Summon Creature
Requirements- CL 3, Focused Skill (alteration magic)....I know it's a Summon Magic spell, but the requirement is there for a reason.
Action- Full Round Action
Duration- 1 minute per CL
You may summon an animal or creature ally. Their bonuses, HP, number of abilities, and Focused Skills are defined by the Archetype. Their skill bonus for Focused Skills is 6 +1 per 2 CL and the Ability options are listed below the Archetypes. Choose from Land, Sea or Flying creatures and one of the three following archetypes (flying creatures may not choose the Tank Pet archetype).
Tank Pet
HP- 10 +2 per CL
Defense Bonus- 10 +1 per 2 CL
Armor- 2 +1 per 4 CL
Attack and Maneuver Bonus- 5 +1 per 4 CL
Attack Damage- 1d6 +3 +1 per 4 CL. Becomes 2d6 at CL 10
Skills (choose two from)- Perception, Survival, Weapon Skill (must be an ape or a similar creature with thumbs), Stealth, Athletics
Abilities- Choose 1. Choose 2 at CL 10. Choose 3 at CL 20 DPS Pet
HP- 5 +2 per CL
Defense Bonus- 8 +1 per 2 CL
Armor- +1 per 4 CL
Attack and Maneuver Bonus- 6 +1 per 2 CL
Attack Damage- 1d6+3 +1 per 4 CL. Becomes 2d6 at CL 8 and 2d10 CL 16
Skills (choose two from)- Perception, Survival, Acrobatics, Stealth, Athletics
Abilities- Choose 1. Choose 2 at CL 10. Choose 3 at CL 20
Support Pet
HP- 9 +2 per CL
Defense Bonus- 9 +1 per 2 CL Armor- +1 per 5 CL Attack and Maneuver Bonus- 5 +1 per 4 CL Attack Damage- 1d4 +1 per 4 CL. Becomes 2d4 at CL 10 Skills (choose three from)- Perception, Survival, Weapon Skill (must be an ape or a similar creature with thumbs), Stealth, Athletics, Acrobatics, Disable Device, Bluff, Investigate Abilities- Choose 3. Choose 4 at CL 10. Choose 5 at CL 20 Ability Choices Grappler- Grants a +3 bonus to grapple checks for this creature and treats the creature as having the Deadly Maneuver feat when making grapple checks Trickster- Grants a +3 bonus to Dirty Trick checks for this creature and treats the creature as having the Deadly Maneuver feat when making Dirty Trip checks Ankle Biter- Grants a +3 bonus to Trip checks for this creature and treats the creature as having the Deadly Maneuver feat when making Trip checks Feinter- Grants a +3 bonus to Feint checks for this creature and treats the creature as having the Deadly Maneuver feat when making Feint checks Charger (requires Steed)- When using the Charge maneuver with this creature, both yourself and the creature can complete a Charge attack off the creature's single Action movement. Ambusher- Grants Sneak Attack, Improved Sneak Attack, and Greater Sneak Attack. Use your CL -2 to calculate the number of dice. Steed- May be ridden by a character. While being ridden the creature loses one Action or Move Action. Your character must use one Action or Move Action to direct the creature during your turn (but if it doesn’t use an Action you still have your full Actions) Fleet- Increase movement speed to 45 ft. Increase to 60 ft at CL 10 Skilled- Choose two more skills. Expertise- Choose one skill the creature has. Increase its bonus by 3. The bonus increases to 6 at CL 10 Tool Using- Able to use tools used by sapients, including weapons Crafty- Choose a Craft skill, if the creature has the Tool Using ability they may now make Craft checks with that skill using their normal skill bonus. Armored- The creature has a +3 Armor bonus Agility- Add a +3 bonus to the creature's Defense Bonus, may be taken up to two times if CL 10 or higher Deadly- Add an additional damage dice to the creature's damage Traveler- Over long distances, and if the creature isn’t engaging in any other Actions, the creature may move up to 3 times its normal movement speed per Action.
Defense Bonus- 10 +1 per 2 CL
Armor- 2 +1 per 4 CL
Attack and Maneuver Bonus- 5 +1 per 4 CL
Attack Damage- 1d6 +3 +1 per 4 CL. Becomes 2d6 at CL 10
Skills (choose two from)- Perception, Survival, Weapon Skill (must be an ape or a similar creature with thumbs), Stealth, Athletics
Abilities- Choose 1. Choose 2 at CL 10. Choose 3 at CL 20 DPS Pet
HP- 5 +2 per CL
Defense Bonus- 8 +1 per 2 CL
Armor- +1 per 4 CL
Attack and Maneuver Bonus- 6 +1 per 2 CL
Attack Damage- 1d6+3 +1 per 4 CL. Becomes 2d6 at CL 8 and 2d10 CL 16
Skills (choose two from)- Perception, Survival, Acrobatics, Stealth, Athletics
Abilities- Choose 1. Choose 2 at CL 10. Choose 3 at CL 20
Support Pet
HP- 9 +2 per CL
Defense Bonus- 9 +1 per 2 CL Armor- +1 per 5 CL Attack and Maneuver Bonus- 5 +1 per 4 CL Attack Damage- 1d4 +1 per 4 CL. Becomes 2d4 at CL 10 Skills (choose three from)- Perception, Survival, Weapon Skill (must be an ape or a similar creature with thumbs), Stealth, Athletics, Acrobatics, Disable Device, Bluff, Investigate Abilities- Choose 3. Choose 4 at CL 10. Choose 5 at CL 20 Ability Choices Grappler- Grants a +3 bonus to grapple checks for this creature and treats the creature as having the Deadly Maneuver feat when making grapple checks Trickster- Grants a +3 bonus to Dirty Trick checks for this creature and treats the creature as having the Deadly Maneuver feat when making Dirty Trip checks Ankle Biter- Grants a +3 bonus to Trip checks for this creature and treats the creature as having the Deadly Maneuver feat when making Trip checks Feinter- Grants a +3 bonus to Feint checks for this creature and treats the creature as having the Deadly Maneuver feat when making Feint checks Charger (requires Steed)- When using the Charge maneuver with this creature, both yourself and the creature can complete a Charge attack off the creature's single Action movement. Ambusher- Grants Sneak Attack, Improved Sneak Attack, and Greater Sneak Attack. Use your CL -2 to calculate the number of dice. Steed- May be ridden by a character. While being ridden the creature loses one Action or Move Action. Your character must use one Action or Move Action to direct the creature during your turn (but if it doesn’t use an Action you still have your full Actions) Fleet- Increase movement speed to 45 ft. Increase to 60 ft at CL 10 Skilled- Choose two more skills. Expertise- Choose one skill the creature has. Increase its bonus by 3. The bonus increases to 6 at CL 10 Tool Using- Able to use tools used by sapients, including weapons Crafty- Choose a Craft skill, if the creature has the Tool Using ability they may now make Craft checks with that skill using their normal skill bonus. Armored- The creature has a +3 Armor bonus Agility- Add a +3 bonus to the creature's Defense Bonus, may be taken up to two times if CL 10 or higher Deadly- Add an additional damage dice to the creature's damage Traveler- Over long distances, and if the creature isn’t engaging in any other Actions, the creature may move up to 3 times its normal movement speed per Action.
Comments