Using academy rules- what monsters to add to summon list?


Advice


Starfinder Charter Superscriber

We're using the magic acadamy rules from Inner Sea magic, and my character attended the acadamae. My GM is ok with me using PP to add 6 monsters to my summon lists.

The character is good aligned, and the gm goes by summoning evil is an evil act. So, I was hoping to get suggestions for good or neutral creatures, or suggestions on ways to figure out which level of summon monster a new creature should go.

We're second level. The GM plans to start Rappan Athuk when we hit 6th.

Would a silvanshee be good? And would it be SM 3?


Don't use it at such a low level, the celestial animals you can summon will cover any combat roll you could require, adding to sm3 is a bit pointless as well since its a strong list anyway and has lantern archon in it. If your going to add monsters you need to trawl bestiary 2 and 3 for achons angels and azatas. Look for outsiders with good sla's or abilities you can't get elsewhere.

I'll post a few suggestions when i'm not at work later on.


Having looked at the korvosa acadamae options in inner sea magic i'd recommend picking up the faction guide for some more generic options that you and your fellow players. One my favourites is banking a ressurection if things go badly.

On the adding monsters option the silvanshee is a pretty nifty little cr2 critter, probably better than the lantern archon at sm3 but i'd still put it on the same list. I doubt i'd summon it over a lantern archon often but its not a bad choice.

The two Deva from bestiary 2 are both excellent with some useful spell like abilities, the shield archon from the same book is an excellent bodyguard and tank.

Legion archons from bestiary 3 are quite good for sla's and an offensive summon.

I've only done good outsiders starting with A but those are all fine options for summon monster 5-9 which is where the lists start to get a bit sparse, 8 especially is a weak summon and 6 is lacking for good summoners.

I'm sure there are other outsiders out there you can add to the lists but i'd look to adding them to the higher level options as the animals in the low level options are decent anyway.

If you can swing it with your gm adding a celestial template bronze dragon or something similar would be epic.


I would recommend the Agathions. They all come with lay on hands in addition to some nice spell like abilities.
The Avoral is CR 9, the Leonal is CR 12 but has pounce and rake to go with his lay on hands plus 1 heal a day and 3 cure serious (plus a holy word roar).

The Aeons might have some nice choices for you too, Akhana have raise dead and restoration for example.


Depending upon levels you intend to reach during the game. Harbinger Archon is interesting addition to summon monster III list as an addition to Lantern Archon. While it lacks Lantern's devastating light rays it can use cure light wounds and protection from evil 3/day which may be quite useful in certain circumstances. And it's Wrath Supernatural ability is selective 5-ft burst force effect that ignores SR.


Starfinder Charter Superscriber

The intent is to try to get all the way through the dungeon of graves, if we can. So it could get up to pretty high levels, unless there's a TPK. The gm's offering insurance- if we can scare up 7k gold, 'retrieval service + raise dead' is purchasable. Sadly, that's per person; indentured servitude if we're signed up but can't pay.

And ideas on how to decided where on the SM list something like a leonal would be? Or any other of the suggestions?


General guideline to summon monster is that each spell summons creatures of certain CR or CR range.

summon monster I: CR 1/2
summon monster II: CR 1
summon monster III: CR 2
summon monster IV: CR 3-4
summon monster V: CR 5-6
summon monster VI: CR 7-8
summon monster VII: CR 9-10
summon monster VIII: CR 11-12
summon monster IX: CR 13-14

Of course assiging monsters to summon monster list requires GMs judgement and discreetion as certain abilities may have greater or lesser impact on their usability: e.g. monster whose strong suit is teleportation and teleportation-based attacks will lose much power when summoned.

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