Summoners' Reference

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willpell
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Summoners' Reference

Post by willpell » Thu Nov 12, 2015 7:14 pm

In lieu of an index, for now, here's some sort of speculative revision I'll look at later.

Summon Monster 1, Revised
- Full round to cast, close range (25+5/2xCL feet), uses divine focus, uses focus (a tiny bag and a small candle)
- Creature appears at the target point and acts immediately. Creature departs at the end of its turn after 1 round per caster level.
- Aquatic creatures can only be summoned in water.

Lawful Good
G1 - celestial dog
F2 - celestial owl
G3 - celestial giant fire beetle
A4 - celestial porpoise
?5 - axiomatic ?
?6 - axiomatic ?
?7 - exalted ?
?8 - exalted ?

Neutral Good
G1 - celestial dog
F2 - celestial owl
G3 - celestial giant fire beetle
A4 - celestial porpoise
G5 - celestial badger
G6 - celestial monkey
?7 - exalted ?
?8 - exalted ?

Chaotic Good
G1 - celestial giant fire beetle
A2 - celestial porpoise
G3 - celestial badger
G4 - celestial monkey
?5 - anarchic ?
?6 - anarchic ?
?7 - exalted ?
?8 - exalted ?

Chaotic Neutral
G1 - celestial badger
G2 - celestial monkey
?3 - anarchic ?
?4 - anarchic ?
F5 - fiendish hawk
G6 - fiendish Small spider
A7 - fiendish octopus
G8 - fiendish Small viper

True Neutral
G1 - celestial giant fire beetle
A2 - celestial porpoise
?3 - anarchic ?
?4 - anarchic ?
G5 - fiendish Medium centipede
G6 - fiendish Small scorpion
?7 - axiomatic ?
?8 - axiomatic ?

Lawful Neutral
G1 - celestial dog
F2 - celestial owl
?3 - axiomatic ?
?4 - axiomatic ?
G5 - fiendish dire rat
F6 - fiendish raven
?7 - absolutist ?
?8 - absolutist ?

Lawful Evil
?1 - axiomatic ?
?2 - axiomatic ?
G3 - fiendish dire rat
F4 - fiendish raven
G5 - fiendish Medium centipede
G6 - fiendish Small scorpion
?7 - absolutist ?
?8 - absolutist ?

Neutral Evil
G1 - fiendish dire rat
F2 - fiendish raven
G3 - fiendish Medium centipede
G4 - fiendish Small scorpion
F5 - fiendish hawk
G6 - fiendish Small spider
A7 - fiendish octopus
G8 - fiendish Small viper

Chaotic Evil
?1 - anarchic ?
?2 - anarchic ?
G3 - fiendish Medium centipede
G4 - fiendish Small scorpion
F5 - fiendish hawk
G6 - fiendish Small spider
A7 - fiendish octopus
G8 - fiendish Small viper

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willpell
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Re: Summoners' Reference

Post by willpell » Thu Nov 12, 2015 7:14 pm

Creature : Celestial Monkey
HD : 1d8
Align : CG
Type : Magical Beast



Spoiler for Vital statistics:




Quote

ABILITIES (25 pts)
Final
Base Level Racial Magic Misc Ability / Modifier
Bonus Bonus Item Score

STR : 03 -- -- -- -- 03 / -4
DEX : 15 -- -- -- -- 15 / +2
CON : 10 -- -- -- -- 10 / +0
INT : 03 -- -- -- -- 03 / -4
WIS : 12 -- -- -- -- 12 / +1
CHA : 05 -- -- -- -- 05 / -3

--------------------------------------------------------------------------------
HP : 4/8

Size : Tiny
Speed : 30 ft, climb 30 ft.

--------------------------------------------------------------------------------
COMBAT STATISTICS

BASE ATTACK BONUS
MELEE RANGED
Total: -4 Total: +2
Base: +0 Base: +0
STR: -4 DEX: +2
Misc: -- Misc: --

GRAPPLE BONUS: BAB +0 + STR -4 + SIZE -8 = -12

ARMOR CLASS
AC Total : 14
AC when Flat-Footed 12
AC vs Touch Attack 14
Base: 10
Armor: --
Natural: +0
Shield: --
Dexterity: +2
Size: +2
Magic: --
Misc.: --

INITIATIVE
Total: +2
DEX: +2
Misc.: --

--------------------------------------------------------------------------------
SAVING THROWS

Total Base Ability Misc Magic
Fortitude : +2 = 2 + 0 + 0 + 0
Reflex : +4 = 2 + 2 + 0 + 0
Will : +0 = 0 + 1 + 0 + 0

--------------------------------------------------------------------------------





Spoiler for Innate powers:




Quote

RACIAL TRAITS

Attack: Bite +4 Melee, 1d3-4
Full Attack: Bite +4 Melee, 1d3-4

+8 racial bonus to Balance and Climb. Uses Dexterity modifier for Climb, and may always take 10 on Climb checks.

--------------------------------------------------------------------------------
FEATS

Weapon Finesse

--------------------------------------------------------------------------------
Template Abilities

Smite Evil 1/day: +1 damage.

Darkvision 60 feet
Acid, cold, and electricity resistance 5
Spell Resistance 6







Spoiler for Skills:




Quote

SKILLS Related Mod = Rnk Abl Msc | Skills: Ability Untrained? +10 = 0 +2 +8 | Balance (DEX) Yes +10 = 0 +2 +8 | Climb (DEX) Yes +10 = 0 +2 +8 | Hide (DEX) Yes +3 = 2 +1 +0 | Listen (WIS) Yes +3 = 2 +1 +0 | Spot (WIS) Yes


Gawd but I hate the Celestial template. And for that matter these Monkey stats are pathetic - why can't they Jump or throw things?

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willpell
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Re: Summoners' Reference

Post by willpell » Thu Nov 12, 2015 7:15 pm

Creature : Fiendish Monstrous Spider
HD : 2d8+2
Align : CE
Type : Magical Beast [Extraplanar]



Spoiler for Vital statistics:




Quote

ABILITIES (25 pts)
Final
Base Level Racial Magic Misc Ability / Modifier
Bonus Bonus Item Score

STR : 11 -- -- -- -- 11 / +0
DEX : 17 -- -- -- -- 17 / +3
CON : 12 -- -- -- -- 12 / +1
INT : 03 -- -- -- -- 03 / -4
WIS : 10 -- -- -- -- 10 / +0
CHA : 02 -- -- -- -- 02 / -4

--------------------------------------------------------------------------------
HP : 11/18

Size : Medium
Speed : 30 ft (40 feet if unable to use Web), climb 20 ft.

--------------------------------------------------------------------------------
COMBAT STATISTICS

BASE ATTACK BONUS
MELEE RANGED AND FINESSE
Total: +1 Total: +4
Base: +1 Base: +1
STR: +0 DEX: +3
Misc: -- Misc: --

GRAPPLE BONUS: BAB +1 + STR +0 + SIZE +0 = +1

ARMOR CLASS
AC Total : 14
AC when Flat-Footed 11
AC vs Touch Attack 13
Base: 10
Armor: --
Natural: +1
Shield: --
Dexterity: +3
Size: +0
Magic: --
Misc.: --

INITIATIVE
Total: +3
DEX: +3
Misc.: --

--------------------------------------------------------------------------------
SAVING THROWS

Total Base Ability Misc Magic
Fortitude : +4 = 3 + 1 + 0 + 0
Reflex : +3 = 0 + 3 + 0 + 0
Will : +0 = 0 + 0 + 0 + 0

--------------------------------------------------------------------------------





Spoiler for Innate powers:




Quote

RACIAL TRAITS

Attack: Bite +4 Melee, 1d6 + Poison (1d4 Strength initial and secondary damage, Fort DC 12 negates)
Full Attack: Bite +4 Melee, 1d6 + Poison (1d4 Strength initial and secondary damage, Fort DC 12 negates)

Web: 8/day ranged touch attack, maximum range 50 feet with -2 to hit per 10 feet. Successful hit on a Small, Medium or Large creature makes target Entangled (-4 Dexterity, -2 to attack rolls, movement speed halved and cannot charge or run, must Concentration check at DC 15 to cast a spell); if the spider wins an opposed Strength target, the opponent cannot move further than the web's length from it. The target may take a standard action to escape with a DC 12 Escape Artist check or burst the web with a DC 16 Strength check; the web has 6 hit points.
The spider can also create sheet webs which are DC 20 to spot and have Damage Reduction 5/-; each 5-foot section of the 20-foot square sheet has 6 hp, and a target stuck to the web gets a +5 bonus to escape or break free if able to walk on or grab another surface. The spider can move freely across its webs and can pinpoint the location of any creature touching its web.

Tremorsense: The spider may pinpoint any creature touching the ground within 60 feet.

+8 racial bonus to Balance and Climb. Uses Dexterity modifier for Climb, and may always take 10 on Climb checks.

--------------------------------------------------------------------------------
FEATS

Weapon Finesse

--------------------------------------------------------------------------------
Template Abilities

Smite Good 1/day: +2 damage.

Darkvision 60 feet
Fire and cold resistance 5
Spell Resistance 7







Spoiler for Skills:




Quote

SKILLS If able to use Web: Related Mod = Rnk Abl Msc | Skills: Ability Untrained? +11 = 0 +3 +8^ | Climb (DEX) Yes +7 = 0 +3 +4* | Hide (DEX) Yes +0 = 0 +3 +0* | Move Silently (DEX) Yes +4 = 0 +0 +4 | Spot (WIS) Yes* +8 while in web.^: May always take 10 on Climb checks, even if rushed or threatened.If unable to use Web: Related Mod = Rnk Abl Msc | Skills: Ability Untrained? +11 = 0 +3 +8^ | Climb (DEX) Yes +7 = 0 +3 +4 | Hide (DEX) Yes +10 = 0 + 0 + 10 | Jump (STR) Yes +8 = 0 +0 +8 | Spot (WIS) Yes^: May always take 10 on Climb checks, even if rushed or threatened.

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willpell
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Re: Summoners' Reference

Post by willpell » Thu Nov 12, 2015 7:15 pm

Creature : Mini Earth Elemental
HD : 2d8+2
Align : TN
Type : Elemental [Extraplanar, Earth]



Spoiler for Vital statistics:




Quote

ABILITIES
Final
Base Level Racial Magic Misc Ability / Modifier
Bonus Bonus Item Score

STR : 17 -- -- -- -- 17 / +3
DEX : 08 -- -- -- -- 08 / -1
CON : 13 -- -- -- -- 13 / +1
INT : 04 -- -- -- -- 04 / -3
WIS : 11 -- -- -- -- 11 / +0
CHA : 11 -- -- -- -- 11 / +0

--------------------------------------------------------------------------------
HP : 11/18

Size : Small
Speed : 20 ft

--------------------------------------------------------------------------------
COMBAT STATISTICS

BASE ATTACK BONUS
MELEE RANGED AND FINESSE
Total: +4 Total: +0
Base: +1 Base: +1
STR: +3 DEX: -1
Misc: -- Misc: --

GRAPPLE BONUS: BAB +1 + STR +3 + SIZE -4 = +0

ARMOR CLASS
AC Total : 17
AC when Flat-Footed 17
AC vs Touch Attack 10
Base: 10
Armor: --
Natural: +7
Shield: --
Dexterity: -1
Size: +1
Magic: --
Misc.: --

INITIATIVE
Total: -1
DEX: -1
Misc.: --

--------------------------------------------------------------------------------
SAVING THROWS

Total Base Ability Misc Magic
Fortitude : +4 = 3 + 1 + 0 + 0
Reflex : -1 = 0 - 1 + 0 + 0
Will : +0 = 0 + 0 + 0 + 0

--------------------------------------------------------------------------------





Spoiler for Innate powers:




Quote

RACIAL TRAITS

Attack: Slam +5 Melee, 1d6+4
Full Attack: Slam +5 Melee, 1d6+4

+1 to attack and damage rolls if the elemental and its opponent are both touching the ground. -4 to attack and damage rolls vs. an airborne or waterborne foe.
May Bull Rush without AoO; the bonus and penalty above also apply to the opposed Strength check.

May move through solid earth (including stone but not metal) without creating any sign of its passage.

Elemental Traits: Darkvision, immune to poison, sleep, paralysis, stunning, flanking and critical hits. Does not eat, sleep or breathe.

--------------------------------------------------------------------------------
FEATS

Power Attack (may take up to a -BAB on attack rolls to add the same to damage rolls)







Spoiler for Skills:




Quote

SKILLS Related Mod = Rnk Abl Msc | Skills: Ability Untrained? +3 = 3 +0 +0 | Listen (WIS) Yes +2 = 2 +0 +0 | Spot (WIS) Yes

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willpell
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Re: Summoners' Reference

Post by willpell » Thu Nov 12, 2015 7:16 pm

Creature : Bat Swarm
HD : 3d8
Align : TN
Type : Animal [Swarm]



Spoiler for Vital statistics:




Quote

ABILITIES
Final
Base Level Racial Magic Misc Ability / Modifier
Bonus Bonus Item Score

STR : 03 -- -- -- -- 03 / -4
DEX : 15 -- -- -- -- 15 / +2
CON : 10 -- -- -- -- 10 / +0
INT : 02 -- -- -- -- 02 / -4
WIS : 14 -- -- -- -- 14 / +2
CHA : 04 -- -- -- -- 04 / -3

--------------------------------------------------------------------------------
HP : 13/24

Size : Diminutive
Speed : 5 ft, fly 40 ft. (good)

--------------------------------------------------------------------------------
COMBAT STATISTICS

BASE ATTACK BONUS
MELEE RANGED AND FINESSE
Total: -2 Total: +4
Base: +2 Base: +2
STR: -4 DEX: +2
Misc: -- Misc: --

GRAPPLE BONUS: N/A

ARMOR CLASS
AC Total : 16
AC when Flat-Footed 14
AC vs Touch Attack 16
Base: 10
Armor: --
Natural: --
Shield: --
Dexterity: +2
Size: +4
Magic: --
Misc.: --

INITIATIVE
Total: +2
DEX: +2
Misc.: --

--------------------------------------------------------------------------------
SAVING THROWS

Total Base Ability Misc Magic
Fortitude : +3 = 3 + 0 + 0 + 0
Reflex : +7 = 3 + 2 + 2 + 0
Will : +3 = 1 + 2 + 0 + 0

--------------------------------------------------------------------------------





Spoiler for Innate powers:




Quote

RACIAL TRAITS

Attack: Swarm 1d6
Full Attack: Swarm 1d6

Swarm fills a 10-foot square, but attacks with 0 ft. reach. Automatically damages any creature within the space after their move (moving into the opponent's space provokes an AoO). Concealment and cover do not protect against this damage. Swarms do not make attacks of opportunity.

Distraction: Any living creature which begins inside a swarm must Fortitude save at DC 11 or be nauseated (can take only a move action each turn). DC 20 or 20+SpellLevel Concentration check needed to engage in appropriate actions while inside a swarm.

Wounding: Creatures who have taken damage from a bat swarm continue to bleed, losing 1 hit point per round, until they receive a DC 10 Heal check or any amount of healing magic.

Swarm: Not subject to flanking or critical hits. Dissipates at 0 HP; never staggered or rendered dying. Cannot grapple, be grappled, or be tripped or bull rushed. Immune to single-target spells, but takes +50% damage from multi-target spells.

Even Tinier Swarm: Immune to all weapon damage. Takes 1d6xCL (or HD for air elementals etc.) nonlethal damage from wind effects.

Blindsense 20 ft.
Low-Light Vision

--------------------------------------------------------------------------------
FEATS

Alertness
Lightning Reflexes







Spoiler for Skills:




Quote

SKILLS Related Mod = Rnk Abl Msc | Skills: Ability Untrained? +11 = 3 +2 +6* | Listen (WIS) Yes +11 = 3 +2 +6* | Spot (WIS) Yes* Reduce these bonuses by 4 if Blindsense negated.

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Re: Summoners' Reference

Post by willpell » Thu Nov 12, 2015 7:16 pm

Creature : Rat Swarm
HD : 4d8
Align : TN
Type : Animal [Swarm]



Spoiler for Vital statistics:




Quote

ABILITIES
Final
Base Level Racial Magic Misc Ability / Modifier
Bonus Bonus Item Score

STR : 02 -- -- -- -- 02 / -4
DEX : 15 -- -- -- -- 15 / +2
CON : 10 -- -- -- -- 10 / +0
INT : 02 -- -- -- -- 02 / -4
WIS : 12 -- -- -- -- 14 / +1
CHA : 02 -- -- -- -- 02 / -4

--------------------------------------------------------------------------------
HP : 18/32

Size : Tiny
Speed : 15 ft, climb 15 ft.

--------------------------------------------------------------------------------
COMBAT STATISTICS

BASE ATTACK BONUS
Base: +3 Base: +3
GRAPPLE BONUS: N/A

ARMOR CLASS
AC Total : 14
AC when Flat-Footed 12
AC vs Touch Attack 14
Base: 10
Armor: --
Natural: --
Shield: --
Dexterity: +2
Size: +2
Magic: --
Misc.: --

INITIATIVE
Total: +2
DEX: +2
Misc.: --

--------------------------------------------------------------------------------
SAVING THROWS

Total Base Ability Misc Magic
Fortitude : +6 = 4 + 0 + 2 + 0
Reflex : +6 = 4 + 2 + 0 + 0
Will : +2 = 1 + 1 + 0 + 0

--------------------------------------------------------------------------------





Spoiler for Innate powers:




Quote

RACIAL TRAITS

Attack: Swarm 1d6
Full Attack: Swarm 1d6

Swarm fills a 10-foot square, but attacks with 0 ft. reach. Automatically damages any creature within the space after their move (moving into the opponent's space provokes an AoO). Concealment and cover do not protect against this damage. Swarms do not make attacks of opportunity.

Distraction: Any living creature which begins inside a swarm must Fortitude save at DC 12 or be nauseated (can take only a move action each turn). DC 20 or 20+SpellLevel Concentration check needed to engage in appropriate actions while inside a swarm.

Filth Fever: DC 12 Fortitude save to avoid infection. Incubates 1d3 days, then 1d3 DEX and CON damage per day unless another save succeeds. Two successful saves end the infection.

Swarm: Not subject to flanking or critical hits. Dissipates at 0 HP; never staggered or rendered dying. Cannot grapple, be grappled, or be tripped or bull rushed. Immune to single-target spells, but takes +50% damage from multi-target spells.

Tiny Swarm: Takes half damage from slashing and piercing weapons.

Low-Light Vision
Scent

--------------------------------------------------------------------------------
FEATS

Alertness
Great Fortitude (per RAW they have Weapon Finesse but this is dumb because they don't roll attacks; I was tempted to give them more CON but this makes them deadlier, so this will suffice)







Spoiler for Skills:




Quote

SKILLS Related Mod = Rnk Abl Msc | Skills: Ability Untrained? +10 = 0 +2 +8! | Balance (DEX) Yes +10 = 0 +2 +8!^ | Climb (DEX) Yes +14 = 0 +2 +12! | Hide (DEX) Yes +6 = 3 +1 +2 | Listen (WIS) Yes +6 = 0 +2 +4! | Move Silently (DEX) Yes +7 = 4 +1 +2 | Spot (WIS) Yes +10 = 0 +2 +8!* | Swim (DEX) Yes* +8 bonus to perform special actions or avoid hazards. May take 10 even when rushed or threatened. May use the Run action to swim in a straight line.^ May take 10 even when rushed or threatened.

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willpell
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Re: Summoners' Reference

Post by willpell » Thu Nov 12, 2015 7:17 pm

I put off dealing with the Spider Swarm because I figured it would have a Web ability that would be complicated to deal with; turns out not so much, and also the spiders are tarantulas. A swarm of Fine spiders which spin webs all over you, while biting for negligible damage aside from poison, would be an interesting homebrew when I'm feeling up to it.

Creature : Spider Swarm
HD : 2d8
Align : TN
Type : Vermin [Swarm]



Spoiler for Vital statistics:




Quote

ABILITIES
Final
Base Level Racial Magic Misc Ability / Modifier
Bonus Bonus Item Score

STR : 01 -- -- -- -- 01 / -5
DEX : 17 -- -- -- -- 17 / +3
CON : 10 -- -- -- -- 10 / +0
INT : -- -- -- -- -- -- / -0 if applicable
WIS : 10 -- -- -- -- 10 / +0
CHA : 02 -- -- -- -- 02 / -4

--------------------------------------------------------------------------------
HP : 9/16

Size : Diminutive
Speed : 20 ft, climb 20 ft.

--------------------------------------------------------------------------------
COMBAT STATISTICS

BASE ATTACK BONUS
MELEE RANGED
Total: -2 Total: +6
Base: +1 Base: +1
STR: -5 DEX: +3
Misc: +2 Misc: +2 size

GRAPPLE BONUS: N/A

ARMOR CLASS
AC Total : 17
AC when Flat-Footed 14
AC vs Touch Attack 17
Base: 10
Armor: --
Natural: --
Shield: --
Dexterity: +3
Size: +4
Magic: --
Misc.: --

INITIATIVE
Total: +3
DEX: +3
Misc.: --

--------------------------------------------------------------------------------
SAVING THROWS

Total Base Ability Misc
Fortitude : +0 = 3 + 0 + 0
Reflex : +3 = 0 + 3 + 0
Will : +0 = 0 + 0 + 0

--------------------------------------------------------------------------------





Spoiler for Innate powers:




Quote

RACIAL TRAITS

Attack: Swarm 1d6
Full Attack: Swarm 1d6

Swarm fills a shapeable 4-square area, but attacks with 0 ft. reach. Automatically damages any creature within the space after their move (moving into the opponent's space provokes an AoO). Concealment and cover do not protect against this damage. Swarms do not make attacks of opportunity.

Distraction: Any living creature which begins inside a swarm must Fortitude save at DC 11 or be nauseated (can take only a move action each turn). DC 20 or 20+SpellLevel Concentration check needed to engage in appropriate actions while inside a swarm.

Poison: Creatures who have taken damage from a spider swarm must Fortitude save at DC 11 or take 1d3 STR damage. They must save again 1 minute (10 rounds) later regardless of the results of the first roll; the secondary damage is the same.

Swarm: Not subject to flanking or critical hits. Dissipates at 0 HP; never staggered or rendered dying. Cannot grapple, be grappled, or be tripped or bull rushed. Immune to single-target spells, but takes +50% damage from multi-target spells or other area effects. A torch deals 1d3 fire damage to a swarm; a thrown lantern deals 1d4.

Even Tinier Swarm: Immune to all weapon damage (though not energy damage emanating from a weapon).

Mindless: Immune to all {Mind-Affecting} effects, including morale bonuses.

Darkvision 60 ft.
Tremorsense 30 ft: automatically detects any creature in contact with the same surface, regardless of visibility. (The text doesn't clarify whether tremorsense creatures apply concealment to attack rolls against unseen targets, though of course this doesn't matter in the case of a swarm.)

--------------------------------------------------------------------------------
FEATS

Weapon Finesse (bonus feat, since mindless vermin otherwise do not receive feats).







Spoiler for Skills:




Quote

SKILLS Related Mod = Rnk Abl Msc | Skills: Ability Untrained? +11 = 0 +3 +8* | Climb (DEX) Yes +7 = 0 +3 +4 | Hide (DEX) Yes# +4 = 0 +0 +4 | Spot (WIS) Yes# The statblock shows Listen +4 instead, but I think the idea of a swarm using a Hide check seems fitting, though

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willpell
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Re: Summoners' Reference

Post by willpell » Thu Nov 12, 2015 7:17 pm

Creature : Centipede Swarm
HD : 9d8-9
Align : TN
Type : Vermin [Swarm]



Spoiler for Vital statistics:




Quote

ABILITIES
Final
Base Level Racial Magic Misc Ability / Modifier
Bonus Bonus Item Score

STR : 01 -- -- -- -- 01 / -5
DEX : 19 -- -- -- -- 19 / +4
CON : 08 -- -- -- -- 0 / -1
INT : -- -- -- -- -- -- / -0 if applicable
WIS : 10 -- -- -- -- 10 / +0
CHA : 02 -- -- -- -- 02 / -4

--------------------------------------------------------------------------------
HP : 31/63

Size : Diminutive
Speed : 20 ft, climb 20 ft.

--------------------------------------------------------------------------------
COMBAT STATISTICS

BASE ATTACK BONUS
MELEE RANGED AND FINESSE
Total: +3 Total: +12
Base: +6 Base: +6
STR: -5 DEX: +4
Misc: +2 Misc: +2 size

GRAPPLE BONUS: N/A

ARMOR CLASS
AC Total : 18
AC when Flat-Footed 14
AC vs Touch Attack 18
Base: 10
Armor: --
Natural: --
Shield: --
Dexterity: +4
Size: +4
Magic: --
Misc.: --

INITIATIVE
Total: +4
DEX: +4
Misc.: --

--------------------------------------------------------------------------------
SAVING THROWS

Total Base Ability Misc
Fortitude : +5 = 6 - 1 + 0
Reflex : +7 = 3 + 4 + 0
Will : +3 = 3 + 0 + 0

--------------------------------------------------------------------------------





Spoiler for Innate powers:




Quote

RACIAL TRAITS

Attack: Swarm 2d6
Full Attack: Swarm 2d6

Swarm fills a shapeable 4-square area, but attacks with 0 ft. reach. Automatically damages any creature within the space after their move (moving into the opponent's space provokes an AoO). Concealment and cover do not protect against this damage. Swarms do not make attacks of opportunity.

Distraction: Any living creature which begins inside a swarm must Fortitude save at DC 13 or be nauseated (can take only a move action each turn). DC 20 or 20+SpellLevel Concentration check needed to engage in appropriate actions while inside a swarm.

Poison: Creatures who have taken damage from a centipede swarm must Fortitude save at DC 13 or take 1d4 DEX damage. They must save again 1 minute (10 rounds) later regardless of the results of the first roll; the secondary damage is the same.

Swarm: Not subject to flanking or critical hits. Dissipates at 0 HP; never staggered or rendered dying. Cannot grapple, be grappled, or be tripped or bull rushed. Immune to single-target spells, but takes +50% damage from multi-target spells or other area effects. A torch deals 1d3 fire damage to a swarm; a thrown lantern deals 1d4.

Even Tinier Swarm: Immune to all weapon damage (though not energy damage emanating from a weapon). Takes 1d6xCL (or HD for air elementals etc.) nonlethal damage from wind effects.

Mindless: Immune to all {Mind-Affecting} effects, including morale bonuses.

Darkvision 60 ft.
Tremorsense 30 ft: automatically detects any creature in contact with the same surface, regardless of visibility. (The text doesn't clarify whether tremorsense creatures apply concealment to attack rolls against unseen targets, though of course this doesn't matter in the case of a swarm.)

--------------------------------------------------------------------------------
FEATS

Weapon Finesse (bonus feat, since mindless vermin otherwise do not receive feats).







Spoiler for Skills:




Quote

SKILLS Related Mod = Rnk Abl Msc | Skills: Ability Untrained? +12 = 0 +4 +8* | Climb (DEX) Yes +4 = 0 +0 +4 | Spot (WIS) Yes

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willpell
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Posts: 3384
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Gender: male
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Re: Summoners' Reference

Post by willpell » Thu Nov 12, 2015 7:18 pm

Creature : Fiendish Wolf
HD : 2d8+4
Align : LE
Type : Magical Beast

Size/Reach: Medium/5 ft.
Attack: Bite +3 melee (1d6+1) and Takedown
Full Attack: Bite +3 melee (1d6+1) and Takedown



Spoiler for Vital statistics:




Quote

ABILITIES (25 pts)
Final
Base Level Racial Magic Misc Ability / Modifier
Bonus Bonus Item Score

STR : 13 -- -- -- -- 13 / +1
DEX : 15 -- -- -- -- 15 / +2
CON : 15 -- -- -- -- 15 / +2
INT : 03 -- -- -- -- 02 / -4
WIS : 12 -- -- -- -- 12 / +1
CHA : 06 -- -- -- -- 06 / -2

--------------------------------------------------------------------------------
HP : 13/20

Size : Tiny
Speed : 30 ft, climb 30 ft.

--------------------------------------------------------------------------------
COMBAT STATISTICS

BASE ATTACK BONUS
MELEE RANGED
Total: +2 Total: +3
Base: +1 Base: +1
STR: +1 DEX: +2
Misc: -- Misc: --

GRAPPLE BONUS: BAB +1 + STR +1 + SIZE +0 = +2

ARMOR CLASS
AC Total : 14
AC when Flat-Footed 12
AC vs Touch Attack 12
Base: 10
Armor: --
Natural: +2
Shield: --
Dexterity: +2
Size: --
Magic: --
Misc.: --

INITIATIVE
Total: +2
DEX: +2
Misc.: --

--------------------------------------------------------------------------------
SAVING THROWS

Total Base Ability Misc Magic
Fortitude : +5 = 3 + 2 + 0 + 0
Reflex : +5 = 3 + 2 + 0 + 0
Will : +1 = 0 + 1 + 0 + 0

--------------------------------------------------------------------------------





Spoiler for Innate powers:




Quote

RACIAL TRAITS

Low-Light Vision
Scent

Takedown: A wolf that hits with its bite can immediately roll to Trip the opponent, with no attack of opportunity or counter-trip. (The wolf rolls a Strength check, opposed by the defender's better of Strength or Dexterity, with +4/-4 for sizes above/below Medium and +4 if tripedal or better, dwarf, or otherwise stabilized. Trip may also be used to pull a rider from a mount; he may use a Ride check to defend.)

--------------------------------------------------------------------------------
FEATS

Track (bonus)
Weapon Focus: Bite

--------------------------------------------------------------------------------
Template Abilities

Smite Good 1/day: +2 damage.

Darkvision 60 feet
Cold and fire resistance 5
Spell Resistance 7







Spoiler for Skills:




Quote

SKILLS Related Mod = Rnk Abl Msc | Skills: Ability Untrained? +2 = 0 +2 +0! | Hide (DEX) Yes +3 = 2 +1 +0 | Listen (WIS) Yes +3 = 1 +2 +0! | Move Silently (DEX) Yes +3 = 2 +1 +0 | Spot (WIS) Yes +1 = 0 +1 +0* | Survival (WIS) Yes* +4 bonus to track by scent.

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willpell
Black Dragon
Posts: 3384
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: Summoners' Reference

Post by willpell » Thu Nov 12, 2015 7:18 pm

Just call me "Leiningen".

Creature : Giant Ant Worker
HD : 2d8
Align : TN
Type : Vermin



Spoiler for Vital statistics:




Quote

ABILITIES
Final
Base Level Racial Magic Misc Ability / Modifier
Bonus Bonus Item Score

STR : 10 -- -- -- -- 10 / +0
DEX : 10 -- -- -- -- 10 / +0
CON : 10 -- -- -- -- 10 / +0
INT : -- -- -- -- -- -- / +0
WIS : 11 -- -- -- -- 11 / +0
CHA : 09 -- -- -- -- 09 / -1

--------------------------------------------------------------------------------
HP : 9/16

Size : Medium
Speed : 50 ft, climb 20 ft.

--------------------------------------------------------------------------------
COMBAT STATISTICS

BASE ATTACK BONUS
MELEE RANGED
Total: +1 Total: +1
Base: +1 Base: +1
STR: +0 DEX: +0
Misc: -- Misc: --

GRAPPLE BONUS: BAB +1 + STR +0 + SIZE +0 = +1

ARMOR CLASS
AC Total : 17
AC when Flat-Footed 17
AC vs Touch Attack 10
Base: 10
Armor: --
Natural: +7
Shield: --
Dexterity: +0
Size: --
Magic: --
Misc.: --

INITIATIVE
Total: +0
DEX: +0
Misc.: --

--------------------------------------------------------------------------------
SAVING THROWS

Total Base Ability Misc Magic
Fortitude : +3 = 3 + 0 + 0 + 0
Reflex : +0 = 0 + 0 + 0 + 0
Will : +0 = 0 + 0 + 0 + 0

--------------------------------------------------------------------------------





Spoiler for Innate powers:




Quote

RACIAL TRAITS

Natural Weapon: Bite +1 Melee, 1d6 and Improved Grab.

--------------------------------------------------------------------------------
FEATS

Track (with a +4 racial bonus on the check)







Spoiler for Skills:




Quote

SKILLS Related Mod = Rnk Abl Msc | Skills: Ability Untrained? +8 = 0 +0 +8 | Climb (STR) YesNone

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willpell
Black Dragon
Posts: 3384
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: Summoners' Reference

Post by willpell » Thu Nov 12, 2015 7:19 pm

It's "Them", gentlemen....

Creature : Formian Worker
HD : 1d8+1
Align : LN
Type : Outsider [Extraplanar] {Lawful}



Spoiler for Vital statistics:




Quote

ABILITIES
Final
Base Level Racial Magic Misc Ability / Modifier
Bonus Bonus Item Score

STR : 13 -- -- -- -- 13 / +1
DEX : 14 -- -- -- -- 14 / +2
CON : 13 -- -- -- -- 13 / +1
INT : 06 -- -- -- -- 06 / -2
WIS : 10 -- -- -- -- 10 / +0
CHA : 09 -- -- -- -- 09 / -1

--------------------------------------------------------------------------------
HP : 5/9

Size : Small
Speed : 40 ft.

--------------------------------------------------------------------------------
COMBAT STATISTICS

BASE ATTACK BONUS
MELEE RANGED
Total: +2 Total: +3
Base: +1 Base: +1
STR: +1 DEX: +2
Misc: -- Misc: --

GRAPPLE BONUS: BAB +1 + STR +1 + SIZE +0 = +2

ARMOR CLASS
AC Total : 17
AC when Flat-Footed 15
AC vs Touch Attack 13
Base: 10
Armor: --
Natural: +4
Shield: --
Dexterity: +2
Size: +1
Magic: --
Misc.: --

INITIATIVE
Total: +2
DEX: +2
Misc.: --

--------------------------------------------------------------------------------
SAVING THROWS

Total Base Ability Misc Magic
Fortitude : +3 = 2 + 1 + 0 + 0
Reflex : +4 = 2 + 2 + 0 + 0
Will : +2 = 2 + 0 + 0 + 0

--------------------------------------------------------------------------------





Spoiler for Innate powers:




Quote

RACIAL TRAITS

Natural Weapon: Bite +3 Melee, 1d4+1

As a full-round action, three workers may cast Make Whole.

As a full-round action, eight workers may cast Cure Serious Wounds (CL 7).

Hive Mind: Within 50 miles of a Formian Queen, Formians are in constant communication and cannot be flanked (unless they are the only group and every member of the group is flanked). If one member of a group is not flat-footed, none of the others are either.

Mute.

Breathes but does not eat or sleep.

Immunity to poison, petrification and cold.
Resistance 10 to fire, electricity and sonic.

{Lawful} subtype: Registers on Detects even if alignment changed; natural and wielded weapons are aligned for damage reduction purposes.

By houserule, does not require tools to avoid a penalty to Craft checks with its chosen specialization.

--------------------------------------------------------------------------------
FEATS

Skill Focus: Craft (choose)







Spoiler for Skills:




Quote

SKILLS Related Mod = Rnk Abl Msc | Skills: Ability Untrained? +10 = 0 +1 +0! | Climb (STR) Yes +5 = 4 -2 +3 | Craft: (choose) (INT) Yes +2 = 4 -2 +0 | Craft: (other) (INT) Yes +6 = 4 +2 +0! | Hide (DEX) Yes +4 = 4 +0 +0 | Listen (WIS) Yes +2 = 4 -2 +0 | Search (INT) Yes +4 = 4 +0 +0 | Spot (WIS) Yes! = Armor Check penalty applies (double for Swim).* = Special situational bonus.Synergies: --------------------------------------------------------------------------------LANGUAGESNone

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willpell
Black Dragon
Posts: 3384
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: Summoners' Reference

Post by willpell » Thu Nov 12, 2015 7:19 pm

Creature : Erinyes Devil
HD : 9d8+45
Align : LE
Type : Outsider [Extraplanar, Evil, Lawful, Baatezu]



Spoiler for Vital statistics:




Quote

ABILITIES
Final
Base Level Racial Magic Misc Ability / Modifier
Bonus Bonus Item Score

STR : 21 -- -- -- -- 21 / +5
DEX : 21 -- -- -- -- 21 / +5
CON : 21 -- -- -- -- 21 / +5
INT : 14 -- -- -- -- 14 / +2
WIS : 18 -- -- -- -- 18 / +4
CHA : 20 -- -- -- -- 20 / +5

--------------------------------------------------------------------------------
HP : 85/117
Damage Reduction: 5/good (reduce damage by 5 points per instance unless dealt by a Good-aligned source)

Size : Medium
Speed : 30 ft, fly 50 ft (good).

--------------------------------------------------------------------------------
COMBAT STATISTICS

BASE ATTACK BONUS
MELEE RANGED
Total: +14 Total: +14
Base: +9 Base: +9
STR: +5 DEX: +5
Misc: -- Misc: --

GRAPPLE BONUS: BAB +9 + STR +5 + SIZE +0 = +14

ARMOR CLASS
AC Total : 23*
AC when Flat-Footed 18
AC vs Touch Attack 15*
Base: 10
Armor: --
Natural: +8
Shield: --
Dexterity: +5
Size: --
Magic: --
Misc.: --
* +1 against one opponent chosen each round.

INITIATIVE
Total: +5
DEX: +5
Misc.: --

--------------------------------------------------------------------------------
SAVING THROWS

Total Base Ability Misc Magic
Fortitude : +11 = 6 + 5 + 0 + 0
Reflex : +11 = 6 + 5 + 0 + 0
Will : +10 = 6 + 4 + 0 + 0

--------------------------------------------------------------------------------





Spoiler for Innate powers:




Quote

RACIAL TRAITS

Animated Rope can be thrown 30 feet to Entangle a target (half movement speed, cannot charge or run, -2 to all attack rolls, -4 to Dexterity, must make Concentration check at DC 15+spell level or lose a cast spell) unless they Reflex save.

Always gains effect of True Seeing.

Spell-Like Abilities (all are usable at-will, with caster level 12):
* Minor Image (save DC 17)
* Charm Monster (save DC 19)
* Unholy Blight (save DC 19)
* Greater Teleport (limited)

Spell Resistance 20.

1/day, Summon 50%; if successful, choose 2d10 Lemures or 1d4 Barbazus to appear.

Baatezu Traits: Immune to fire and poison, resistance 10 to acid and cold, telepathy within 100 feet, see perfectly in even total darkness (and has darkvision 60 ft. if this ability fails due to an antimagic field). Breathes but does not eat or sleep.

{Lawful Evil} subtypes: Registers on Detects even if alignment changed; natural and wielded weapons are aligned for damage reduction purposes.

--------------------------------------------------------------------------------
FEATS

Dodge (+1 AC vs. one opponent per turn along with DEX bonus)

Mobility (+4 dodge bonus to AC vs. attacks of opportunity from moving)

Shot on the Run (may shoot once in the middle of a single move)

Point Blank Shot (+1 to attack and damage when within 30 feet)

Precise Shot (no penalty when making ranged attacks against a foe in melee)

Rapid Shot (as a full attack, fire ranged weapon one extra time at full BAB, taking -2 to all attacks that round)







Spoiler for Skills:




Quote

SKILLS Related Mod = Rnk Abl Msc | Skills: Ability Untrained? +2 = 0 +2 +0 | Appraise (INT) Yes +5 = 0 +5 +0! | Balance (DEX) Yes +5 = 0 +5 +0 | Bluff (CHA) Yes +0 = 0 +5 +0! | Climb (STR) Yes +17 = 12 +5 +0 | Concentration (CON) Yes +0 = 0 +2 -2 | Craft: (INT) Yes XX = 0 +2 +0 | Decipher Script (INT) No +7 = 2 +5 +0 | Diplomacy (CHA) Yes XX = 0 +2 -2 | Disable Device (INT) No +5 = 0 +5 +0 | Disguise (CHA) Yes +17 = 12 +5 +0! | Escape Artist (DEX) Yes +2 = 0 +2 +0 | Forgery (INT) Yes +5 = 0 +5 +0 | Gather Information (CHA) Yes XX = 0 +5 +0 | Handle Animal (CHA) No +4 = 0 +4 +0 | Heal (WIS) Yes +17 = 12 +5 +0! | Hide (DEX) Yes +5 = 0 +5 +0 | Intimidate (CHA) Yes +5 = 0 +5 +0! | Jump (STR) Yes +14 = 12 +2 +0 | Knowledge: Religion (INT) No +14 = 12 +2 +0 | Knowledge: The Planes (INT) No XX = 0 +2 +0 | Knowledge: (INT) No +16 = 12 +4 +0 | Listen (WIS) Yes +17 = 12 +5 +0! | Move Silently (DEX) Yes XX = 0 +5 -2 | Open Lock (DEX) No +5 = 0 +5 +0 | Perform: (CHA) Yes XX = 0 +4 +0 | Profession: (WIS) No +0 = 0 +5 -5 | Ride (DEX) Yes +14 = 12 +2 +0 | Search (INT) Yes +16 = 12 +4 +0 | Sense Motive (WIS) Yes XX = 0 +5 +0! | Sleight of Hand (DEX) No XX = 0 +2 +0 | Spellcraft (INT) No +16 = 12 +4 +0 | Spot (WIS) Yes +4 = 0 +4 +0* | Survial (WIS) Yes +5 = 0 +5 +0! | Swim (STR) Yes XX = 0 +5 +0! | Tumble (DEX) No XX = 0 +5 +0 | Use Magic Device (CHA) No +5 = 0 +5 +0* | Use Rope (DEX) Yes! = Armor Check penalty applies (double for Swim).* = Special situational bonus.Synergies: Escape Artist (+2 on Use Rope checks to tie someone up), Search (+2 on Survival checks to follow tracks).--------------------------------------------------------------------------------LANGUAGESInfernal, Celestial, DraconicBonus: Common and choose one.Purchased:




Spoiler for Typical Equipment:




Quote

--------------------------------------------------------------------------------WEAPONS NAME : +1 Flaming Composite Longbow, Mighty +5ATT : Ranged +15 (+1 if within 30 feet; attack at -2 if Strength bonus goes below 5)FULL ATT: Ranged +15/+10 or +13/+13/+8 (+1 if within 30 feet; attack at -2 if Strength bonus goes below 5)DMG : 1d8+6 piercing (+1 if within 30 feet) plus 1d6 fire.CRIT : x3RNG : 110 ft. (attack at -2 per full increment, max of 10)WGHT : 3 lb, plus 3 lb per 20 arrows.TYPE : MartialSIZE : Ranged (for Medium)COST : 8900 gp, plus 1 gp per 20 arrows
--------------------------------------------------------------------------------

NAME : Longsword
ATT : Melee +14
FULL ATT: Melee +14/+9
DMG : 1d8+7 slashing (1d8+5 if wielded in only one hand)
CRIT : 19-20/x2
RNG : -
WGHT : 4 lb.
TYPE : Martial
SIZE : One-Handed (for Medium)
COST : 2315 gp (minus 7.5 gp tradein).

--------------------------------------------------------------------------------
PROTECTION

--------------------------------------------------------------------------------
EQUIPMENT

Item # Cost Weight Location Notes
Arrows, presumably

--------------------------------------------------------------------------------
MAGIC ITEMS

--------------------------------------------------------------------------------
TREASURE

PP:
GP: Standard plus bow and rope.
SP:
CP:

MISC.:

GEMS:

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