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*Pathfinder & Starfinder
Master Summoner - take 2
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<blockquote data-quote="yennico" data-source="post: 2301172" data-attributes="member: 11978"><p>You are right, no level 16 summoner would summon a celestial badger to attack a level 16 wizard. Even if the badger ignores the protections he nearly never hits the wizard, because the wizard or any level 16 character is also protected by other spells (e.g. mage armor, cat´s grace, etc.) or magical equipment.</p><p></p><p></p><p>A hellcast has SR 19. With your version the hellcast has 19 + 2 + 10 = SR 31</p><p>with my version the hellcast has only 19+2+5 = 26</p><p></p><p></p><p>You call it failure of a high level summoning spell. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>Fighting a spellcaster of equal level is always a nasty and tough job.</p><p>Any bonus on SR for overcoming the protected areas is better than a normal spellcaster gets.</p><p>The ability is free for all summoned creatures. If the master summoner wants a 100% chance he can cast a targeted dispel.</p><p>If succesful the ability saves the master summoner either a dispel magic spell or another summon monster spell (if the target is protected by a protection vs good, the summoner now summons evil creatures)</p><p>Perhaps we can make a compromise: a bonus equal a chance of 50 % so a bonus of +3 at level 1 and +1 / 2 levels of master summoner. So the maximum is +8. </p><p></p><p></p><p>It was only an example, and I agree it was a worse example. </p><p></p><p></p><p>To banish the summoned creatures of a master summoner is not easy <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> because of stronger control.</p><p></p><p></p><p>Do I understand you correctly: So using the ability on a Summon Monster VI combined with a mage armor spell summons 1d3 fiendish dire wolves or 1d4+1 celestial black bears. Each creature is affected by the mage armor spell.</p></blockquote><p></p>
[QUOTE="yennico, post: 2301172, member: 11978"] You are right, no level 16 summoner would summon a celestial badger to attack a level 16 wizard. Even if the badger ignores the protections he nearly never hits the wizard, because the wizard or any level 16 character is also protected by other spells (e.g. mage armor, cat´s grace, etc.) or magical equipment. A hellcast has SR 19. With your version the hellcast has 19 + 2 + 10 = SR 31 with my version the hellcast has only 19+2+5 = 26 You call it failure of a high level summoning spell. :) Fighting a spellcaster of equal level is always a nasty and tough job. Any bonus on SR for overcoming the protected areas is better than a normal spellcaster gets. The ability is free for all summoned creatures. If the master summoner wants a 100% chance he can cast a targeted dispel. If succesful the ability saves the master summoner either a dispel magic spell or another summon monster spell (if the target is protected by a protection vs good, the summoner now summons evil creatures) Perhaps we can make a compromise: a bonus equal a chance of 50 % so a bonus of +3 at level 1 and +1 / 2 levels of master summoner. So the maximum is +8. It was only an example, and I agree it was a worse example. To banish the summoned creatures of a master summoner is not easy :) because of stronger control. Do I understand you correctly: So using the ability on a Summon Monster VI combined with a mage armor spell summons 1d3 fiendish dire wolves or 1d4+1 celestial black bears. Each creature is affected by the mage armor spell. [/QUOTE]
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Master Summoner - take 2
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