Monday, 4 May 2020

How to: Summoner Abilities

How to: Summoner Abilities

The summoner class from Pathfinder is a weird one. It's highly customizable, but requires a lot of preparation to play properly (i.e. without combats becoming a slog). Let's try to convert summoner's class abilities to GURPS.

Summoner Spellcasting: In Pathfinder, summoners have a quite wide selection of spells. In GURPS, I would suggest using sorcery with the Limited Colleges, Gate, -40% limitation to make the summoner's more focused. Also, I would treat Summon (Elemental) spells as Gate spells for this purpose.

Eidolon [33/49/66/98/180 for levels 1-5]
The summoner has the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature. The summoning ritual takes 1 minute, but does not require any rolls. Dismissing the eidolon is a free action, but it can only be done if the eidolon is physically present.
The summoner and eidolon have Special Rapport (p. B88) and Mindlink (p. B70) with each other. The summoner and eidolon can telepathically communicate with each other as per Telesend (p. B91). This requires no rolls, and both can tell if the sending is successful. When the summoner receives thoughts from the eidolon, he glimpses the mental image of his eidolon - he knows who the sender is. However, the eidolon does not enjoy this benefit.
Whenever the summoner benefits from any positive supernatural effect (healing spell, temporary attribute bonus, and so on), his eidolon is also affected. If the eidolon dies, the summoner must wait 24 hours before he can summon him again. This is the same eidolon, there is no need for reaction rolls or any gradual relationship development. The eidolon cannot be summoned within an area with no mana, and it can be dispelled. However, dispelling the eidolon does not kill it, so the summoner does not have to wait 24 hours before resummoning it.
The eidolon, unlike most other allies, is built by the player (but still must be approved by the GM), and when the summoner's point value changes, the player dictates what abilities the eidolon gains or loses (still must be approved by the GM). The eidolon must have the Eidolon meta-trait (see below). If outsiders in the campaign setting have particular uniquitous weaknesses or powers, they should also be included. Sometimes it might even be appropriate to build an eidolon as if it were a member of a specific outsider class.
At level 1, the eidolon's point value should not be higher than 25% of the summoner's point value. This value changes to 50% on level 2, 75% on level 3, 100% on level 4, and 150% on level 5.
Statistics: Ally (Eidolon; Built on 25%; Constantly Available; Cosmic, Built by the player, +100%; Cosmic, Can be resummoned after death as if Conjured, +50%; Cosmic, Shared Effects, +50%; Immediate Preparation Required, 1 minute, -30%; Magical, -10%; Special Abilities, +50%;  Summonable, +100%) [17] + Mindlink (Eidolon; Magical, -10%) [5] + Special Rapport (Eidolon; Magical, -10%) [5] + Telesend (Accessibility, Eidolon only, -80%; Can tell if sending is successful, +10%; Magical, -10%) [6]. Each additional level increases the point value of the ally as per Allies (p. B37).

New Meta-Trait: Eidolon
-35 points
Avatar [1]; Fragile (Unnatural) [-50]; Mindlink (Master; Magical, -10%) [5]; Sense of Duty (Master) [-2]; Special Rapport (Master; Magical, -10%) [5]; Telesend (Accessibility, Master only, -80%; Can tell if sending is successful, +10%; Magical, -10%) [6].

Life Link [1/level]
This is an ability the eidolon can take. In times of need, it can draw on the master's HP as if it were its own; this reduces the master's HP directly, and it must heal normally to become available for use again. The master can refuse to grant HP this way to the eidolon.
Statistics: Vitality Reserve (Drains Master, -50%; Magical, -10%; Master can refuse, +10%) [1/level].

Life Bond [0.8/level]
This is an ability the summoner can take. In times of need, he can draw on the eidolon's HP as if it were his own; this reduces the eidolon's HP directly, and it must heal normally to become available for use again.
Statistics: Vitality Reserve (Drains Eidolon, -50%; Magical, -10%) [0.8/level].

Bond Senses [24]
This is an ability both the master and the eidolon can take. It allows transmitting all feelings when using Telesend to contact each other - sight, hearing, smells, etc. telepathically instead of limiting it to thoughts.
Statistics: adds Sensie, +80% to Telesend on either the master or the eidolon [24].

Aspect [varies]
The summoner may gain an ability of the eidolon, if the eidolon close enough to reach the summoner in 1 minute.
Statistics: any appropriate ability with Granted by Eidolon, -40%; Magical, -10%; and, where appropriate, Switchable, +10%.

NEW SORCERY SPELLS

I decided that some of the class abilities make sense and generic Gate spells (that are available to the summoner). These are very expensive.

Maker’s Call
Keywords: Resisted (Will).
Full Cost: 160 points.
Casting Roll: Will. IQ to teleport. Special casting cost.
Range: Unlimited.
Duration: Instantaneous.

This spell can be used to teleport a creature summoned by the caster into a hex adjacent to the caster. If the subject fails to resist (this resistance roll is usually waived), the caster may try an immediate IQ roll to teleport the subject as if using the Warp advantage (p. B97). The caster can send the subject and his gear up to his Extra-Heavy encumbrance to himself and can cancel range modifiers by spending his own FP.
Statistics: Affliction 1 (Will; Accessibility, Only on creatures summoned by the caster, -80%; Advantage, Maker’s Call, +1,400%; Based on Will, +20%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [160]. Notes: “Maker’s Call” is Warp (Anchored, The caster, -60%; Extra Carrying Capacity, Extra-Heavy, +50%; Reliable 10, +50%) [140]. The +10 for Reliable cancels the -10 for no preparation.

   
Summoner’s Merging
Keywords: Resisted (Will).
Full Cost: 58 points.
Casting Roll: IQ.
Range: Touch.
Duration: Indefinite.

The caster’s body magically melds with the creature he has summoned beforehand. Equipment up to his Basic Lift meld with him, but the rest of his equipment falls to the ground.
Once melded, the caster can use his senses from the host creature, and can breathe if any part of it is touching air. If the creature takes damage, it affects the caster proportionally; e.g., 4 HP of injury to a 40 HP demon results in a 1 HP wound for a 10 HP man.
The summoned creature resists at +5 if it is in combat with the caster or otherwise wary of him. Typically, the creature is willing, so it waives its resistance roll.
If the caster loses or ties, he is mentally stunned for 1d seconds. In addition, he may never attempt to possess that subject again – he is “immune” to him. If the caster wins, he takes over his victim’s body, completely suppressing his personality.
When the spell ends, the host regains control of his body (if sentient) after 1d seconds of mental stun, and “comes to” with no memory of the possession.
The caster gains his new host’s ST, DX, and HT (and secondary characteristics calculated from these scores), as well as his physical advantages and disadvantages. He keeps his own IQ, Perception, and Will, and all of his mental traits. The caster’s social traits may apply, depending on the laws and values of his society. The caster’s IQ-, Perception-, and Will-based skills are unchanged. Other skills remain at the same relative skill level.
Statistics: Permeation (Creatures summoned by the caster; Can Carry Objects, No encumbrance, +10%; Link, +10%; Magical, -10%; Meld I, +150%) [13] + Possession (Link, +10%; No Memory Access, -10%; Sorcery, -15%; Specific, Creatures summoned by the caster, -40%) [45].

Summoner’s Transposition
Keywords: Resisted (Will).
Full Cost: 301 points.
Casting Roll: Will. IQ to teleport. Special casting cost.
Range: Unlimited.
Duration: Instantaneous.

When this spell is cast, the caster instantly switches places with a creature summoned by him. He must be able to see this creature. The creature is the target of this spell and it may resist (but usually it does not). In the target fails to resist or chooses to waive its resistance roll, the caster may try an immediate IQ roll to teleport as if using the Warp advantage (p. B97). The caster can send himself and his gear up to his Extra-Heavy encumbrance and can cancel range modifiers by spending his own FP. The summoned creature appears in the original position of the caster.
Statistics: Affliction 1 (Will; Accessibility, Only on creatures summoned by the caster, -80%; Advantage, Summoner’s Transposition, +1,400%; Based on Will, +20%; Link, +10%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [161] + Warp (Accessibility, Only to summoned creatures, -40%; Extra Carrying Capacity, Extra-Heavy, +50%; Link, +10%; Magical, -10%; Reliable 10, +50%; Vision-Based, -20%) [140]. Notes: “Summoner’s Transposition” is Warp (Anchored, The caster, -60%; Extra Carrying Capacity, Extra-Heavy, +50%; Reliable 10, +50%) [140]. The +10 for Reliable cancels the -10 for no preparation.

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