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Summon Nature's Ally IX
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<blockquote data-quote="Deathmonger" data-source="post: 2752893" data-attributes="member: 24929"><p>Here is the list of possibilities for Summon Nature's Ally 9:</p><p>Elemental, elder</p><p>Grig [NG; with fiddle] (sprite)</p><p>Pixie* (sprite) [NG; with sleep and memory loss arrows]</p><p>Unicorn, celestial charger</p><p></p><p>My question is, why is there a CR 1 creature (the grig) on this list? Even with the fiddle (which gives a DC 12 save to an otherwise save-less 8th level spell, significantly weakening it against anything a 17th level druid might be facing), is this some kind of a joke? I mean, seriously, since when does it take the most powerful druids in the land to summon up something with 2 hp and AC 18? Somebody please tell me there's another list somewhere I can use. I know I can get more of something from a lesser list, but that only serves to make this list look even more ridiculous. If I can get 1d4+1 T-Rexs, shouldn't there be something a little cooler than a grig on the 9th level list? </p><p></p><p>Grig Stats:</p><p>[sblock]</p><p>GRIG</p><p> Tiny Fey</p><p>Hit Dice: 1/2 d6+1 (2 hp)</p><p>Initiative: +4</p><p>Speed: 20 ft. (4 squares), fly 40 ft. (poor)</p><p>Armor Class: 18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 16</p><p>Base Attack/Grapple: +0/–11</p><p>Attack: Short sword +6 melee (1d3–3/19–20) or longbow +6 ranged (1d4–3/x3)</p><p>Full Attack: Short sword +6 melee (1d3–3/19–20) or longbow +6 ranged (1d4–3/x3)</p><p>Space/Reach: 2-1/2 ft./0 ft.</p><p>Special Attacks: Spell-like abilities, fiddle</p><p>Special Qualities: Damage reduction 5/cold iron, low-light vision, spell resistance 17</p><p>Saves: Fort +1, Ref +6, Will +3</p><p>Abilities: Str 5, Dex 18, Con 13, Int 10, Wis 13, Cha 14</p><p>Skills: Craft (any one) +4, Escape Artist +8, Hide +16, Jump +3, Listen +3, Move Silently +8*, Perform (string instruments) +6, Search +2, Spot +3</p><p>Feats: DodgeB, Weapon Finesse</p><p>Environment: Temperate forests</p><p>Organization: Gang (2–4), band (6–11), or tribe (20–80)</p><p>Challenge Rating: 1</p><p>Treasure: No coins; 50% goods; 50% items</p><p>Alignment: Always neutral good</p><p>Advancement: 1–3 HD (Tiny)</p><p>Level Adjustment: +3</p><p>Grigs can leap great distances. They have light blue skin, forest-green hair, and brown hairy legs, and usually wear tunics or brightly colored vests with buttons made from tiny gems. A grig stands 1-1/2 feet tall and weighs about 1 pound. </p><p>Grigs speak Sylvan. Some also speak Common.</p><p>Combat</p><p>Grigs are fierce by sprite standards, attacking opponents fearlessly with bow and dagger.</p><p>Spell-Like Abilities: 3/day—disguise self, entangle (DC 13), invisibility (self only), pyrotechnics (DC 14), ventriloquism (DC 13). Caster level 9th. The save DCs are Charisma-based.</p><p>Fiddle (Su): One grig in each band carries a tiny, grig-sized fiddle. When the fiddler plays, any nonsprite within 30 feet of the instrument must succeed on a DC 12 Will save or be affected as though by irresistible dance for as long as the playing continues. The save DC is Charisma-based.</p><p>Skills: Grigs have a +8 racial bonus on Jump checks. *They also have a +5 racial bonus on Move Silently checks in a forest setting.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Deathmonger, post: 2752893, member: 24929"] Here is the list of possibilities for Summon Nature's Ally 9: Elemental, elder Grig [NG; with fiddle] (sprite) Pixie* (sprite) [NG; with sleep and memory loss arrows] Unicorn, celestial charger My question is, why is there a CR 1 creature (the grig) on this list? Even with the fiddle (which gives a DC 12 save to an otherwise save-less 8th level spell, significantly weakening it against anything a 17th level druid might be facing), is this some kind of a joke? I mean, seriously, since when does it take the most powerful druids in the land to summon up something with 2 hp and AC 18? Somebody please tell me there's another list somewhere I can use. I know I can get more of something from a lesser list, but that only serves to make this list look even more ridiculous. If I can get 1d4+1 T-Rexs, shouldn't there be something a little cooler than a grig on the 9th level list? Grig Stats: [sblock] GRIG Tiny Fey Hit Dice: 1/2 d6+1 (2 hp) Initiative: +4 Speed: 20 ft. (4 squares), fly 40 ft. (poor) Armor Class: 18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 16 Base Attack/Grapple: +0/–11 Attack: Short sword +6 melee (1d3–3/19–20) or longbow +6 ranged (1d4–3/x3) Full Attack: Short sword +6 melee (1d3–3/19–20) or longbow +6 ranged (1d4–3/x3) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: Spell-like abilities, fiddle Special Qualities: Damage reduction 5/cold iron, low-light vision, spell resistance 17 Saves: Fort +1, Ref +6, Will +3 Abilities: Str 5, Dex 18, Con 13, Int 10, Wis 13, Cha 14 Skills: Craft (any one) +4, Escape Artist +8, Hide +16, Jump +3, Listen +3, Move Silently +8*, Perform (string instruments) +6, Search +2, Spot +3 Feats: DodgeB, Weapon Finesse Environment: Temperate forests Organization: Gang (2–4), band (6–11), or tribe (20–80) Challenge Rating: 1 Treasure: No coins; 50% goods; 50% items Alignment: Always neutral good Advancement: 1–3 HD (Tiny) Level Adjustment: +3 Grigs can leap great distances. They have light blue skin, forest-green hair, and brown hairy legs, and usually wear tunics or brightly colored vests with buttons made from tiny gems. A grig stands 1-1/2 feet tall and weighs about 1 pound. Grigs speak Sylvan. Some also speak Common. Combat Grigs are fierce by sprite standards, attacking opponents fearlessly with bow and dagger. Spell-Like Abilities: 3/day—disguise self, entangle (DC 13), invisibility (self only), pyrotechnics (DC 14), ventriloquism (DC 13). Caster level 9th. The save DCs are Charisma-based. Fiddle (Su): One grig in each band carries a tiny, grig-sized fiddle. When the fiddler plays, any nonsprite within 30 feet of the instrument must succeed on a DC 12 Will save or be affected as though by irresistible dance for as long as the playing continues. The save DC is Charisma-based. Skills: Grigs have a +8 racial bonus on Jump checks. *They also have a +5 racial bonus on Move Silently checks in a forest setting. [/sblock] [/QUOTE]
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