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Conjuration specialist - a good idea?
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<blockquote data-quote="Angelsboi" data-source="post: 605820" data-attributes="member: 1219"><p>GREAT idea. Here is my character from a game i play. It uses the Dragon 302 varient summoning rules.</p><p></p><p>"Bernedette leCroix" female human Wizard (Conjuerer) 4: CR 4; AL CG; Size M; HD 4d4+4; hp __ (10); Init 1; Spd 30 ft.; AC 11 (Touch 11, Flat-footed 10, Mage Armor 15, Flat Footed Mage Armor 14, Mage Armor/Shield 22, Shield 18, Flat Footed Shield 17); Atk 2 (Melee +2 Masterworked Quarterstaff 1d6-1; Melee -2 Masterworked Longsword 1d8), or +2 (Ranged); SV Fort +2, Ref +2, Will +5; Str 8, Dex 12, Con 12, Int 17, Wis 12, Cha 11; Height 5 ft. 7 in.; Exp: 6755; Hero Points: 0</p><p></p><p>Languages Spoken: Common, Celestial, Abysal, Draconic, Elf</p><p></p><p>Skills (ranks are in parenthesis): Spot 3 (0), Listen 3 (0), Search 3 (0), Intimidate 0 (0), Bluff 0 (0), Hide 1 (0), Move Silently 3 (0), Gather Information 0 (0), Diplomacy 0 (0), Alchemy 7 (4), Concentration 5 (4), Knowledge (Arcana) 8 (7), Knowledge (Adventuring/Fairy Tales) 6 (3), Knowledge (Religion) 7 (5), Knowledge (Planes) 8 (6), Knowledge (Local) 4 (1), Craft (Bookbinding) 4 (1), Sense Motive 1 (0), Spellcraft 9 (7), Craft (Gemcutting) 6 (3), Perform 0 (Writing) (0), Riding 1 (0), Speak Language 1; Scribe Scroll, Spell Focus (Conjuration), Greater Spell Focus (Conjuration), Craft Wonderous Item</p><p></p><p>Class Abilities: Summon Familiar, Scribe Scroll, Metamagic Feat every 5 levels</p><p></p><p>Racial Abilities: 4 extra skill points at 1st level, extra skill point each additional level after 1st, 1 extra feat</p><p></p><p>Spells Prepared (4/4+1/3+1; base DC = 13 + spell level/ Conjuration DC = 17 + spell level; * indicates a bonus school spell): 0- ____________, ____________, ____________, ____________, ____________; 1st - *_____________, _____________, ________________, _____________, _____________; 2nd - *_____________, _____________, ________________, _____________</p><p></p><p>Possessions: Spell Components, Peasants Outfit, 3 Vials Ink, Masterworked Quarterstaff, Pen, 19 pages of Parchment, 1 Week Food, 2 owlbear feathers, Medallion from Peldon's Helm (10 gp), Personal Spellbook (74 pages left) (0 level - Reistance, Ray of Frost, Detect Poison, Daze, Ghost Sound, Disrupt Undead, Mage Hand, Mending, Open/Close, Arcane Mark, Detect Magic, Prestidigitation, Read Magic; 1 - Summon Monster I, Shield, Mage Armor, Identify, Ray of Enfeeblement, Grease, Unseen Servant, Enlarge, Mount; 2 - Summon Monster II, Alter Self, Summon Swarm, Mirror Image), 1/2 Orc's Spellbook (77 pages left) (0 level - Reistance, Ray of Frost, Detect Poison, Daze, Ghost Sound, Disrupt Undead, Mage Hand, Mending, Open/Close, Arcane Mark, Detect Magic, Prestidigitation, Read Magic, Dancing Lights, Flare; 1 - Alarm, Tenser's Floating Disk, Sleep, Magic Missile), Ring of Alignment Undetection, 3 potions of Cure Light Wounds (1d8+1), Worg Teeth, 353 gp</p><p></p><p>"Dioji" [Summon Monster I]</p><p>Small Magical Beast (Celestial Dog)</p><p>Hit Dice: 1 (6 hp)</p><p>Initiative: +3 (Dex)</p><p>Speed: 40ft</p><p>AC: 15 (+1 natural, +2 Dex, +2 Size)</p><p>Attacks: Bite +2</p><p>Damage: Bite 1d4+1</p><p>Special Attacks: Smite Evil (1/day +1 damage)</p><p>Special Qualities: Scent, Darkvision 60', SR 2, Acid/Cold/Electricity Resistance 5</p><p>Saves: Fort +4, Ref +5, Will +1</p><p>Abilities: Str 13, Dex 17, Con 15, Int 3, Wis 12, Cha 6</p><p>Skills: Listen 5, Spot 5, Swim 5, Wilderness Lore 1</p><p>Feats: NA</p><p>Challenge Rating: 1/2</p><p>Alignment: CG</p><p></p><p>"Ariel" [Summon Monster I]</p><p>Tinay Magical Beast (Celestial Hawk)</p><p>Hit Dice: 1 (4 hp)</p><p>Initiative: +3 (Dex)</p><p>Speed: 10ft /60 ft Fly</p><p>AC: 17 (+2 natural, +2 Dex, +2 Size)</p><p>Attacks: Claws +5</p><p>Damage: Claws 1d4-2</p><p>Special Attacks: Smite Evil (1/day +1 damage)</p><p>Special Qualities: Darkvision 60', SR 2, Acid/Cold/Electricity Resistance 5</p><p>Saves: Fort +2, Ref +5, Will +2</p><p>Abilities: Str 6, Dex 17, Con 10, Int 3, Wis 14, Cha 6</p><p>Skills: Listen 6, Spot 6 (+8 daylight) </p><p>Feats: Weapon Finesse (claws)</p><p>Challenge Rating: 1/2</p><p>Alignment: CG</p><p></p><p>"Akibecc" [Summon Monster I]</p><p>Medium Sized Outsider (Infernal Tiefling)</p><p>Hit Dice: 1 (4 hp)</p><p>Initiative: +1 (Dex)</p><p>Speed: 30ft</p><p>AC: 15 (+1 Dex, +3 Studded Leather, +1 Shield)</p><p>Attacks: +2 Melee (Rapier) or +2 Ranged (Light Crossbow)</p><p>Damage: Rapier 1d6, Light Crossbow 1d8</p><p>Special Attacks: Smite Good (1/day +1 damage), Darkness (1/day 1st level)</p><p>Special Qualities: Darkvision 60', SR 2, Cold/Fire Resistance 5</p><p>Saves: Fort +2, Ref +3, Will +2</p><p>Abilities: Str 10, Dex 13, Con 10, Int 13, Wis 11, Cha 8</p><p>Skills: Bluff +1, Hide +3, Move Silently +2, Pick Pocket +3</p><p>Feats: Weapon Finesse (Rapier)</p><p>Challenge Rating: 1</p><p>Alignment: LE</p><p></p><p>"Loup" [Summon Monster II]</p><p>Small Magical Beast (Celestial Wolf)</p><p>Hit Dice: 2d8+4 (13 hp)</p><p>Initiative: +2 (Dex)</p><p>Speed: 50ft</p><p>AC: 14 (+2 natural, +2 Dex)</p><p>Attacks: Bite +3 Melee</p><p>Damage: Bite 1d6+1</p><p>Special Attacks: Trip, Smite Evil (1/day +1 damage)</p><p>Special Qualities: Scent, Darkvision 60', SR 4, Acid/Cold/Electricity Resistance 5</p><p>Saves: Fort +5, Ref +5, Will +1</p><p>Abilities: Str 13, Dex 13, Con 15, Int 3, Wis 12, Cha 6</p><p>Skills: Listen 6, Spot 4, Hide +3, Move Silently +4, Wilderness Lore +1</p><p>Feats: Weapon Finesse (Bite)</p><p>Challenge Rating: NA</p><p>Alignment: CG</p><p></p><p>"Wynder" [Summon Monster II]</p><p>Small Magical Beast (Celestial Eagle)</p><p>Hit Dice: 1d8+1 (5 hp)</p><p>Initiative: +2 (Dex)</p><p>Speed: 10ft/Fly 80ft</p><p>AC: 14 (+1 natural, +2 Dex, +1 Size)</p><p>Attacks: 2 Claws +3, Bite -2</p><p>Damage: Claws 1d3, Bite 1d4</p><p>Special Attacks: Smite Evil (1/day +1 damage)</p><p>Special Qualities: Darkvision 60', SR 4, Acid/Cold/Electricity Resistance 5</p><p>Saves: Fort +3, Ref +4, Will +2</p><p>Abilities: Str 10, Dex 15, Con 12, Int 3, Wis 14, Cha 6</p><p>Skills: Listen 6, Spot 6 (+9 in daylight), </p><p>Feats: Weapon Finesse (Bite), Weapon Finesse (Claw)</p><p>Challenge Rating: 1</p><p>Alignment: NG</p><p></p><p>"Razor" [Summon Monster II]</p><p>Medium Sized Outsider (Infernal Bladeling)</p><p>Hit Dice: 1d8 (4 hp)</p><p>Initiative: +5 (Dex)</p><p>Speed: 30ft</p><p>AC: 15 (+4 natural, +1 Dex)</p><p>Attacks: Claw +1 Melee or Sword +1 Melee</p><p>Damage: Claw 1d6, Longsword 1d8 (19-20)</p><p>Special Attacks: Razor Storm 1/day, Smite Good (1/day +1 damage)</p><p>Special Qualities: Darkvision 60', SR 4, Cold/Fire Resistance 5, DR 15/+1 (Slashing and peircing weapons only), immunties (no damage from acid, immune to rust attacks), outsider traits</p><p>Saves: Fort +2, Ref +3, Will +2</p><p>Abilities: Str 11, Dex 13, Con 11, Int 10, Wis 10, Cha 10</p><p>Skills: Craft (weaponsmithing) +4, Jump +4</p><p>Feats: Improved Inititive</p><p>Challenge Rating: 1</p><p>Alignment: LE</p><p></p><p>((Razor Storm: expells shrapnel like razors in a 15' cone that inflict 2d6 pts of peircing damage. Reflex DC 10 saves for half. After this attack, the bladelings natural armor decreases to a +2 for 24 hours))</p></blockquote><p></p>
[QUOTE="Angelsboi, post: 605820, member: 1219"] GREAT idea. Here is my character from a game i play. It uses the Dragon 302 varient summoning rules. "Bernedette leCroix" female human Wizard (Conjuerer) 4: CR 4; AL CG; Size M; HD 4d4+4; hp __ (10); Init 1; Spd 30 ft.; AC 11 (Touch 11, Flat-footed 10, Mage Armor 15, Flat Footed Mage Armor 14, Mage Armor/Shield 22, Shield 18, Flat Footed Shield 17); Atk 2 (Melee +2 Masterworked Quarterstaff 1d6-1; Melee -2 Masterworked Longsword 1d8), or +2 (Ranged); SV Fort +2, Ref +2, Will +5; Str 8, Dex 12, Con 12, Int 17, Wis 12, Cha 11; Height 5 ft. 7 in.; Exp: 6755; Hero Points: 0 Languages Spoken: Common, Celestial, Abysal, Draconic, Elf Skills (ranks are in parenthesis): Spot 3 (0), Listen 3 (0), Search 3 (0), Intimidate 0 (0), Bluff 0 (0), Hide 1 (0), Move Silently 3 (0), Gather Information 0 (0), Diplomacy 0 (0), Alchemy 7 (4), Concentration 5 (4), Knowledge (Arcana) 8 (7), Knowledge (Adventuring/Fairy Tales) 6 (3), Knowledge (Religion) 7 (5), Knowledge (Planes) 8 (6), Knowledge (Local) 4 (1), Craft (Bookbinding) 4 (1), Sense Motive 1 (0), Spellcraft 9 (7), Craft (Gemcutting) 6 (3), Perform 0 (Writing) (0), Riding 1 (0), Speak Language 1; Scribe Scroll, Spell Focus (Conjuration), Greater Spell Focus (Conjuration), Craft Wonderous Item Class Abilities: Summon Familiar, Scribe Scroll, Metamagic Feat every 5 levels Racial Abilities: 4 extra skill points at 1st level, extra skill point each additional level after 1st, 1 extra feat Spells Prepared (4/4+1/3+1; base DC = 13 + spell level/ Conjuration DC = 17 + spell level; * indicates a bonus school spell): 0- ____________, ____________, ____________, ____________, ____________; 1st - *_____________, _____________, ________________, _____________, _____________; 2nd - *_____________, _____________, ________________, _____________ Possessions: Spell Components, Peasants Outfit, 3 Vials Ink, Masterworked Quarterstaff, Pen, 19 pages of Parchment, 1 Week Food, 2 owlbear feathers, Medallion from Peldon's Helm (10 gp), Personal Spellbook (74 pages left) (0 level - Reistance, Ray of Frost, Detect Poison, Daze, Ghost Sound, Disrupt Undead, Mage Hand, Mending, Open/Close, Arcane Mark, Detect Magic, Prestidigitation, Read Magic; 1 - Summon Monster I, Shield, Mage Armor, Identify, Ray of Enfeeblement, Grease, Unseen Servant, Enlarge, Mount; 2 - Summon Monster II, Alter Self, Summon Swarm, Mirror Image), 1/2 Orc's Spellbook (77 pages left) (0 level - Reistance, Ray of Frost, Detect Poison, Daze, Ghost Sound, Disrupt Undead, Mage Hand, Mending, Open/Close, Arcane Mark, Detect Magic, Prestidigitation, Read Magic, Dancing Lights, Flare; 1 - Alarm, Tenser's Floating Disk, Sleep, Magic Missile), Ring of Alignment Undetection, 3 potions of Cure Light Wounds (1d8+1), Worg Teeth, 353 gp "Dioji" [Summon Monster I] Small Magical Beast (Celestial Dog) Hit Dice: 1 (6 hp) Initiative: +3 (Dex) Speed: 40ft AC: 15 (+1 natural, +2 Dex, +2 Size) Attacks: Bite +2 Damage: Bite 1d4+1 Special Attacks: Smite Evil (1/day +1 damage) Special Qualities: Scent, Darkvision 60', SR 2, Acid/Cold/Electricity Resistance 5 Saves: Fort +4, Ref +5, Will +1 Abilities: Str 13, Dex 17, Con 15, Int 3, Wis 12, Cha 6 Skills: Listen 5, Spot 5, Swim 5, Wilderness Lore 1 Feats: NA Challenge Rating: 1/2 Alignment: CG "Ariel" [Summon Monster I] Tinay Magical Beast (Celestial Hawk) Hit Dice: 1 (4 hp) Initiative: +3 (Dex) Speed: 10ft /60 ft Fly AC: 17 (+2 natural, +2 Dex, +2 Size) Attacks: Claws +5 Damage: Claws 1d4-2 Special Attacks: Smite Evil (1/day +1 damage) Special Qualities: Darkvision 60', SR 2, Acid/Cold/Electricity Resistance 5 Saves: Fort +2, Ref +5, Will +2 Abilities: Str 6, Dex 17, Con 10, Int 3, Wis 14, Cha 6 Skills: Listen 6, Spot 6 (+8 daylight) Feats: Weapon Finesse (claws) Challenge Rating: 1/2 Alignment: CG "Akibecc" [Summon Monster I] Medium Sized Outsider (Infernal Tiefling) Hit Dice: 1 (4 hp) Initiative: +1 (Dex) Speed: 30ft AC: 15 (+1 Dex, +3 Studded Leather, +1 Shield) Attacks: +2 Melee (Rapier) or +2 Ranged (Light Crossbow) Damage: Rapier 1d6, Light Crossbow 1d8 Special Attacks: Smite Good (1/day +1 damage), Darkness (1/day 1st level) Special Qualities: Darkvision 60', SR 2, Cold/Fire Resistance 5 Saves: Fort +2, Ref +3, Will +2 Abilities: Str 10, Dex 13, Con 10, Int 13, Wis 11, Cha 8 Skills: Bluff +1, Hide +3, Move Silently +2, Pick Pocket +3 Feats: Weapon Finesse (Rapier) Challenge Rating: 1 Alignment: LE "Loup" [Summon Monster II] Small Magical Beast (Celestial Wolf) Hit Dice: 2d8+4 (13 hp) Initiative: +2 (Dex) Speed: 50ft AC: 14 (+2 natural, +2 Dex) Attacks: Bite +3 Melee Damage: Bite 1d6+1 Special Attacks: Trip, Smite Evil (1/day +1 damage) Special Qualities: Scent, Darkvision 60', SR 4, Acid/Cold/Electricity Resistance 5 Saves: Fort +5, Ref +5, Will +1 Abilities: Str 13, Dex 13, Con 15, Int 3, Wis 12, Cha 6 Skills: Listen 6, Spot 4, Hide +3, Move Silently +4, Wilderness Lore +1 Feats: Weapon Finesse (Bite) Challenge Rating: NA Alignment: CG "Wynder" [Summon Monster II] Small Magical Beast (Celestial Eagle) Hit Dice: 1d8+1 (5 hp) Initiative: +2 (Dex) Speed: 10ft/Fly 80ft AC: 14 (+1 natural, +2 Dex, +1 Size) Attacks: 2 Claws +3, Bite -2 Damage: Claws 1d3, Bite 1d4 Special Attacks: Smite Evil (1/day +1 damage) Special Qualities: Darkvision 60', SR 4, Acid/Cold/Electricity Resistance 5 Saves: Fort +3, Ref +4, Will +2 Abilities: Str 10, Dex 15, Con 12, Int 3, Wis 14, Cha 6 Skills: Listen 6, Spot 6 (+9 in daylight), Feats: Weapon Finesse (Bite), Weapon Finesse (Claw) Challenge Rating: 1 Alignment: NG "Razor" [Summon Monster II] Medium Sized Outsider (Infernal Bladeling) Hit Dice: 1d8 (4 hp) Initiative: +5 (Dex) Speed: 30ft AC: 15 (+4 natural, +1 Dex) Attacks: Claw +1 Melee or Sword +1 Melee Damage: Claw 1d6, Longsword 1d8 (19-20) Special Attacks: Razor Storm 1/day, Smite Good (1/day +1 damage) Special Qualities: Darkvision 60', SR 4, Cold/Fire Resistance 5, DR 15/+1 (Slashing and peircing weapons only), immunties (no damage from acid, immune to rust attacks), outsider traits Saves: Fort +2, Ref +3, Will +2 Abilities: Str 11, Dex 13, Con 11, Int 10, Wis 10, Cha 10 Skills: Craft (weaponsmithing) +4, Jump +4 Feats: Improved Inititive Challenge Rating: 1 Alignment: LE ((Razor Storm: expells shrapnel like razors in a 15' cone that inflict 2d6 pts of peircing damage. Reflex DC 10 saves for half. After this attack, the bladelings natural armor decreases to a +2 for 24 hours)) [/QUOTE]
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