Summon Creature

[Power]

**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 single mindedly 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)
> **AC**: 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**: Perception +5, Stealth +5
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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.

## Enhancements

**Enhancement**: Controlled Creatures

> **Cost**: 4CP
> 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.
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**Enhancement**: Mental Link

> **Cost**: 4CP
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> **Prerequisite**: Controlled Creatures
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> 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).
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**Enhancement**: Extended Duration

> **Cost**: 4CP per rank
> For every rank in this enhancement, you can sustain 1 summoned creature for free.
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**Enhancement**: Extended Range

> **Cost**: 2CP
> 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.
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**Enhancement**: Flying Creature

> **Cost**: 5CP per rank
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> **Activate**: 1PP per creature; use-activated (power activation)
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> 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).
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**Enhancement**: Larger Creature

> **Cost:** 3CP
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> **Activate:** 1PP per creature per size category; use-activated (power activation)
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> 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).
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**Enhancement**: Powerful Creature

> **Cost**: 3CP per rank
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> **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).
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> **HD**: +1d12 +1 (+7HPs)
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> **Speed**: +5 ft. (walk, fly, *or* swim)
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> **BAB**: +1
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> **Saves**: all +1 (in addition to ability score increases)
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> **Ability Scores**: all +2
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> **Skills**: all +2
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> The **"By Character Level" cost to activate this power applies per creature and per rank in the enhancement**. The math for the PP cost this enhancemnet is: (# of summons (by CL)+Ranks of Powerful sommons (by CL))x the PP cost of powerful creature. As an example if a character is level 4 summoning 3 creatures using 4 ranks of powerful creature the math would be (1+2)x2 Thus the extra cost on summon would be 6 PP and the total cost (with no other enhancements) would be 8PP.
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> 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, +25 ft. speed, etc. If you had 10 ranks and you could *Summon* 5 creatures, then you could give each one 5CPs, +1 HD, +5 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, +25 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.
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**Enhancement**: Reinforcements

> **Cost**: 3CP
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> **Activate**: special (see text); standard action
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> 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).
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**Enhancement**: Smaller Creature

> **Cost**: 3CP
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> **Activate**: 1PP per creature per size category; use-activated (power activation)
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> 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).
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**Enhancement**: Standard-Action Summoning

> **Cost**: 2CP
> 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.
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**Enhancement**: Move-Action Summoning

> **Prerequisite**: Standard-Action Summoning
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> **Cost**: 2CP
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> 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.
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**Enhancement**: Gunned

> **Cost**: 1 CP
> The creature summoned may have a gun implanted into their being instead of natural weapons or an energy attack. This gun only does 1d6 damage with a range increment of 50 feet. These guns can be enhanced like natural weapons.
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**Enhancement**: Permanent

> **Prerequisites**: Conduit
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> **Cost**: 4 CP
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> You are able to infuse your Power Points into your Conduit causing it to be semi-permanent unless destroyed in which you lose those Power Points till you get a proper full nights rest.
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**Enhancement**: Summon Swarm

> **Cost**: 5CP
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> **Prerequisites**: Smaller Creature (2 Ranks) or more
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> When you Summon a Tiny creature or smaller, you may, in its place, summon a Swarm of creatures. Follow all the standard rules for the Swarm subtype, except the damage of their automatic melee attack is replaced with the damage of an Energy Attack or Natural Attack, and they take half damage from Super physical attacks regardless of size. You must pay the PP cost of summoning a smaller creature, as normal.
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**Enhancement** **[Cross-Power]**: Possess Summons

> **Cost**: 5CP (or 2CP if you can only Possess Summons)
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> **Prerequisites**: Possession, Summon Creature
> **Activate**: As normal; Use-Activated (Summon) or Swift
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> You can Possess a creature you have Summoned, regardless of Creature type (and including Mindless Summons), as part of the same action that you use to Summon them, or as a Swift Action later on. You still need to have Line of Sight to your Summoned creatures and be within normal range for Possession, unless you have the Mental Link enhancement for Summoned Creatures, in which case you can Possess any Summon Creature you have a Mental Link with. Normally, you can Possess Summoned Creatures without them Resisting, but if you have the No Control limitation, they will do what they wish.
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## Limitations

**Limitation**: Full Power

> **Value**: 2CP
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> **Prerequisite**: special (see text)
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> 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.
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**Limitation**: No Control

> **Value**: 8CP
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> Your summoned creature(s) does not intuitively fight for you, and instead fights randomly with anything that moves.
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**Limitation**: Conduit

> **Value**: 2 CP per Rank
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> With this Limitation you are incapable of Summoning Creatures without it involving a certain substance as it's conduit and must take a rank for each creature you can summon (eg. Mechanical Parts to create a Robot Summon).
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**Limitation**: Mindless Constructs

> **Value**: 1 CP
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> The creatures summoned are constructs that do not have an Int score and will only do what they are ordered to. If they are not ordered they will simply fly above or stand around the summoner. In addition, the constructs will not use a strategy without that being a part of the order. These constructs do not cost more PP if they are smaller than medium-sized.
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**Limitation**: Biteless Swarm

**Value**: 1 CP

**Prerequisites**: Summon Swarm

Your summoned Swarms no longer gain an automatic melee attack, and must make attacks as normal for a creature.