Summoning

How Summoning Works

Creatures summoned with a spell with a 1 round casting time appear just before the beginning of your turn in the round after you begin casting. This puts the creature ahead of you in the initiative order and it immediately acts before you.
Creatures summoned as a standard action act after the caster’s turn. Dismissing the creature(s) summoned by a summoning spell that can be dismissed (dismissible spells have a (D) after the duration) is a standard action.

Summoned creatures must appear within the range of the spell but may move freely thereafter. Multiple summoned creatures may be placed in any space within the spell’s range that can be targeted. Large and larger sized creatures must be wholly within the range of the spell when summoned. Creatures cannot be summoned into an environment that cannot support them.

A summoned creature “attacks your opponents to the best of its ability.” For animals and vermin this means attacking the nearest enemy in the manner a natural creature would do so. Summoned animals are not trained and know no tricks. A summoner can “push” a summoned animal to perform a trick with a DC 25 Handle Animal check. The DC increases to 27 if the animal is injured. Summoned creatures are allies and threaten the summoner’s enemies. If a spell description notes that a summoned creature is not controlled, such as summon swarm, the above obviously does not apply.

Intelligent summoned creatures a summoner can communicate with may be given instructions. Giving a simple instruction – equivalent to an animal trick – is a free action. Giving complex instructions is a move action.
Summoned creatures appear with the gear listed in their Bestiary entry, if any, and such gear disappears when the summoned creature disappears, even if it is not in contact with the summoned creature. Summoned creatures may use unsummoned gear they are provided with, which remains when the summoned creatures go away.

Summoned creatures may not use teleportation or planar travel spells or abilities. They may not cast spells or use spell-like abilities that require costly material components. They cannot summon other creatures.

Spells and spell-like abilities of summoned creatures with durations other than instant or permanent end when the summoned creature goes away. The effects of extraordinary abilities, such as poison or disease, remain after the summoned creature goes away.

Summoned creatures go away when dispelled, when the spell that summoned them expires, when their summoner is killed, when reduced to 0 hp or less, or when killed.

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Summoning

Pathfinder Off the Beaten Path TM119