Summon moster 1 and 2


Pathfinder First Edition General Discussion


Can i have a link to the list of things i can summon with summon moster 1 and 2


http://aonprd.com/MasterSummonList.aspx?SummonType=monster


Found an app for it


Can I ask which app that is ?
I'm looking for a good but lazy way to have summons on hand.


Pathfinder Lost Omens, Rulebook Subscriber
Nyerkh wrote:

Can I ask which app that is ?

I'm looking for a good but lazy way to have summons on hand.

OP might be referring to something else, but there is this app.


Redrazors wrote:
Nyerkh wrote:

Can I ask which app that is ?

I'm looking for a good but lazy way to have summons on hand.
OP might be referring to something else, but there is this app.

sorry for not replying sooner i foud two summoner on amazon apps or on iphone i think, and master summoner(which may be only on adroid) i had to pay for both but their worth it to me. Theyre both like $3.00 so its not too terrably bad. I would reccomend master summomer. Master summoner only has the monsters for summon monster spells but also has options that add monsters based on feats like expanded summon monster. Summomer has summon monster(but none of the expanded ones) amd wild shape aswell (again none of the expanded ones if there are any)


For the more paper oriented, I recommend reading Why Work When Others Can do it For You. A guide to summoning monsters.

Starting on page 38 is the recommended summons by level. They list a Meat, Muscle, Air, Water, and Range category. They also list some notable critters that are added by some method. [Say an AP path, a feat, a deity, a magic item, or something else.]

/cevah


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I am going to create a Rune Guardian, but with SM II. Below, in the spoilers, are the critters I plan to focus on so I don't have to do any last minute lookups. They are already upgraded with Augment Summoning.

Guide p38 and following:
Summon Monster I
Meat: Pony - it might have sucky attacks but at 17hp the enemy are going to take at least a few attacks to get through it and if it ever hits (at -1) it hits surprisingly hard. Any creature summoned with Summon Good Monster will qualify as meat - the pony might go up to at least the mid 20s hit points, but the Eagle will have at least 18 whereas Summon Evil Monster makes it a standard action.
Muscle: Eagle - triple attack with fly - really benefits from Augment. That said it needs the triple attack as each of the attacks has a hard time with anything bigger than a kobold. But three attacks at +3 to hit and d4+3 damage (including Smite Evil) is nasty at this level.
Air: Eagle - it’s the muscle choice and it flies. What more do you need?
Water: Dolphin. If that thing weren’t restricted to the water, it would be a solid second level summons. If you have the Versatile Summon Monster of course flying dolphins may be the best level 1 summon available

Summon Monster II
Meat: Lemure - DR/5 Good or Silver is the toughest - but eagles hit harder (Summon Evil Monster summons it as a standard action). Like the Pony at level 1 they hold somewhere but the enemy might as well take the opportunity attack (+4 to hit, 1d4+2 damage) and walk round them. If you don’t want a demon or you want to hurt the enemy a Small Mud Elemental can’t be ignored because it attacks at +7 to hit with a DC14 entrapment effect.
Muscle: Hardest hitting is the Small Earth Elemental which when augmented and power attacking people on the ground attacks at +8 to hit for 1d6+11 damage (and can take advantage of charging) - this will be useful right up to Summon Monster 4. A flock of eagles is also a pretty good choice unless the enemy has serious AC.
Air: For damage you want a flock of eagles assuming soft targets. For armoured targets, the Small Lightning Elemental is very accurate and can push people down into reach - or the Small Air Elemental can pull slow targets into reach (depending on how you rule the whirlwind’s effectiveness).
Water: Pure water at this level is multiple dolphins unless you’ve a real use for whirlwinds - while the Small Ice Elemental can come out of the water if the targets leave or run out.
Ranged: Giant Spider, has a +5 ranged touch web attack that will entangle if it hit which means -2 to hit, -4 to dex (ie AC) and half movement (ie no 5ft step), great support for challenging melee threats.

Elemental (small) - Elementals are all beatsticks with some secondary use. Generally earth for beatsticks, air for scouting, and hybrids for making the monsters’ lives miserable.
Small Earth Elemental - Burrow and Tremorsense. A.k.a. Hide and Seek. Can bash people on the ground with Power Attack at +8 to hit, 1d6+11 damage on a power attack. Ouch.
Small Air Elemental - Fly 100ft/round, stealth +11. Useful as scouts and for a DC14 whirlwind - but please note that there is a dispute about whether you use the size of the elemental or size of the whirlwind for what you can pick up.
Small Fire Elemental - Nope. Burning isn’t strong or fast enough. No other uses
Small Water Elemental - in water (dolphins are better) or for putting out fires only. The underwater whirlwind is subject to the same argument that the air elemental’s is.
Small Lightning Elemental - It flies, and gets a bonus to hit against people carrying metal. Also has an excellent charging trip or disarm as a one-shot tactic (against people carrying metal)
Small Magma Elemental - Turns a square into molten magma for a few rounds - nice to hold the line. They also burrow, but again edge case. Unless on magma go for one of the others.
Small Mud Elemental - On land a second rate earth elemental other than a DC14 entrap rider on its attack (entrap is admittedly very good). In the water a water elemental is faster and gets a vortex. But earth elementals suffer badly in the water and water are worse on land.
Small Ice Elemental - Like Mud elementals they are amphibious (as well as excellent on snow) - but are better underwater than on land. Also its Stagger works while entrap washes away - but Stagger doesn’t threaten Helpless, and it doesn’t get tremorsense or earthwalk.
Small Aether Elemental (Bestiary 5) can fly and use telekinetic throw +5(d8+2) which will damage also thrown object or creature and has point blank shot (+1 to attack rating and damage when 30 feet or closer). Also has telekinetic invisibility, blindsense and darkvision (both 60 feet) and Intelligence score 4, so you can direct it and it speak all elemental languages :)

SM I with Augment Summoning:
Dolphin; Medium animal
This streamlined, fish-like mammal has sparkling eyes over a smiling mouth filled with hundreds of teeth.
Init +2; blindsight 120 ft., low-light vision; Perception +9; swim 80 ft.
HP: 15 (2d8+6); AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
Fort +6, Ref +5, Will +1; SR 5
slam +5 (1d4+3) ; smite alignment (+0/+2)
Str 16, Dex 15, Con 17, Int 2, Wis 13, Cha 6; BAB 1; CMB 4; CMD 16
Feats: Weapon Finesse; Skills: Perception +9, Swim +15; Racial: +4 Perception
Hold Breath (Ex) A dolphin can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.

Eagle; Small animal
This magnificent bird of prey has dark feathers save for those on its head, which are pure white.
Init +2; low-light vision; Perception +10; 10 ft., fly 80 ft. (average)
HP: 7 (1d8+3); AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
Fort +5, Ref +4, Will +2; SR 5
2 talons +3 (1d4+2), bite +3 (1d4+2) ; smite alignment (+0/+1)
Str 14, Dex 15, Con 16, Int 2, Wis 15, Cha 7; BAB 0; CMB 1; CMD 13
Feats: Weapon Finesse; Skills: Fly +8, Perception +10; Racial: +8 Perception

Pony; Medium animal
This squat equine plods forward with large, curious eyes. As it nears, it extends its muzzle, clearly expecting a treat.
Init +1; low-light vision, scent; Perception +5; 40 ft.
HP: 17 (2d8+8); AC 11, touch 11, flat-footed 10 (+1 Dex)
Fort +7, Ref +4, Will +0; SR 5
2 hooves -1 (1d3+2) ; smite alignment (+0/+2)
Str 17, Dex 13, Con 18, Int 2, Wis 11, Cha 4; BAB 1; CMB 4; CMD 15 (19 vs. trip)
Feats: Endurance, Run; Skills: Perception +5
Docile (Ex) Unless specifically trained for combat (see the Handle Animal skill on page 97 of the Pathfinder RPG Core Rulebook), a pony's hooves are treated as secondary attacks.

SM II with Augment Summoning:
Giant Spider; Medium vermin
A spider the size of a man crawls silently from the depths of its funnel-shaped web.
Init +3; darkvision 60 ft., tremorsense 60 ft.; Perception +4; 30 ft., climb 30 ft.
HP: 22 (3d8+9); AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
Fort +6, Ref +4, Will +1; immune mind-affecting effects; SR 6
bite +4 (1d6+2 plus poison); web (+5 ranged, DC 14, hp 2); smite alignment (+0/+3)
Str 15, Dex 17, Con 16, Int -, Wis 10, Cha 2; BAB 2; CMB 4; CMD 17 (29 vs. trip)
Skills: Climb +18, Perception +4 (+8 in webs), Stealth +7 (+11 in webs); Racial: +4 Perception, +4 Stealth (+8 in webs), +16 Climb
Poison (Ex) Bite-injury; save Fort DC 16; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save.

Lemure [LE]; Medium outsider (devil, evil, extraplanar, lawful)
A roiling wave of f lesh gushes forward. Amid the fatty surge wriggle half-formed limbs and a dripping tumorous face.
Init +0; darkvision 60 ft., see in darkness; Perception +0; 20 ft.
HP: 17 (2d10+6); AC 14, touch 10, flat-footed 14 (+4 natural)
Fort +6, Ref +3, Will +0; 5/good or silver; immune fire, mind-affecting effects, poison; Resist acid 10, cold 10; SR 5
2 claws +4 (1d4+2)
Str 15, Dex 10, Con 16, Int -, Wis 11, Cha 5; BAB 2; CMB 4; CMD 14

Small Aether Elemental; Small outsider (aether, elemental, extraplanar)
Aether elementals are made of living aether, the rare fifth element that arises on the Ethereal Plane near the borders of the Elemental Planes.
Init +6; blindsense 60 ft., darkvision 60 ft.; Perception +5; fly 60 ft. (good)
HP: 17 (2d10+2); AC 14, touch 16, flat-footed 14 (+3 deflection, +2 Dex, +1 size)
Fort +6, Ref +5, Will +0; telekinetic deflection; immune elemental traits, force
slam +6 (1d4+3); telekinetic maneuver, telekinetic throw [480’, 100#] +5 (1d8+2) [Point-Blank Shot] (Fort DC 14 Neg)
Str 16, Dex 15, Con 16, Int 4, Wis 11, Cha 11; BAB 2; CMB 4; CMD 17
Feats: Improved Initiative, Point-Blank Shot; Skills: Acrobatics +6, Fly +12, Perception +5, Stealth +11; Languages: Aquan, Auran, Ignan, Terran
Telekinetic Invisibility (Ex) = Imp Invisibility. As this ability is inherent, it is not subject to effects such as invisibility purge.
Telekinetic Throw (Ex) Deals the listed damage to both the thrown creature or object and the target.
Telekinetic Deflection (Su) An aether elemental gains a deflection bonus to its AC equal to its Constitution modifier.
Telekinetic Maneuver (Su) An aether elemental can attempt a ranged combat maneuver check, as per telekinesis, with a CMB equal to its Hit Dice + its Dexterity modifier.

Small Air Elemental; Small outsider (air, elemental, extraplanar)
This cloud-like creature has dark hollows reminiscent of eyes and a mouth, and a howling wind whips it into ominous shapes.
Init +7; darkvision 60 ft.; Perception +4; fly 100 ft. (perfect)
HP: 17 (2d10+2); AC 17*, touch 14*, flat-footed 14* (+3 Dex, +3 natural, +1 size)
Fort +6, Ref +6, Will +0; air mastery; immune elemental traits
slam +6 (1d4+3); whirlwind (DC 12)
Str 16, Dex 17, Con 16, Int 4, Wis 11, Cha 11; BAB 2; CMB 4; CMD 17
Feats: Flyby Attack, Improved Initiative, Weapon Finesse; Skills: Acrobatics +7, Escape Artist +7, Fly +17, Knowledge (planes) +1, Perception +4, Stealth +11; Languages: Auran
Air Mastery (Ex) Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.
Whirlwind Whirlwind Elemental Height Weight Save DC Height Small 4 ft. 1 lb. 12 10-20 ft. Medium 8 ft. 2 lbs. 14 10-30 ft. Large 16 ft. 4 lbs. 18 10-40 ft. Huge 32 ft. 8 lbs. 22 10-50 ft. Greater 36 ft. 10 lbs. 23 10-60 ft. Elder 40 ft. 12 lbs. 27 10-60 ft.
Small: 4’ 1# Reflex DC 14 Whirlwind Height 10’-20’ for 1 round

Small Earth Elemental; Small outsider (earth, elemental, extraplanar)
This hulking, roughly humanoid creature of dirt and stone explodes up from the earth, faceless save for two glowing gemstone eyes.
Init -1; darkvision 60 ft., tremorsense 60 ft.; Perception +4; 20 ft., burrow 20 ft., earth glide
HP: 17 (2d10+2); AC 17, touch 10, flat-footed 17 (-1 Dex, +7 natural, +1 size)
Fort +6, Ref -1, Will +3; immune elemental traits
slam +8 (1d6+7) [+7 (1d6+10) w/PA]; earth mastery
Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11; BAB 2; CMB 6; CMD 15
Feats: Improved Bull Rush, Power Attack; Skills: Appraise +1, Climb +9, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7; Languages: Terran
Earth Glide (Ex) If protected against fire damage, it can even glide through lava. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)

Small Fire Elemental; Small outsider (elemental, extraplanar, fire)
This creature looks like a living, mobile bonfire, tongues of flame reaching out in search of things to burn.
Init +5; darkvision 60 ft.; Perception +4; 50 ft.
HP: 15 (2d10); AC 16, touch 13, flat-footed 14(+1 Dex, +1 dodge, +3 natural, +1 size)
Fort +5, Ref +4, Will +0; immune elemental traits, fire; Resist vulnerability to cold
slam +4 (1d4+2 plus burn); burn (1d4, DC 11)
Str 14, Dex 13, Con 14, Int 4, Wis 11, Cha 11; BAB 2; CMB 3; CMD 15
Feats: Dodge, Improved Initiative, Weapon Finesse; Skills: Acrobatics +5, Climb +6, Escape Artist +5, Intimidate +4, Knowledge (planes) +1, Perception +4; Languages: Ignan

Small Ice Elemental; Small outsider (air, cold, elemental, extraplanar, water)
From the waist up, this icy creature's features are humanoid, but below its body is a snake-like, slithering tail.
Init -1; darkvision 60 ft., snow vision; Perception +5; 20 ft., burrow (ice and snow only) 20 ft., swim 60 ft.
HP: 17 (2d10+2); AC 16, touch 10, flat-footed 16 (-1 Dex, +6 natural, +1 size)
Fort +6, Ref +2, Will +0; immune cold, elemental traits; Resist vulnerable to fire
slam +6 (1d4+3 plus 1d3 cold); numbing cold (DC 14)
Str 16, Dex 8, Con 17, Int 4, Wis 11, Cha 11; BAB 2; CMB 4; CMD 13 (can't be tripped)
Feats: Power Attack; Skills: Knowledge (planes) +2, Perception +5, Stealth +8, Swim +11; Languages: Aquan
Ice Glide (Su) A control water spell cast on an area containing a burrowing ice elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Icewalking (Ex) = spider climb on ice. Can run or charge on ice without penalty.
Numbing Cold (Su) When an ice elemental deals cold damage to a creature, that creature must succeed on a Fortitude save or be staggered for 1 round. The save DC is Constitution-based.
Snow Vision (Ex) Can see perfectly well in snowy conditions & doesn’t take penalties on Perception checks in snow.

Small Lightning Elemental; Small outsider (air, elemental, extraplanar)
This creature looks like a dark storm cloud, with sparks suggesting eyes and long sweeping arms charged with bolts of lightning.
Init +6; darkvision 60 ft.; Perception +5; fly 100 ft. (perfect)
HP: 15 (2d10); AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
Fort +5, Ref +5, Will +0; immune electricity, elemental traits
slam +5 (1d4+2 plus 1d3 electricity); metal mastery, spark leap
Str 14, Dex 15, Con 14, Int 4, Wis 11, Cha 11; BAB 2; CMB 3; CMD 15
Feats: Improved Initiative, Weapon Finesse; Skills: Acrobatics +7, Escape Artist +6, Fly +12, Knowledge (planes) +1, Perception +5; Languages: Auran
Metal Mastery (Ex) A lightning elemental gains a +3 bonus on attack rolls if its opponent is wearing metal armor, is wielding a metal weapon, or is made of metal (such as an iron golem).
Spark Leap (Ex) A lightning elemental gains a +10 bonus on bull rush, disarm, overrun, and trip attacks when it charges a creature against whom its metal mastery ability applies.

Small Mud Elemental; Small outsider (earth, elemental, extraplanar, water)
This animate pile of mud seems barely able to maintain the semblance of a humanoid form made of dripping sludge.
Init -1; darkvision 60 ft., tremorsense 30 ft.; Perception +5; 20 ft., burrow 10 ft., swim 30 ft.; earth glide
HP: 17 (2d10+2); AC 16, touch 10, flat-footed 16 (-1 Dex, +6 natural, +1 size)
Fort +6, Ref +2, Will +0; immune acid, elemental traits
slam +7 (1d4+5 plus entrap); entrap (DC 12, 10 minutes, hardness 5, hp 5)
Str 18, Dex 8, Con 17, Int 4, Wis 11, Cha 11; BAB 2; CMB 5; CMD 14
Feats: Improved Bull Rush, Power Attack; Skills: Climb +8, Escape Artist +3, Knowledge (planes) +1, Perception +5, Stealth +7, Swim +12; Languages: Terran
Earth Glide (Ex) A move earth spell cast on an area containing a burrowing mud elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Entrap (Ex) The mud from an elemental's entrap ability can be washed away in 1d3 rounds of immersion in water.

Small Magma Elemental; Small outsider (earth, elemental, extraplanar, fire)
This rocky monster glows with an internal heat. Red light spills from its eyes and mouth, as well as fractures in its outer surface.
Init +3; darkvision 60 ft.; Perception +5; 20 ft., burrow 20 ft.; earth glide
HP: 15 (2d10); AC 15, touch 10, flat-footed 15 (-1 Dex, +5 natural, +1 size)
Fort +5, Ref +2, Will +0; immune fire, elemental traits; Resist vulnerable to cold
slam +5 (1d3+2 plus burn); burn (1d4, DC 9), lava puddle
Str 14, Dex 8, Con 15, Int 4, Wis 11, Cha 11; BAB 2; CMB 3; CMD 12
Feats: Improved Initiative; Skills: Knowledge (dungeoneering) +2, Perception +5, Stealth +8; Languages: Ignan
Burn (Ex) A magma elemental's burn DC includes a -2 racial penalty, as their fires don't burn quite as hot as true elemental flames.
Earth Glide (Ex) A move earth spell cast on an area containing a burrowing magma elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Lava Puddle (Su) Once per day as a full-round action, a magma elemental can vomit forth a puddle of lava (CRB p444) that fills its space to a depth of 2-3 inches and counts as difficult terrain. Any creature that moves through this puddle of lava takes 2d6 points of fire damage. This damage continues for 1d3 rounds after the creature leaves the lava pool, although then it only inflicts 1d6 points of fire damage per round. The lava puddle solidifies and is safe to touch after a number of rounds equal to the elemental's Hit Dice. At the GM's discretion, this puddle of lava could start secondary fires.

Small Water Elemental; Small outsider (elemental, extraplanar, water)
This translucent creature's shape shifts between a spinning column of water and a crashing wave.
Init +0; darkvision 60 ft.; Perception +4; 20 ft., swim 90 ft.
HP: 17 (2d10+2); AC 17, touch 11, flat-footed 17 (+6 natural, +1 size)
Fort +6, Ref +3, Will +0; immune elemental traits
slam +7 (1d6+5); drench, vortex (DC 13), water mastery
Str 18, Dex 10, Con 17, Int 4, Wis 11, Cha 11; BAB 2; CMB 5; CMD 15
Feats: Power Attack; Skills: Acrobatics +4, Escape Artist +4, Knowledge (planes) +1, Perception +4, Stealth +8, Swim +16; Languages: Aquan
Drench (Ex) The elemental's touch puts out nonmagical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).
Vortex (Su) A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack (see p306), but can only form underwater and cannot leave the water. DC 13 Vortex 10-20’ for 1 round.
Water Mastery (Ex) A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a -4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.

/cevah

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