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Gnorman

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Rising Above (A Summoner's Guide to the Upper Planes)
« on: September 18, 2009, 08:51:49 PM »
Rising Above


"Ah, I see you've noticed my reading light."

- Kellen the Tinker, exalted wizard.

In comparison to fiends, the forces of good have much less variety, though fortunately, not any less power. Chock this up to Wizards of the Coast not supporting too many evil campaigns if you like, but the fact of the matter is that while there were books and books and pages and pages of evil outsiders, there's a comparative shortage of their good counterparts. But we're going to cover them anyway!

Celestial creatures have the advantage of fitting in with most (though certainly not all) adventuring parties, and also a much reduced likelihood of turning on their summoners and devouring, eviscerating, or vivisecting them. Still, they are not creatures to be trifled with, and the more powerful amongst them should be treated with the same amount of care and caution as demons, devils, or worse.

Note that my favorite prestige class, the Malconvoker, has less weight when dealing with good creatues. It is, however, very easy to adapt the class to summoning good creatures - I would personally replace the Bluff check with an opposed Diplomacy check and that's about it. Fortunately, even without adaptation, the Improved Calling ability increases the HD limits of binding regardless of alignment. So high-level Malconvokers can bend fiends and celestials to their will equally well. This guide, like Practical Demonkeeping, will keep that ability in mind when discussing the possibilities - though Infernal Bargainer, the feat that allowed much of the high-level binds in that guide, does not apply against good creatures. Therefore, the highest bind allowed for good creatures is 26 HD (And even then, only with an obscure Dragon Magazine spell called Implore). This guide will not discuss creatures with higher HD totals than that.

The nitpicky details:

Recommended Reading:Mastering the MalconvokerLegal 3.5 Summonable Monster Listextremely handy Malconvoker cheat sheets, my personal inspiration for this guide
The always-useful Summoning Handbook
And the Conjurer's Handbook, which doesn't focus on summoning but is still a great resource for wizards and sorcerers looking to become familiar with Conjuration.

Entry Example:


CR: Obviously, the Challenge Rating of the creature.
HD: Its hit dice, relevant for binding.
How to get it: The way to summon it. If there's a RAW method, I'll use that. If not, I'll use my own scale, as noted below.
Role: The roles mentioned below - the basic use of the summon.
Fluff: Irrelevant to some, it might give you some ideas about how to roleplay these creatures or acquire their services.
Advantages: Self-explanatory; the reasons why you'd want to use the creature.
Disadvantages: Likewise; the reasons why you'd not want to use it.
Notable SLAs: The cream of each creature's spell-like ability, psi-like ability, or maneuver crop.
Final Evaluation: My subjective take on the creature's overall efficacy, both in and out of combat.

Creatures:

Brute: Self-explanatory. Melee monsters and damage-soaking tanks.
Assassin: Stealthy, subtle, or highly mobile creatures.
Minion: Mooks with few abilities that don't have a well-defined role or work well only en masse.
Manipulator: Lockdown, debuffing, or other relevant battlefield control.
Caster: Those who depend heavily on their SLAs or blasting abilities.
Overlord:SM I:SM II: 1
SM III: 2
SM IV: 3
SM V: 4-5
SM VI: 5-6
SM VII: 7-8
SM VIII: 9-10
SM IX: 11-13

« Last Edit: January 07, 2011, 09:02:24 AM by Gnorman »

Gnorman

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Re: Rising Above (A Summoner's Guide to the Upper Planes)
« Reply #1 on: September 18, 2009, 08:52:03 PM »
Celestial Creatures, Part I



"Your corruption shall not be tolerated any longer. Prepare to embrace the peace of oblivion, fiend!"

- Hethaniel, planetar dragoon.

[spoiler]

Monster Manual I
[spoiler]Astral Deva
CR: 14
HD: 12
How to get it: None by RAW, likely Summon Monster IX or Planar Binding
Role: Overlord
Fluff: Although they are amongst the weakest of aasimon (or angels), astral devas are forces to be reckoned with. They are particularly keen on protecting and rescuing good planar travelers (hence the astral bit), and fighting the fiends of the Lower planes. They, unlike many other celestials, are capable of traveling freely throughout the fiendish planes. Enticing them should be as easy as showing that your foes are irrevocably evil.
Advantages: Wow, starting off with a bang: the astral deva, like all aasimon, can exude a double-strength Magic Circle of Evil, providing a potent buff against evil creatures. They're no slouches in melee with their maces of disruption, and they can stun creatures they hit more than once. Their SLAs are potent as well, though certainly less so against non-evil foes. They have a swift fly speed and extremely high spell resistance for their level.
Disadvantages: Their basic physical damage and AC are a tad on the low side.
Notable SLAs: Dispel Magic, Holy Aura, Holy Smite, Holy Word, Invisibility (self only), Plane Shift, Remove Disease, and Remove Fear at will, plus Cure Light Wounds and See Invisibility 7/day, plus Blade Barrier and Heal 1/day.
Final Evaluation: A fine pinnacle for a celestial summoner, Astral Devas are capable in melee, they're quick, and can devastate evil critters with their SLAs. There isn't much to nitpick here - an unreserved recommendation here.

Avoral
CR: 9
HD: 7
How to get it: SM VII
Role: Assassin/Caster
Fluff: Scouts and hunters in the guardinal armies, avorals are tasked with the defense of their realm from aerial invasion. They relish their freedom and love to soar in the skies, gripped with a permanent wanderlust.
Advantages: A handy scout with a 90' fly speed and great senses - +21 in Spot as well as permanent True Seeing. Halfway-decent stealth scores, too. They can also lay on hands for their full HP amount, so they're one of your best "wizards-can-heal-too" summons. A long list of SLAs means you should be able to find a use for something.
Disadvantages: Their damage is lackluster and their SLAs aren't exactly offensive powerhouses. Summons with Weapon Finesse don't gain much from your Augment Summon
Notable SLAs: Blur (self only), Command, Dimension Door, Dispel Magic, Gust of Wind, Hold Person, and Magic Missile at will; empowered Magic Missile and Lightning Bolt 3/day.
Final Evaluation: Fairly obvious a utility summon, the avoral shouldn't see much use in combat for you. While useful in other arenas, it's not going to provide what you're looking for in battle.

Bralani Eladrin
CR: 6
HD: 6
How to get it: SM VI
Role: Brute/Assassin
Fluff: Bralani are the most wild of their kind, certainly a fear for the chaotic eladrin. They travel in packs, wandering and playing practical jokes on mortals. They are overly spontaneous and whimsical, making them difficult for many to deal with.
Advantages: Their scimitars and composite longbows are holy, making them competent attackers against evil creatures. They have an exceptional fly speed (100', perfect maneuverability), though they do need to switch to whirlwind form to make use of it. Their SLAs make them a handy distraction in combat.
Disadvantages: A little low on HP. It takes a standard action to switch between whirlwind and human form, which makes them less practically mobile in combat situations.
Notable SLAs: Blur, Charm Person, Gust of Wind, Mirror Image, and Wind Wall at will; Cure Serious Wounds and Lightning Bolt 2/day.
Final Evaluation: A great pick, honestly - mobile, powerful in combat, and great at keeping your enemies occupied. Not quite stellar (a little fragile once the defenses have been punctured), but usually a good standby.

Couatl
CR: 10
HD: 9
How to get it: SM IX
Role: Caster/Manipulator
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Ghaele Eladrin
CR: 13
HD: 10
How to get it: None by RAW, likely SM IX or PB
Role: Overlord
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Hound Archon (normal and hero)
CR: 4; 16
HD: 6; 17
How to get it: SM V or Lesser Planar Binding; Greater Planar Binding
Role: Brute
Fluff: Rank-and-file soldiers in celestial armies, hound archons are tasked with the protection and guidance of the innocent. They are passionate in their fight against evil, but not especially bright - a smooth talker could easily gain their services for extended periods of time. Hound Archon Heroes are simply mid-level paladins, taking their fight against evil and chaos to further stick-up-the-ass levels.
Advantages:
Disadvantages:
Notable SLAs: Aid, Continual Flame, Detect Evil, and Message at will. Hound Archon Heroes typically prepare paladin spells like Bull's Strength, Divine Favor, Eagle's Splendor, and Protection from Evil.
Final Evaluation:

Lantern Archon
CR: 2
HD: 1
How to get it: SM IV
Role: Minion
Fluff: Though they are physically very weak, lantern archons are eager to help good adventurers, and will likely be amenable to even the most one-sided of bargains. After all, they're the celestial equivalent of interns.
Advantages: Their light rays overcome any damage reduction, possibly making them decent against tough foes (though likely only when summoned en masse and spread out to avoid area attacks). They have a decent complement of helpful SLAs, at least for their level. They're quite mobile and have admirable DR for their level.
Disadvantages: Terrible damage and almost pathetically low health. Despite their mobility, they do not have the aptitude for stealth to make decent scouts.
Notable SLAs: Aid, Detect Evil, and Continual Flame at will.
Final Evaluation: A decent little minion, though nothing special. They're helpful laser cannons, but they're rarely going to stick around for very long, especially if they gain enemy attention. I prefer my summons to fight directly and occupy the enemy, so I'd recommend them only situationally.

Leonal
CR: 12
HD: 12
How to get it: SM IX
Role: Brute/Assassin
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Lillend
CR: 7
HD: 7
How to get it: SM VIII
Role: Manipulator
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Planetar
CR: 16
HD: 14
How to get it: Planar Binding with Improved Calling or Greater Planar Binding.
Role: Overlord
Fluff: Like their aasimon kin, planetars focus on fighting the forces of evil and often aid powerful mortals in doing so. They often serve as captains and generals, so don't expect them to take kindly to being commanded, but for the right cause, they'll acquiesce.
Advantages: First and foremost: they're a 14 HD creature that casts as a 17th level cleric, so they bring intense spellcasting might to the table. They are also capable warriors, especially after throwing down Righteous Might and wading into battle with their +3 greatswords. Mobile, hearty, and with powerful SLAs in addition to the clerical casting.
Disadvantages: Due to their low HD total versus their CR, their attack bonus leaves something to be desired. AC is a little on the low side.
Notable SLAs: Dispel Magic, Holy Smite, Invisibility (self only), Lesser Restoration, and Speak with Dead at will, plus Blade Barrier, Flame Strike, Power Word Stun, Raise Dead, and Waves of Fatigue 3/day, plus Earthquake, Greater Restoration, Mass Charm Monster, and Waves of Exhaustion 1/day. Cleric spells typically include Implosion, Holy Aura, Shield of Law, Banishment, Harm, Heal, Heroes' Feast, Circle of Doom, Righteous Might, Death Ward, Dismissal, Prayer, Wind Wall, Hold Person, and Divine Favor.
Final Evaluation: You'd be crazy not to want one. They can pretty much do anything you want, likely better than you - by the time you can bind one, they can cast better than a cleric of your level.

Solar
CR: 23
HD: 22
How to get it: Implore (from Dragon Magazine #336)
Role: Overlord
Fluff: Amongst the mightiest of all aasimon, Solars rarely deign to serve mortals, preferring to concentrate on matters of more import. It's going to take some tactful diplomacy to convince these paragons of order and justice to fight under your command - they're practically deities themselves.
Advantages: Everything. Everything. They cast as level 20 clerics. They can create arrows of slaying instantly and automatically. They attack with +5 dancing greatswords, and can fly like the goddamn wind. Epic damage reduction, saves, and spell resistance.
Disadvantages: Basically none. The only gripe I might be able to make is that their AC is a bit lacking, though their aura helps with that.
Notable SLAs: Dimensional Anchor, Holy Smite, Imprisonment, and Waves of Fatigue at will, plus Blade Barrier, Earthquake, Heal, Mass Charm Monster, Resurrection, and Waves of Exhaustion 3/day, plus Greater Restoration, Power Word Blind, Power Word Kill, Power Word Stun, Prismatic Spray, and Wish 1/day. Typical cleric spells include Storm of Vengeance, Miracle, Mass Heal, Elemental Swarm, Fire Storm, Whirlwind, Control Weather, Destruction, Dictum, Holy Word, Regenerate, Chain Lightning, Undeath to Death, Righteous Might, Symbol of Pain, and Divine Power.
Final Evaluation: With a solar at your side, you win the game. Practically nothing short of DM fiat can stop you.

Trumpet Archon
CR: 14
HD: 12
How to get it: None by RAW, likely SM IX or PB
Role: Brute/Caster
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation: [/spoiler]

Monster Manual II
[spoiler]Cervidal
CR: 3
HD: 4
How to get it: None by RAW, likely SM IV
Role: Minion
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:  

Lupinal
CR: 5
HD: 8
How to get it: None by RAW, likely SM VII
Role: Brute/Caster
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation: [/spoiler]

Monster Manual III
[spoiler]Prismatic Golem
CR: 18
HD: 20
How to get it: GPB with Improved Calling
Role: Assassin
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation: [/spoiler]

Monster Manual IV
[spoiler]Dwarf Ancestor
CR: 6
HD: 5
How to get it: SM V (though only available to clerics of Moradin by RAW)
Role: Brute
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Justice Archon (normal and champion)
CR: 6; 10
HD: 6; 10
How to get it: SM VII; None by RAW, likely SM VIII
Role: Brute
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation: [/spoiler]

Monster Manual V
[spoiler]Arcadian Avenger
CR: 6
HD: 8
How to get it: SM IV by a non-evil, lawful caster
Role: Brute
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation: [/spoiler]

Fiend Folio
[spoiler]Monadic Deva
CR: 12
HD: 10
How to get it: SM IX
Role: Overlord
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Movanic Deva
CR: 9
HD: 6
How to get it: SM VII
Role: Brute/Caster
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation: [/spoiler][/spoiler]
« Last Edit: January 11, 2011, 12:57:29 AM by Gnorman »

Gnorman

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Re: Rising Above (A Summoner's Guide to the Upper Planes)
« Reply #2 on: September 18, 2009, 08:52:13 PM »
Celestial Creatures, Part II


"Demons. They just don't know how to play nice. Suppose we teach them, sister?"

- Tua'thalla, annoyed bralani, to his ghaele comrade.

[spoiler]

Book of Exalted Deeds
[spoiler]Asura
CR:
HD:
How to get it: SM VII
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Bariaur
CR:
HD:
How to get it: SM III
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Coure Eladrin
CR:
HD:
How to get it: SM III
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Equinal
CR:
HD:
How to get it: SM VI
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Firre Eladrin
CR:
HD:
How to get it: SM IX
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Hollyphant
CR:
HD:
How to get it: SM VII
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Leskylor (normal and three-headed)
CR:
HD:
How to get it: SM V, SM VII
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Moon Dog
CR:
HD:
How to get it: SM IX
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Musteval
CR:
HD:
How to get it: SM III
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Owl Archon
CR:
HD:
How to get it: SM IX
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Quesar
CR:
HD:
How to get it: SM IX
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Rhek
CR:
HD:
How to get it: SM IV
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Shiradi Eladrin
CR:
HD:
How to get it:
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Sword Archon
CR:
HD:
How to get it: SM IX
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Throne Archon
CR:
HD:
How to get it:
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Tulani Eladrin
CR:
HD:
How to get it:
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Ursinal
CR:
HD:
How to get it: SM IX
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Warden Archon
CR:
HD:
How to get it: SM VII
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation: [/spoiler]

Complete Psionic
[spoiler]Sibyllic Guardian
CR:
HD:
How to get it:
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation: [/spoiler]

Miniatures Handbook
[spoiler]Protectar
CR:
HD:
How to get it:
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Ramadeen
CR:
HD:
How to get it:
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation: [/spoiler]

Races of Stone
[spoiler]Hammer Archon
CR:
HD:
How to get it:
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation: [/spoiler]

Tome of Magic
[spoiler]Word Archon
CR:
HD:
How to get it:
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation: [/spoiler]

Dragon Magazine #353
[spoiler]Harmonious Choir of the Words
CR:
HD:
How to get it:
Role: Caster
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation: It's like having a bard in your pocket! A really good bard, that emits a highly protective aura and is also a crafting machine. With SLAs.

Sliver
CR:
HD:
How to get it:
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation: [/spoiler][/spoiler]
« Last Edit: January 07, 2011, 09:11:37 AM by Gnorman »

Gnorman

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Re: Rising Above (A Summoner's Guide to the Upper Planes)
« Reply #3 on: September 18, 2009, 08:52:26 PM »
Reserved, III

Gnorman

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Re: Rising Above (A Summoner's Guide to the Upper Planes)
« Reply #4 on: September 18, 2009, 08:52:37 PM »
Reserved, IV

Gnorman

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Re: Rising Above (A Summoner's Guide to the Upper Planes)
« Reply #5 on: September 18, 2009, 08:53:11 PM »
Reserved, V. Should be enough. So very few good outsiders in comparison to the evulz.

Optimator

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Re: Rising Above (A Summoner's Guide to the Upper Planes)
« Reply #6 on: September 18, 2009, 08:53:58 PM »
Planetars.  'Nuff said.

Havok4

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Re: Rising Above (A Summoner's Guide to the Upper Planes)
« Reply #7 on: September 18, 2009, 08:54:33 PM »
But the ones that do exist tend to be pretty good.

snakeman830

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Re: Rising Above (A Summoner's Guide to the Upper Planes)
« Reply #8 on: September 18, 2009, 09:39:36 PM »
Can't you summon a Celestial Charger with one of the higher level spells?

Yes, Summon Nature's Ally IX.  Might be worth putting up on the list, even if it's not really an outsider.
I am constantly amazed by how many DM's ban Tomb of Battle.  The book doesn't even exist!

Quotes:[spoiler]
By yes, she means no.
That explains so much about my life.
hiicantcomeupwithacharacterthatisntaghostwhyisthatamijustretardedorsomething
Why would you even do this? It hurts my eyes and looks like you ate your keyboard before suffering an attack of explosive diarrhea.
[/spoiler]

If using Genesis to hide your phylactry, set it at -300 degrees farenheit.  See how do-gooders fare with a liquid atmosphere.

Gnorman

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Re: Rising Above (A Summoner's Guide to the Upper Planes)
« Reply #9 on: September 19, 2009, 05:31:03 AM »
Can't you summon a Celestial Charger with one of the higher level spells?

Yes, Summon Nature's Ally IX.  Might be worth putting up on the list, even if it's not really an outsider.

I'll be doing a separate guide for fey/natural creatures.

snakeman830

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Re: Rising Above (A Summoner's Guide to the Upper Planes)
« Reply #10 on: September 19, 2009, 11:15:53 AM »
Sounds good.  Summoning a 7th level cleric with the other unicorn goodies is well worth a spell.
I am constantly amazed by how many DM's ban Tomb of Battle.  The book doesn't even exist!

Quotes:[spoiler]
By yes, she means no.
That explains so much about my life.
hiicantcomeupwithacharacterthatisntaghostwhyisthatamijustretardedorsomething
Why would you even do this? It hurts my eyes and looks like you ate your keyboard before suffering an attack of explosive diarrhea.
[/spoiler]

If using Genesis to hide your phylactry, set it at -300 degrees farenheit.  See how do-gooders fare with a liquid atmosphere.

Gnorman

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Re: Rising Above (A Summoner's Guide to the Upper Planes)
« Reply #11 on: September 19, 2009, 07:04:07 PM »
Sounds good.  Summoning a 7th level cleric with the other unicorn goodies is well worth a spell.

Just wait until I get to the Harmonious Choir of the Words from Dragon #353. Now that's worth a friggin' spell.

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Re: Rising Above (A Summoner's Guide to the Upper Planes)
« Reply #12 on: September 25, 2009, 12:20:24 AM »
I'd also like to see the Fiendish guide finished in terms of binding strategies, etc, as well as a favorites' list =)

A few of the outsiders also have spells to summon them as a group in the BoVD/BoED/Spell Compendium too - those should probably be noted.

Gnorman

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Re: Rising Above (A Summoner's Guide to the Upper Planes)
« Reply #13 on: September 25, 2009, 07:25:58 AM »
I'd also like to see the Fiendish guide finished in terms of binding strategies, etc, as well as a favorites' list =)

Don't worry - I won't be starting work on this guide until Practical Demonkeeping is finished.

I'm sort of on vacation from the boards - because I'm on the opposite of vacation from work. Seventeen straight days on.

More soon!

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Re: Rising Above (A Summoner's Guide to the Upper Planes)
« Reply #14 on: February 26, 2010, 06:39:45 PM »
This seems really cool! Can't wait!
4e is a fine game.  It is not, however, the same type of game as 3.5.  For those of us who really liked the type of game 3.5 was, 4e just doesn't cut the mustard.  Yes, I tried playing it.  I was bored.  So was the rest of my gaming group.  I know there are people who love it... good for them.  But in the end, calling 4e a sequel of 3.5 is like calling checkers a sequel of chess.

JaronK

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Re: Rising Above (A Summoner's Guide to the Upper Planes)
« Reply #15 on: March 15, 2010, 06:11:02 AM »
Looks promising!

I quite like the Bralani Eladrin (Monster Manual 93) for its immediate practicality.  It's a lesser planar binding-friendly 6HD.  It flies at 100' (perfect).  It's immune to electricity for all ye Storm Bolters out there.  It gets mirror image and wind wall at will!

Another LPB target is Fiend Folio 57's Movanic Deva.  (Not the Modanic Deva.)  6HD, death ward/aid/prayer at will, plane shift and etherneal jaunt 3/day, and raise dead 1/day just in case.  Very handy for the angel binder.  Also summonable via summon monster VII.
Hood - My first answer to all your build questions; past, present, and future.

Speaking of which:
Don't even need TO for this.  Any decent Hood build, especially one with Celerity, one-rounds [Azathoth, the most powerful greater deity from d20 Cthulu].
Does it bug anyone else that we've reached the point where characters who can obliterate a greater deity in one round are considered "decent?"

ragnarokschosen

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Re: Rising Above (A Summoner's Guide to the Upper Planes)
« Reply #16 on: March 15, 2010, 06:34:53 PM »
is there a malconvoker esc prestige class for good summons?

bearsarebrown

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Re: Rising Above (A Summoner's Guide to the Upper Planes)
« Reply #17 on: March 15, 2010, 08:32:49 PM »
is there a malconvoker esc prestige class for good summons?
No. But it would require very little work to just rename Malconvoker and change Evil to Good.

Solo

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Re: Rising Above (A Summoner's Guide to the Upper Planes)
« Reply #18 on: March 15, 2010, 08:35:27 PM »
Mirror Mephits must be mentioned.

"I am the Black Mage! I cast the spells that makes the peoples fall down!"

The Legend RPG, which I worked on and encourage you to read.

Gnorman

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Re: Rising Above (A Summoner's Guide to the Upper Planes)
« Reply #19 on: March 15, 2010, 10:35:24 PM »
Mirror Mephits must be mentioned.

They will be. Just not in this one - next handbook on the docket (once I finally finish those damn demon lords in Practical Demonkeeping) will be Walking the Line, on neutral outsiders and elementals.