Someonelse
2013-05-23, 03:26 PM
I wrote a spell. My DM has approved it, but I'm still not sure if I'm satisfied with all of it.
- [ ] Summon Warrior I
Conjuration (Summoning, Chaotic & Good) [see text]
Level: Brd 1, Clr 1, Pal 1
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level or 1 hour/level (see text) (D)
Saving Throw: None
Spell Resistance: No
Kord's great hall is full of the brave warriors of old who have
been drinking and feasting and singing in Kord's hall for
centuries, these ancient warriors often long for the thrill of
battle and Kord is glad to indulge them. The supplicant calls
upon Kord to grant them assistance, Kord sends one or more of
these ancient warriors to fight for freedom and justice.
They are not technically ghosts, they are petitioners given
physical form for a brief time.
The Warrior(s) appears where you designate and act immediately,
on your turn. They attack your opponents to the best of their
ability. If you can communicate with the warrior (they speak
common and celestial), you can direct it not to attack, to attack
particular enemies, or to perform other actions. They are not
laborers and are quick to remind you if you forget. If the
summoner commands them to do something demeaning, not befitting a
warrior or anything against their alignment they will refuse and
the spell will end immediately. Commands they will obey include
attack, scout, guard, escort, regroup, flank and intimidate; they
will not obey any command that does not fall somewhere within
this spectrum.
Creatures cannot be summoned into an environment that cannot
support them. These warriors are always Lv1 Human Warriors, all
ability scores are 10 and they have 5 hit points each. These
warriors most often fight with Kord's favored weapon, the
Greatsword, some prefer other weapons though. The Summoner
determines the warriors' armament at the time of casting, to
determine armament at random when summoning, roll 1d4;
1-2: Swordsman: heavy crossbow, 20 crossbow bolts, greatsword and
breastplate,
3: Shieldman/Bowman: shortbow, 20 arrows, longsword, heavy wooden
shield and studded leather,
4: Bowman/Spearman: longbow, 20 arrows, longspear, short sword
and chainmail
When the spell ends the warriors vanish, as do their equipment,
any arrows they fired disappear when the spell ends. When a
warrior is killed he disappears along with all his equipment,
including any arrows he fired.
Summoned Warrior of Kord
Medium Human Petitioner (Celestial)
Hit Dice: 1d8 (5 hp)
Initiative: - (Summoned warriors act on the summoner's turn)
Speed: 30ft. - 20ft (depending on armament)
Armor Class: AC15, T10, FF15
Base Attack/Grapple: +1/+1
Attack: +2 Melee, +2 Ranged (within 30ft)
Space/Reach: 5ft/5ft
Special Attacks: Smite Evil,
Special Qualities: Darkvision 60ft, Resistance 5 to Acid, Cold &
Electricity, SR 6,
Saves: Fort 2, Ref 0, Will 0
Abilities: Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
Skills: Climb +4, Jump +4
Feats: Weapon Focus (main melee weapon), Point Blank Shot
Alignment: Always Chaotic Good
Level Adjustment: +2
This warrior of old looks much he did when he fought across the
battlefields of centuries past, now he appears as an idealized
celestial version of himself wearing the same kind of armor and
wielding the same weapons he carried in life. Each of them wears
a holy symbol of Kord.
COMBAT
These warriors follow orders, as long as those orders are in line
with the kinds of things they would do anyway, like fight
enemies, escort someone or guard something. When entering into
battle they always lead with their Smite Evil attack, regardless
of the alignment of their opponent.
Smite Evil (Su): 1/day, +1 damage to evil
- [ ] Summon Warrior II
Conjuration (Summoning, Chaotic & Good) [see text]
Level: Brd 2, Clr 2, Pal 2
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1d3 summoned warriors
Duration: 1 round/level or 1 hour/level (see text) (D)
Saving Throw: None
Spell Resistance: No
As Summon Warrior I except where indicated.
- [ ] Summon Warrior III
Conjuration (Summoning, Chaotic & Good) [see text]
Level: Brd 3, Clr 3, Pal 3
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1d4 summoned warriors
Duration: 1 round/level or 1 hour/level (see text) (D)
Saving Throw: None
Spell Resistance: No
As Summon Warrior I except where indicated.
- [ ] Summon Warrior IV
Conjuration (Summoning, Chaotic & Good) [see text]
Level: Brd 4, Clr 4, Pal 4
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1d6 summoned warriors
Duration: 1 round/level or 1 hour/level (see text) (D)
Saving Throw: None
Spell Resistance: No
As Summon Warrior I except where indicated.
- [ ] Summon Warrior V
Conjuration (Summoning, Chaotic & Good) [see text]
Level: Brd 5, Clr 5, Pal 5
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1d8 summoned warriors
Duration: 1 round/level or 1 hour/level (see text) (D)
Saving Throw: None
Spell Resistance: No
As Summon Warrior I except where indicated.
- [ ] Summon Warrior VI
Conjuration (Summoning, Chaotic & Good) [see text]
Level: Clr 6,
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 2d6 summoned warriors
Duration: 1 round/level or 1 hour/level (see text) (D)
Saving Throw: None
Spell Resistance: No
As Summon Warrior I except where indicated.
- [ ] Summon Warrior VII
Conjuration (Summoning, Chaotic & Good) [see text]
Level: Clr 7
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 2d8 summoned warriors
Duration: 1 round/level or 1 hour/level (see text) (D)
Saving Throw: None
Spell Resistance: No
As Summon Warrior I except where indicated.
- [ ] Summon Warrior VIII
Conjuration (Summoning, Chaotic & Good) [see text]
Level: Clr 8,
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 4d6 summoned warriors
Duration: 1 round/level or 1 hour/level (see text) (D)
Saving Throw: None
Spell Resistance: No
As Summon Warrior I except where indicated.
- [ ] Summon Warrior IX
Conjuration (Summoning, Chaotic & Good) [see text]
Level: Clr 9,
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 4d8 summoned warriors
Duration: 1 round/level or 1 hour/level (see text) (D)
Saving Throw: None
Spell Resistance: No
As Summon Warrior I except where indicated.
I feel like a 9th level spell should summon more than an average of 16 warriors, but I'm not sure how many is too many and how useful that would really be. My first thought was to level up the warriors for higher level summonings but I'm not sure what levels those should be.
- [ ] Summon Warrior I
Conjuration (Summoning, Chaotic & Good) [see text]
Level: Brd 1, Clr 1, Pal 1
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level or 1 hour/level (see text) (D)
Saving Throw: None
Spell Resistance: No
Kord's great hall is full of the brave warriors of old who have
been drinking and feasting and singing in Kord's hall for
centuries, these ancient warriors often long for the thrill of
battle and Kord is glad to indulge them. The supplicant calls
upon Kord to grant them assistance, Kord sends one or more of
these ancient warriors to fight for freedom and justice.
They are not technically ghosts, they are petitioners given
physical form for a brief time.
The Warrior(s) appears where you designate and act immediately,
on your turn. They attack your opponents to the best of their
ability. If you can communicate with the warrior (they speak
common and celestial), you can direct it not to attack, to attack
particular enemies, or to perform other actions. They are not
laborers and are quick to remind you if you forget. If the
summoner commands them to do something demeaning, not befitting a
warrior or anything against their alignment they will refuse and
the spell will end immediately. Commands they will obey include
attack, scout, guard, escort, regroup, flank and intimidate; they
will not obey any command that does not fall somewhere within
this spectrum.
Creatures cannot be summoned into an environment that cannot
support them. These warriors are always Lv1 Human Warriors, all
ability scores are 10 and they have 5 hit points each. These
warriors most often fight with Kord's favored weapon, the
Greatsword, some prefer other weapons though. The Summoner
determines the warriors' armament at the time of casting, to
determine armament at random when summoning, roll 1d4;
1-2: Swordsman: heavy crossbow, 20 crossbow bolts, greatsword and
breastplate,
3: Shieldman/Bowman: shortbow, 20 arrows, longsword, heavy wooden
shield and studded leather,
4: Bowman/Spearman: longbow, 20 arrows, longspear, short sword
and chainmail
When the spell ends the warriors vanish, as do their equipment,
any arrows they fired disappear when the spell ends. When a
warrior is killed he disappears along with all his equipment,
including any arrows he fired.
Summoned Warrior of Kord
Medium Human Petitioner (Celestial)
Hit Dice: 1d8 (5 hp)
Initiative: - (Summoned warriors act on the summoner's turn)
Speed: 30ft. - 20ft (depending on armament)
Armor Class: AC15, T10, FF15
Base Attack/Grapple: +1/+1
Attack: +2 Melee, +2 Ranged (within 30ft)
Space/Reach: 5ft/5ft
Special Attacks: Smite Evil,
Special Qualities: Darkvision 60ft, Resistance 5 to Acid, Cold &
Electricity, SR 6,
Saves: Fort 2, Ref 0, Will 0
Abilities: Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
Skills: Climb +4, Jump +4
Feats: Weapon Focus (main melee weapon), Point Blank Shot
Alignment: Always Chaotic Good
Level Adjustment: +2
This warrior of old looks much he did when he fought across the
battlefields of centuries past, now he appears as an idealized
celestial version of himself wearing the same kind of armor and
wielding the same weapons he carried in life. Each of them wears
a holy symbol of Kord.
COMBAT
These warriors follow orders, as long as those orders are in line
with the kinds of things they would do anyway, like fight
enemies, escort someone or guard something. When entering into
battle they always lead with their Smite Evil attack, regardless
of the alignment of their opponent.
Smite Evil (Su): 1/day, +1 damage to evil
- [ ] Summon Warrior II
Conjuration (Summoning, Chaotic & Good) [see text]
Level: Brd 2, Clr 2, Pal 2
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1d3 summoned warriors
Duration: 1 round/level or 1 hour/level (see text) (D)
Saving Throw: None
Spell Resistance: No
As Summon Warrior I except where indicated.
- [ ] Summon Warrior III
Conjuration (Summoning, Chaotic & Good) [see text]
Level: Brd 3, Clr 3, Pal 3
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1d4 summoned warriors
Duration: 1 round/level or 1 hour/level (see text) (D)
Saving Throw: None
Spell Resistance: No
As Summon Warrior I except where indicated.
- [ ] Summon Warrior IV
Conjuration (Summoning, Chaotic & Good) [see text]
Level: Brd 4, Clr 4, Pal 4
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1d6 summoned warriors
Duration: 1 round/level or 1 hour/level (see text) (D)
Saving Throw: None
Spell Resistance: No
As Summon Warrior I except where indicated.
- [ ] Summon Warrior V
Conjuration (Summoning, Chaotic & Good) [see text]
Level: Brd 5, Clr 5, Pal 5
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1d8 summoned warriors
Duration: 1 round/level or 1 hour/level (see text) (D)
Saving Throw: None
Spell Resistance: No
As Summon Warrior I except where indicated.
- [ ] Summon Warrior VI
Conjuration (Summoning, Chaotic & Good) [see text]
Level: Clr 6,
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 2d6 summoned warriors
Duration: 1 round/level or 1 hour/level (see text) (D)
Saving Throw: None
Spell Resistance: No
As Summon Warrior I except where indicated.
- [ ] Summon Warrior VII
Conjuration (Summoning, Chaotic & Good) [see text]
Level: Clr 7
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 2d8 summoned warriors
Duration: 1 round/level or 1 hour/level (see text) (D)
Saving Throw: None
Spell Resistance: No
As Summon Warrior I except where indicated.
- [ ] Summon Warrior VIII
Conjuration (Summoning, Chaotic & Good) [see text]
Level: Clr 8,
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 4d6 summoned warriors
Duration: 1 round/level or 1 hour/level (see text) (D)
Saving Throw: None
Spell Resistance: No
As Summon Warrior I except where indicated.
- [ ] Summon Warrior IX
Conjuration (Summoning, Chaotic & Good) [see text]
Level: Clr 9,
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 4d8 summoned warriors
Duration: 1 round/level or 1 hour/level (see text) (D)
Saving Throw: None
Spell Resistance: No
As Summon Warrior I except where indicated.
I feel like a 9th level spell should summon more than an average of 16 warriors, but I'm not sure how many is too many and how useful that would really be. My first thought was to level up the warriors for higher level summonings but I'm not sure what levels those should be.