Aotrs Commander
2020-05-22, 08:15 AM
So, as I can apparently NEVER find enough crap to be doing, I have been idly considering for some time as I do stuff that Summon Undead needs a bit of expansion. It feels off that it only reaches to level V, when all the other summons get to XI.
I want to fix that. Hell, if for no other reason that in the CRPGs, Animate/Create are functionally Summon Undead and those spells almost always Teh Bomb. (This was promoted by me a) working on Pale Master and True Necromancer 3.Aotrs overhauls last night *shakes fist at Consecrate/Desercrate/Hallow/Unhallow having previously skipped turn=> channel rules that required adding and re-paginating entire 300-page spel document for second time in 24 hours* and by other undead-related discussions.)
So. Pathfinder-ising the current list has got me to this point with I to V.
Summon Undead
Conjuration (Summoning) [Evil; see text]
Level: Apn 1-4, Clr/Ora 1-9, DrdNec 1-9, Sha 1-9, Sor/Wiz 1-9, Wit 1-9
The undead you summon appear in a burst of smoke and fog. The vapor swiftly dissipates, but you can't shake the impression of screaming faces in the cloud's tendrils.
These spells function as Summon Monster of the appropriate level (I to V IX), except that you summon one or more Undead creatures.
Summoned undead do not count toward either your Animate Dead control limit or your Command Undead limit. No undead creature you summon can have more Hit Dice than your caster level +1. (This last sentence can probably go to be honest, I think it's a factor ofSummon Undead being a bit half-arsed.)
If you are a cleric of a Good deity whose deity grants access to the Death (or any subdomains) or Deathbound domain, you may cast this spell despite its alignment descriptor.
Focus: A tiny bag, a small (not lit) candle, and a carved bone from any humanoid.
Note: Undead with * were ones that I created for either this or another spell, described below for reference. Excuse it being in 3.Aotrs stat blocks, but they will be close enough for comparison (part of my WHOLE point of going more PF than 3.5 was that it made it much less faff to use PF mnster stat block!) Everything else is the PF version, with perhaps a slight tweak/addition of tangential importance to the topic of debate.
Summon Undead I
Choose from the following list:
Skeleton, Human Warrior
Zombie, Human Zombie
Summon Undead II
Choose from the following list:
Apparition*
Ghoul
Summon Undead III
Choose from the following list:
Ghast
Skeletal Champion, Human
Summon Undead IV
Choose from the following list:
Allip
Shadow
Wight
Zombie Lord
Summon Undead V
Choose from the following list:
Mummy
Skeleton Mage*
Summon Undead VI
Choose from the following list:
?
Summon Undead VII
Choose from the following list:
?
Summon Undead VIII
Choose from the following list:
?
Summon Undead IX
Choose from the following list:
?
So, what can we suggest to fill the gaps. I'm no so familair with PF's bestiary (I tend only to look at stuff there on a case-by-case basis as it is called by a module or spell or something), so suggestions would be helpful. I'm generally looking for PF stuff (since we either play on Golarion or my homebrew campaign world (which will have it's own set of summon lists eventually (since a Dreemanhyll ghoul and a 3.x/PF ghoul are not the same monster), but I DID play Icewind Dale II, so whatever they big skeleton doofers were (Boneclaws? Bonelords?) are potentially on the table, because I am a sucker for "take stuff I've played on computer and apply to tabletop."
Obviously, there is a certain tempation for me in particular to slather the lists full of skeleton champion/mummy/zombie lord templated creatures, but I kind of want to not go overboard on that, y'know. (Besides, Luminous Assassin needs something a bit special for itself, since it actually summons something worth a frack now...!)
As my start for ten, Grave knight is an obvious consideration (since PF:KM used it for Create Undead) for Summon VI.
Apparition
Human Apparition
N Medium Undead (Incorporeal)
HD 2D8+3 (12hp) Init +0 SPD Fly 30’ (Perfect) SPACE 5/5
AC 10/10/10
BAB +1 CMB +1 (Dex) CMD 11/11
ATTACK +1 Incorporeal Corrupting Touch (D6)
SQ Darkvision 60’, Incorporeal
SV Fort +0 Ref +0 Will +3
Str - Dex 10 Con - Int 10 Wis 11 Cha 10
Fly +12, Intimidate +4, Perception +4, Sense Motive +4
Toughness
CR 1
Corrupting Touch (Su): Apparitions have an incorporeal touch attack. By passing part of its incorporeal body through a foe’s body as a Standard action, the apparition inflicts a number of D6s equal to its CR in damage. This damage is not negative energy—it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A DC 11 Fortitude save halves the damage inflicted.
Languages: Common
Apparitions are fundementally a re-skinned Petitioner, which was created for the use of the 3.Aotrs Summon Spirit spell, but it made sense to add it to the list.
Skeleton Mage (Summoned Monster)
Human Skeletal Champion Sorcerer 4
NE Medium Undead
HD 6D8+12 (39hp) Init +6 SPD 30’ SPACE 5/5
AC 14/12/12 (+2 Dex, +2 Natural)
BAB +3 CMB +3 CMD 15/13
ATTACK +5 ranged touch
+5 Launch Bolt (D8, 19-20)
2 +3 Claws (D4)
SQ Channel Resistance +4, Damage Reduction 5/Bludeoning, Darkvision 60’, Immune to Cold and Shadow
SV Fort +3 Ref +3 Will +7
Str 11 Dex 14 Con - Int 11 Wis 10 Cha 15
Concentration +11, Knowledge (Arcana) +9, Perception +5, Spellcraft +9
Deadly Aim, Point Blank Shot, Precise Shot, Improved InitiativeB
CR 5
Spells: Sorcerer Spells 7/4 Caster level 4 DC 12+lvl
0th: Acid Splash, Electric Jolt, Gnat’s Bite, Launch Bolt, Launch Item, Ray of Frost
1st: Lesser Orb of Cold, Lesser Orb of Electricity, Lesser Orb of Fire
2nd: Scorching Ray
Equipment: 10 Bolts, 10 flasks of Acid (D6)
Because Diablo 2 exists.
(Gnat's Bite is a 3.Aotrs Force offense ranged touch cantrip, for the record.)
I want to fix that. Hell, if for no other reason that in the CRPGs, Animate/Create are functionally Summon Undead and those spells almost always Teh Bomb. (This was promoted by me a) working on Pale Master and True Necromancer 3.Aotrs overhauls last night *shakes fist at Consecrate/Desercrate/Hallow/Unhallow having previously skipped turn=> channel rules that required adding and re-paginating entire 300-page spel document for second time in 24 hours* and by other undead-related discussions.)
So. Pathfinder-ising the current list has got me to this point with I to V.
Summon Undead
Conjuration (Summoning) [Evil; see text]
Level: Apn 1-4, Clr/Ora 1-9, DrdNec 1-9, Sha 1-9, Sor/Wiz 1-9, Wit 1-9
The undead you summon appear in a burst of smoke and fog. The vapor swiftly dissipates, but you can't shake the impression of screaming faces in the cloud's tendrils.
These spells function as Summon Monster of the appropriate level (I to V IX), except that you summon one or more Undead creatures.
Summoned undead do not count toward either your Animate Dead control limit or your Command Undead limit. No undead creature you summon can have more Hit Dice than your caster level +1. (This last sentence can probably go to be honest, I think it's a factor ofSummon Undead being a bit half-arsed.)
If you are a cleric of a Good deity whose deity grants access to the Death (or any subdomains) or Deathbound domain, you may cast this spell despite its alignment descriptor.
Focus: A tiny bag, a small (not lit) candle, and a carved bone from any humanoid.
Note: Undead with * were ones that I created for either this or another spell, described below for reference. Excuse it being in 3.Aotrs stat blocks, but they will be close enough for comparison (part of my WHOLE point of going more PF than 3.5 was that it made it much less faff to use PF mnster stat block!) Everything else is the PF version, with perhaps a slight tweak/addition of tangential importance to the topic of debate.
Summon Undead I
Choose from the following list:
Skeleton, Human Warrior
Zombie, Human Zombie
Summon Undead II
Choose from the following list:
Apparition*
Ghoul
Summon Undead III
Choose from the following list:
Ghast
Skeletal Champion, Human
Summon Undead IV
Choose from the following list:
Allip
Shadow
Wight
Zombie Lord
Summon Undead V
Choose from the following list:
Mummy
Skeleton Mage*
Summon Undead VI
Choose from the following list:
?
Summon Undead VII
Choose from the following list:
?
Summon Undead VIII
Choose from the following list:
?
Summon Undead IX
Choose from the following list:
?
So, what can we suggest to fill the gaps. I'm no so familair with PF's bestiary (I tend only to look at stuff there on a case-by-case basis as it is called by a module or spell or something), so suggestions would be helpful. I'm generally looking for PF stuff (since we either play on Golarion or my homebrew campaign world (which will have it's own set of summon lists eventually (since a Dreemanhyll ghoul and a 3.x/PF ghoul are not the same monster), but I DID play Icewind Dale II, so whatever they big skeleton doofers were (Boneclaws? Bonelords?) are potentially on the table, because I am a sucker for "take stuff I've played on computer and apply to tabletop."
Obviously, there is a certain tempation for me in particular to slather the lists full of skeleton champion/mummy/zombie lord templated creatures, but I kind of want to not go overboard on that, y'know. (Besides, Luminous Assassin needs something a bit special for itself, since it actually summons something worth a frack now...!)
As my start for ten, Grave knight is an obvious consideration (since PF:KM used it for Create Undead) for Summon VI.
Apparition
Human Apparition
N Medium Undead (Incorporeal)
HD 2D8+3 (12hp) Init +0 SPD Fly 30’ (Perfect) SPACE 5/5
AC 10/10/10
BAB +1 CMB +1 (Dex) CMD 11/11
ATTACK +1 Incorporeal Corrupting Touch (D6)
SQ Darkvision 60’, Incorporeal
SV Fort +0 Ref +0 Will +3
Str - Dex 10 Con - Int 10 Wis 11 Cha 10
Fly +12, Intimidate +4, Perception +4, Sense Motive +4
Toughness
CR 1
Corrupting Touch (Su): Apparitions have an incorporeal touch attack. By passing part of its incorporeal body through a foe’s body as a Standard action, the apparition inflicts a number of D6s equal to its CR in damage. This damage is not negative energy—it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A DC 11 Fortitude save halves the damage inflicted.
Languages: Common
Apparitions are fundementally a re-skinned Petitioner, which was created for the use of the 3.Aotrs Summon Spirit spell, but it made sense to add it to the list.
Skeleton Mage (Summoned Monster)
Human Skeletal Champion Sorcerer 4
NE Medium Undead
HD 6D8+12 (39hp) Init +6 SPD 30’ SPACE 5/5
AC 14/12/12 (+2 Dex, +2 Natural)
BAB +3 CMB +3 CMD 15/13
ATTACK +5 ranged touch
+5 Launch Bolt (D8, 19-20)
2 +3 Claws (D4)
SQ Channel Resistance +4, Damage Reduction 5/Bludeoning, Darkvision 60’, Immune to Cold and Shadow
SV Fort +3 Ref +3 Will +7
Str 11 Dex 14 Con - Int 11 Wis 10 Cha 15
Concentration +11, Knowledge (Arcana) +9, Perception +5, Spellcraft +9
Deadly Aim, Point Blank Shot, Precise Shot, Improved InitiativeB
CR 5
Spells: Sorcerer Spells 7/4 Caster level 4 DC 12+lvl
0th: Acid Splash, Electric Jolt, Gnat’s Bite, Launch Bolt, Launch Item, Ray of Frost
1st: Lesser Orb of Cold, Lesser Orb of Electricity, Lesser Orb of Fire
2nd: Scorching Ray
Equipment: 10 Bolts, 10 flasks of Acid (D6)
Because Diablo 2 exists.
(Gnat's Bite is a 3.Aotrs Force offense ranged touch cantrip, for the record.)