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General Tabletop Discussion
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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: 9015574" data-attributes="member: 9254"><p>Lastly we will see the Divine caster summoner by RAW.</p><p></p><p>3 Find Steed (2nd) - scales based on spell slot used. With no duration all should be expected to have a max-level steed 99%of the time. It is smarter than a beast but acts a controlled mount, except when you are incapacitated, where it will act independently to protect you.</p><p></p><p>AC 10+ Spell level (SL) </p><p>HP 5+ 10x SL (+lifebond healing)</p><p>Attack: as caster spell attack</p><p>Damage 1d8 +SL radiant/psychic/ necrotic</p><p>+ 1/day special</p><p>Can add flight speed with a 4th level spell slot</p><p></p><p>Planar binding/magic circle - this is a weird mess of summoning with no clear chance of success. Too messy to consider.</p><p></p><p>11 Planar Ally (6th) - this is a very vague spell. It's definitely a summoning spell but each one is a negotiation with no clear outcome. </p><p></p><p>13th Conjure Celestial (7th) lets you Summon a cr4 celestial like a Coatl, which has a number of utility spells already on the Divine list. It requires concentration and can't go wild. As a 9th level spell it can call a cr5 celestial, like a Unicorn, who at past has some spells only from the Primal list like Pass without Trace.</p><p></p><p>17 Gate - hazy in rules terms but can result in suddenly bamfing in some high level outsider. Gating in a high CR celestial while fighting demons/undead is probably a safe bet, though you may get the "lose my number or face my wrath" speech.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 9015574, member: 9254"] Lastly we will see the Divine caster summoner by RAW. 3 Find Steed (2nd) - scales based on spell slot used. With no duration all should be expected to have a max-level steed 99%of the time. It is smarter than a beast but acts a controlled mount, except when you are incapacitated, where it will act independently to protect you. AC 10+ Spell level (SL) HP 5+ 10x SL (+lifebond healing) Attack: as caster spell attack Damage 1d8 +SL radiant/psychic/ necrotic + 1/day special Can add flight speed with a 4th level spell slot Planar binding/magic circle - this is a weird mess of summoning with no clear chance of success. Too messy to consider. 11 Planar Ally (6th) - this is a very vague spell. It's definitely a summoning spell but each one is a negotiation with no clear outcome. 13th Conjure Celestial (7th) lets you Summon a cr4 celestial like a Coatl, which has a number of utility spells already on the Divine list. It requires concentration and can't go wild. As a 9th level spell it can call a cr5 celestial, like a Unicorn, who at past has some spells only from the Primal list like Pass without Trace. 17 Gate - hazy in rules terms but can result in suddenly bamfing in some high level outsider. Gating in a high CR celestial while fighting demons/undead is probably a safe bet, though you may get the "lose my number or face my wrath" speech. [/QUOTE]
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How should a Summoner/Mob class be implemented in 1DnD?
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