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How should a Summoner/Mob class be implemented in 1DnD?
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<blockquote data-quote="kigmatzomat" data-source="post: 9015514" data-attributes="member: 9254"><p>Druid summoner</p><p></p><p>Class level - ability (spell level)</p><p></p><p>1 - familiar (1st)- scales based on spell slot used. With no duration all should be expected to have a max-level familiar 99%of the time. It is of average PC intelligence and can now attack, which requires using the caster's Reaction to a order it.</p><p></p><p>AC 10+ Spell level (SL) (+2 if land based)</p><p>HP 2+ 2x SL (+1 escape/LR )</p><p>Attack: as caster spell attack</p><p>Damage 1+SL radiant/psychic/ necrotic</p><p></p><p>Utility spells like Animal messenger are in-theme</p><p></p><p>5 conjure animals(3rd) These are fey in animal form and concentration is required. It summons from 8x cr1/4 mastiffs to 1x cr2 sabretooth tiger. Higher level slots add more. E.g.twice as many at 5th, triple at 7th, quadruple at ninth. So a mob of 32x mastiffs or flying snakes</p><p></p><p>7 Conjure minor elemental (4th) These are mostly evil and fire based, which may be a problem thematically. It ranges from 8x cr1/4 mephits to 1x cr2 gargoyle. With higher level slots it doubles (6th = 16x cr1/4 - 2x cr2, 8th= 32x cr1/4 - 4x cr2). </p><p>Mephits have some minor specials and spells with low save DCs but when you have 8x of them, the odds change. Sleep, blindness, restrained all let you play RNG lotto.</p><p>Compare the effectiveness of many 8th level spells applied to an army vs sending 32 mephits to cast 32x Sleep spells, followed by 32x blinding dust cones then slaughter all the unconscious ones and blinded soldiers.</p><p></p><p>7 conjure woodland being (4th) - mechanically similar to Conjure Minor Elemental, but a little less evil and not as much fire. </p><p></p><p>7 Giant Insect (4th) lets you make regular insects into giant form. Can be 10x cr 1/4 gains centipedes or a single cr3 scorpion. Requires concentration traction but is a free action to order them. Does not scale. </p><p></p><p>9 awaken (5th) get a semi-permanent ally, but at least for a month. Anything from a CR awakened tree to, if you can find one, a cr8 T-rex.</p><p></p><p>9 Conjure Elemental (5th) summons a single Cr5 elemental. These are generally large, have more HP than the summoner, have many resistances and can dish out a lot of damage.</p><p>They can also run amok, so there's that. But if you put one in an enemy army and can run away, it might work out better. </p><p></p><p>9 Conjure fey (5th) - summons a fey who takes up to a cr6 form, mostly beasts but some hags as well. They have the same running amok risk but as long as it can't fly or speak, it's safe to use as a bomb you drop on enemies. Can use higher slots to get up to a fey t-mrex.</p><p></p><p>There is nothing at higher levels, though some of the above do scale.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 9015514, member: 9254"] Druid summoner Class level - ability (spell level) 1 - familiar (1st)- scales based on spell slot used. With no duration all should be expected to have a max-level familiar 99%of the time. It is of average PC intelligence and can now attack, which requires using the caster's Reaction to a order it. AC 10+ Spell level (SL) (+2 if land based) HP 2+ 2x SL (+1 escape/LR ) Attack: as caster spell attack Damage 1+SL radiant/psychic/ necrotic Utility spells like Animal messenger are in-theme 5 conjure animals(3rd) These are fey in animal form and concentration is required. It summons from 8x cr1/4 mastiffs to 1x cr2 sabretooth tiger. Higher level slots add more. E.g.twice as many at 5th, triple at 7th, quadruple at ninth. So a mob of 32x mastiffs or flying snakes 7 Conjure minor elemental (4th) These are mostly evil and fire based, which may be a problem thematically. It ranges from 8x cr1/4 mephits to 1x cr2 gargoyle. With higher level slots it doubles (6th = 16x cr1/4 - 2x cr2, 8th= 32x cr1/4 - 4x cr2). Mephits have some minor specials and spells with low save DCs but when you have 8x of them, the odds change. Sleep, blindness, restrained all let you play RNG lotto. Compare the effectiveness of many 8th level spells applied to an army vs sending 32 mephits to cast 32x Sleep spells, followed by 32x blinding dust cones then slaughter all the unconscious ones and blinded soldiers. 7 conjure woodland being (4th) - mechanically similar to Conjure Minor Elemental, but a little less evil and not as much fire. 7 Giant Insect (4th) lets you make regular insects into giant form. Can be 10x cr 1/4 gains centipedes or a single cr3 scorpion. Requires concentration traction but is a free action to order them. Does not scale. 9 awaken (5th) get a semi-permanent ally, but at least for a month. Anything from a CR awakened tree to, if you can find one, a cr8 T-rex. 9 Conjure Elemental (5th) summons a single Cr5 elemental. These are generally large, have more HP than the summoner, have many resistances and can dish out a lot of damage. They can also run amok, so there's that. But if you put one in an enemy army and can run away, it might work out better. 9 Conjure fey (5th) - summons a fey who takes up to a cr6 form, mostly beasts but some hags as well. They have the same running amok risk but as long as it can't fly or speak, it's safe to use as a bomb you drop on enemies. Can use higher slots to get up to a fey t-mrex. There is nothing at higher levels, though some of the above do scale. [/QUOTE]
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How should a Summoner/Mob class be implemented in 1DnD?
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