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PATH OF THE
SUMMONER
ALSO: Binder, Caller, Conjurer
You can conjure creatures from other planes to protect yourself and bring
ruin to your enemies.
VASSAL CORE TALENT
You bind creatures to this plane that you can command. Each scene you have a 4d binding power
pool to direct your vassal to do your bidding. Each session you have 3 anchors to: add a mutation to
your vassal—direct them to produce a potent effect based on their mutations~change a mutation.
You can cast cantrips using your vassal’s trappings. When it’s harmed, drop 1d from the binding
pool and take a mark. If it drops to Od while you have anchors left, it breaks free. Make a 2d story
roll to determine the fallout before it disappears. You can summon a new one at the start of the
next scene.
Mutations bestow benefits such as: flightunderwater adaptation temporary talent.
GROWTH: Every 3 levels, gain +2d binding dice per scene and +1 anchor per session.
MUTATIONS [EXAMPLES]
Tentacles: Mighty (pg. 57) @ Serpentine: Keen Senses (pg. 69)
Dripping Maw: Fearsome (pg. 57) Armored Plates: Bulwark (pg. 63)
Poison Barbs: Poisoner (pg. 71) # Scythe Claws: Overkill (pg. 57)
# Leathery Wings: Flight Tensile Antenna: Tether (pg. 65)
Oily Hide: Aquatic ‘Chromatic Scales: Perfect Camouflage
Extra Appendages: Relentless (pg. 69) Lashing Tail: Opportunist (pg. 71)
YOUR VASSAL [OPTIONAL]
Tehran aS RNA cnu cree cones)
squat tall chicken jellyfish prowl glide
gangly angular badger _ person wo slither dash
robust bulky turtle snake boar leap skitter
lithe rounded squid dragon ape crawl lumber
sleek hunched panther bull blob bound charge
imposing gaunt spider __ insect tree gallop float
ascii eee Wii en ea)
fier gravelly sparkling demonic eternal ancient
molten grimy twisted boney towering whimsical
sparking earthen prismatic necrotic immaculate wild
icy fluttering eerie radiant ethereal gloomy
murky blusterir apathetic celestial crystalline inky
slimey monochrome glorious glowing ghastlySUMMONER TALENTS
BONDED WORD
You've become familiar with all covenants, especially extraplanar ones. You can add contracts as a
wise. If you're present for an agreement, you can make it binding. Both parties know if it's broken,
with the defaulting party inflicted by a potent spell, using the contract details as touchstones,
‘CHOSEN EIDOLON
You have a deep connection with a single vassal. It has one mutation, and you can only summon it.
‘When it breaks free, take +1d on the story roll and spark. Each PC adds a reciprocal bond with it.
COMMANDING PRESENCE
‘You demand perfection from those that serve you. On a perfect when direct
control, you can push yourself to turn it into a criti
1g a creature you
talent, take spark.
FIERCE PROTECTOR
Those that you command will throw themselves in harm's way to protect you. When you make a
defense roll assisted by a creature you control, you lessen the harm you take. Your companion takes
the full consequence, if any. On a perfect, take spark.
INFUSED BLOOD
Through a painful process, you can alter your own body as a vassal. You can push yourself to gain a
mutation for the scene. You are visibly changed, becoming monstrous and grotesque. Those
witnessing the change may react with vex, (No free activation)
LEY MAGIC
You can push yourself to alter the leylines in the area to: draw or repel certain creatures~enhance or
dampen magic. When you alter a place like this, you know when others enter the area, always getting
a hint or reveal on vigilance.
PLANAR PORTALS
Given time, you can establish a waypoint in your planar network, or open a portal from one waypoint to
another. You can make a temporary link in the moment, but you must roll taking +1t for each previous
waypoint. Establish your method of travel when using this talent, such as: connecting doors—jumping
through pitch black shadow—opening gates in trees. Those around you can use the portal as well.
Extra talents fitting the Summoner: Automatons (summons), awaken, true shape, arcane training, mind over
matter, tether, eldritch growth, magic sense, spelleater, wisps, otherworldly form, familiar.