Summon Monster Questions


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Time for clarification on every DMs favorite spell! So I have a few questions that I can't seem to get straight answers to.

First, I have heard that on the turn a monster first appears that it can only take a standard action and it then it can only take a full round action only after the 2nd round that it appears. Now I can't find this rule anywhere that says what happens either way. So after a Wizard spends a full-round action casting the spell and then the creature appears does it create get a full-round of actions? Or just a standard action?

Second, it clearly states in the spell that "If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions". Now my players really don't like this rule to say the least and do everything in their power to try to make their creatures do crazy complex stuff. My question is if you summon something like a Riding Dog, which is semi-smart, and then you give it an order to do something, how do you handle determining if the animal understands you? Is it a Handle Animal check using the "push" command? What do people use for this case?

And finally considering that a summoned creature is an animal that PCs seem to have nearly no control over most times, should the PC even be allowed to control the animal once it appears? I would think that it would almost act like an NPC and that the DM should control the creature, especially if they can't communicate with it. How do other DMs handle this?

Thanks!


Unless my memory fails me (which is pretty much possible)...

The casting time for Summon Monster / Summon Nature's Ally is 1 round, not a full-round action. Meaning, the beastie will appear just before your initiative in the next round.

I see no reason (at least I cannot remember one) why it shouldn't be allowed a full-round action on the turn it appears. Which, like I wrote, is a turn after the summoning began.

As for the crazy complex things... sure, no biggie. If you summoned something intelligent that shares a language with you, or is able to understand you, go ahead. Otherwise, I'd call for Handle Animal checks (or whatever is appropriate) if the summoner tries to get his creature to do anything else than 'attacking your enemies to the best of its capabilities'.


Stonesnake wrote:
And finally considering that a summoned creature is an animal that PCs seem to have nearly no control over most times, should the PC even be allowed to control the animal once it appears? I would think that it would almost act like an NPC and that the DM should control the creature, especially if they can't communicate with it. How do other DMs handle this?

Every player I've ever spoken to has wanted to control their summons/companions/familiars/etc. I think a DM has more important things to do than running every critter the party adventures with. Make sure the player knows the limits of what it can do, and let them do it. Most critters (especially celestial ones) will know enough to try to flank an enemy, or target whatever looks the most dangerous. If the player can communicate, or handle animal, they can tell them to do other things. (Hold until the enemy is in range, sure. Build a raft, not so much.)


Stonesnake wrote:
And finally considering that a summoned creature is an animal that PCs seem to have nearly no control over most times, should the PC even be allowed to control the animal once it appears? I would think that it would almost act like an NPC and that the DM should control the creature, especially if they can't communicate with it. How do other DMs handle this?

As presented, the summon is treated as an NPC under the GM's control, so that's definitely an option that's available to you if you wish to use it. That said, most GMs I know simply let the player control the summon, only stepping in when it does something beyond the limits of the spell.

Grand Lodge

Stonesnake wrote:
First, I have heard that on the turn a monster first appears that it can only take a standard action and it then it can only take a full round action only after the 2nd round that it appears. Now I can't find this rule anywhere that says what happens either way. So after a Wizard spends a full-round action casting the spell and then the creature appears does it create get a full-round of actions? Or just a standard action?

There is no such rule. As Midnight Angel described, the creature appears right at the beginning of the summoner's next turn. It can then take a full round of actions.

Stonesnake wrote:
Second, it clearly states in the spell that "If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions". Now my players really don't like this rule to say the least and do everything in their power to try to make their creatures do crazy complex stuff. My question is if you summon something like a Riding Dog, which is semi-smart, and then you give it an order to do something, how do you handle determining if the animal understands you? Is it a Handle Animal check using the "push" command? What do people use for this case?

If the creature is an animal or otherwise fits the Handle Animal rules, the summoner can try Handle Animal. I agree that he would have to push the creature because it isn't defined as knowing any tricks.

If the summoner has no way under the rules to communicate with the creature, it acts as the spell describes: it attacks the summoner's enemies to the best of its ability, which means, among other things, using its intelligence (if any) and whatever special abilities or tactics it understands might be useful to defeat the threat.

Stonesnake wrote:
And finally considering that a summoned creature is an animal that PCs seem to have nearly no control over most times, should the PC even be allowed to control the animal once it appears? I would think that it would almost act like an NPC and that the DM should control the creature, especially if they can't communicate with it. How do other DMs handle this?

This is more a question of DM and group style. If the player can be trusted to run the creature as a separate character using the assumptions specified in the spell, there's no reason the DM can't save himself some work.


So what about Gate. The casting time is a standard action. Does the 'called' creature get a full round action in the round he was called? I would think so...it is a 9th level spell, but I wanted to get some input on it first.


For summons:

Summon Monster I wrote:
It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

Animal companions are described as loyal. Familiars are described as bound to their master.

It makes sense to put the onus of management on the player in each scenario. That said, as the spell above says if you can communicate with it then you can direct it to do other things. Animal companions and familiars quite often come with abilities that let you communicate with them as you level.

So, the boundaries of what is/isn't loyal and whatnot really do fall within the mind of the player. For the GM to enforce that would be wicked crazy.

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