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Rass Summoning Options
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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
CR 6
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Shadow Pack Stalker
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Size/Type:
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Large Magical Beast
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Hit Dice:
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12d8+60 = 8 + 49.5 + 60 = 117 HP or 156 if using max
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Initiative:
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+2
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Speed:
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75 ft. (15 squares)
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Armor Class:
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15 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
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Base Attack/Grapple:
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+9/+23
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Attack:
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Bite +20 melee (1d8+10)
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Full Attack:
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Bite +20 melee (1d8+10)
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Space/Reach:
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10 ft./5 ft.
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Special Attacks:
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Trip
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Special Qualities:
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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'
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Saves:
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Fort +15, Ref +12, Will +11
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Abilities:
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Str 26+4, Dex 14, Con 16+4, Int 5, Wis 12, Cha 10
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Skills:
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Hide +8, Listen +5, Move Silently +15, Spot +5, Survival +2*
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Feats:
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Alertness, TrackB, Weapon Focus (bite), Martial Study (Cloak of Deception), Martial Stance (Assassin's Stance), Martial Study (Rabid Wolf Strike)
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Challenge Rating:
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6
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Alignment:
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Always neutral
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Prodigal - Shadow Pack Leader CR 7
CR 7
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Shadow Pack Leader
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Size/Type:
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Large Magical Beast / Crusader 1
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Hit Dice:
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12d8+60 = 8 + 49.5 + 5.5 + 65 = 128 HP or 171 if using max
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Initiative:
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+2
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Speed:
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75 ft. (15 squares)
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Armor Class:
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15 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
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Base Attack/Grapple:
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+9/+23
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Attack:
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Bite +12 melee (1d8+10)
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Full Attack:
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Bite +12 melee (1d8+10)
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Space/Reach:
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10 ft./5 ft.
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Special Attacks:
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Trip
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Special Qualities:
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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'
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Saves:
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Fort +15, Ref +12, Will +11
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Abilities:
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Str 26+4, Dex 14, Con 16+4, Int 5, Wis 12, Cha 10
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Skills:
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Hide +8, Listen +5, Move Silently +15, Spot +5, Survival +2*
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Feats:
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Alertness, TrackB, Weapon Focus (bite), Powerful Charge, Greater Powerful Charge
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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),
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Challenge Rating:
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7
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Alignment:
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Always neutral
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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
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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
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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)
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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
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Elemental Spirit - Air
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Size/Type:
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Huge Elemental (Air, Extraplanar)
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Hit Dice:
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16d8+96 ... 171 if using 4.5 / max = 224
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Initiative:
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+13
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Speed:
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Fly 100 ft. (perfect) (20 squares)
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Armor Class:
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21 (-2 size, +9 Dex, +4 natural), touch 17, flat-footed 12
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Base Attack/Grapple:
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+12/+26
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Attack:
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Slam +19 melee (2d8+6)
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Full Attack:
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2 Slams +19 / +19 (2d8+6)
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Space/Reach:
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15 ft. / 15 ft.
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Special Attacks:
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Air mastery, whirlwind
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Special Qualities:
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Damage reduction 5/-, darkvision 60 ft., elemental traits
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Saves:
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Fort +11, Ref +19, Will +6
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Abilities:
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Str 18+4, Dex 29, Con 18+4, Int 6, Wis 12, Cha 10
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Skills:
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Feats:
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Combat Reflexes, Dodge, Mobility, Combat Expertise, Spring Attack, Whirlwind Attack
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Challenge Rating:
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7
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Alignment:
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Always neutral
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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
Rass Summoning Options
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