A Monster for Every Season: Summer 2
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  1. - Top - End - #1
    Bugbear in the Playground
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    Default Rising Above (A Summoner's Guide to the Upper Planes)

    Originally posted on Brilliant Gameologists Forum on September 18, 2009 by Gnorman (cache)

    Rising Above
    (A Summoner’s Guide to the Upper Planes)


    - "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:

    Treantmonklvl20’s Mastering the Malconvoker
    Mxyzplk’s Legal 3.5 Summonable Monster List
    Mxyzplk’s extremely 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: These guys can do it all - melee, casting, control, whatever you need, an Overlord can most likely provide.

    For creatures without a RAW method to summon them: Here’s the Summon Monster CR scale that I’m basing the guide on. It’s a fairly lenient scale – harsher DMs might skew it down a notch or two.
    See also The Summoners Circle article in Dragon Magazine #302 pg 24 for how to add critters to your Summon Monster spells

    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 edited by Bullet06320; 2017-06-16 at 06:56 AM.

  2. - Top - End - #2
    Bugbear in the Playground
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    Default Re: Rising Above (A Summoner's Guide to the Upper Planes)

    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
    Show

    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.
    see also: Pimp my Lantern Archon

    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
    Show

    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
    Show

    Prismatic Golem
    CR: 18
    HD: 20
    How to get it: GPB with Improved Calling
    Role: Assassin
    Fluff:
    Advantages:
    Disadvantages:
    Notable SLAs: provides illumination as a daylight spell at all times
    Final Evaluation:


    Spoiler: Monster Manual IV
    Show

    Dwarf Ancestor
    CR: 6
    HD: 5
    How to get it: SM V (though only available to clerics of Moradin by RAW)
    Role: Brute
    Fluff: the spirit of an ancient dwarf hero brought back from the afterlife to serve
    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
    Show

    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
    Show

    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: death ward/aid/prayer at will, plane shift and etherneal jaunt 3/day, and raise dead 1/day
    Final Evaluation:
    Last edited by Bullet06320; 2017-06-18 at 01:55 AM.

  3. - Top - End - #3
    Bugbear in the Playground
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    Default Re: Rising Above (A Summoner's Guide to the Upper Planes)

    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
    Show


    Asura
    CR: 8
    HD: 8
    How to get it: SM VII
    Role:
    Fluff:
    Advantages:
    Disadvantages:
    Notable SLAs: At will—detect good, detect evil, discern lies, true seeing; 1/day—holy smite, magic circle against evil
    Final Evaluation:

    Bariaur
    CR: 3
    HD: 3
    How to get it: SM III
    Role:
    Fluff:
    Advantages:
    Disadvantages:
    Notable SLAs:
    Final Evaluation:

    Coure Eladrin
    CR: 2
    HD: 2
    How to get it: SM III
    Role:
    Fluff:
    Advantages:
    Disadvantages:
    Notable SLAs: At will—dancing lights, detect evil, detect magic, faerie fire; 3/day—magic missile, sleep; Alternate Form: an incorporeal ball of light; Magic Circle against Evil: constant
    Final Evaluation:

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

    Firre Eladrin
    CR: 10
    HD: 8
    How to get it: SM IX
    Role:
    Fluff:
    Advantages:
    Disadvantages:
    Notable SLAs: At will—detect thoughts, fireball, greater invisibility, persistent image, polymorph, see invisibility, wall of fire; 1/day—prismatic spray
    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: 11
    HD: 10
    How to get it: SM IX
    Role:
    Fluff:
    Advantages:
    Disadvantages:
    Notable SLAs:At will—calm animals, charm animal, dispel magic, faerie fire, speak with animals, stone to flesh; 3/day—dismissal, find the path, greater dispel magic, neutralize poison; 1/day—divine power, reincarnate.
    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: 14
    HD: 12
    How to get it:
    Role:
    Fluff:
    Advantages:
    Disadvantages:
    Notable SLAs: At will—aid, bless, bless weapon, detect poison, detect undead, greater dispel magic, divine favor, remove curse, remove fear, remove paralysis; 3/day—break enchantment, holy smite, restoration; 1/day—cloak of chaos, heal; Constant: blessed sight, discern lies, and see invisibility
    Final Evaluation:

    Sword Archon
    CR: 11
    HD: 11
    How to get it: SM IX
    Role:
    Fluff:
    Advantages:
    Disadvantages:
    Notable SLAs: At will—aid, continual flame, divination, locate creature, locate object, message; 3/day—commune, dispel chaos, mark of justice, wages of sin; 1/day—touch of adamantine
    Final Evaluation:

    Throne Archon
    CR: 15
    HD: 14
    How to get it:
    Role:
    Fluff:
    Advantages:
    Disadvantages:
    Notable SLAs: At will—atonement, break enchantment, bless weapon, blessed sight, cure critical wounds, detect evil, discern lies, greater dispel magic, hallow, mark of justice, neutralize poison, restoration, see invisibility, sending, vision of heaven; 3/day—banishment, death ward, dictum, divine favor, find the path, heal, heroes’ feast, holy sword, raise dead, greater restoration, righteous smite, shield of the archons, true seeing; 1/day—resurrection.
    Final Evaluation:

    Tulani Eladrin
    CR: 18
    HD: 18
    How to get it:
    Role:
    Fluff:
    Advantages:
    Disadvantages:
    Notable SLAs: At will—chain lightning, mass charm monster, cure serious wounds, dancing lights, detect thoughts, dispel magic, divine favor, haste, greater invisibility, major image, polymorph any object, righteous smite, greater teleport (self and 50 pounds of gear only), telekinesis, wall of force; 1/day—heal, meteor swarm,power word kill, time stop.
    Final Evaluation:

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

    Warden Archon
    CR: 8
    HD: 8
    How to get it: SM VII
    Role:
    Fluff:
    Advantages:
    Disadvantages:
    Notable SLAs: At will—aid, continual flame, detect scrying, detect thoughts, locate creature, scrying, see invisibility, true strike; 3/day—shield of the archons, true seeing
    Final Evaluation:


    Spoiler: Complete Psionic
    Show

    Sibyllic Guardian
    CR:
    HD:
    How to get it:
    Role:
    Fluff:
    Advantages:
    Disadvantages:
    Notable SLAs:
    Final Evaluation:


    Spoiler: Miniatures Handbook
    Show

    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
    Show

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


    Spoiler: Tome of Magic
    Show

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


    Spoiler: Dragon Magazine #353
    Show

    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:
    Last edited by Bullet06320; 2017-06-18 at 03:33 AM.

  4. - Top - End - #4
    Bugbear in the Playground
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    Default Re: Rising Above (A Summoner's Guide to the Upper Planes)

    Celestial Creatures, Part III


    Quote Originally Posted by Gnorman
    Should be enough. So very few good outsiders in comparison to the evulz.
    Last edited by Bullet06320; 2017-06-16 at 06:27 AM.

  5. - Top - End - #5
    Bugbear in the Playground
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    Default Re: Rising Above (A Summoner's Guide to the Upper Planes)

    well.. all the meat from the cache is added, seems to be missing some potatoes tho, looks like I got a new project to work on, I'm sure there is more located in Dragon and Dungeon as well as other odd ball sources people around this forum loves to dig up, lol

    I didn't know this thread was out there till the other day, looks likes another one on the neutral planes to find too

    I still need to fix the missing links, and a little bit more formatting, but its all here
    Last edited by Bullet06320; 2017-06-16 at 07:01 AM.

  6. - Top - End - #6
    Pixie in the Playground
     
    Planetar

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    Default Re: Rising Above (A Summoner's Guide to the Upper Planes)

    Thanks for the repost. I know it's been awhile. Is anyone still working on this? Would anyone mind if I filled in some gaps?

  7. - Top - End - #7
    Dragon in the Playground Moderator
     
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    Default Re: Rising Above (A Summoner's Guide to the Upper Planes)

    The Mod on the Silver Mountain: Turn unthread!
    Cuthalion's art is the prettiest art of all the art. Like my avatar.

    Number of times Roland St. Jude has sworn revenge upon me: 2

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