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General Tabletop Discussion
*Dungeons & Dragons
Advice on a Conjurer
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<blockquote data-quote="Grogg of the North" data-source="post: 7240607" data-attributes="member: 6682960"><p>For conjurer you have many different options available to you. Summoning, battlefield control and direct damage.</p><p></p><p>For summon spells, definitely look at Augment Summoning. You're going to want to look at summons that have unique abilities. Monsters that can trip, grapple or swallow whole are a plus. So now, you've not only added another fighter to the battlefield but you've also, hopefully, put a big ball of hit points on the battlefield that your cleric doesn't have to really worry about. Each axe blow that your celestial bear takes is damage your fighter doesn't need healed. Each time your fiendish wolf knocks a bandit on his butt is an opportunity for your fighter to power attack and finish him off. </p><p></p><p>For battlefield control, you have so many options. Grease, glitter dust, web and stinking cloud are just a few! If the enemy is slipping around on the ground, nauseous and blind then you're doing everyone a favor. </p><p></p><p>For damage, you have acid arrow, incendiary cloud and acid fog. But just because you are a conjurer doesn't mean you can't grab fireball. Unless you've banned Evocation. Where the big problem comes is when you add in other books. Things like the Orb of X spells from Complete Arcane. Now, your dealing as much damage as an evoker. </p><p></p><p>One other thing to note is that a lot of conjuration spells ignore SR and make your touch AC your save. Most evocation spells do not ignore SR and allow saves for half.</p></blockquote><p></p>
[QUOTE="Grogg of the North, post: 7240607, member: 6682960"] For conjurer you have many different options available to you. Summoning, battlefield control and direct damage. For summon spells, definitely look at Augment Summoning. You're going to want to look at summons that have unique abilities. Monsters that can trip, grapple or swallow whole are a plus. So now, you've not only added another fighter to the battlefield but you've also, hopefully, put a big ball of hit points on the battlefield that your cleric doesn't have to really worry about. Each axe blow that your celestial bear takes is damage your fighter doesn't need healed. Each time your fiendish wolf knocks a bandit on his butt is an opportunity for your fighter to power attack and finish him off. For battlefield control, you have so many options. Grease, glitter dust, web and stinking cloud are just a few! If the enemy is slipping around on the ground, nauseous and blind then you're doing everyone a favor. For damage, you have acid arrow, incendiary cloud and acid fog. But just because you are a conjurer doesn't mean you can't grab fireball. Unless you've banned Evocation. Where the big problem comes is when you add in other books. Things like the Orb of X spells from Complete Arcane. Now, your dealing as much damage as an evoker. One other thing to note is that a lot of conjuration spells ignore SR and make your touch AC your save. Most evocation spells do not ignore SR and allow saves for half. [/QUOTE]
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Advice on a Conjurer
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