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Issues with Summon Monster/Summon Nature's Ally (2004 Thread)
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<blockquote data-quote="ForceUser" data-source="post: 1471979" data-attributes="member: 2785"><p>I also play a druid. SNA is uncommonly cool, even moreso in 3.5. The point of most SNA monsters is to soak damage your allies would otherwise have to take. But there are a few other applications a clever player can use:</p><p></p><ul> <li data-xf-list-type="ul">Summon a hippogriff to fight for you at very low levels. For a 2nd level spell, hippogriff is a lot of bang for your buck. And it flies. At mid-levels, summon a clutch of hippogriffs to harry flying, fleeing, or fast-moving foes. Each has three attacks per round, does decent damage, and is a large creature!</li> <li data-xf-list-type="ul">Provided you can speak the right languages: summon a small earth, air, or water elemental to scout ahead in the appropriate environment. Xorns are also great for scouting dungeons.</li> <li data-xf-list-type="ul">Summon a unicorn or five to heal your party during downtime. Provided your druid speaks Sylvan, in combat have your summoned unicorns each bodyguard one party member, providing them with healing, meat shield, and a constant <em>magic circle against evil</em>.</li> <li data-xf-list-type="ul">Summon a clutch of arrowhawks to fight outsiders with particularly nasty spell resistance. The arrowhawks' lightning breath is a supernatural touch attack, and thus bypasses SR. Works great on horned devils.</li> </ul><p>These uses of SNA are just off the top of my head. It's a great series of spells.</p></blockquote><p></p>
[QUOTE="ForceUser, post: 1471979, member: 2785"] I also play a druid. SNA is uncommonly cool, even moreso in 3.5. The point of most SNA monsters is to soak damage your allies would otherwise have to take. But there are a few other applications a clever player can use: [list][*]Summon a hippogriff to fight for you at very low levels. For a 2nd level spell, hippogriff is a lot of bang for your buck. And it flies. At mid-levels, summon a clutch of hippogriffs to harry flying, fleeing, or fast-moving foes. Each has three attacks per round, does decent damage, and is a large creature![*]Provided you can speak the right languages: summon a small earth, air, or water elemental to scout ahead in the appropriate environment. Xorns are also great for scouting dungeons.[*]Summon a unicorn or five to heal your party during downtime. Provided your druid speaks Sylvan, in combat have your summoned unicorns each bodyguard one party member, providing them with healing, meat shield, and a constant [i]magic circle against evil[/i].[*]Summon a clutch of arrowhawks to fight outsiders with particularly nasty spell resistance. The arrowhawks' lightning breath is a supernatural touch attack, and thus bypasses SR. Works great on horned devils.[/list]These uses of SNA are just off the top of my head. It's a great series of spells. [/QUOTE]
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Issues with Summon Monster/Summon Nature's Ally (2004 Thread)
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