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*Pathfinder & Starfinder
Issues with Summon Monster/Summon Nature's Ally (2004 Thread)
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<blockquote data-quote="CPXB" data-source="post: 1469249" data-attributes="member: 17233"><p>My DM and I talk a lot -- we live together and all. We've actually talked about the tactics thing, how when she is rushed for time she'll select certain sorts of critters 'cause she doesn't have to become familiar with all their special abilities. Which does mean that there aren't many spellcasters. However, even many of the critters who cast spells and have lots of spell-like abilities are often quite good at saving against things.</p><p></p><p>However, in my experience so far, the monk doesn't need to penetrate the enemy lines to attack the spellcasters -- the other spellcasters are quite capable of sending their attacks through the ranks to get the spellcasters. While, of course, grappling with a spellcaster is particularly effective, so is just killing them -- or, to the point of this particular thread, surrounding them with summoned animals also works, and much better than my monk can do it.</p><p></p><p>Anyway, here's the C-sheet:</p><p></p><p>Rashad Daktari aka Adamantine Moneybags</p><p>Mnk 6th </p><p>Medium-sized Humanoid (Human)</p><p>Hit Dice: 6d8+12 (54 hp)</p><p>Speed: 50 ft</p><p>AC: 21 (+4 Dex, +5 Wis, +1 bracers of armor, +1 monk), flat-footed 16, touch 19</p><p>Initiative: +4 (Dex)</p><p>Base Attack/Grapple: +4/+8</p><p>Attacks: Unarmed +10 (1d8+5) or sling +9 (1d4+4)</p><p>Full Attack: Unarmed +10 (1d8+5) or flurry of blows +9/+9 (1d8+5) or sling +9 (1d4+4)</p><p>Space/Reach: 5 ft/5 ft</p><p>Special Attacks: Flurry of blows, ki strike (magic), unarmed strike</p><p>Special Qualities: AC bonus, evasion, purity of body, slow fall (30 ft.), still mind</p><p>Saves: Fort +7, Ref +9, Will +10 </p><p>Alignment: Lawful good</p><p>Abilities: Str 18, Dex 18, Con 15, Int 14, Wis 20, Cha 13 </p><p>Skills: Balance +9/15, Climb +6/10, Diplomacy +0/3, Escape Artist +6/10, Jump +9/23, Perform +6/7, Sense Motive +9/14, Spot +9/14, Tumble +9/15</p><p>Feats: Agile Riposte, Deflect Arrows (b), Dodge, Improved Trip (b), Knockdown, Stunning Blow (DC 18, 6/day) (b), Weapon Focus (Unarmed)</p><p></p><p>Possessions: (light encumbrance 76 lbs.; current encumbrance 34 lbs.) gauntlets of ogre power, bracers of armor +1, ring of magic fang +1, periapt of wisdom +2, dagger (1 lbs.), monk's outfit (2 lbs.), backpack (2 lbs.), bedroll (5 lbs.), winter blanket (3 lbs.), bullseye lantern with continual flame (3 lbs.), hempen rope 50' (10 lbs.), 2 entertainer's outfits (8 lbs.), 360 gp</p><p></p><p>As you can see, this is actually a pretty extraordinary character.</p></blockquote><p></p>
[QUOTE="CPXB, post: 1469249, member: 17233"] My DM and I talk a lot -- we live together and all. We've actually talked about the tactics thing, how when she is rushed for time she'll select certain sorts of critters 'cause she doesn't have to become familiar with all their special abilities. Which does mean that there aren't many spellcasters. However, even many of the critters who cast spells and have lots of spell-like abilities are often quite good at saving against things. However, in my experience so far, the monk doesn't need to penetrate the enemy lines to attack the spellcasters -- the other spellcasters are quite capable of sending their attacks through the ranks to get the spellcasters. While, of course, grappling with a spellcaster is particularly effective, so is just killing them -- or, to the point of this particular thread, surrounding them with summoned animals also works, and much better than my monk can do it. Anyway, here's the C-sheet: Rashad Daktari aka Adamantine Moneybags Mnk 6th Medium-sized Humanoid (Human) Hit Dice: 6d8+12 (54 hp) Speed: 50 ft AC: 21 (+4 Dex, +5 Wis, +1 bracers of armor, +1 monk), flat-footed 16, touch 19 Initiative: +4 (Dex) Base Attack/Grapple: +4/+8 Attacks: Unarmed +10 (1d8+5) or sling +9 (1d4+4) Full Attack: Unarmed +10 (1d8+5) or flurry of blows +9/+9 (1d8+5) or sling +9 (1d4+4) Space/Reach: 5 ft/5 ft Special Attacks: Flurry of blows, ki strike (magic), unarmed strike Special Qualities: AC bonus, evasion, purity of body, slow fall (30 ft.), still mind Saves: Fort +7, Ref +9, Will +10 Alignment: Lawful good Abilities: Str 18, Dex 18, Con 15, Int 14, Wis 20, Cha 13 Skills: Balance +9/15, Climb +6/10, Diplomacy +0/3, Escape Artist +6/10, Jump +9/23, Perform +6/7, Sense Motive +9/14, Spot +9/14, Tumble +9/15 Feats: Agile Riposte, Deflect Arrows (b), Dodge, Improved Trip (b), Knockdown, Stunning Blow (DC 18, 6/day) (b), Weapon Focus (Unarmed) Possessions: (light encumbrance 76 lbs.; current encumbrance 34 lbs.) gauntlets of ogre power, bracers of armor +1, ring of magic fang +1, periapt of wisdom +2, dagger (1 lbs.), monk's outfit (2 lbs.), backpack (2 lbs.), bedroll (5 lbs.), winter blanket (3 lbs.), bullseye lantern with continual flame (3 lbs.), hempen rope 50' (10 lbs.), 2 entertainer's outfits (8 lbs.), 360 gp As you can see, this is actually a pretty extraordinary character. [/QUOTE]
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Issues with Summon Monster/Summon Nature's Ally (2004 Thread)
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