action to command a summoned creature?

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I can't find the rules anywhere for commanding summoned creatures. Previously, in DMing 3.5, I was pretty lax about actions in combat, but now I want to get more strict. I can't find the rules anywhere in Pathfinder!

I think it's something like: move action to command a summoned creature, unless you have to convince it, in which case it's a standard action with a Diplomacy check or somethin.

When you cast summon monster, is the first command built in to the 1 round casting time, so that the creature can act right out of the gate?
 

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PFRD said:
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.
What kind of action do you make communication in your game? I would say it depends on what sort of command you give it. A simple command - free action. A long complex order (with multiple steps)- standard or maybe even a full action.

Summoned creatures just do what you tell them, you don't have to convince them. You do have to be able to communicate with it or the only thing it will do is fight your enemies for you. And that command, fight you enemies, is "built in".
 

commanding summoned creatures

I don't think there are definitive rules for this.

My own house rule, is that in any given round, the first command issued to a creature is a swift action, the 2nd is a move action, and the 3rd is a standard action. Thus, a PC who does nothing else can give commands to 3 summoned creatures per round.

Ken
 

I think it's something like: move action to command a summoned creature, unless you have to convince it, in which case it's a standard action with a Diplomacy check or somethin.
Why would summoned creatures need convincing about anything?

AFAIK, (verbally) commanding summoned monsters in 3e is a free action since talking is a free action.

In the Astral Construct power (which is basically the psionic equivalent of summon monster) it's spelled out, though in this case only a mental command is required:
SRD said:
As a free action, you can mentally direct it not to attack, to attack particular enemies, or to perform other actions.
 

I think it's something like: move action to command a summoned creature, unless you have to convince it, in which case it's a standard action with a Diplomacy check or somethin.

When you cast summon monster, is the first command built in to the 1 round casting time, so that the creature can act right out of the gate?
A creature from a Conjuration (Summoning) spell will do what you want without any rolls, if it understands you. As a free action a character can talk, most DM I have played limit this to about 5 words a round before you start to talk about using a move or standard action. This type of spell includes includes Summon Monster 1-9 and Summon Nature's Ally 1-9. There are some Conjuration (Summoning) that don't follow this and their rules written into the spell description like summon swarm.

A creature from a Conjuration (calling) spell require you to be able to communicate with the creature and negotiate with it for its services (a diplomacy opposed roll that can completed in at least a round or even several hours to complete). This type of spell includes Planar Ally, Planar Binding and Gate.

In either case the caster can try to communicate by gestures. I suggest that in this case it is a move action to attempt to give directions. Have the player act out what the character is doing to direct the creature and having an preform roll. Creatures with lower intelligence would require higher Preform DC then one with a higher intelligence score.

In some cases a familiar can be used to give orders. I suggest a round delay in this case.
 

I think it's something like: move action to command a summoned creature, unless you have to convince it, in which case it's a standard action with a Diplomacy check or somethin.
That would be a horrific nerfing of the summon monster spells.

It appears where you designate and acts immediately, on your turn. 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.
 

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