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[ 11 posts ] |
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PaladinOfSune
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Posted: Wed, Sep 19 2012, 4:56 AM |
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Player
Joined: 15 Dec 2004 Location: England, UK
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Every spell or ability which summons a creature has been modified on Amia to better suit the environment. Contents:
_________________ "Let's unwrite these pages and replace them with our own words."
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PaladinOfSune
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Posted: Wed, Sep 19 2012, 4:57 AM |
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Player
Joined: 15 Dec 2004 Location: England, UK
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------------------------------------------------------------------------------------- Familiars and Animal Companions------------------------------------------------------------------------------------- Overview:Familiars and Animal Companions have been modified in two ways: Firstly, all familiars and companions have been redesigned to improve their utility and roles. There have also been two new familiars added: the phase spider and skeleton. The phase spider is a stealth and poison specialist, while the skeleton is an undead servant focused at absorbing damage.
Secondly, they receive a benefit according to their owner's caster level:
• Armor Class +1 / 2 CL • Claw Enhancement +1 / 5 CL • Regeneration +1 / 5 CL • Attack Bonus +2 / 5 CL • Universal Saving Throw Bonus +1 / 5 CL
• Resistance to bludgeoning, piercing and slashing damage:
• CL 1 – 10 : 5/- • CL 11 – 20 : 10/- • CL 21 – 30 : 15/-
_________________ "Let's unwrite these pages and replace them with our own words."
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PaladinOfSune
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Posted: Wed, Sep 19 2012, 5:10 AM |
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Player
Joined: 15 Dec 2004 Location: England, UK
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------------------------------------------------------------------------------------- Summon Creature------------------------------------------------------------------------------------- Overview:These spells summon a creature to your side based on your choice from the following types: Animal, Elemental, Vermin, Celestial, Fiendish and Wild. Characters choose their type by selecting the appropriate option in the Rest Menu. Animal Animals are mundane creatures, adept at everything. All casters can choose this type, and non-casters using the Summon Creature spell via items always use this type.
Elemental Elementals are sturdy spirits, capable of brushing aside heavy blows. All casters can choose this type.
Vermin Vermin are sneaky creatures, immune to mind spells and equipped with poison, diseases and other debilitating abilities. All casters can choose this type.
Celestial Celestials are animals with the celestial template. They are better at taking punishment from both weapons and magic than their non-magical kin, and tend to possess healing or supportive abilities. All good or neutral casters can choose this type, save for druids and rangers that are over level 3. Note that neutrals can only cast celestial OR fiendish summons - the first time they choose is a permanent one.
Fiendish Fiends are animals with the fiendish template. While lacking the endurance of their non-magical kin, they wield wicked talons and claws to deal greater damage, and tend to possess destructive spells and abilities. All evil or neutral casters can choose this type, save for druids and rangers that are over level 3. Note that neutrals can only cast celestial OR fiendish summons - the first time they choose is a permanent one.
Wild Wild is the nature-only type and can be chosen by druids, rangers over level 3 and clerics with the Animal domain. They are a mixture of animals, wild beasts, giants, fey and elementals. They lack a specialized role, but all are fearsome creatures with their own talent. Details:These are the specific creatures summoned by this spell line. Note that Summon Creature spells cast by items will always use the Animal type. Summon Creature I [Duration: 1 Hour / CL]
• Animal (Default): Dire Rat • Elemental: Tiny Dust Elemental • Vermin: Dire Maggot • Celestial: Celestial Rat • Fiendish: Fiendish Rat • Wild: Snake Summon Creature II [Duration: 1 Turn / CL]
• Animal (Default): Hawk • Elemental: Small Fire Elemental • Vermin: Slicer Beetle • Celestial: Celestial Hawk • Fiendish: Fiendish Hawk • Wild: Petal Fey Summon Creature III [Duration: 1 Turn / CL]
• Animal (Default): Dire Badger • Elemental: Small Earth Elemental • Vermin: Giant Leech • Celestial: Celestial Badger • Fiendish: Fiendish Badger • Wild: Giant Frog Summon Creature IV [Duration: 1 Turn / CL]
• Animal (Default): Dire Boar • Elemental: Air Elemental • Vermin: Giant Ant • Celestial: Celestial Boar • Fiendish: Fiendish Boar • Wild: Leopard Summon Creature V [Duration: 1 Turn / CL]
• Animal (Default): Dire Wolf • Elemental: Water Elemental • Vermin: Giant Wasp • Celestial: Celestial Wolf • Fiendish: Fiendish Wolf • Wild: Grizzly Bear Summon Creature VI [Duration: 1 Turn / CL]
• Animal (Default): Dire Bear • Elemental: Huge Smoke Elemental • Vermin: Dire Spider • Celestial: Celestial Bear • Fiendish: Fiendish Bear • Wild: Giant Ape Summon Creature VII [Duration: 1 Turn / CL]
• Animal (Default): Giant Swamp Gator • Elemental: Huge Mud Elemental • Vermin: Dire Ankheg • Celestial: Androsphinx • Fiendish: Manticore • Wild: Stone Giant Summon Creature VIII [Duration: 1 Turn / CL]
• Animal (Default): Giant King Cobra • Elemental: Elder Void Elemental • Vermin: Giant Funnelweb • Celestial: Celestial Minotaur • Fiendish: Greater Barghest • Wild: Gargantuan Gray Render Summon Creature IX [Duration: 1 Turn / CL]
• Animal (Default): Bulette • Elemental: Omnimental • Vermin: Giant Scorpion • Celestial: Blink Dog Packlord • Fiendish: Bebilith • Wild: Nature Elemental
_________________ "Let's unwrite these pages and replace them with our own words."
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PaladinOfSune
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Posted: Wed, Sep 19 2012, 5:28 AM |
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Player
Joined: 15 Dec 2004 Location: England, UK
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------------------------------------------------------------------------------------- Undead Creation------------------------------------------------------------------------------------- Overview:Undead creation spells all use the same pool of creatures, increasing the power ceiling based on the strength of the spell used (from Animate Dead to Create Greater Undead). Details:As these spells are of the spell school of Necromancy, Palemaster levels are included toward the caster level for both duration and power. Animate Dead [Duration: 24 hours]
• CL 1 – 8 : Mohrg • CL 9+ : Wraith Create Undead [Duration: 1 Round / CL]
• CL 1 – 8 : Mohrg • CL 9 – 14 : Wraith • CL 15 – 19 : Dread Wraith • CL 20 – 23 : Wight • CL 24+ : Mummy Create Greater Undead [Duration: 1 Turn / CL]
• CL 1 – 8 : Mohrg • CL 9 – 14 : Wraith • CL 15 – 19 : Dread Wraith • CL 20 – 23 : Wight • CL 24 – 27 : Mummy • CL 28+ : Greater Mummy
_________________ "Let's unwrite these pages and replace them with our own words."
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PaladinOfSune
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Posted: Wed, Sep 19 2012, 5:37 AM |
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Player
Joined: 15 Dec 2004 Location: England, UK
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------------------------------------------------------------------------------------- Gate & Planar Summoning------------------------------------------------------------------------------------- Overview:All of these spells/abilities summon outsider creatures to the caster, generally being powerful at the cost of being susceptible to spells which target outsiders. Details:These spells are unaffected by spell focus feats. Gate [Duration: 2 Round / CL]
Clerics with the Portal domain have a +2 bonus toward their caster level for deciding the strength of the summoned creature.
• CL 17 – 21 :
• Good: Throne Archon • Neutral: Gray Slaad • Evil: Glabrezu Infiltrator [Chaotic] • Evil: Nycaloth [Neutral] • Evil: Lesser Cornugon [Lawful] • CL 22 – 26 :
• Good: Warden Archon • Neutral: Death Slaad • Evil: Glabrezu Beguiler [Chaotic] • Evil: Yagnoloth [Neutral] • Evil: Cornugon Soldier [Lawful] • CL 27+ :
• Good: Trumpet Archon • Neutral: White Slaad • Evil: Glabrezu Corruptor [Chaotic] • Evil: Ultroloth [Neutral] • Evil: Cornugon Veteran [Lawful] Lesser Planar Binding [Duration: 1 Turn / CL]
• Good: Justice Archon • Neutral: Red Slaad • Evil: Quasit [Chaotic] • Evil: Canoloth [Neutral] • Evil: Imp [Lawful] Planar Binding & Planar Ally [Duration: 1 Turn / CL]
• Good: Hound Archon • Neutral: Blue Slaad • Evil: Succubus [Chaotic] • Evil: Mezzoloth [Neutral] • Evil: Erinyes [Lawful] Greater Planar Binding [Duration: 1 Turn / CL]
• Good: Sword Archon • Neutral: Green Slaad • Evil: Bebilith Hatchling [Chaotic] • Evil: Sword Battleloth [Neutral] • Evil: Gelugon [Lawful]
_________________ "Let's unwrite these pages and replace them with our own words."
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PaladinOfSune
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Posted: Wed, Sep 19 2012, 6:00 AM |
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Player
Joined: 15 Dec 2004 Location: England, UK
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------------------------------------------------------------------------------------- Epic Summons------------------------------------------------------------------------------------- Mind that you need a base Wis, Int or Cha of at least 20 to be able to cast Epic Spells!Overview:Epic Summons are powerful creatures and a worthwhile investment for any caster. Details:Dragon Knight is generally more powerful, but has a shorter duration. Mummy Dust is a dependable summon with a long duration and a customisable creature type. Dragon Knight [Duration: 1 Round / CL]
The duration is extended to 1 Turn / CL if the caster possesses Epic Spell Focus: Conjuration.
• Good: Silver Dragon • Neutral: Prismatic Dragon • Evil: Red Dragon Mummy Dust [Duration: 1 Turn / CL]
This epic spell has a variety of choices a caster can change in the rest menu.
The duration is extended to 1 Hour / CL with the correct spell focus.
• Construct: Geared Guardian (Epic Transmutation extends) • Elemental: Ancient Air Elemental (Epic Evocation extends) • Magical Beast: Sirrush (Epic Conjuration extends) • Undead: Pharaoh Sentinel (Epic Necromancy extends)
• Outsider: Alignment dependant (Epic Conjuration extends)
• Good: Arcadian Avenger • Neutral: Githzerai Savant • Evil: Corruptor of Fate
_________________ "Let's unwrite these pages and replace them with our own words."
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PaladinOfSune
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Posted: Wed, Sep 19 2012, 6:08 AM |
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Player
Joined: 15 Dec 2004 Location: England, UK
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------------------------------------------------------------------------------------- Shadow Conjuration------------------------------------------------------------------------------------- Overview:These are the summon options of the Shadow Conjuration spell-line. They summon Outsider shadow creatures, not Undead. Details:Shadows drain a certain ability on hit (either Strength or Constitution, depending on type). When the enemy reaches 3 in that ability score or less from being hit by this, they are instantly killed. Shadow Conjuration: Summon Shadow [Duration: 1 Hour / CL]
Greater Shadow Conjuration: Summon Shadow [Duration: 1 Turn / CL]
• CL 1 – 12 : Shadow • CL 13+ : Shadow Fiend Shades: Summon Shadow [Duration: 2 Round / CL]
• CL 1 – 12 : Shadow • CL 13 – 18 : Shadow Fiend • CL 19 – 24 : Shadow Lord • CL 25 – 30 : Shadow of the Void Updated 19 May 2019
_________________ "Let's unwrite these pages and replace them with our own words."
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PaladinOfSune
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Posted: Wed, Sep 19 2012, 6:22 AM |
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Player
Joined: 15 Dec 2004 Location: England, UK
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------------------------------------------------------------------------------------- Blackguard Summons------------------------------------------------------------------------------------- Overview:These are the summon options of the Blackguard prestige class. Details:These summons compliment the Blackguard's formidable martial prowess with additional support. Create Undead [Duration: Special]
• CL 1 – 5 : Mohrg [Duration: 1 Hour / Blackguard Level] • CL 6 - 11 : Wraith [Duration: 1 Turn / Blackguard Level] • CL 12+ : Dread Wraith [Duration: 1 Turn / Blackguard Level] Summon Fiend [Duration: Special]
• CL 1 – 14 :
• Chaotic: Succubus Warrior [Duration: 1 Hour / Blackguard Level] • Neutral: Mezzoloth [Duration: 1 Hour / Blackguard Level] • Lawful: Erinyes [Duration: 1 Hour / Blackguard Level] • CL 15+ :
• Chaotic: Glabrezu Infiltrator [Duration: 1 Turn / Blackguard Level] • Neutral: Nycaloth [Duration: 1 Turn / Blackguard Level] • Lawful: Lesser Cornugon [Duration: 1 Turn / Blackguard Level] Epic Fiendish Servant Feat Benefits
• Duration is doubled • Strength +4 • Armor Class +1 / Blackguard Level • Regeneration +1 • Bonus Feat: Improved Evasion • Spell Resistance = 5 + Blackguard Level
• Lawful: Amnizu Bodyguard • Neutral: Arcanaloth Minion • Chaotic: Bound Kelvezu
_________________ "Let's unwrite these pages and replace them with our own words."
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PaladinOfSune
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Posted: Wed, Sep 19 2012, 6:29 AM |
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Player
Joined: 15 Dec 2004 Location: England, UK
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------------------------------------------------------------------------------------- Palemaster Summons------------------------------------------------------------------------------------- Overview:These are the summon options of the Palemaster prestige class. Details:These abilities compliment the Palemaster's magical skill with frontline toughness. Caster Level is calculated as the sum of your spellcaster class level and Palemaster class levels. It is used to determine both the power of your undead summon and its duration. Note that Bard levels are not counted for Palemaster summons. Animate Dead [Duration: 24 hours]
• CL 1 – 8 : Mohrg • CL 9 - 14 : Wraith • CL 15+ : Dread Wraith
• The Palemaster gains a bonus +1 to CL when using this ability. • The summoned undead gains +2 to Turn Resistance. Create Undead [Duration: 1 Round / CL]
• CL 1 – 8 : Mohrg • CL 9 – 14 : Wraith • CL 15 – 19 : Dread Wraith • CL 20 – 23 : Wight • CL 24 - 27 : Mummy • CL 28+ : Greater Mummy
• The Palemaster gains a bonus +2 to CL when using this ability. • The summoned undead gains +4 to Turn Resistance. Create Greater Undead [Duration: 1 Turn / CL]
• CL 1 – 8 : Mohrg • CL 9 – 14 : Wraith • CL 15 – 19 : Dread Wraith • CL 20 – 23 : Wight • CL 24 – 27 : Mummy • CL 28 - 31 : Greater Mummy • CL 32+ : Winterwight
• The Palemaster gains a bonus +3 to CL when using this ability. • The summoned undead gains +6 to Turn Resistance.
_________________ "Let's unwrite these pages and replace them with our own words."
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PaladinOfSune
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Posted: Wed, Sep 19 2012, 6:44 AM |
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Player
Joined: 15 Dec 2004 Location: England, UK
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------------------------------------------------------------------------------------- Shadowdancer Summons------------------------------------------------------------------------------------- Overview:These are the summon options of the Shadowdancer prestige class. Details:A Shadowdancer's shade is an extraplanar undead-type. Therefore, the shade is not affected by spells with the healing descriptor, but it is affected by banishment spells and spells with the negative energy descriptor. Shades drain a certain ability on hit (either Strength or Constitution, depending on type). When the enemy reaches 3 in that ability score or less from being hit by this, they are instantly killed. Shadowdancer: Summon Shadow [Duration: 1 Turn / Shadowdancer Level]
• CL 3 - 6 : Shade • CL 7 - 9 : Greater Shade • CL 10+ : Shade Lord Epic Shadow Lord Feat
Taking the Epic Shadow Lord Feat bestows the Shadowdancer with a more powerful summon - the Epic Shade Lord. This summon boasts additional hit dice over the Shade Lord, scaling in power according to the Shadowdancer's level.
Creature Armor • CL 14 : +1 AC, +1 Saves • CL 15 : +1 AC, +1 Saves, 10% Slashing/Bludgeoning Immunity • CL 16 : +2 AC +2 Saves, 10% Slashing/Bludgeoning Immunity • CL 17 : +2 AC +2 Saves, 20% Slashing/Bludgeoning Immunity • CL 18 : +3 AC +3 Saves, 20% Slashing/Bludgeoning Immunity • CL 19 : +3 AC +3 Saves, 30% Slashing/Bludgeoning Immunity • CL 20 : +6 AC +6 Saves, 50% Slashing/Bludgeoning Immunity
Creature Claw • CL 13 : Drain 1d4 Con: DC 36 • CL 14 : Drain 1d4 Con: DC 36 • CL 15 : Drain 1d4 Con: DC 38 • CL 16 : Drain 1d6 Con: DC 38 • CL 17 : Drain 1d6 Con: DC 40 • CL 18 : Drain 1d6 Con: DC 40 • CL 19 : Drain 1d2 Str, Drain 1d6 Con: DC 40 • CL 20 : Drain 1d2 Str, Drain 1d8 Con: DC 42
_________________ "Let's unwrite these pages and replace them with our own words."
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PaladinOfSune
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Posted: Wed, Sep 19 2012, 6:51 AM |
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Player
Joined: 15 Dec 2004 Location: England, UK
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------------------------------------------------------------------------------------- Miscellaneous------------------------------------------------------------------------------------- Overview:These are the remaining modified summons that don't fit into any other category. Details:These spells are not affected by any spell focus feats. The Black Blade of Disaster [Duration: 1 Round / CL]
The Black Blade of Disaster is no longer invulnerable, but has high resistances and immunities to most forms of damage. It also no longer has the planar rift ability (on hit kill), but does deal significantly more damage than previously. Lastly the concentration check has been removed. Shelgarn's Persistent Blade [Duration: 1 Turn / CL]
This is now stronger than its original counterpart. Elemental Swarm [Duration: 24 hours]
Consecutively summons random para-elementals to your side. Once one dies, another is automatically summoned until a total of four have been summoned. The para-elementals are as follows:
• Ice • Magma Death Domain Summon
Clerics with the Death domain now call a powerful summon instead of a shadow when they use the Negative Plane Avatar power.
• CL 1 – 7 : Entomber • CL 8 – 11 : Ghoul • CL 12 – 16 : Ghast • CL 17 – 21 : Wheep • CL 22 – 26 : Lesser Blaspheme • CL 27+ : Entropic Reaper Repose Domain Summon
Clerics with the Repose domain call a powerful Outsider when they use their domain power.
• CL 1 – 7 : Soul Raven • CL 8 – 11 : Deathless Warrior • CL 12 – 16 : Deathless Soldier • CL 17 – 21 : Deathless Squire • CL 22 – 26 : Sacred Watcher • CL 27+ : Deathless Judge
_________________ "Let's unwrite these pages and replace them with our own words."
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