Summon Monster I (Ranger Poultice)

From Epic Path
Jump to navigation Jump to search
Level: Ranger 1
School: Universal


Casting Time: Standard Action, or the first attack of a Full Attack Action
Components: V, S, M (a tiny bag and a small candle, worth 1 gp.)


Range: Close (25 ft. + 5 ft./two lvls)
Target or Area: One summoned creature
Duration: Until the end of the current encounter, the end of the next encounter, or until the start of a full night's rest, whichever is sooner
Saving Throw: No saving throw granted
Save DC: -
Spell Resistance: No


This poultice is made from plants, fungi, and insects with otherworldly qualities, such as fairy moss, ghost root, phantom mushrooms, spiritflies, and the like. The finished poultice smells faintly of herbs, and is light and eerily translucent, as it exists in several planes at once. The holder may speak to the poultice, or more exactly, THROUGH the poultice, into other planes, and thus summon a single creature from a nearby Lateral Material Plane that is obedient and loyal to them and them alone.
The Summon Monster I poultice conjures a creature with a CR based on the character level (not caster level) of the herbalist Ranger. This CR can be further modified through the use of Summon Feats and/or some character abilities, but the total modified Challenge Rating (CR) of a summoned monster may never exceed that character level. If the resulting creature's CR would be greater than the herbalist's character level, it is reduced to a CR equal to your character level. Refer to the table below to determine the summoned creature's CR:

Summoned Monster Base CR

Character Lvl Monster CR
1 1
2 2
3 3
4 3
5 4
6 4
7 5
Character Lvl Monster CR
8 5
9 6
10 6
11 7
12 7
13 8
14 8
Character Lvl Monster CR
15 9
16 9
17 10
18 10
19 11
20 11
21 12
Character Lvl Monster CR
22 12
23 13
24 13
25 14
26 14
27 15
28 15
Character Lvl Monster CR
29 16
30 16
31 17
32 17
33 18
34 18
35 19
Once you have determined the CR of the summoned monster, click on the link in the table above to bring up its Bestiary entry. Note that all summoned monsters have regular melee attacks, and also a special ability called "Summoned Strike". Any attacks of opportunity that the summoned monster makes use its regular melee attack, not its summoned strike.
You may decide what the summoned creature looks like (subject to referee approval), and this appearance can be the same, or different, each time the poultice is made. Note that, even if the summoned monsters always appear identical to one another (assuming the holder chooses to make them so), they are not the same creature (probably), merely similar-seeming creatures from some reality other than your own. You can also describe the appearance and special effects of your summoned monster's attacks, but the damage types inflicted (e.g. bludgeoning (physical, common)) cannot be adjusted without a feat, power, or ability that specifically allows you to do so.
The Summoned Monster appears in a space you designate within the range of the poultice's effect, but this space must be unoccupied, unblocked, and sufficient for the creature's size (usually size medium, unless modified by an ability). You can give orders to your summoned monster as a free action, but it must spend its own actions (or actions gifted to it) in order to carry out your instructions. Summoned monsters share your turn in the initiative order, and may act in the same round in which they are summoned. By default, a summoned monster will attack the enemy creature (hostile to you) nearest to it to the best of its ability, unless directed otherwise. You can direct it not to attack, to attack specific enemies, or to perform other actions.
Summoned monsters have a single standard action with which to act, over and above your own actions each round. In addition, you may 'gift' some or all of your own actions (standard, move, or swift) to your summoned monster, to allow it to perform more complex activities in a given round (such as moving and then attacking, or making a full attack action). If more than one summoned monster is present, you must specify which summoned monster gains any 'gifted' actions you provide (i.e. your gifted move action doesn't give a move action to all summoned monsters present, just one).
In addition to the abilities listed on the monster's bestiary entry, summoned monsters gain a random ability from the table below. Roll 1d20 and look up your result (note that not all results are possible with Summon Monster I):

Movement Powers

d20 Result Ability
1 No bonus movement
2 Walk 40 ft.
3 Greater Swim 30 ft.
4 Greater Climb 30 ft.
5 Vaulting 30 ft.
6 Walk 50 ft.
d20 Result Ability
7 Greater Swim 45 ft.
8 Greater Climb 45 ft.
9 Vaulting 45 ft.
10 Hover 20 ft.
11 Walk 60 ft.
12 Greater Swim 60 ft.
d20 Result Ability
13 Greater Climb 60 ft.
14 Vaulting 60 ft.
15 Greater Flight 30 ft.
16 Lesser Teleport 20 ft.
17 Greater Swim 90 ft.
18 Walk 75 ft.
d20 Result Ability
19 Hover 40 ft.
20 Walk 90 ft.
21 Greater Flight 45 ft.
22 Lesser Teleport 40 ft.
23 Walk 120 ft.
24 Greater Climb 90 ft.
d20 Result Ability
25 Vaulting 90 ft.
26 Greater Flight 60 ft.
27 Hover 60 ft.
28 Lesser Teleport 60 ft.
29 Greater Flight 90 ft.
30 Lesser Teleport 90 ft.
This spell lays an arcane charge on its target(s). If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane charge on you, the caster. Targets which already have an arcane charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge can ever be present on a target at a time.
NOTE: The charge laid by this poultice is laid upon the holder, not upon the summoned monster(s).

Related Poultices:   I   III   V   VII