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<blockquote data-quote="Aulirophile" data-source="post: 5408893" data-attributes="member: 86312"><p><em>SUMMONED CREATURE</em></p><p><em>A creature you summon uses these rules, unless a</em></p><p><em>power description says otherwise.</em></p><p><em>✦ Allied Creature: When you use a summoning</em></p><p><em>power, you create a creature that is an ally to you</em></p><p><em>and your allies. The power determines where the</em></p><p><em>summoned creature appears.</em></p><p><em>✦ Your Defenses: The summoned creature’s</em></p><p><em>defenses equal yours when you summon it, not</em></p><p><em>including any temporary bonuses or penalties.</em></p><p><em>✦ Hit Points: The summoned creature’s maximum</em></p><p><em>hit points equal your bloodied value. When the</em></p><p><em>summoned creature drops to 0 hit points, it is</em></p><p><em>destroyed, and you lose a healing surge. If you have</em></p><p><em>no healing surges left, you instead take damage</em></p><p><em>equal to half your bloodied value.</em></p><p><em>✦ No Healing Surges: The summoned creature lacks</em></p><p><em>healing surges, but if a power allows it to spend a</em></p><p><em>healing surge, you can spend a healing surge for it.</em></p><p><em>The summoned creature then gains the benefit of</em></p><p><em>the healing surge, instead of your gaining it.</em></p><p><em>✦ Speed: The summoning power determines the</em></p><p><em>summoned creature’s speed.</em></p><p><em>✦ Commanding the Creature: The summoned creature</em></p><p><em>has no actions of its own; you spend actions</em></p><p><em>to command it mentally. You can command the</em></p><p><em>creature only if you have line of effect to it. When</em></p><p><em>you command the creature, the two of you share</em></p><p><em>knowledge but not senses.</em></p><p><em>As a minor action, you can command the</em></p><p><em>summoned creature to take one of the following</em></p><p><em>actions, if it is physically capable of taking that</em></p><p><em>action: crawl, escape, fly, open or close a door or a</em></p><p><em>container, pick up or drop an item, run, stand up,</em></p><p><em>shift, squeeze, or walk.</em></p><p><em>The summoning power determines any special</em></p><p><em>commands you can give the summoned creature</em></p><p><em>and gives an action type for each command. If a</em></p><p><em>special command is a minor action, you can give</em></p><p><em>that command only once during each of your turns.</em></p><p><em>✦ Attacks and Checks: If a summoning power</em></p><p><em>allows the summoned creature to attack, you make</em></p><p><em>an attack through the creature, as specified in the</em></p><p><em>power description. If the summoned creature can</em></p><p><em>make a skill check or an ability check, you make</em></p><p><em>the check. Attacks and checks you make through</em></p><p><em>the creature do not include temporary bonuses or</em></p><p><em>penalties to your statistics.</em></p><p><em>✦ Duration: Unless the summoning power states otherwise,</em></p><p><em>the summoned creature lasts until the end</em></p><p><em>of the encounter and then disappears. As a minor</em></p><p><em>action, you can dismiss the summoned creature.</em></p><p><em></em></p><p><em></em>Ah, K. It shares actions with you, including OA's. If something provokes an OA, then you can use your OA for the turn to let the Fire Warrior take it.</p><p></p><p>It gets everything. Implement, feats, magic items. Chances are if you add it to your normal rolls, the summon also gets it (I literally can't think of any exceptions). </p><p></p><p>Note: Summons do not have an MBA unless they say they do. No matter how juicy that Standard is Warlord's can't let them take it again.</p></blockquote><p></p>
[QUOTE="Aulirophile, post: 5408893, member: 86312"] [I]SUMMONED CREATURE A creature you summon uses these rules, unless a power description says otherwise. ✦ Allied Creature: When you use a summoning power, you create a creature that is an ally to you and your allies. The power determines where the summoned creature appears. ✦ Your Defenses: The summoned creature’s defenses equal yours when you summon it, not including any temporary bonuses or penalties. ✦ Hit Points: The summoned creature’s maximum hit points equal your bloodied value. When the summoned creature drops to 0 hit points, it is destroyed, and you lose a healing surge. If you have no healing surges left, you instead take damage equal to half your bloodied value. ✦ No Healing Surges: The summoned creature lacks healing surges, but if a power allows it to spend a healing surge, you can spend a healing surge for it. The summoned creature then gains the benefit of the healing surge, instead of your gaining it. ✦ Speed: The summoning power determines the summoned creature’s speed. ✦ Commanding the Creature: The summoned creature has no actions of its own; you spend actions to command it mentally. You can command the creature only if you have line of effect to it. When you command the creature, the two of you share knowledge but not senses. As a minor action, you can command the summoned creature to take one of the following actions, if it is physically capable of taking that action: crawl, escape, fly, open or close a door or a container, pick up or drop an item, run, stand up, shift, squeeze, or walk. The summoning power determines any special commands you can give the summoned creature and gives an action type for each command. If a special command is a minor action, you can give that command only once during each of your turns. ✦ Attacks and Checks: If a summoning power allows the summoned creature to attack, you make an attack through the creature, as specified in the power description. If the summoned creature can make a skill check or an ability check, you make the check. Attacks and checks you make through the creature do not include temporary bonuses or penalties to your statistics. ✦ Duration: Unless the summoning power states otherwise, the summoned creature lasts until the end of the encounter and then disappears. As a minor action, you can dismiss the summoned creature. [/I]Ah, K. It shares actions with you, including OA's. If something provokes an OA, then you can use your OA for the turn to let the Fire Warrior take it. It gets everything. Implement, feats, magic items. Chances are if you add it to your normal rolls, the summon also gets it (I literally can't think of any exceptions). Note: Summons do not have an MBA unless they say they do. No matter how juicy that Standard is Warlord's can't let them take it again. [/QUOTE]
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