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Summon Monster
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<blockquote data-quote="Turhan" data-source="post: 1902998" data-attributes="member: 21856"><p><strong>My take on Summoning monsters</strong></p><p></p><p>I ususally play wizards or rogue/wizard combos. I limit my own use of Summon further: I assume that my PC actually learns one name of one creature (one at a time that is, which means that if I learn a new creature for the same level, it means I researched that new creature's name in or out of game). that one creaure is the one I always summon for that level. This allows me to have the creature stats pre-printed and always ready for quick use- no reference to the PHB needed. I pop the mini onto the table and play.</p><p></p><p>I also tend to use the creature to create flanking situations for me or my co-players. Having a creature attack from the enemies rear is a good tactic.</p><p></p><p>When I DM, I allow the PC's to modify the strait creatures as their PC gains in power. For example a 12th level wizard who wants to summon a 2nd level monster (I don't limit the players the way I do myself) that he has used for "years" in game, I let them boost the creature in one of three ways: Add 1d6 points to AC; Add 2d10 HP; or, add to the damage done (either a flat 1d6 per hit or they can smite evil 1 or 2 extra times).</p><p></p><p>My experience with the power of the spell is not atypical from others: it seems weaker than some other spells that lay on a heavy direct smack. However, I like the RP aspect of the spell and having a "near familiar creature" summoned by the force of will of the wizard/sorcerer. I also like the ability of the summoned creature to run off and distract pursuers, or redirect the attention of guards so we can sneak past or sneak in or make a surprise attack.</p></blockquote><p></p>
[QUOTE="Turhan, post: 1902998, member: 21856"] [b]My take on Summoning monsters[/b] I ususally play wizards or rogue/wizard combos. I limit my own use of Summon further: I assume that my PC actually learns one name of one creature (one at a time that is, which means that if I learn a new creature for the same level, it means I researched that new creature's name in or out of game). that one creaure is the one I always summon for that level. This allows me to have the creature stats pre-printed and always ready for quick use- no reference to the PHB needed. I pop the mini onto the table and play. I also tend to use the creature to create flanking situations for me or my co-players. Having a creature attack from the enemies rear is a good tactic. When I DM, I allow the PC's to modify the strait creatures as their PC gains in power. For example a 12th level wizard who wants to summon a 2nd level monster (I don't limit the players the way I do myself) that he has used for "years" in game, I let them boost the creature in one of three ways: Add 1d6 points to AC; Add 2d10 HP; or, add to the damage done (either a flat 1d6 per hit or they can smite evil 1 or 2 extra times). My experience with the power of the spell is not atypical from others: it seems weaker than some other spells that lay on a heavy direct smack. However, I like the RP aspect of the spell and having a "near familiar creature" summoned by the force of will of the wizard/sorcerer. I also like the ability of the summoned creature to run off and distract pursuers, or redirect the attention of guards so we can sneak past or sneak in or make a surprise attack. [/QUOTE]
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