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From the Renegade Wizard's Spellbook comes the spell Conjure (Specific Creature). This spell reads as follows:

"Conjure (specific creature)
Conjuration (Summoning)
Level: Brd, Sor/Wiz (varies, see spell effect)
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2levels)
Effect: Summons one specified creature
Duration: 1 hour/level (D)
Saving Throw: none
Spell Resistance: No

Conjure (specific creature) is not a single spell; rather it is a series of individual spells that share the same characteristics. Each version of this spell must be learned and prepared individually. Conjure (rabbit) for example, must be prepared separately from conjure (unicorn). Conjure (rabbit) would then occupy a single 0-level spell slot, while conjure (unicorn) would occupy one 2nd level slot. Knowing one variant of the spell does not grant access to any other versions – a wizard who learns conjure (light horse) would not automatically know conjure (solar), but would have to locate and learn the higher level version separately. The various versions of the spell are identical only in so far as they share similar mechanics – otherwise, they are treated as entirely different spells. The spell’s level is always ½ the specified creature’s CR. Versions that conjure creatures of CR 1 or less are always 0th level.

This spell causes creatures to appear in exactly the same manner as the summon monster and summon nature’s ally spell, save that the spell’s duration is 1 hour/caster level.
Summoned creatures are always awake and at full strength, with all normal equipment, spells and abilities available to them. Creatures that require items or weapons to be considered at full strength are always summoned fully equipped. For example, a satyr could never be summoned without his pipes. An orc would probably arrive in armour and bearing a weapon of some sort. Creatures summoned in this manner are also very typical representatives of their species and are rarely exceptional in any way (i.e., summoned creatures never arrive with magic items).

Material Components: A small bit of organic material from the type of animal being summoned such as a tuft of fur, a feather or a snake’s shed skin. Components from common creatures are usually available for free, while components from especially rare or dangerous creatures may be harder and more expensive to obtain."

My question here is - would the individual spells thus only be able to chose from those creatures listed in Summon Monster / Summon Nature's Ally, or any creatures from Beastiary I/II, or any creatures from said books of specific types?


I have a question; say a small sized character hides in a barrel with a shortbow. Can the character use an attack / move action combination to fire and then hide down within it? Would the barrel provide full cover while hiding within it as such?


Doug Miles wrote:
I think there are plans to stat out the goat, pig & fox in the Bestiary 2 per the APG Final Playtest document. And I'd love to see some stats for the chicken too :)

Sadly, they don't seem to have made it into the book


Greetings

Allow me to say: I am a huge fan of your character sheets.

Now, allow me a request:

Tome of Secrets
[Pardon the Amazon link, I couldn't find it anywhere on this site]

I acquired the Tome of Secrets book for this past Christmas, and find I utterly adore the Artificer class to the point that I have rolled one up to play in my local group starting this month.

However, as far as I (via Google) have been able to find, there is no character sheet for Pathfinder's Artificer class, nor the others listed in the book (Tome of Secret classes: Artificer, Knight, Priest, Shaman, Spellblade, Swashbuckler, Warlock, Warlord).

Would it be at all possible to add them to your beautiful collection?