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*Pathfinder & Starfinder
Issues with Summon Monster/Summon Nature's Ally (2004 Thread)
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<blockquote data-quote="jgsugden" data-source="post: 1471163" data-attributes="member: 2629"><p>Let's talk about this druid for a moment.</p><p></p><p>Assuming a 6th level nonhuman druid with a wisdom above 15 and less than 20, he has 4 1st level spells, 4 2nd level spells and 3 3rd level spells. He also has 3 feats.</p><p></p><p>He used up 2 of his 3 feats in augment summoning. So, summoning is his main focus. You should keep that in mind.</p><p></p><p>He cast 2 3rd level spells and 2 2nd level spells (or perhaps just 3 3rd level spells) to summon those monsters. That is a very significant portion of his resources. In other words, he focused his efforts to reach his maximum effectiveness for a short spurt.</p><p></p><p>Let's flip around the events a bit and see what else could have occured in the battle. The following would be more likely in a game I run ...</p><p></p><p>Giant appears on the horizen and combat begins. PCs charge to the rescue as the giant lumbers towards the seemingly helpless village.</p><p></p><p>The druid goes first and begins to cast a summoning spell when the giant is close enough that the sumoned animal will egt to the giant and make a few attacks. </p><p></p><p>The animal companion begins to charge forward to the attack. It leaps in ... and takes an AoO from the giant's club. Combat began when the PCs began to move towards the giant ... it is not flat-footed. It is very ready for combat. The giant hits the animal companion (4 or 5 HD - 24 to 30 hps?) for 2d8+10 damage. The druid gives instructions and the animal retreats, out of combat until the druid can heal it. The other option: dead animal companion.</p><p></p><p>The giants notes spellcasting, uses its wisdom of 10 and decides 'nasty spellcasters need rocks' ... drops its club and throws a rock at the druid. That is a +8 attack that does 2d6+7 damage. It has a nice long range, more than long enough to be useful against a druid casting spells with a close range. If the rock hits, the druid must make a concentration check with a DC in the mid to high 20s to finish his summon spell. Druids are not known for great ACs, especially when they use all their spells on summoning.</p><p></p><p>Meanwhile, you rush up and slap the giant, attempting a failed stun. It tries to take an AoO, but your tumble foils the attempt. Go you!</p><p></p><p>The druid, a touch wounded (14 points down of 40? hit points total) decides to try a summon again. It begins to cast another summoning spell trusting its AC and the monk at the giant's feet to keep the giant from hurling another rock. </p><p></p><p>The giant adjusts back and hurls another rock. Smack. The druid is now down about 28 of his 40 hit points. The spell is again disrupted. The druid has wasted 2 of his most powerful spells and has nothing to show for it except 2 nasty bruises and a hurt wolf.</p><p></p><p>You, hero that you are, continue your assault. You're not doing an incredible amount of damage, but you're doing more than the druid. The druid spends this round healingitself and the animal companion with its remaining 3rd level spell - cure moderate wounds for 2d8+6 damage - about 15 each (gotta love share spell). </p><p></p><p>The giant can finally turn on you, but has only two slams at +15 (d4+7) to use because it had to drop its club to throw the rocks. You take a hit or two, but you're still winning the fight.</p><p></p><p>The druid begins to cast a badger ... the giant hits the druid with a rock. The druid then retreats to use 1st level healing spells for a few rounds.</p><p></p><p>And so on ...</p><p></p><p>In this 'reality' , the druid is next to useless and you are the only one doing anything against this tough foe. The druid might be on these boards asking for how it can be effective when the DM keeps disrupting his summoning spells. </p><p></p><p>The monk is a fine PC class. I've seen it played very effectively. You just need to keep your eyes out for ways to be effective ... and hope the DM doesn't tend towards tactics that minimize your usefulness.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 1471163, member: 2629"] Let's talk about this druid for a moment. Assuming a 6th level nonhuman druid with a wisdom above 15 and less than 20, he has 4 1st level spells, 4 2nd level spells and 3 3rd level spells. He also has 3 feats. He used up 2 of his 3 feats in augment summoning. So, summoning is his main focus. You should keep that in mind. He cast 2 3rd level spells and 2 2nd level spells (or perhaps just 3 3rd level spells) to summon those monsters. That is a very significant portion of his resources. In other words, he focused his efforts to reach his maximum effectiveness for a short spurt. Let's flip around the events a bit and see what else could have occured in the battle. The following would be more likely in a game I run ... Giant appears on the horizen and combat begins. PCs charge to the rescue as the giant lumbers towards the seemingly helpless village. The druid goes first and begins to cast a summoning spell when the giant is close enough that the sumoned animal will egt to the giant and make a few attacks. The animal companion begins to charge forward to the attack. It leaps in ... and takes an AoO from the giant's club. Combat began when the PCs began to move towards the giant ... it is not flat-footed. It is very ready for combat. The giant hits the animal companion (4 or 5 HD - 24 to 30 hps?) for 2d8+10 damage. The druid gives instructions and the animal retreats, out of combat until the druid can heal it. The other option: dead animal companion. The giants notes spellcasting, uses its wisdom of 10 and decides 'nasty spellcasters need rocks' ... drops its club and throws a rock at the druid. That is a +8 attack that does 2d6+7 damage. It has a nice long range, more than long enough to be useful against a druid casting spells with a close range. If the rock hits, the druid must make a concentration check with a DC in the mid to high 20s to finish his summon spell. Druids are not known for great ACs, especially when they use all their spells on summoning. Meanwhile, you rush up and slap the giant, attempting a failed stun. It tries to take an AoO, but your tumble foils the attempt. Go you! The druid, a touch wounded (14 points down of 40? hit points total) decides to try a summon again. It begins to cast another summoning spell trusting its AC and the monk at the giant's feet to keep the giant from hurling another rock. The giant adjusts back and hurls another rock. Smack. The druid is now down about 28 of his 40 hit points. The spell is again disrupted. The druid has wasted 2 of his most powerful spells and has nothing to show for it except 2 nasty bruises and a hurt wolf. You, hero that you are, continue your assault. You're not doing an incredible amount of damage, but you're doing more than the druid. The druid spends this round healingitself and the animal companion with its remaining 3rd level spell - cure moderate wounds for 2d8+6 damage - about 15 each (gotta love share spell). The giant can finally turn on you, but has only two slams at +15 (d4+7) to use because it had to drop its club to throw the rocks. You take a hit or two, but you're still winning the fight. The druid begins to cast a badger ... the giant hits the druid with a rock. The druid then retreats to use 1st level healing spells for a few rounds. And so on ... In this 'reality' , the druid is next to useless and you are the only one doing anything against this tough foe. The druid might be on these boards asking for how it can be effective when the DM keeps disrupting his summoning spells. The monk is a fine PC class. I've seen it played very effectively. You just need to keep your eyes out for ways to be effective ... and hope the DM doesn't tend towards tactics that minimize your usefulness. [/QUOTE]
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Issues with Summon Monster/Summon Nature's Ally (2004 Thread)
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