Summon
Custom Power Seed | |
---|---|
Name |
Summon |
Type |
Utility |
Rank |
1 |
Availability |
At-will |
Casting Time |
Standard |
Range |
Short |
Target |
n/a |
Duration |
Special |
The Summon seed allows you to summon an extraplanar minion to aid you.
When you create a power based on this seed, you must also create the minion that it will summon. The power doesn't necessarily summon the exact same creature each time, but the minion always has the same abilities: those that you determined when you created the power.
This is a duration-based effect. Maintaining the effect requires that you slot 1 Recharge. As soon as you unslot it, the minion disappears.
Creating the Minion
The minion is an independent creature. Thus, you must create a Character Sheet for it.
The minion's level is the same as yours (at casting time). Thus, when you level up, you must also level up your minions, lest they be denied their rightful power.
Choose the minion's ability scores, classes, skills, feats, etc, as you would any other character you created.
The minion does suffer certain drawbacks compared to a full-fledged character:
- He gains only 1/4 of the normal number of skill points per level.
- He receives feats only at levels 1, 3, 7, 10, etc (every 3 levels thereafter).
- He receives 5 and only 5 Build Points. He does not gain more with experience or level.
- He is a Minion, and thus must take 10 on Defense Rolls, and has no Action Points.
Controlling the Minion
The minion is obliged to obey you while it is in the material plane. This obligation is not a supernatural effect that can be dispelled or nullified. However, the minion is not immune to attempts by others to control its will, thus turning it against you. This process, should it occur, obeys all normal rules.
By default, this seed does not grant you a mental link with your minion. In order to command it, you will have to communicate with it, as you would any creature. Most extraplanar creatures speak all languages, but not all do, and not all can speak in return.
Due to its obligation, the minion must obey all commands, even self-destructive ones. This is mitigated by the fact that summoned creatures cannot be killed; destroying their corporeal form simply returns them from whence they came. Still, not all creatures appreciate this, and some may stretch the bounds of their obligation, obeying the letter of your commands, if not the spirit.
Should a minion choose to resist your will, you must suppress it by slotting 1 point of Dominance. (Note: the Dominance cost is equal to the Recharge cost, should you be exercising the Improved Minion option.)
Power Options
- Improved Minion: +1 Energy. Increases the minion's Build Points by 5. Also increases Recharge cost to maintain.
- Mental Link: +0 Energy, +1 Skill. You gain a mental link with the minion, allowing you to issue orders telepathically, and to share senses in both directions (at your pleasure) within long range.
- Heroic Minion: +0 Energy, +1 Skill. Your minion does not suffer the usual penalty for being a Minion, that being the need to always take 10 on Defense rolls, and the lack of Action Points.
Power Extras
- Multiple Minions: +1 Energy. You may summon an additional instance of the minion. This increases Recharge and Dominance costs accordingly.