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General Tabletop Discussion
*TTRPGs General
Are Summon Monster Spells Underpowered(and how would you fix it?)
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<blockquote data-quote="Purzel" data-source="post: 853272" data-attributes="member: 11201"><p>Don't underestimate a Lantern Archon, it was one of my favorite monsters. Just take a close look at its stats:</p><ul> <li data-xf-list-type="ul"> Fly: it can stay out of range of many enemies you will face and it can reach places you cannot reach<br /> </li> <li data-xf-list-type="ul"> Speed 60 ft.: your enemies will hardly be fast enough to chase and kill that little brat<br /> </li> <li data-xf-list-type="ul"> Light rays as attacks: tunnels thru enemy's DR and elemental resistances. And as touch attacks, they will hit very often and get past heavy armors. Extra 2d6 of light damage per round anyone? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /><br /> </li> <li data-xf-list-type="ul"> DR 20/+1: this little buddy is hard to kill by most enemies, if they don't have magic weapons<br /> </li> <li data-xf-list-type="ul"> Low hitpoints a problem? With intelligent use of flying, speed 60ft. and the DR 20/+1 your lantern archon gets hurt? Let the little brat "Aid" itself, if you want to double its hitpoints.<br /> </li> <li data-xf-list-type="ul"> Aid (2nd level spell, cleric only)<br /> </li> <li data-xf-list-type="ul"> Detect Evil (1st level spell, cleric and ranger only)<br /> </li> <li data-xf-list-type="ul"> Continual Flame (2nd level spell): and you spare a lot of ruby dust and can make a room permanently shining bright with a lot of magic flames<br /> </li> <li data-xf-list-type="ul"> Aura of Menace: scare off the many weeny fighters, that the BBEG sends against the group. With a -2 to many of their rolls even the party wizard can get into a hand-to-hand brawl with them <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /><br /> </li> <li data-xf-list-type="ul"> Permanent Magic Circle against Evil (3nd level spell): just let them float close to your front line fighters and you spare some spells<br /> </li> <li data-xf-list-type="ul"> Teleport without error (7th level spell, wizards only): okay, they don't teleport other people around, but feel free to use them to transport (without error) up to 50 lbs. of gear around the world.<br /> Use them to send messages, to get your order of potions from the next town while you're still stuck in a dungeon and send the payment to the merchant at the same time (better you warn the merchant beforehand) ...<br /> </li> <li data-xf-list-type="ul"> Tongue (3rd level spell): need some translations NOW? Only some words? Like saying to the angry foreign people: "We come in peace! Please stop shooting pointy things at us!"<br /> </li> <li data-xf-list-type="ul"> Keen Vision: Lowlight Vision and Darkvision, including the ability to fly with great speed makes them great spies to look around the corner AND return fast enough to tell you, what they saw<br /> </li> <li data-xf-list-type="ul"> Immunity to Petrification: good against bastards like a medusa.<br /> </li> <li data-xf-list-type="ul"> Immunity to Electricity: send the archon into a group of weenies sent against the party, Aura of Menace them (-2 to their saves), then Lighting Bolt them. Or just let your faithful little Lantern Archon bugger those enemies with lighting attacks, before you come in</li> </ul><p>Let a pro summoner <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> (one of my characters summoned at least one beasty once per gaming session, that campaign lasted from level 1 to level 13) tell you: I think the Celestial Lantern Archon is a very good SM4 choice.</p></blockquote><p></p>
[QUOTE="Purzel, post: 853272, member: 11201"] Don't underestimate a Lantern Archon, it was one of my favorite monsters. Just take a close look at its stats: [list] [*] Fly: it can stay out of range of many enemies you will face and it can reach places you cannot reach [*] Speed 60 ft.: your enemies will hardly be fast enough to chase and kill that little brat [*] Light rays as attacks: tunnels thru enemy's DR and elemental resistances. And as touch attacks, they will hit very often and get past heavy armors. Extra 2d6 of light damage per round anyone? ;) [*] DR 20/+1: this little buddy is hard to kill by most enemies, if they don't have magic weapons [*] Low hitpoints a problem? With intelligent use of flying, speed 60ft. and the DR 20/+1 your lantern archon gets hurt? Let the little brat "Aid" itself, if you want to double its hitpoints. [*] Aid (2nd level spell, cleric only) [*] Detect Evil (1st level spell, cleric and ranger only) [*] Continual Flame (2nd level spell): and you spare a lot of ruby dust and can make a room permanently shining bright with a lot of magic flames [*] Aura of Menace: scare off the many weeny fighters, that the BBEG sends against the group. With a -2 to many of their rolls even the party wizard can get into a hand-to-hand brawl with them ;) [*] Permanent Magic Circle against Evil (3nd level spell): just let them float close to your front line fighters and you spare some spells [*] Teleport without error (7th level spell, wizards only): okay, they don't teleport other people around, but feel free to use them to transport (without error) up to 50 lbs. of gear around the world. Use them to send messages, to get your order of potions from the next town while you're still stuck in a dungeon and send the payment to the merchant at the same time (better you warn the merchant beforehand) ... [*] Tongue (3rd level spell): need some translations NOW? Only some words? Like saying to the angry foreign people: "We come in peace! Please stop shooting pointy things at us!" [*] Keen Vision: Lowlight Vision and Darkvision, including the ability to fly with great speed makes them great spies to look around the corner AND return fast enough to tell you, what they saw [*] Immunity to Petrification: good against bastards like a medusa. [*] Immunity to Electricity: send the archon into a group of weenies sent against the party, Aura of Menace them (-2 to their saves), then Lighting Bolt them. Or just let your faithful little Lantern Archon bugger those enemies with lighting attacks, before you come in [/list] Let a pro summoner ;) (one of my characters summoned at least one beasty once per gaming session, that campaign lasted from level 1 to level 13) tell you: I think the Celestial Lantern Archon is a very good SM4 choice. [/QUOTE]
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