Elemental Constructs -- UPDATED and FORMATED!

Thanks. I'm not sure they're totally balanced -- haven't run the numbers for the higher-level summons -- but they should be within the ballpark.

Cheers, -- N
 

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Nifft said:
Thanks. I'm not sure they're totally balanced -- haven't run the numbers for the higher-level summons -- but they should be within the ballpark.

Cheers, -- N
When I've played around with them the last time (some month ago) and compared them to the summon monsters, I've got the feeling, that they're a wee bit more powerful - but then, higher level summons are generally more meat shield and flanker than real combatants, so I'm not sure if that's a bad thing.

At least that was my impression, so I don't know if that's 1) true, and 2) not just my memory.

Cheers, LT.
 

The differences are in the options. High level summon monster spells give you a ton of defensive powers (SR, DR, ect.) and generally useful spell-like's. (ex: summon monster 3 can summon a dretch, who can then cast stinking cloud, which is a 3rd level spell, just with a worse save.)

these elementals seem to be more in line of the summon nature's ally spells, meaning that they are more potent melee combatants, but have less versatility.

EX: You can summon a creature to cast wall of ice, even if you can't cast evocation spells.

I think these are a good medium, they are restrictive (more then summon monster) in both list of options and spell-likes, and they are less defensive, But they are more versatile then the summon natures ally, and much cooler from a themed caster perspective.

I think they are slightly weaker then the other summon lines on the whole, but for flavored casters (fire, ice ect) they could be effective. I would add more decent spell-likes that are flavorful. the wall spells would be excellent additions, gust of wind.

I also would love to see a shadow elemental list :). We already have spells that form shadow-stuff into real stuff, where is our shadow construct? :)

Side note: I feel these should be evocation spells in general, since they are molding energy sources to create a short term elemental, rather then conjuring full creatures or creating something from nothing.
 

I don't know if this thread is still active, but since I thought a shadow line would be interesting I made it. I'm not certain of the power level, but I didn't see anything I couldn't do more effectively with the summon monster line.

I was originally going to make this with the astral construct, but those abilities are less numerous so finding equivalents was harder.

I'm open to opinions/suggestions.

Shadow Elemental Summon list
Racial Bonuses: +4 Dex, Cold immunity
Menu A
Shadow Damage (EX): your Slam attacks do 1 point of Strength damage in addition to their normal damage, this doesn't stack with other "Shadow damage"
Shadow Concealment(Su): All attacks against you suffer a 20% miss chance
Weapon Finesse (Slam): Your Slam attacks are subject to the weapon finesse feat.
Fast Healing (Ex): While in Shadowy Area's Summon has Fast healing 1
Lesser BlindSight (EX): Summon has blightsight 10ft

Menu B
Blindsight (Ex): Summon has blindsight 60ft
Shadow Damage (EX): Summon's Slam attacks do 1d6 points of Strength damage in addition to their normal damage, this doesn't stack with other "Shadow damage"
Shadow Reach Ex: Summon's Reach increases by 5ft
Darkness (Su): Summon emanates DARKNESS as the spell. (CL 5th)
Improved Critical (Slam): Slam attacks Critical on a 19-20x2
Shadowy Dexerity: +4 enhancement bonus to Dexterity
Engulf: as a standard action Summon may simply move over another creature, up to 1 size category smaller then itself, and immediately deal damage equal to it's slam damage to that creature.
Chill Metal (su): Summon may cast chill metal, as the spell, at will
Mirror Image (Su): Summon may cast Mirror image on itself at will (CL5th)
Shadow Grasp: Summon Gains improved Grab.
Shadow Tentacles: Shadow Grows 2 shadowy tentacles that provide a +4 bonus on grapple checks.

Menu c
Shadow Damage (EX): your Slam attacks do 1d8 point of Strength damage in addition to their normal damage, this doesn't stack with other "Shadow damage"
Shadow Evocation (su): Summon may cast Shadow Evocation (9th level Caster) at will DC = 10 + 1/2HD + Wisdom Modifier
Endless Shadow (su): Shadow Emanates Complete darkness in a 20ft radius. The darkness obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
Shadow Conjuration (su): Summon May Cast Shadow Conjuration (9th level Caster) at will DC = 10 + 1/2HD + Wisdom Modifier
Invisible: Summon is invisible all the time, even if it attacks. this effect cannot be dispelled.
Shadowy Dexterity, Greater: +8 Enchantment bonus to Dexterity
Shadow Constrict: Summon can constrict opponents for damage equal to it's slam damage on a successful grapple check.
 
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