Shirt Guy John
First Post
I'm really interested in making summoning (using Summon Monster Spells) more appealing and/or interesting. Here's what I've got so far. Please tell me what you think.
Elemental Summoning(General)
The wizard razes his hands and begins to call a creature into the material plane. The adventurers ready themselves to deal with a fiend from the bowels of the infernal planes. They are sorely suprised when a firey ape apears instead.
Requirements: Augmented Summoning, Knowledge(The Planes) 5 ranks
Benefits: Some summoners perfer creatures from elemental planes over those from other planes. Those with this feat can choose to substitute one of the Elemental templates for any Fiendish or Celestial template on a summoned creature.
Note: A Wizard can choose to take this feat as one of his bonus feats.
Faster Summoning(General)
The sorcerer razes his hands and nearly instantly, a small creature appears before him. It stands dazed for a moment before charging the nearest living opponent.
Requirements: Augmented Summoning, Knowledge(Arcana) 5 ranks
Benefits: The casting time for all Summon Monster spells is reduced to one action. The summoned creature appears where you designate on the round that the spell is cast, however, until the caster's next turn the creature is treated as flat-footed and cannot act or take attacks of opportunity. This first round still counts against the spell's duration
Note: A Wizard can choose to take this feat as one of his bonus feats.
Summoing Basics:
*The summoner can change the Alignment-based template on any creature to match his alignment (ie. Axiomatic for Lawful, Anarchic for Chaotic, Fiendish for Evil, and Celestial for Good). The creature must already have a template on it in the origional listing in the PH. Neutral characters cannot change the template in the aspect for which they are neutral (Good-Evil or Law-Chaos).
*Added Creatures:
Summon Monster I: (Axiomatic/Anarchic/Celestial/ or
Fiendish) Baboon
Elemental Summoning(General)
The wizard razes his hands and begins to call a creature into the material plane. The adventurers ready themselves to deal with a fiend from the bowels of the infernal planes. They are sorely suprised when a firey ape apears instead.
Requirements: Augmented Summoning, Knowledge(The Planes) 5 ranks
Benefits: Some summoners perfer creatures from elemental planes over those from other planes. Those with this feat can choose to substitute one of the Elemental templates for any Fiendish or Celestial template on a summoned creature.
Note: A Wizard can choose to take this feat as one of his bonus feats.
Faster Summoning(General)
The sorcerer razes his hands and nearly instantly, a small creature appears before him. It stands dazed for a moment before charging the nearest living opponent.
Requirements: Augmented Summoning, Knowledge(Arcana) 5 ranks
Benefits: The casting time for all Summon Monster spells is reduced to one action. The summoned creature appears where you designate on the round that the spell is cast, however, until the caster's next turn the creature is treated as flat-footed and cannot act or take attacks of opportunity. This first round still counts against the spell's duration
Note: A Wizard can choose to take this feat as one of his bonus feats.
Summoing Basics:
*The summoner can change the Alignment-based template on any creature to match his alignment (ie. Axiomatic for Lawful, Anarchic for Chaotic, Fiendish for Evil, and Celestial for Good). The creature must already have a template on it in the origional listing in the PH. Neutral characters cannot change the template in the aspect for which they are neutral (Good-Evil or Law-Chaos).
*Added Creatures:
Summon Monster I: (Axiomatic/Anarchic/Celestial/ or
Fiendish) Baboon