New Guide: Conjuring Your Own Army


Advice

Grand Lodge

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Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Hello! I've decided to make a guide about monster summoning. I love summoning monsters due to the extreme versatility it allows. I know there are a few guides out there already for this, but they only seem to cover the base summon monster spells from the core rulebook with a few extra things thrown in. I wanted to make something all inclusive, especially now that the Monster Summoner's Handbook is out, which added a plethora of new options. Please tell me what you think. It is obviously incomplete and I'll add stuff as I have time.

Conjuring Your Own Army


Where's blue? I like blue.

I'd prefer a kind of quick reference manual than yet another batch of opinions on which of the summons are good. Give me cross referencing, give me like six appendices, give me hyperlinks. Don't just convey MORE information, convey it more quickly, precisely, efficiently, and concisely.


Light Cyan is hard to see on a white background.

RPG Superstar 2008 Top 32

Is this going to discuss planar binding at all? Downtime plus planar binding really can mean having a personal army.


Gloomwings are extremely easy to bind and spawn multiple tenebrous worms.

Grand Lodge

Pathfinder Adventure, Adventure Path, Rulebook Subscriber
Jaunt wrote:

Where's blue? I like blue.

I'd prefer a kind of quick reference manual than yet another batch of opinions on which of the summons are good. Give me cross referencing, give me like six appendices, give me hyperlinks. Don't just convey MORE information, convey it more quickly, precisely, efficiently, and concisely.

I'm unsure how to accomplish this. The best I can come up with is a table that lists the important monster stats with links to stuff.

Grand Lodge

Pathfinder Adventure, Adventure Path, Rulebook Subscriber
Ross Byers wrote:
Is this going to discuss planar binding at all? Downtime plus planar binding really can mean having a personal army.

I could give it a little shout out, but bindings are complicated and have even more options than summoning.


Here's another guide on summoning. It includes additional summon monster options from adventure paths that aren't in your guide at the moment. Maybe it will help you out with your guide.


Thanks for the guide, Some Other Guy. I'm a big fan of summoning.

I dunno if you've already seen it but I made a handy web app for viewing or printing the DM & SNA creatures, with or without augment summon or the summoning templates

It's here

It's got the Summon Good monsters too.

You might find it useful for seeing the creature stats or just for your own play.


Here is a link to a guide called "Spells Your Summoned Monsters Can Cast" https://docs.google.com/document/d/1hXTPH3JxSDD6n0a0dS8eywpQ3we09d_ToBWaL1y phBk/edit.

If there is anyone out there contemplating writing another guide to the best summoned monsters, I ask you to reconsider.

More than one already exists.

A quick reference guide as suggested by Jaunt is a good idea.

A discussion of the various classes and archetypes that can summon, how good they are at it and so on is another idea. Its a hell of a task if attempted all at once and in detail.

And a discussion of the various feats that improve summoning ability would also not go astray. I recently created a master summoner. I sat at the computer doing searches on summon monster and feat, then made up my own mind. Some discussion of the role of summoning would not be bad, though this does exist I think.

I don't mean to put down Some Other Guy, who has spent a lot of time and made what seems to me an accurate guide.

Grand Lodge

Pathfinder Adventure, Adventure Path, Rulebook Subscriber
Joynt Jezebel wrote:

Here is a link to a guide called "Spells Your Summoned Monsters Can Cast" https://docs.google.com/document/d/1hXTPH3JxSDD6n0a0dS8eywpQ3we09d_ToBWaL1y phBk/edit.

If there is anyone out there contemplating writing another guide to the best summoned monsters, I ask you to reconsider.

More than one already exists.

A quick reference guide as suggested by Jaunt is a good idea.

A discussion of the various classes and archetypes that can summon, how good they are at it and so on is another idea. Its a hell of a task if attempted all at once and in detail.

And a discussion of the various feats that improve summoning ability would also not go astray. I recently created a master summoner. I sat at the computer doing searches on summon monster and feat, then made up my own mind. Some discussion of the role of summoning would not be bad, though this does exist I think.

I don't mean to put down Some Other Guy, who has spent a lot of time and made what seems to me an accurate guide.

Thanks for the advice and I think you're right. I'll work on making this more of a reference document.

Grand Lodge

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

I've modified this to be more of a reference for options that enhance or modify the ability to summon. What else would people like to see?

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