House Rules for Summon Nature's Ally -- Balanced?

wolff96

First Post
After looking at the summoning list for the high level Summon Nature's Ally spells, it occurred to me that something was definitely missing from the list. Animals. The last animal on the list is the Dire Tiger at Summon Nature's Ally VII.

The reason is simple enough; that's the high end of "normal" animal power. But with the introduction of Masters of the Wild and the Legendary Animals (also in the ELH), we now have a power group of animals for high level druids.

Based on power and CR, here are some ideas for adding the new creatures to the Summon Nature's Ally list. Wherever possible, I tried to follow the same introduction power that the animals and dire animals followed in the first place.

My suggestions and why:

Summon Nature's Ally VI:
Legendary Eagle -- CR 6

This fits in well with the other creatures of this level. They vary between the the Dire Bear and Shambling Mound (CR 7) and the Large Elemental (the weakest, at CR 5). The attack routine fits in relatively well, power-wise.

Summon Nature's Ally VII:
Legendary Wolf -- CR 7
Legendary Ape -- CR 7

The only other CR 7 creature on the SNA VII list is the Huge Elemental. The other creatures on the list are all CR 8 and most have some sort of special ability -- Treant, Arrowhawk, Xorn, etc.

Summon Nature's Ally VIII:
Legendary Bear -- CR 9
Legendary Snake -- CR 8

These two creatures fit in well with the Greater Elemental (CR 9) and the Noble Salamander (CR 9). The Elementals are really coming into their own at these levels and the Noble Salamander has quite a few interesting spell-like abilities. Since the Legendary Animals can only fight, I feel it's a good fit.

Summon Nature's Ally IX:
Legendary Tiger -- CR 10

The Legendary Tiger fits in well with the Elder Elemental (CR 11). The elemental has a minimum of four attacks per round, while the Tiger generally gets only three. The tiger can rake, granting it extra attacks if it grapples. More important, though, the Tiger does not have damage reduction and must be supported by more spells to attack creatures that do have damage reduction.

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Given that the Legendary Animals have only one trick -- they're relatively good fighters -- while many of the other creatures on the list have damage reduction, special abilities, and other unique attack forms, I think this is a fair addition for a druid.

Any opinions?
 

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I've read in another thread that an upcoming Dragon (302 I think) will have an article on making custom summon lists. Apparently, they wanted people to be able to use a bunch of the OGL stuff or even new WotC stuff as summonable creatures.

I'll be happy when that happens. Take a look at the druid's summon list compared to a wiz/sor/clr of the same level. the w/s/c list has a lot of the same creatures at the same levels, except with a celestial or fiendish template added. I don't have it in front of me, but I think a w/s/c gets a fiendish tiger at the same level a druid gets a regular one. How the heck is that balanced.

Also, why are there practically no fey on the druid lists? Sure, there are a few here and there, but not that many.

I'd also like to know why druids can't summon vermin as summoned creatures but can summon them in a swarm.
 

Since the Sage of the Scarred Lands hasn't popped in yet ;),

Relics and Rituals 2 has simple guidelines for creating Summon (Specific Creature) spells.
 
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