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Getting the most out of Summon Nature's Ally
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<blockquote data-quote="Jack Simth" data-source="post: 3079294" data-attributes="member: 29252"><p>Summoned critters aren't permitted to use their own teleportational abilities anyway; it's under Conjouration(Summoning) in the Magic Overview. It doesn't actually matter if you just Summoned the Unicorn from right over there (other than it might be a while before it's back... my, that might make for an interesting plot....) and you're still in it's forest, it can't use it's teleportational abilities while summoned. Called, yes, Summoned, no.</p><p></p><p>So let's see, a 4th level Druid spell, cast spontaneously, gives the Druid access to:</p><p></p><p>Cure Light Wounds *3 (1st level Druid spell) for 3d8+15 healing over the course of four rounds (one to Summon, three to Cast)</p><p>Cure Moderate Wounds (2nd level Druid spell) for 2d8+5 healing on the fifth round</p><p>Neutralize Poison (3rd level Druid spell).</p><p></p><p>So a 4th level spell and a full-round casting time plus a bit of wait time for the effect to finish up give the Druid access to a bit more healing than he'd have otherwise - instead of casting Cure Serious as a standard action for 3d8+7 (minimum caster level for Summon Nature's Ally IV), he can take five total rounds for 5d8+20 (but can do other things in rounds 2-5). And it's blocked by anything that stops dimensional travel. And it can't be used in an environment that won't support a unicorn - it is a Large creature, after all.</p><p></p><p>Meh, not overly unbalanced; a bit more effecient outside of combat, but otherwise, not overly much so. Gets a little interesting when you're talking about Summon Nature's Ally V for 1d3 unicorns, or Summon Nature's Ally VI for 1d4+1, but for the most part, I don't think it will cause much in the way of trouble.</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 3079294, member: 29252"] Summoned critters aren't permitted to use their own teleportational abilities anyway; it's under Conjouration(Summoning) in the Magic Overview. It doesn't actually matter if you just Summoned the Unicorn from right over there (other than it might be a while before it's back... my, that might make for an interesting plot....) and you're still in it's forest, it can't use it's teleportational abilities while summoned. Called, yes, Summoned, no. So let's see, a 4th level Druid spell, cast spontaneously, gives the Druid access to: Cure Light Wounds *3 (1st level Druid spell) for 3d8+15 healing over the course of four rounds (one to Summon, three to Cast) Cure Moderate Wounds (2nd level Druid spell) for 2d8+5 healing on the fifth round Neutralize Poison (3rd level Druid spell). So a 4th level spell and a full-round casting time plus a bit of wait time for the effect to finish up give the Druid access to a bit more healing than he'd have otherwise - instead of casting Cure Serious as a standard action for 3d8+7 (minimum caster level for Summon Nature's Ally IV), he can take five total rounds for 5d8+20 (but can do other things in rounds 2-5). And it's blocked by anything that stops dimensional travel. And it can't be used in an environment that won't support a unicorn - it is a Large creature, after all. Meh, not overly unbalanced; a bit more effecient outside of combat, but otherwise, not overly much so. Gets a little interesting when you're talking about Summon Nature's Ally V for 1d3 unicorns, or Summon Nature's Ally VI for 1d4+1, but for the most part, I don't think it will cause much in the way of trouble. [/QUOTE]
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