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PaladinOfSune
 
PostPosted: Wed, Sep 19 2012, 4:56 AM 

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Every spell or ability which summons a creature has been modified on Amia to better suit the environment.

Contents:


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PaladinOfSune
 
PostPosted: Wed, Sep 19 2012, 4:57 AM 

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:idea: Familiars and Animal Companions
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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/-

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PaladinOfSune
 
PostPosted: Wed, Sep 19 2012, 5:10 AM 

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:idea: Summon Creature
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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

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PaladinOfSune
 
PostPosted: Wed, Sep 19 2012, 5:28 AM 

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Joined: 15 Dec 2004
Location: England, UK

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:idea: Undead Creation
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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

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PaladinOfSune
 
PostPosted: Wed, Sep 19 2012, 5:37 AM 

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Joined: 15 Dec 2004
Location: England, UK

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:idea: Gate & Planar Summoning
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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]

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PaladinOfSune
 
PostPosted: Wed, Sep 19 2012, 6:00 AM 

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Joined: 15 Dec 2004
Location: England, UK

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:idea: Epic Summons
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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

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PaladinOfSune
 
PostPosted: Wed, Sep 19 2012, 6:08 AM 

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Joined: 15 Dec 2004
Location: England, UK

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:idea: Shadow Conjuration
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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]

      • CL 1+ : Shadow

    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

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PaladinOfSune
 
PostPosted: Wed, Sep 19 2012, 6:22 AM 

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Joined: 15 Dec 2004
Location: England, UK

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:idea: Blackguard Summons
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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

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PaladinOfSune
 
PostPosted: Wed, Sep 19 2012, 6:29 AM 

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Joined: 15 Dec 2004
Location: England, UK

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:idea: Palemaster Summons
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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.

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PaladinOfSune
 
PostPosted: Wed, Sep 19 2012, 6:44 AM 

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Joined: 15 Dec 2004
Location: England, UK

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:idea: Shadowdancer Summons
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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

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PaladinOfSune
 
PostPosted: Wed, Sep 19 2012, 6:51 AM 

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Joined: 15 Dec 2004
Location: England, UK

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:idea: Miscellaneous
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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

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