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General Tabletop Discussion
*Pathfinder & Starfinder
Issues with Summon Monster/Summon Nature's Ally (2004 Thread)
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<blockquote data-quote="jaults" data-source="post: 1485429" data-attributes="member: 1116"><p>I play the cleric in this campaign...</p><p> </p><p> Either my cleric or the druid casts Bear's Endurance on him (26 more HP), he rarely gets hit (his AC is regularly 34 with buffs up and running), and we have a cleric, a druid and the monk himself for healing. Stoneskin also does wonders for soaking damage, and two of our party prepare it regularly. Oh, and for reference, the cleric has a 12 Con boosted to 14 with an item, the druid has a 13 Con, the rogue has a 13 Con boosted to 15 with an item, the archer has a 10 Con boosted to 12 with an item, and the wizard has a 16 Con.</p><p> </p><p> Again, with buffs, Bardol often has in the low-mid 20s to hit, and does a good amount of damage per hit (4d8+1d6+7 when Enlarged), and he does get something like 5 hits when hasted. For the most part, he hits with at least 3 of his 5 attacks, so he dishes out reasonable damage per round. Our other combat character is an archer, who often finishes off the foes that Bardol doesn't kill by round #2.</p><p> </p><p> While Enlarged, Bardol threatens an area out to 20 feet with his glaive, and can also attack foes close in because of his unarmed attacks. He has Combat Reflexes, so he gets a decent amount of AoOs when people engage him.</p><p> </p><p> We also have an Evoker/Elemental Savant(Cold), who does a middling amount of damage to just about everyone on the field, so Bardol and Elfaerin (the archer) don't have as much work to do.</p><p> </p><p> The druid drops Flame Strikes and Dispels with impunity, and when things get bad, summons 2 (or 3, with Spellstaff) freakin' huge (Huge, that is) Earth Elemntals. They have around 150 HP, and do, on average, 40 pts of damage a round.</p><p> </p><p> The cleric uses the vast majority of his slots on buffing the party, so he doesn't have any offensive punch (there are cheers 'round the table when Furio actually drops a foe with his mace). He always has 2 or 3 Dispel Magics ready, Dispel Evil, Greater Command, Wall of Stone and Blade Barrier round out his complement.</p><p> </p><p> Jason (Furio, Cleric 7/Auspician 6)</p></blockquote><p></p>
[QUOTE="jaults, post: 1485429, member: 1116"] I play the cleric in this campaign... Either my cleric or the druid casts Bear's Endurance on him (26 more HP), he rarely gets hit (his AC is regularly 34 with buffs up and running), and we have a cleric, a druid and the monk himself for healing. Stoneskin also does wonders for soaking damage, and two of our party prepare it regularly. Oh, and for reference, the cleric has a 12 Con boosted to 14 with an item, the druid has a 13 Con, the rogue has a 13 Con boosted to 15 with an item, the archer has a 10 Con boosted to 12 with an item, and the wizard has a 16 Con. Again, with buffs, Bardol often has in the low-mid 20s to hit, and does a good amount of damage per hit (4d8+1d6+7 when Enlarged), and he does get something like 5 hits when hasted. For the most part, he hits with at least 3 of his 5 attacks, so he dishes out reasonable damage per round. Our other combat character is an archer, who often finishes off the foes that Bardol doesn't kill by round #2. While Enlarged, Bardol threatens an area out to 20 feet with his glaive, and can also attack foes close in because of his unarmed attacks. He has Combat Reflexes, so he gets a decent amount of AoOs when people engage him. We also have an Evoker/Elemental Savant(Cold), who does a middling amount of damage to just about everyone on the field, so Bardol and Elfaerin (the archer) don't have as much work to do. The druid drops Flame Strikes and Dispels with impunity, and when things get bad, summons 2 (or 3, with Spellstaff) freakin' huge (Huge, that is) Earth Elemntals. They have around 150 HP, and do, on average, 40 pts of damage a round. The cleric uses the vast majority of his slots on buffing the party, so he doesn't have any offensive punch (there are cheers 'round the table when Furio actually drops a foe with his mace). He always has 2 or 3 Dispel Magics ready, Dispel Evil, Greater Command, Wall of Stone and Blade Barrier round out his complement. Jason (Furio, Cleric 7/Auspician 6) [/QUOTE]
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Issues with Summon Monster/Summon Nature's Ally (2004 Thread)
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