This has been something I've loved ever since Final Fantasy II on the SNES. You can all blame Rydia for this particular path.
You can kind of blame Hunters from World of Warcraft as well, but Rydia honestly is where the desire to make this came from.
There are many varied and wondrous creatures that fill the
world you live in, and creatures from other planes that travel to ours. Some
are vicious and powerful, others are wise and mystic, but all of them have
unique abilities and powers that have made them highly adept at surviving harsh
and extreme danger and environments. The School of Summoning allows you to bond
with these creatures, making their unique gifts yours.
Primary Stats: Charisma,
Constitution
Bonus to Skill
Checks: Intimidation, Knowledge (Dungeoneering, Nature, The Planes),
Survival
Basic Abilities
Opening this talent tree grants you the following powers and
abilities.
Summoner’s Companion: You have a
bond with a unique and special creature that is a representation of some inner
part of you. You choose whatever sort of animal, elemental, demon, or undead
companion you would like and create it with the GM. You can choose a handful of
powers, or the GM can suggest things that the creature could do, and it gains
power with you. The companion will be played by the GM. The companion is as
intelligent as you, speaks your language, and can be enhanced later with talent
branches.
Pact and Soul Stones:
You can bond with creatures that are willing or that you defeat. When you
create this bond it is called a pact, and you gain a copy of this creature
known as a soul stone. Soul stones can summon a copy of the creature to aid you
and fight alongside you for a time or will come, perform an action or attack
and then vanish once more. While a summoned pact creature will do its best to
fight for you, you can only have a certain number you can use in a day and
still have control over them. This number is your Charisma modifier. There are
limits on what sort of creature you can pact with and how difficult it might be
to pact with. At the start, you can only pact with natural creatures. As you
gain ranks in Mastery, you will be able to pact with more powerful creatures
and eventually people and other things. You direct a soul stone companion in
whatever way you determine is best, and can command them with a general order
(“protect the mage”) or more specific orders (“run around to the back, wait for
my signal, then spring your firepillar on them”) and you can do this verbally
or psychically, but it is always a free action to direct them. Soul Stones have
a small recharge which differs from stone to stone and is based on the power of
the creature and the length of time you have the creature out.
Mastery: Mastery
is a measure of your overall power and ability in a given talent branch. Each
rank raises your ability a bit higher, and grants you greater power and access
to more abilities further down the line. You must purchase each rank in order.
Each rank is explained in detail below.
Rank 1: Your
powers are slightly enhanced, and you can tame and pact with more powerful
creatures. 10 points.
Rank 2: Your
powers are slightly enhanced, and you can tame and pact with more powerful
creatures. You and your companion fight more effectively together, and their power
is enhanced as well. You gain an additional soul stone use per day. 20 points.
Rank 3: Your
powers are enhanced, and you can tame and pact with more powerful creatures. You
gain a +2 to Charisma. 30 points.
Rank 4: Your
powers are greatly enhanced, and you can tame and pact with much more powerful
creatures. You and your companion fight more effectively together and their
power is greatly enhanced as well. You gain an additional soul stone use per
day. 40 points.
Rank 5: Your
powers are greatly enhanced, and you can tame and pact with much more powerful
creatures. Once per day you can summon all of your pacts at once. You have the
option of taking the second companion
talent branch or the enhanced companion
branch. You can take one or the other, but not both. You gain an additional
soul stone use per day. You gain a +3 to Charisma. 50 points.
Tame: You
overwhelm an enemy and gain control over them for a short time. You can control
them as you would your companion or a soul stone. When you’re done controlling
them, you can send them away instead of having to fight them. Any sort of
damage or attack against the controlled target will release them from the
control. You can only control one creature at a time in this fashion. Requires
Mastery Rank 1 and 10 points.
The Call:
Regardless of where you are there are natural creatures. You can send out a
call for aid, and a small group of natural creatures from nearby will come to
your aid. The amount of animals that heed your call, and their power and
ability depend on your level and ability. Requires Mastery Rank 1 and 10
points.
Bond of Nature:
You can take on the physical aspects of the natural world, growing sharpened
natural claws, making your flesh tougher, creating natural poisons, toxins, and
venoms, and more. You are also better at pacting with natural creatures.
Requires Mastery Rank 1 and 10 points.
Pincer Attack:
You draw the attention of your enemy while your companion sneaks behind them,
then you attack as one. Requires Mastery Rank 1 and 15 points.
Control Creature:
You dominate a single, natural creature that is attacking you and have it fight
or work for you for a short time before you release it back to the wild. If the
creature is under a spell to attack you, you break the spell and free it.
Requires Mastery Rank 1 and 15 points.
Spirit Bond: So
long as you and your companion are within 20 yards of each other, both of you
gain a small regeneration. You both also gain a boost to magical abilities. Requires
Mastery Rank 1 and 15 points.
Undead Golem: You
can easily piece together bits of corpses, be they flesh covered or not, to
make various golems. It takes a bit of time and energy to do so, and nothing
you create is intelligent or particularly strong, but they can still be
effective and used for any number of purposes. Requires Mastery Rank 1 and 15
points.
Elemental Fury:
You and your companion are charged with elemental energies, allowing you to use
small bits of elemental magic, such as launching a small fireball, wind armor,
etc. Nothing you can do is terribly powerful, but it can be very effective when
used creatively. Requires Mastery Rank 1 and 15 points.
Call of the Grave:
You send out a chilling message to spirits, wraiths, ghosts, and anything
undead nearby. They crawl from their eternal rest to aid you in battle. The
amount of creatures that heed your call, and their power and ability depend on
your level and ability. Requires Mastery Rank 1 and 15 points.
Dire Beast: You
can either summon a dire version of a natural beast from where you are, or turn
your companion into a dire beast for a short time, making them stronger,
faster, tougher, and bigger for a short time. This stacks with other similar
abilities and talents. Requires Master Rank 2 and 15 points.
Bestial Ferocity:
So long as you and your companion are within 20 yards of each other you both
gain a boost to your physique, making both of you tougher, stronger, and better
able to fight physically. Requires Mastery Rank 2 and 15 points.
Feast of Souls:
The damage your companion inflicts can be used to heal you or your companion.
It will never be equal, say point for point if it was hit points, but it can be
very effective and useful. Requires Mastery Rank 2 and 15 points.
Frenzy: You send
your companion into a rage, empowering them for a short time, granting them the
ability to hit harder and more accurately against one single target. Requires
Mastery Rank 2 and 20 points.
Wild Imps: As you
attack, either physically or with magic, there is a chance that a wild imp will
suddenly pop into existence and start casting fel firebolts at your target.
They last a short time, and you can have up to 3 + Charisma modifier fighting
with you at once. Requires Mastery Rank 2 and 25 points.
Kill Command: You
can now empower your soul stones with dire beast or frenzy. Requires Mastery
Rank 2 and 30 points.
Blink Strikes:
Your companion and summons now have the ability to teleport short distances to
attack targets physically. They can only teleport every minute or so, and their
physical attacks are more damaging for a few seconds immediately after they
teleport. Requires Mastery Rank 3 and 15 points.
Clever Tactics:
You have a group of soul stones that work well with you and your companion. You
can summon them all at once and, with a single command, thought, or word, all
those summoned as well as you and your companion fall in line to work as a
well-trained team. You can have more than one ready to go that do different
things. For example, you can have a small group that work well as tanks,
allowing you and your companion to attack while they take damage, or a team
that heals you and your allies, etc. You can only summon one group at a time,
and it does take from your daily soul stone use. Requires Mastery Rank 3 and 20
points.
Spirit of Connection:
The connection between you and your companion is incredible, and you now share
power and energy. Each of you is more difficult to attack and you each take
damage better. You may also trade places instantly so long as you are close
enough to each other. You are also able to see through each other’s eyes.
Requires Mastery Rank 3 and 20 points.
Aura of the Hunter’s
Pack: Your eyes become golden orbs of power, and you gleam with a slight
haze that only you and your allies can see. You are all slightly empowered,
your senses are enhanced, and all of you work with one mind, each knowing what
the other will do. You move as a pack, more accurate, stronger, and better able
to take down your enemies. This lasts for as long as you keep it up, but it is
draining. Requires Mastery Rank 3 and 20 points.
Infernal Pact:
You can control demons. The amount of control you have over them depends on the
type of demon. You also can make pacts with demons and gain a bonus to pacting
with them. Requires Mastery Rank 3 and 25 points.
Bestial Wrath:
With a quick command, you empower your companion, making it stronger, faster,
tougher and slightly larger for a few moments. This stacks with other similar
abilities and talents. Requires Mastery Rank 3 and 25 points.
Bond of the Elements:
You can control elementals. The amount of control you have over them depends on
the type of elemental. You also can make pacts with elementals and gain a bonus
to pacting with them. Requires Mastery Rank 3 and 25 points.
Elemental Swarm:
You can summon a small amount of varied elementals of a small size that swarm
around your foes, damaging them and disorienting them. The amount you pull,
their power, and how long they last depends on your power and ability. Requires
Mastery Rank 3 and 35 points.
Powers of the Pact:
You can now take on the powers and abilities of the creatures you have summoned
from your soul stones. You can only take one at a time and they only work while
you have the pacted creature active. Requires Mastery Rank 3 and 35 points.
Stampede: You
summon up to 3 + Charisma modifier copies of your companion, a soul stone, or a
combination of both. They last for a short time, attacking targets as you
command with improved damage to all abilities. Requires Mastery Rank 3 and 35
points.
Titanic Infusion:
You can enhance your companion with the energy of elemental titans, granting it
greater physical and magical power, making it larger, and granting in limited
immunity for a short time. This cannot be done often. This ability stacks with
other talents and abilities. Requires Mastery Rank 4 and 30 points.
Master Summoner:
You stand alone, the best of the best. And when you need, you call out and the
whole of the world responds, sending you an army to aid you when you need. This
takes a lot of energy and can only be done about once a day, safely. Creatures
that will aid you the most in battle appear ready to follow your commands.
Depending on your ability, more creatures and more effective creatures will
appear. All of your powers are again, greatly enhanced. Requires Mastery Rank 5
and 50 points.
Unleash the Beast:
Once per day, you can summon ALL of your soul stones at once, and you, your
companion, and your summons have your powers and abilities enhanced for a short
time. Requires Mastery Rank 5 and 50 points.
Second Companion
Second Soul Aspect:
You gain another permanent companion. All of
your abilities are enhanced as well as both companions. Requires Mastery Rank 5
and 50 points.
Enhanced Companion
All abilities, unless otherwise noted, require Mastery Rank
5 and are permanent additions to your companion.
Blood Feast: Your
companion gains strength with each successful attack, becoming stronger, to a
point for a short time. They also gain a small regeneration as they attack. 15
points.
Dire Upgrade:
Your companion becomes much larger, more physically powerful, more resistant to
damage, faster, and much tougher in general. 25 points.
Natural Brilliance:
Your companion becomes much more intelligent, able to think faster, more
clearly and more efficiently, allowing it greater arcane ability as well as
tactical ability. 25 points.
Greater Celerity:
Your companion gains a great boost in speed, allowing it to move much more
swiftly both in and out of combat. 30 points.
Hidden Potential:
You have helped your companion grow in power to the point that you have
discovered a special ability that neither of you knew it had. The companion
gains a special new ability that you and the GM create. This can be taken more
than once. 50 points.