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<blockquote data-quote="Plane Sailing" data-source="post: 2690482" data-attributes="member: 114"><p>I've noticed that Druids seem to get better combat-capable summoned creatures than wizards do; it might be worth specifically comparing the best available for them. e.g.</p><p></p><p>[code]</p><p>4TH-LEVEL ASTRAL CONSTRUCT</p><p> Medium Construct</p><p>Hit Dice: 5d10+20 (47 hp)</p><p>Initiative: +2</p><p>Speed: 40 ft. (8 squares)</p><p>Armor Class: 22 (+2 Dex, +10 natural), touch 12, flatfooted 20</p><p>Base Attack/Grapple: +5/+10</p><p>Attack: Slam +10 melee (1d6+10)</p><p>Full Attack: Slam +10 melee (1d6+10)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: —</p><p>Special Qualities: One ability from Menu B, construct traits, darkvision 60 ft., low-light vision</p><p>Saves: Fort +1, Ref +3, Will +1</p><p>Abilities: Str 25, Dex 15, Con —, Int —, Wis 11, Cha 10</p><p>[/code]</p><p>(assuming Improved Grab from Menu B</p><p></p><p>vs a favourite grappler from Summon Natures Ally 4</p><p></p><p>[code]</p><p>CROCODILE, GIANT</p><p> Huge Animal</p><p>Hit Dice: 7d8+28 (59 hp)</p><p>Initiative: +1</p><p>Speed: 20 ft. (4 squares), swim 30 ft.</p><p>Armor Class: 16 (–2 size, +1 Dex, +7 natural), touch 9, flat-footed 15</p><p>Base Attack/Grapple: +5/+21</p><p>Attack: Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12)</p><p>Full Attack: Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12)</p><p>Space/Reach: 15 ft./10 ft.</p><p>Special Attacks: Improved grab</p><p>Special Qualities: Hold breath, low-light vision</p><p>Saves: Fort +9, Ref +6, Will +3</p><p>Abilities: Str 27, Dex 12, Con 19, Int 1, Wis 12, Cha 2</p><p>Skills: Hide +1*, Listen +5, Spot +5, Swim +16</p><p>Feats: Alertness, Endurance, Skill Focus (Hide)</p><p>Environment: Warm marshes</p><p>Organization: Solitary or colony (6–11)</p><p>Challenge Rating: 4</p><p>Advancement: 8–14 HD (Huge)</p><p>Level Adjustment: —</p><p>These huge creatures usually live in salt water and can be more than 20 feet long.</p><p>Giant crocodiles fight and behave like their smaller cousins.</p><p>[/code]</p><p></p><p>Both can be affected by Augment Summoning I believe, so we might was well leave that out of the equation. Looking at the two the croc has slightly more hp, much worse AC, better roll to hit, much better damage plus the advantage of reach and a truly frightening grapple tied to its improved grab.</p><p></p><p>So in this simplistic case at 4th level I'd go with the druids ally over the astral construct for raw combat power.</p><p></p><p>I'm not saying that astral construct isn't great - it surely is, especially with all the customisation options. Druids have some combat monsters available to them though!</p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 2690482, member: 114"] I've noticed that Druids seem to get better combat-capable summoned creatures than wizards do; it might be worth specifically comparing the best available for them. e.g. [code] 4TH-LEVEL ASTRAL CONSTRUCT Medium Construct Hit Dice: 5d10+20 (47 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 22 (+2 Dex, +10 natural), touch 12, flatfooted 20 Base Attack/Grapple: +5/+10 Attack: Slam +10 melee (1d6+10) Full Attack: Slam +10 melee (1d6+10) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: One ability from Menu B, construct traits, darkvision 60 ft., low-light vision Saves: Fort +1, Ref +3, Will +1 Abilities: Str 25, Dex 15, Con —, Int —, Wis 11, Cha 10 [/code] (assuming Improved Grab from Menu B vs a favourite grappler from Summon Natures Ally 4 [code] CROCODILE, GIANT Huge Animal Hit Dice: 7d8+28 (59 hp) Initiative: +1 Speed: 20 ft. (4 squares), swim 30 ft. Armor Class: 16 (–2 size, +1 Dex, +7 natural), touch 9, flat-footed 15 Base Attack/Grapple: +5/+21 Attack: Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12) Full Attack: Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12) Space/Reach: 15 ft./10 ft. Special Attacks: Improved grab Special Qualities: Hold breath, low-light vision Saves: Fort +9, Ref +6, Will +3 Abilities: Str 27, Dex 12, Con 19, Int 1, Wis 12, Cha 2 Skills: Hide +1*, Listen +5, Spot +5, Swim +16 Feats: Alertness, Endurance, Skill Focus (Hide) Environment: Warm marshes Organization: Solitary or colony (6–11) Challenge Rating: 4 Advancement: 8–14 HD (Huge) Level Adjustment: — These huge creatures usually live in salt water and can be more than 20 feet long. Giant crocodiles fight and behave like their smaller cousins. [/code] Both can be affected by Augment Summoning I believe, so we might was well leave that out of the equation. Looking at the two the croc has slightly more hp, much worse AC, better roll to hit, much better damage plus the advantage of reach and a truly frightening grapple tied to its improved grab. So in this simplistic case at 4th level I'd go with the druids ally over the astral construct for raw combat power. I'm not saying that astral construct isn't great - it surely is, especially with all the customisation options. Druids have some combat monsters available to them though! Cheers [/QUOTE]
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