
This enhancement grants your Summoned creature an additional 5CPs worth of powers, feats, or skills. In addition, it raises the summoned creature’s stats (see below).
- HD: +1d12 +1 (+7HPs)
- Speed: +5 ft. (walk, fly, or swim)
- BAB: +1
- Saves: all +1 (in addition to ability score increases)
- Ability Scores: all +2
- Skills: all +2
The “By Character Level” cost to activate this power applies per creature and per rank in the enhancement. Therefore, a single Summoned creature with four ranks of Enhanced Creature would be 20PPs (1 base + 4 ranks x 4PPs = 20), but if you were CL 10 then the activation would be free. The same would be true if you have five creatures each enhanced with 1 rank of Enhanced Creature.
When you activate the power, you choose how many ranks of this enhancement you want to apply to all of your summoned creature(s). For example, if you had 5 ranks in this power, you could give a single creature a 25CPs, +5 HD, +50 ft. speed, etc. If you had 10 ranks and you could Summon 5 creatures, then you could give each one 5CPs, +1 HD, +10 ft. speed, etc. You also do not have to distribute the ranks evenly, so in the previous example, you could also Summon 4 creatures at the base stats, and 1 with 25CPs, +5 HD, +50 ft., etc. You cannot rearrange these ranks after you activate the power or after a given creature is destroyed. You can designate ranks only at activation.
Activate: special (see text); standard action
While your Summoned creatures are active, you can replace any that are killed, destroyed, or otherwise removed from the game at a cost of 1PP per creature (and 1PP per rank in Powerful Creature, if you employ that enhancement).
Enhancement: Smaller Creature
Activate: 1PP per creature per size category; use-activated (power activation)
For every rank in this power, you can Summon a creature that is 1 size category smaller than Medium. You can take this enhancement up to 4 times: Small (1 rank), Tiny (2 ranks), Diminutive (3 ranks), and Fine (4 ranks).
Enhancement: Standard-Action Summoning
Activating the base power now takes only a Standard action, but if you have enhancements that require more than a Standard action, you must use whichever activation is longer.
Enhancement: Move-Action Summoning
Prerequisite: Standard-Action Summoning
Activating the base power now takes only a Move action, but if you have enhancements that require more than a Standard action, you must use whichever activation is longer.
Limitation: Full Power
Prerequisite: special (see text)
You must activate Summoning at maximum ranks, every time. This enhancement applies either to the ranks you purchase in the base power (i.e., the maximum number of creatures), or to other enhancements. It can apply to Extended Duration, Extended Range, Powerful Creature, or Smaller Creature/Larger Creature (whichever you have more ranks in; if you have the same number of ranks, then it’s player’s choice). You must have at least 2 ranks in either the base power or one of these enhancements to take this power.
Limitation: No Control
Your summoned creature(s) does not intuitively fight for you, and instead fights randomly with anything that moves.