Excerpts: Figurines of Wondrous Power
In today’s Adventurer's Vault preview, we present the return of these amazing companion devices: figurines of wondrous power.
These tiny animal statuettes are fashioned from a variety of materials and can be used to conjure the creatures they depict.
When you activate a figurine, the conjured creature appears in a space adjacent to you, provided the space is large enough to contain the creature without squeezing. The creature obeys only you, responding to commands spoken in any language. The creature remains for up to 8 hours or until you use a minor action to dismiss it. The conjured creature acts on the same initiative count as you. Every action it takes costs you a minor action (which you use to issue commands), and a conjured creature cannot exceed its normal allotment of actions (a standard, a move, and a minor action) during its turn. If you spend no minor actions on your turn to command the creature, it remains where it is without taking any actions on its turn.
A conjured creature has hit points, defenses, and attacks as indicated in its statistics block. It has no healing surges and cannot be healed, though it can still benefit from temporary hit points. When reduced to 0 hit points or fewer, the conjured creature disappears and cannot be conjured again until after you’ve taken an extended rest. Conjured creatures lack basic attacks and therefore cannot make opportunity attacks.
||Pearl sea horse
||Ivory goat of travail
This figurine, sculpted of reflective onyx, depicts a barking dog.
Wondrous Item 840 gp
Power (Daily Conjuration):
Standard Action. Use this figurine to conjure a black mastiff (see below for statistics). As a free action, you can spend a healing surge when activating this item to give the creature temporary hit points equal to your healing surge value.Power (At-Will):
Immediate Reaction. Use this power when an enemy adjacent to the onyx dog attacks you.
The onyx dog makes a bite attack against the attacker.
Initiative as conjurer Senses Perception +7; low-light vision
HP 9; Bloodied 4
AC 16; Fortitude 15, Reflex 14, Will 13
+7 vs. AC; 1d6 + 3 damage.
Str 16 (+5)
Dex 14 (+4)
Wis 13 (+3)
Con 14 (+4)
Int 2 (–2)
Cha 10 (+2)