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Rass Summoning Options

Page history last edited by ChristopherGroves 16 years ago

Fil has suggested using some customized summons.  I'm all down with that.  They should fit Rass' personality.

 

Rass ...

 ... is good

 ... but dark / shadow focused

 ... is big on natural attacks

 ... likes animals/shapeshifters more than non, elementals secondary

 ... is kinda spiritual / moon-phasing ... moon focused

 ... maneuver wise favors devoted spirit, tiger claw, shadow hand with a touch of white raven and desert wind

 

 

So, some basic thoughts on what to do.  I'll start with Summon Nature's Ally VI as a base as that's one of the gap areas right now.  This gets a CR 6-7 ish critter.  Default

 

 

Shadow Pack Tracker CR 5

 

CR 5

Shadow Pack Tracker

Size/Type:

Large Animal

Hit Dice:

12d8+60 = 8 + 49.5 + 60 = 117 HP or 156 if using max

Initiative:

+2

Speed:

50 ft. (10 squares)

Armor Class:

15 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12

Base Attack/Grapple:

+9/+23

Attack:

Bite +18 melee (1d8+10)

Full Attack:

Bite +18 melee (1d8+10)

Space/Reach:

10 ft./5 ft.

Special Attacks:

Trip

Special Qualities:

Low-light vision, scent

Saves:

Fort +13, Ref +10, Will +9

Abilities:

Str 26+4, Dex 14, Con 16+4, Int 5, Wis 12, Cha 10

Skills:

Hide +8, Listen +5, Move Silently +9, Spot +5, Survival +2*

Feats:

AlertnessTrackB, Weapon Focus (bite), Martial Study (Cloak of Deception), Martial Study (Rabid Wolf Strike), Martial Stance (Assassin's Stance

Challenge Rating:

5

Alignment:

Always neutral

 

Shadow Pack Hunter CR 6

 

CR 6

Shadow Pack Stalker

Size/Type:

Large Magical Beast

Hit Dice:

12d8+60 = 8 + 49.5 + 60 = 117 HP or 156 if using max

Initiative:

+2

Speed:

75 ft. (15 squares)

Armor Class:

15 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12

Base Attack/Grapple:

+9/+23

Attack:

Bite +20 melee (1d8+10)

Full Attack:

Bite +20 melee (1d8+10)

Space/Reach:

10 ft./5 ft.

Special Attacks:

Trip

Special Qualities:

Low-light vision, scent, cold resistance 20, shadow blend (as long as it is not in full daylight, shadow pack stalker has total concealment), DR 5/magic, evasion, mirror image 1/day (5th), darkvision 60'

Saves:

Fort +15, Ref +12, Will +11

Abilities:

Str 26+4, Dex 14, Con 16+4, Int 5, Wis 12, Cha 10

Skills:

Hide +8, Listen +5, Move Silently +15, Spot +5, Survival +2*

Feats:

AlertnessTrackB, Weapon Focus (bite), Martial Study (Cloak of Deception), Martial Stance (Assassin's Stance), Martial Study (Rabid Wolf Strike)

Challenge Rating:

6

Alignment:

Always neutral

 

 

Prodigal - Shadow Pack Leader CR 7

 

CR 7

Shadow Pack Leader

Size/Type:

Large Magical Beast / Crusader 1

Hit Dice:

12d8+60 = 8 + 49.5 + 5.5 + 65 = 128 HP or 171 if using max

Initiative:

+2

Speed:

75 ft. (15 squares)

Armor Class:

15 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12

Base Attack/Grapple:

+9/+23

Attack:

Bite +12 melee (1d8+10)

Full Attack:

Bite +12 melee (1d8+10)

Space/Reach:

10 ft./5 ft.

Special Attacks:

Trip

Special Qualities:

Low-light vision, scent, cold resistance 20, shadow blend (as long as it is not in full daylight, shadow pack stalker has total concealment), DR 5/magic, evasion, mirror image 1/day (5th), darkvision 60'

Saves:

Fort +15, Ref +12, Will +11

Abilities:

Str 26+4, Dex 14, Con 16+4, Int 5, Wis 12, Cha 10

Skills:

Hide +8, Listen +5, Move Silently +15, Spot +5, Survival +2*

Feats:

AlertnessTrackB, Weapon Focus (bite), Powerful Charge, Greater Powerful Charge

Class Features

Maneuvers (5) - White Raven Strike, White Raven Tactics, Battle Leader's Charge, Foehammer, Divine Surge

Stances (1) - Leading the Charge (+7 to damage rolls on charges),

Challenge Rating:

7

Alignment:

Always neutral

 

 

Feral Predator CR6

 

CR6 (advanced tiger summons)
Size/Type: Large Animal
Hit Dice:

12d8+60 = 8 + 49.5 + 60 = 117 HP or 156 if using max

Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +9/+23
Attack: Claw +20 melee (1d6+10)
Full Attack: 2 claws +20 melee (1d6+10) and bite +14 melee (1d10+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pounce, rake (+20 1d6+10)
Special Qualities: Low-light vision, scent
Saves: Fort +13, Ref +10, Will +10
Abilities: Str 26+4, Dex 14, Con 16+4, Int 6, Wis 14, Cha 6
Skills: Balance +6, Hide +3*, Listen +4, Move Silently +9, Spot +4, Swim +11,  Jump +20
Feats: Power Attack, Leap Attack, Weapon Focus (claw), Improved Critical (claw)
Environment: Warm forests
Challenge Rating: 6
 

 

 

Feral Stalker CR7

 

CR7 (advanced tiger summons)
Size/Type: Large Animal
Hit Dice:

12d8+60 = 8 + 49.5 + 4.5 + 65 = 126 HP or 169 if using max

Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +9/+23
Attack: Claw +20 melee (1d6+10)
Full Attack: 2 claws +20 melee (1d6+10) and bite +14 melee (1d10+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pounce, rake (+20 1d6+10)
Special Qualities: Low-light vision, scent
Saves: Fort +13, Ref +10, Will +10
Abilities: Str 26+4, Dex 14, Con 16+4, Int 6, Wis 14, Cha 6
Skills: Balance +7, Hide +4*, Listen +4, Move Silently +10, Spot +5, Swim +10, Jump +21
Feats: Power Attack, Leap Attack, Improved Critical (claw), Extra Readied Maneuver
Class Features:

Discipline Focus (Tiger Claw) -> Weapon Focus (Claw)

Maneuvers (6):  Rabid Wolf Strike (TC3), Burning Blade (DW1), Searing Blade (DW4), Death from Above (TC4), Cloak of Deception (SH2), Hand of Death (SH4) 

Stances (1):  Blood in the Water (TC1)

Challenge Rating: 7
 

 

Elemental Scions (Huge + Greater)

You can summon a Huge Elemental with Summon Nature's Ally VI.  They have 16 HD and are CR 7.  They all will have vaguely animalistic shapes and thematically will use Animal Devotion.

 

Air:  Isn't spring attack redundant with fly-by attack?

 

*** stats reflect augment summoning

 

CR 7

Elemental Spirit - Air

Size/Type:

Huge Elemental (Air, Extraplanar)

Hit Dice:

16d8+96 ... 171 if using 4.5 / max = 224

Initiative:

+13

Speed:

Fly 100 ft. (perfect) (20 squares)

Armor Class:

21 (-2 size, +9 Dex, +4 natural), touch 17, flat-footed 12

Base Attack/Grapple:

+12/+26

Attack:

Slam +19 melee (2d8+6)

Full Attack:

2 Slams +19 / +19 (2d8+6)

Space/Reach:

15 ft. / 15 ft.

Special Attacks:

Air mastery, whirlwind

Special Qualities:

Damage reduction 5/-, darkvision 60 ft., elemental traits

Saves:

Fort +11, Ref +19, Will +6

Abilities:

Str 18+4, Dex 29, Con 18+4, Int 6, Wis 12, Cha 10

Skills:

 

Feats:

Combat Reflexes, Dodge, Mobility, Combat Expertise, Spring Attack, Whirlwind Attack

Challenge Rating:

7

Alignment:

Always neutral

 

 

1st = Combat Reflexes (with the huge dex, why not)

3rd = Dodge

6th = Mobility

9th = Spring Attack

12th = Combat Expertise

15th = Whirlwind Attack

------------------ Elder elemental below

18th = Animal Devotion

21st = Stand Still

 

Earth:  Let's capitalize on this bruisers big attack.  I'm feeling traditional.

 

1st = Animal Devotion (gives us flight, strength or speed ... really, it gives us options)

3rd = Power Attack

6th = Improved Bull Rush

9th = Shock Trooper

12th = Powerful Charge

15th = Greater Powerful Charge (this is an extra 4d6 on a charge)

18th = Improved Sunder or INA Slam

21st = Combat Brute or Awesome Blow

 

Fire:  Everything is cooler with fire.  Thing is, how do you make fire cooler?

 

1st = Combat Reflexes

3rd = Improved Natural Attack (Slam)

6th = Animal Devotion

9th = Stand Still

12th = Martial Study - Devoted Spirit - Foehammer

15th = Martial STance - Devoted Spirit - Thicket of Blades

18th =

21st =

 

 

Thoughts here would be nifty.

 

Water: Not sure when we'll be near water.  So be.

 

1st =

3rd =

6th =

9th =

12th =

15th =

18th =

21st =

 

Other:  The spell says "elemental, huge" ... do Storm Elementals and Ice Paraelementals count?

 

 

Greater:  Greater elementals get 2 more feats, summonable with Summon Nature's Ally VII

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