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Summoning for low level

abri

Mad Scientist
With the new rules introduced in last month dragon, summoning seems again a decent tactics.
Our group has adopted the idea of the limited monster list (you start with 3 monster per summon monster list, and have to research to add other).
So what are your now favored summoned lackeys for SMI-III?
Ps: in case you haven't read those rules, SMI can now summon any outsider (made with any template) of CR inferior to 1, SMII=CR1 and SMII=CR2, elementals counts as CR+1 for these spells.

Aasimar for SMI and bladeling(MM2) for SMII are my new favorites.
So what monsters will you wizard/cleric/sorcerer summon?
 

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here's the quandry as i see it: the rules-as-written make low-level summoning spells extraordinarily lame [sorry, chondu, but your badger is useful for little more than a +2 flanking bonus [might as well cast flare or daze for a similar impact] and it will be separated from you after 6 seconds at first level] but the dragon article is very unbalancing as has been duly noted before [CR is not an equitable method of judging a creature's utility to a party].

what's the solution? i'm not sure, but what i'd love to see is some mechanic that makes summoning more useful, interesting, and varied [like the dragon article tried to do] but without making it unbalanced. is this possible?
 

sorry, chondu, but your badger is useful for little more than a +2 flanking bonus

Actually, it's not even that useful. Since a badger has a reach of 0 feet, it can't threaten an adjacent opponent and so can't flank. The reason I keep casting it is that it always raises a laugh because of its insane lameness. :D
 

Well, I'll have to disagree.
The main problem with the phb SM is:
1) The duration is too short.
2)Not enough choice.

I really like the new dragons rules (PS:if you use all of them):
a) Many creatures for each SM
b) Each spellcaster only has access to 3 (or more if he researches) type of creature per SM
c) Creature have to be OKed by the DM
d) creatures with real spell-abilities count as CR+1, CR+2 or more.

One thing I really think should be added though, is a change in duration: 3+LV round seems to work fine in the 3 campaign I'm in.
With all these, the SM seems right.
Aasimar for SMI, are nice for L1 spell: basically you get something that is not as powerfull as a L1 fighter but not too far for a few rounds.
To be honnest I still find that SM becomes MUCH more efficient after you are LV3.
Ps: In the campaign I'm a player instead of DM, we use the fuel spell feats from Treasure and lair and that really take care of the duration problem.
:p
 
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Actually, I love celestial badgers, because a celestial badger saved the party from the clinker for a night on my first session.
Those little buggers can still dig for 6 seconds.

Demiurge out.
 

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