Fouredged Sword
2011-03-25, 11:27 AM
Ok, once again I ask the forum homebrewers for your amazing ability to homebrew stuff. i am again going back to build on my homebrew setting and I have hit a block that I don't have a lot of experence building monsters. Normaly this isn't a problem, but these monsters are going to replace the summons for summon monster 1->3.
The idea is an elemental world that magic is strongly influenced by one of 8 elements - wind, water, earth, fire, creation, destruction, sun, and rain.
I would like to build elementals to be summoned in place of summon monster spells, as celestial and fiendish things don't exist.
Some things to know about the world - healing is a creation spell and heals everything but elementals of destruction. This means cure spells heal undead (who are just elementals possesing bodies). The world is E6 with 2 extra HD that can never be class levels (all races have 2HD)
So I need elemetals of dimunitive through small. I intend to base them of the small elementals already avalable to SM3.
Also Dimunitive elementals are familiers to spellcasters.
The intent is to grant each elemental a point to summon it, like creation elementals heal so long as they exist, destruction elementals ingnore DR and hardness, Sun elementals use ranged attacks (rays of light), Air elementals are fast, earth elementals are tough, water elementals are fast in water (a common enviorment in the world, and fire elementals have high raw damage.
So playground, any thoughs to help me along? Any balance traps that I can fall into that you know of? The big thing I am want to do is provide unlimited healing to those with a creation elemetal familier, but I need the benifits of the other familiers to be balanced to that (spellcasting needs a little help to counter the max spell level of 3rd in am 8th level world. CL is 8th, but 3rd level spells are the highest level anyone not a dragon is running around with.)
The idea is an elemental world that magic is strongly influenced by one of 8 elements - wind, water, earth, fire, creation, destruction, sun, and rain.
I would like to build elementals to be summoned in place of summon monster spells, as celestial and fiendish things don't exist.
Some things to know about the world - healing is a creation spell and heals everything but elementals of destruction. This means cure spells heal undead (who are just elementals possesing bodies). The world is E6 with 2 extra HD that can never be class levels (all races have 2HD)
So I need elemetals of dimunitive through small. I intend to base them of the small elementals already avalable to SM3.
Also Dimunitive elementals are familiers to spellcasters.
The intent is to grant each elemental a point to summon it, like creation elementals heal so long as they exist, destruction elementals ingnore DR and hardness, Sun elementals use ranged attacks (rays of light), Air elementals are fast, earth elementals are tough, water elementals are fast in water (a common enviorment in the world, and fire elementals have high raw damage.
So playground, any thoughs to help me along? Any balance traps that I can fall into that you know of? The big thing I am want to do is provide unlimited healing to those with a creation elemetal familier, but I need the benifits of the other familiers to be balanced to that (spellcasting needs a little help to counter the max spell level of 3rd in am 8th level world. CL is 8th, but 3rd level spells are the highest level anyone not a dragon is running around with.)