"The power of my servants is limited only by my imagination."Prerequisite:
Without form and order, all life reverts to its natural state of chaos. Without thought, there can be no life, and you prove this maxim by creating life from the power of thought. You are the master of summoning, shaping the raw possibility of your psionic power into whatever form you desire. The servants you fashion are granted a semblance of life, which they sacrifice willingly to fight on your behalf. Your creations are many and varied. Your focus allows you to bestow a consistent range of traits that mark them all as your children, and that grant unequalled usefulness on the battlefield.
MASTER SUMMONER PATH FEATURES Driven Action (11th level)
: When you spend an action point to give a special command that allows a summoned creature to make an attack, that attack gains a power bonus to the attack roll equal to your Charisma modifier, and each enemy hit by the attack takes 5 extra damage. Paragon Power Points (11th level)
: You gain 2 additional power points. Resilient Creation (11th level)
: When you summon a creature using a psion or psion paragon path power, the summoned creature gains temporary hit points equal to your Charisma modifier.
In addition, whenever you spend a healing surge, one summoned creature you control regains hit points equal to your Intelligence modifier. Evolved Form (16th level)
: When you summon a creature using a psion or psion paragon path power, you can grant the summoned creature one of the following traits.
Agile Loper: The summoned creature gains a +4 power bonus to speed.
Alabaster Wings: The summoned creature gains fly 6 (hover).
Aquatic Menace: The summoned creature gains the aquatic keyword and swim 8.
Hooked Stinger: The summoned creature’s opportunity attacks deal 2d6 extra poison damage.
Unstable Corpus: When the summoned creature drops to 0 hit points, it explodes, dealing 15 damage to each creature in a burst 3.
Master Summoner Attack 11Sustaining Harvest
Your attack hinders nearby foes as it lets you steal an enemy’s life force for your own needs.
Encounter Augmentable, Implement, Necrotic, Psionic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier necrotic damage, and each enemy adjacent to the target takes a -2 penalty to all defenses until the end of your next turn. In addition, you or one summoned creature you control gains temporary hit points equal to your Intelligence modifier.Augment 2
Hit: 3d8 + Intelligence modifier necrotic damage, and each enemy adjacent to the target takes a -2 penalty to all defenses until the end of your next turn. In addition, you or one summoned creature you control gains temporary hit points equal to twice your Intelligence modifier.
Master Summoner Utility 12Warded Summons
Your connection to a creature you’ ve summoned allows it to turn back even the deadliest attack.
Immediate Interrupt Ranged 10
Trigger: A summoned creature you control within 10 squares of you takes damage from an attack
Target: The triggering creature
Effect: The target takes no damage from the triggering attack.
Master Summoner Attack 20Ideal Champion
You summon the ideal champion to fight at your side.
Daily Implement, Psionic, Summoning
Standard Action Ranged 10
Effect: You summon a Huge ideal champion in unoccupied squares within range. The champion has speed 5 and threatening reach. It has a +2 bonus to all defenses and gains one extra trait from your Evolved Form feature. You can give the champion the following special commands.
Standard Action: Melee 3; targets one creature; Intelligence vs. AC; 2d8 + Intelligence modifier damage, and the champion pushes the target 5 squares.
Standard Action (1/encounter): Close burst 3; targets each enemy in the burst; Intelligence vs. AC; 2d8 + Intelligence modifier damage, and the champion pushes the target 5 squares and knocks it prone.
Opportunity Attack: Melee 3; targets one creature; Intelligence vs. AC; 2d8 + Intelligence modifier damage.
Published in Psionic Power, page(s) 103.