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yea, I been grabbing and reposting stuff so its not lost, I put it up at GitP too, so there's deuplication

Resource & Handbook Submission / Special Materials Index
« on: June 27, 2017, 06:44:01 AM »
Originally posted by terronus on 21 Dec, 2008 on the WOTC boards, and can also be found on GitP

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"Prove me wrong."

The following Items are choices to consider for the aspiring Spell Scribe.

Dedicated Wright [2100gp + 160XP] {ECS}
The most time efficient method for crafting not just scrolls, but Magical Items in general. Simply put, it crafts items in place of its Master, whom need only waste an hour on it for it to get started. Then you can go and adventure away. Only Available to Artificers or those with the Craft Construct Feat, so the Quill of Scribbing is the preferred option for non-Artificers. Too bad they can’t help you craft multiple items a day.

Quill of Scribing [1750gp] {CM}
This Handy little item when activated crafts a Scroll for you. And if you want it is easy to craft by Lv5 as well. Like a Dedicated Wright for any kind of Crafter, it allows you to keep adventuring while continuing to produce scrolls. It is naturally limited to only scrolls however, but Wizards, Archivists, and other non-Artificers will fine this extremely useful. The only problem I see is that, like Dedicated Wrights, it does not allow you to craft more than one magic item a day. It is also limited to 1 single spell per scroll a day. Bummer, but it is still worth picking up one.

The Autoscribe [55000gp]
Similar to the above this item crafts scrolls for you. Unlike the above however this item has a few advantages and disadvantages associated with it. The device can be taught 10 spells (of any level) and hold material components to craft the 10 spells 10 times each. The ten spells cannot be a mix of Arcane and Divine spells. To teach it a spell you need to copy a scroll onto it (I don’t think this uses up the scroll, just that you need a base scroll to teach it).
There are two advantages to the Autoscribe. A) It does not count as you crating the item, so you craft scrolls alongside an activated Autoscribe. B) The Scrolls take 1 hour per spell level to create (in addition to 1 hour to fill it with materials), so you can produce multiple scrolls a day, including two 9th level Scrolls in 19 Hours. However there is a drawback, it does not look like you can apply any abilities that reduce costs to the Autoscribe, as it is not you crafting the item, and it in fact doubles the XP cost of the scroll (and doubles that cost for Artificers).
The Autoscribe is potentially worth it if you need to produce multiple scrolls quickly, but most will fine it to cost too much to use regularly.

Infinite Scrollcase [2800gp] {MiC}
This item can hold up to 50 scrolls in it (in other words 300 spells, or more with Ghost Writing). This in itself is nothing that a Handy Haversack could not do. It however has two more functions. First it provides a +4 Competence bonus to casting defensively with scrolls stored in the Scrollcase. And Second and most importantly, the scrollcase allow you to retrieve a scroll from it as part of a move action (note, NOT as a move action). So you can pull out a scroll and move in the same round. In Mid battle this also means you do not need to drop your scroll mid-battle, as you can use a Move Action to store the scroll in the Scrollcase and pull out another scroll. Very Handy. A must have.

Spellsight Spectacles [2500gp] {MiC}
Gives you a +5 competence bonus to deciphering scrolls with Spellcraft (mostly worthless) and to activating scrolls with Use Magical Device (which is great). If you are lacking a competence bonus to Use Magical Device as large as this, and need an extra boost to use Scrolls effectively, this is for you.

Caster’s Shield [3153gp] {SRD}
Essentially a Light Shield with a spot which can have a single scroll made on it (reusable). The Scroll only cost half the normal gp, which is nice, but it can only be of up to 3rd level. Still, as a Light Shield it does not hinder your ability to hold another scroll in it. Best spells to put on it are emergency spells, like Close Wounds, or Feather Fall. Either way it is a 7th spell in hand. And naturally provides a Shield bonus to AC.

Spare Hand [12000gp] {MoE}
An extra hand which can be used to handle items for it’s user. It cannot activate magic items, but the extra hand can be used to swap items between your other hands as a free action.  Note however that you do not need to be holding a Scroll to activate it (need clarification), all you need is to be able to see and read the writing on the scroll. Beyond this it also has enhanced uses if you power it with a Infusion. Of note is the ability to stow an item or retrieve a stored item as a free action once per round (essentially Quick Draw on any item once per turn) by spending a 1st level infusion on it. The other two enhance it further by letting you weild a shield in it or use a light weapon with it, but are not especially amazing. It also provides a +2 competence bonus to Climb, Escape Artist, and Grapple checks.

Scarf of Spellcatching [18000gp] {DMG2}
This item grants a +2 Luck bonus vs Spells and Spell-like abilities. In addition to this, it can absorb a spell you successfully save against, as long as that spell specifically targets you, and you can cast that spell as if it were being cast from a scroll with a UMD check. It can only absorb up to 20 spell levels, and after that it destroyed. Note however that if an incoming spell has a higher spell level then it can absorb, the spell is completely negated, with no need to save (then it is destroyed). Overall a bit expensive for a temporary item, but at mid-levels it can absorb a BGs spells which may be higher level then you normally have access to, giving you extra fire power, and negating any spell bigger than it can hold is a life saver.

Casting Glove [25000] {MiC}
Acts as a glove of storing, but you can activate any magic item stored in it as if you were holding it. Essentially it lets you keep an extra scroll in hand. Also if I am reading correctly, activating a magic item without retrieving it from the gloves requires a standard action, meaning scrolls with casting times of 1 round or greater can be cast as a Standard action from a Caster glove. I must be misreading here.

Robe of Many Sigils [7300gp] {F&P}
This item can have up to 10 spells (any level) scribed on it as if it was a scroll, and the spells cast from it are cast as if scrolls. Really handy item which adds 10 more spells to your total spell count in hand. I don’t believe you can use Ghost Writing with it, so it is best to scribe your 7th level or higher spells onto this when you gain access to them. Note you need 8 ranks in Craft(Weaving) to inscribe the spells however, so some characters with limited Skill Points may have to skip this.

Optional Spell Components [Various] {CM/CC}
OSCs can increase the effectiveness of a scroll dramatically. The costs are equal to the OSCs base cost * the spell level of the spell being applied to. Do note that once you scribe the scroll, with Ghost Writing you can multiply the effects of the OSCs over multiple castings, until you use the base scroll for some reason. You can only apply these to non Metamagiced spells, and only 1 can effect a spell. Not very good for higher level spells overall, but definitely great for anything Ghost Writeable.
Angel Down/Fairy Dust/Possibility Dust/Serpents Tongue: Extends Abjuration/Transmutation/Creation/Enchantment spells, respectively.
Devil's Eye/Dragon's Tear: Heightens Spell Level by 1 (which means +2 CL/+1 DC) to Divination/Fire or mind-affecting spells, respectively.
Fairy Button/Singing Shell: Widens Illusion/Sonic spells, respectively.
Golden Desert honey: Rapids Summoning Spells (Casting time 1 full action = 1 standard).
Singing Shell: Enlarges ranged Sonic Spell.
Ashes of Power: Roll Twice and choose better result for Dispel Magic or Break Enchantment


The thing about Spells in Scrolls is, unlike spells cast by Spellcasters, they have low DCs that you cannot boost easily, and are not worth boosting for that matter. So when choosing spells for your scrolls, spells that do not allow Saving Throws, have effects which either have reduced effects with a save or effects separate from the ones which allow a save, or spells that buff allies are the best choices. At higher levels, a Scrolls Save DC would likely only be failed on a 1 by the average character. Also be weary of SR, as spells crafted at lower levels will have hard times piercing SR, and while not as devastating as DCs, it can hamper your effectiveness.

Spell Suggestions
I will only be suggesting Spells from Base Classes and the usual Prestige Class spell lists. I am well aware of some of the obscure spell lists of some prestige classes like the Trapsmiths 1st Level Dispel Magic, as well as some of the cheese that allows for instance 9th level spells at CL1. While most dedicated Scroll Users will be Artificers and have access to some of this cheese, I’d like to show options available to, for instance, the Wizard who can’t craft scrolls with these spells. There are already lists out there which will list the low level spells for you. If you see a spell here you want lower, go look at those lists.

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originally posted by TC X0 Lt 0X on minmax on November 09, 2011
Author's Disclaimer: I am not an exact expert at the rules of D&D, particularly in the finer details, and this Guide is likely full of many errors and I may very well be spouting nonsense and have no idea what I am talking about. I decided to make this guide in my spare time as a means to understand the potential of one of the character I am currently playing in a orderly fashion, and as a way to share my findings to those unaware of the potential of scrolls. Feel free to point out any mistakes I’ve made, as I certainly won’t see them, and I don’t want to be putting out false information to the masses.

Papyrus & Ink:
A Player's Guide to Scrolls for the Aspiring Spell Scribe

"Thats no wand, its a Metamagic Rod! And who says he's a Dwarf? Clearly a larger then average Gnome!"


As a player I have always noticed that scrolls have always been considered a backup item, used for emergency situations where specific spells, otherwise rarely prepared, are necessary to progress or survive. In always bothered me that while many classes have Scribe Scroll as a bonus feat, it almost always goes unused except in a once in a great while, when it can be used instead to generate resources daily for minimum investment, especially at lower levels when for most spellcasters have few spells a day. And always, they took backseat to Wands and Potions at lower levels, and staffs at higher levels, some for more obvious reasons, others not so much.
With this guide I plan to show the player base how to utilize their Scribe Scroll feat and Scrolls to the fullest extent, as well as how to become a Master Spell Scribe, able to produce Scrolls that cast spells more efficiently than actual spellcasters with the same spell.

Scrolls 101

Scrolls are different from Wands and Staffs. Unlike them, which have charges, Scrolls are one time use. Generally speaking, Player’s get scrolls as random loot or from shops for situational spells needed only once in a while.
The Scroll’s greatest rival is the Wand. Each has its Advantages and Disadvantages, which I will list below

Spell Completion Item  Spell Trigger Item
Can have spells of up to 9th levelCan have spells of up to 4th level
Single use per spell on scroll50 charges (uses) per wand
Can hold different kinds of spellsCan hold one spell
DC 20 + Caster Level to activate with UMDDC 20 to activate with UMD
Potential for Scroll MishapsNo Mishaps
25 x level of spell x level of caster in GP750 x level of spell x level of caster in GP (or 15 x level of spell x level per charge)
Bonus Feat for Multiple Classes at 1st levelRequires Caster Level 5th
Provokes an Attack of OpportunityDoes not provoke an Attack of Opportunity
Little support from Feats and ItemsGreat support from Feats and Items

So Scrolls have a greater power potential then Wands, and craftable from 1st Level, however harder and more dangerous to use then Wands. Scrolls cost more than Wands per use, but generally speaking players are not going to need 50 copies of the same spell on an item. If they needed that many of the same spell, they would prepare it or put it on their spell lists. Only spells like Lesser Vigor and the like are placed on Wands by the average party. And as will be shown, it is possible to make Scrolls much cheaper than Wands with dedication, eventually becoming free.

With access to higher level spells the powers of Scrolls over Wands is obvious in most situations. Scrolls may have a more difficult time with Blasting then wands, given that wands have lots of support which allow multiple wands to activate at once, and stacking Metamagic is easier as well with Metamagic Spell Trigger (for Artificers), but Scrolls do have access to extra spell levels for Metamagic with lower level spells, and they do have the similar Metamagic Spell Completion, which while only usable a certain amount of times per day, does bridge the gap. And unlike Wands, Scrolls are not as wasteful with such optimizations (or at all if you are crafting at 100% cost reduction).

Another Advantage of Scrolls over Wands is the ability to have multiple spells on a single scroll, while a Wand can only have its base spell. The DMG states a Scroll can be a “collection of spells”. The DMG does not directly specify how many spells can be on a single scroll, which potentially means it can be limitless. To be fair however, the Random Treasure Tables for Scrolls list 3 types of Scrolls, ‘Minor’, ‘Medium’, and ‘Major’. The Major scroll can have 1d6 spells total, or in other words, 6 spells maximum. As far as I know, this example shows the highest number of spells on a scroll printed, so I am to assume this is an acceptable maximum. But still, this means a character does not need to be pulling out new scrolls every round.

One Major obstacle for a Scroll user is that you can only make 1 scroll a day at best, unless you are using one of the magical items that lets you otherwise. With the above on how a scroll can have multiple spells however, it is clear that making a scroll a day does not necessarily mean a spell a day. It does get a bit hazy though, as the crafting rules for scrolls list the cost as ‘1/2 x 25 x level of spell x level of caster’. This does not account for the possibility of creating a scroll with multiple spells. I think the best assumption to go with here is you calculate each spell to be put on the scroll separately, then add the final numbers together for the final price of the scroll. With this we can craft 6 Spell Scrolls each day (assuming the base price does not exceed 1000gp). If this does not seem right to you however, then going with the idea of 1 spell a day for a scroll should also be fine.

To be fair, Let’s compare the Scroll to the two other expendable Magic Items in the SRD, Potions/Oils and Staffs.

   Spell Trigger Item
Can have spells of up to 3rd levelCan have spells of up to 9th level
Single Use Item50 charges (uses) per Staff
Can hold one spellCan hold multiple spells
Can be used by any characterDC 20 to activate with UMD
No Mishaps   No Mishaps
50 x level of spell x level of caster in GP    300 + 750 x level of highest level spell x level of caster + Other Potential costs in GP
Requires Caster Level 3rdRequires Caster Level 12th   
Provokes an Attack of Opportunity   Does not provoke an Attack of Opportunity
Can use Users Stats for DC   
Little support from Feats and ItemsLittle support from Feats and Items

Potions/Oils have an advantage in being able to be used by anyone, but have the lowest max spell level and cannot be used for offensive spells. It also costs more than other items per use. Generally Potions are for characters unable to use the other options available, and when you craft them, you are generally crafting them for other players, not yourself.
Staffs are by far the most powerful item of the bunch, essentially Wands+. It has essentially the same price as wands, can hold multiple spells by increasing the price, can use 9th level spells, and most importantly can have DCs higher than the Base DC of the spell. When it comes to no Save Spells, it is pretty evenly matched to scrolls, though potentially either cheaper or more expensive in use. It can use some support that Wands have also being a Spell Trigger item, but it falls short of some of the best ones. In the average users hands, Staves are superior, but Scrolls come out to be superior in the hands of a dedicated Spell Scribe, being the most cost efficient of any of the items when crafted by them.

Making Scrolls

"Spell Scribe hard at work on a Scroll."

When making scrolls there are three things you need. The Feat to make them (Scribe Scroll), the spell to be put on the scroll, and the costs.
It is entirely possible for multiple characters to work on an item and add the necessary requirements, and this is suggested, as it is a way to get spells not normally on your list onto a scroll. Even Artificers benefit from this, letting them skip the need to make a UMD check while crafting.
One character has to be designated the creator when crafting an item. Generally speaking you want to be the creator, as you will have be able to lower the cost requirements (and as far as I remember, the creator must have the feat and provide the XP).

For prepared casters, you must expend the spell being used for crafting for that day. This may come out as a disadvantage, but it is not much of one when you consider the following. On off days you will not need to worry about spells unless you are ambushed for instance. Also, while you may lose a spell for that day, you get the spell back and keep the spell for as long as you need to until you use it. If you are using some method of crafting while adventuring, if you had one day prior for crafting, you should have 1 scroll. The next day when you craft, you expend a spell, but have the scroll to fill in the gap. There is a decent chance you will never even use all our spells at mid levels, so the loss of a spell is  no big deal, and if you do get to that point, the scroll will cover the loss for the day. If not, you get to keep the scroll for the following day and get an extra scroll to add to your pool as well. On that day you will actually have more spells then usual. And there is always the possibility you will have an extra spell unused at the end of the day as well, and you can use that spell with a Quill of Scribing or similar to craft while you sleep. So generally speaking, it is almost always worth it to craft a scroll each day as a prepared caster.

For spontaneous casters, scrolls are not much of a hindrance to create but are also not as useful. You don't need to spend a daily spell to crate a scroll, so you can have a scroll made everyday with no drawback. But Spontaneous Caster always have access to all there known spells, and have plenty of spell slots to boot. for the spontaneous caster, crafting a scroll is all about having more spells of your highest level available. For instance, instead of starting everyday with four 4th level spells, with a Scribe Scroll you can have five 4th level spells a day. If you don't use that scroll, you will have six 4th level spells the next day. So when the day comes when you have exausted all your spells, you can potentially have an extra set of spells to almost just as powerful as your actual spells. So generally speaking, it is almost always worth it to craft a scroll each day as a spontaneous caster.

Scrolls & You

What scrolls are to you as a player is different based on your occupation in the party and your goals as a character.

Character with UMD (such as a Rogue or Factotum):
An extra tool to get a job done and to add versatility and power to your character.

Character with Scribe Scroll (Such as an Archivist, Artificer, or Wizard)
A means to produce extra resources or prepare a tool for out of combat or situational circumstances.
With investment into a Quill of Scribing, 1 to 6 extra prepared spells a day (depending on spell level) which you can keep until they are used, which cost a small amount of GP and an unnoticeable amount of XP.

Aspiring Spell Scribe (Character with one or more levels into Unbound Scroll)
A weapon and tool you can build with any situation in mind, and keep in hand until that situation presents itself, be it today, or 10 years from now. All for either cheap or free. Each day (or 4). Anything unused is saved for a later date, and there is no limit to the amount you can save.


"... Racism."

If you are not dedicating yourself to the Ways of the Quill, this section is not for you.
For the dedicated Spell Scribe, you have two options. Gnome and Gnome.

I mean Changeling with Racial Emulation, if you don’t want to be all Gnomey (Who wouldn’t want to be a Gnome though). Still, you’ll have to look like a Gnome regardless anyways, so again, your options are Gnome and Gnome.
Reason being is you must have the Mark of Scribing to get into Unbound Scroll, which is exclusive to Gnomes.
Here is a list of Gnomish Races, for you to choose your preferred choice.
There is an option available HERE which allows other races to have Dragonmarks not normally available to them (look at side bar 'Reincarnation in Eberron'). With this it is possible to be, for instance, a Human Unbound Scroll. If you manage to convince your DM to let you be Reincarnated, then I suggest going with the preferred race for your class. Not all DMs will let you use this obscure options though, so be ready to get all Gnomey.

Rock Gnomes {SRD}
Standard Gnome, and nothing to amazing. For some reason you can talk to animals that are burrowing mammals 1/day, but with a scroll you can talk to any animal. Weird regardless.

Forest Gnomes {SRD}
Similar to Rock Gnomes overall, but are far stealthier. Instead of being able to talk with burrowing mammals once a day they have Pass without Trace at will on themselves, making them virtually untrackable. They also have a +4 to Hide (or a +8 in forests) so your average Forest Gnome is better at hiding then most Human Rogues, once you account their Size. Oh, and they hate reptiles. Get a Lizard as a Familiar!

Deep Gnomes – Svirfneblin {SRD}
Bigger, badder Gnomes whom live in the Underdark. They have some strong bonuses to losts of their defenses and come with the usual Gnome fair of Racial Abilities, but their racial ability modifiers are really bad, with a -4 Charisma being the worst, making it extremely difficult to use Scrolls as Artificers. And they have a LA +3 on top of it all. Unless you are playing in a game where You get levels to LA or are actually forced to play a Svirfneblin, skip this and NEVER look back.

Aquatic Gnomes {SRD}
Like their rock cousins, but have bonuses to two social skills in place of listen and Alchemy. They also have a Swim speed, a +8 bonus to Swim, Aquatic Subtype, and Aquan as a bonus language. Descent for an Aquatic/Seafaing Campaign, but I must wonder what will become of scrolls in water, or how they are made under the waves for that matter…

Arctic Gnomes {SRD}
Rock Gnomes, but suck at Alchemy and are better at seeing through lies. They also have Fortitude bonuses against cold weather and such. Okay if you are stuck in the snow.

Desert Gnomes {SRD}
As Rock Gnomes but have social skills instead of Alchemy and Listen, and Fortitude bonuses against Hot Weather. If you are going for a more social character, this is superior to the standard.

Jungle Gnomes {SRD}
Gnomes that Don’t hate Giants? WHAT? Instead of the usual skill bonuses, you get four other skill bonuses; two semi useful physical skills and two useless skills. Not really worth it overall.

Air Gnomes {SRD}
Instead of hating Kobolds, Goblins and Giants, you hate the Earth Subtype. Slightly more broader I suppose, but you also take a -2 penalty to Saving Throws against them as well so it is not all good. Instead of a +2 to Con, you have a +2 to Dex, which means you are not as hardy but harder to hit. But the best racial ability is being Breathless, making you immune to suffocation and effects that require you to breath. Overall very worth it.

Arcane Gnomes {D#291}
Ho ho ho. Same as Rock Gnomes, but get this, UMD is ALWAYS a class skill for them. They also have a +2 to Int and a -2 to WIS in addition to the standard racial modifiers of Rock Gnomes. All they lose is Speak with Animals, which is utterly useless. Being from Dragon Mag though means some DMs won’t allow it. But otherwise, this is one of the best Subraces for any Spell Scribe who is not a cleric (and there are like no Spell Scribe Clerics), and even for them, UMD is priceless.

River Gnomes {D#291}
Rock Gnomes, but they can talk to ducks instead of burrowing mammals (okay, any river dwelling animals). They also have a Swim Speed, +8 bonus to swim checks, take 10s on Swim Checks, and can hold their breath much longer than usual (Avg of about 4mins/40 rounds). Also a cool +1 to Initative. They lose a Gnomes other usual Spell-Likes though, but whatever they can be replaced with Scrolls. Overall I’d say a bit better then Aquatic Gnomes in Water based Campaigns. Hmm, scrolls in water… How does that work…

Ice Gnomes {FB}
Lose Ghost Sound 1/day and the ability to speak with burrowing mammals once per day and be able to use Ray of Frost 1/day and Speak with Artic Mammals 1/day. No bonuses against cold environments as far as I see as well. (-_-) Ghost Sound is actually useful and I can use a Crossbow to do better damage then a Ray of Frost. Also, if my Logic is correct many Artic Mammals (not all, but many) burrow anyways right? What am I saying, we can make a scroll to talk with any animal. Skip this really hard.

Whisper Gnome {RoS}
The crown jewel of Gnomish Evolution. On top of most of the usual Rock Gnome traits, it has Darkvision 60, and a +4 bonus to hide and Move Silently (rivaling Forest Gnomes in stealth), a +2 to Spot, Ghost Sound, Mage Hand, and Message 1/day each (instead of the usual Spell-Likes), SILENCE 1/day (Don’t even need that bonus to Move Silently), and the most unique part for not only Gnomes but Small races in general? 30ft Movement Speed. Godly. It does have a +2 to Dex and -2 to Cha though, so UMD is slightly harder, but overall a great chassis for your Spell Scribe. 

Chaos Gnomes {RoS}
The usual for Gnomes and then some. Have +2 to Dex and Cha in addition to the usual (which helps with UMD), a slightly different Spell-Likes list, a +1 bonus to Caster Level with spells with the Chaos descriptor, as well as Immunity to Confusion Effects (probably because these poor souls are already confused). And most importantly, the ability to Reroll a dice roll 1/day. With that Artificers have a real easy time with this race for crafting and using UMD. There is one thing though. LA+1. This makes it less than optimal. But if you are playing in a game where LA buyoff is allowed, this is probably one of your best choices.

Tinker Gnomes {DLCS}
A little different from the Standard Gnome, but has its own merits. These Gnome do not hate anyone, so no racial bonuses against Kobolds, Goblins or Giants. No Con bonus, but a +2 to Dex and Int to a -2 Str and Wis. Bonuses to either all Craft, Profession, or Knowledge checks, (chosen when making your character), and a bonus to Will Saves. It is actually great overall, getting rid of the situational and easily emulated stuff for decent bonuses. I hate Krynn and Dragonlance with a burning passion, but I would play one of these over a Rock Gnome if I had the choice.

Mad Gnome {DLCS}
Same as the Tinkers above, but lose the +2 to Int and -2 to Wis, the guild affiliation, as well as the Will bonus for a bonus to Open Lock and Disable Device as well as the ability to use those skills untrained. Overall bad. Not actually Mad in the normal sense, just Mad in the Tinker Gnome sense. It’s too bad everything in Krynn is so Damn Retarded.


"Wizard in the process of casting Fireburst from a scroll."

Base Classes
These classes are the preferred and best users of Scrolls, and if you want to at least be making effective scrolls everyday, these are for you.

The unrivaled king of crafting. Not much of a spellcaster on its own, but it does get just about every crafting feat in core (and then some) and has the ability to utilize spells from any list for crafting. And it gets Scribe Scroll at 1st level. There is a reason I generally assume you are a Artificer. They can make any spell from any list into a spell, and has access to those spells at least 2 levels sooner than the actual class does, and manipulate them with Metamagic far easier. It can even craft 2nd level Scrolls at 1st level, though you probably won’t have the gold for making such scrolls at that level so it is no big deal. The only problem you will face is the possibility of failure in both crafting scrolls and using them, sense they rely on UMD checks with DCs of 20+ to do either. It takes some investment to make them effective at what they do, but again, they are the best. Unless Campaign Specific Material is banned, always choose Artificer.

The iconic Spellcaster. Wizard gets Scribe Scroll as a bonus feat 1st level, so right out the gates is able to make scrolls. It also has a massive spell list full of the best spells in the game. Gathering all the spells will be tough for one, of course, but once you have a decent library of scrolls available to you they will become a great help.

Cleric w/ Rune Domain
Clerics can make scrolls too, and with the Rune Domain can get Scribe Scroll as a bonus feat. Scrolls are particularly useful for cleric with good Domain Spells, letting them utilize the spell more than once per day. Also with the Spell and Magic Domains, Clerics can craft and utilize Arcane spells to a limited degree. And with their d8 HD and ¾ BAB, they are decent fighters too. They have no access to Unbound Scroll being Divine Casters though, unless they have the Spell Domain or another ability to Prepare Arcane Spells, but even if they did, they won’t be able to progress their spellcasting.

The Divine equivalents of Wizards, these bad boys not only have access to the Cleric Spell list, but ALL divine Spell lists, including Domains, and per usual get Scribe Scroll as a bonus feat. Able to have any divine spell at its lowest possible level, they are in a great position for scribing a library of scrolls. With some trickery they can even get access to Arcane Spell Lists. They have the same problem Wizards in the need to gather spells, only it is much more difficult for them. The only downfall to this class is it is Divine, and can’t get access to Unbound Scroll without trickery, and even then do not get all the benefits. Still, great Class.

Caster-lite basically, they have access to a few abilities but never run out. They also have UMD as a Class Skill, and Charisma is in many builds one of their primary stats. At 4th level they also get Deceive Item which lets them take 10 on UMD checks, so activating Scrolls is not much of a problem. They can’t do much in crafting until 12th level, when they get Imbue Item, which is essentially the Artificer’s Class Feature for emulating spells, but at a much lower DC. With this they can make any item as long as they have the proper Item Creation Feat. They can also potentially craft items with minimum caster levels much higher than 12th by getting boosts to their CL, able to craft 9th level Scrolls once they get Imbue Item if they increase their CL by 5. They don’t need Scrolls for blasting as they are already good at that, but they benefit the most from scrolls, second only to the Artificer himself, sense Warlocks don’t have a real Spell List and don’t have the versatility that comes with it. You won’t be able to make it into Unbound Scroll with this though, unless you somewhere picked up the ability to prepare 3rd level Arcane spells.

With access to Astaroth you can gain access to any crafting Feat. There are two problems with the Binder overall though. A) He still needs access to a spell he needs for crafting, and will need to borrow a party wizard or cleric or find a willing NPC to help him with crafting, and B) He does not have access to UMD, and the one bind normally used with Astaroth can only let the Binder use Spell Trigger items, like wands, not Spell Completion Items like a scroll. If you desire you can probably take Leadership to get access to spells with a cohort, but then you might as well make your Cohort an Artificer at that point. This is doable with Anima Mage and a Arcane Spellcasting class, which will help get access to Unbound Scroll.

Prestige Classes

Unbound Scroll
Indeed, this prestige class gets a section all its own, being key to reaching 100% Crafting Efficiency (along with Legacy Champion) and able to essentially make seven 2nd level Scrolls a day as it’s capstone ability, or even better. Simply Great.

Entry Requirements
Skills: Profession (Scribe) 4 ranks.       
Relatively valueless skill, but cost only a few ranks which you will most likely have available anyway. You could also use it to get a few extra gold a week at lower levels during downtime, sense you will be penny pinching for scrolls until later in your career.
Feats: Least Dragonmark (Mark of Scribing-Arcane Mark), Scribe Scroll.
One is essential for the profession and easy to acquire, and the other while useless at lower levels fuels are class features.
Spellcasting: Ability to prepare 3rd-Level Arcane Spells or Imbue 3rd-Level Infusions.       
In other words, you need to be 5th level. Do to some of the specific wording, Spontaneous Casters are a no go unless you take the feats necessary to allow them to.
Special: Must have performed a task specified by the Viceroy of the Ninth College   
A Flavor/RP requirement that can be met in character background, or ignored entirely in non Eberron Games if your DM is not a total rules Nazi.

Class Features
You continue progressing your spellcasting ability each level except 3rd. The fact you lose a caster level means slow your progression to be able to create higher level scrolls, but this really does not bother the Artificer at all, and the Wizard can live with it. Better than half progression at least.

Heir’s Mark
Utterly useless. You don’t need your Arcane Mark at a higher caster level (or really at all beyond it uses/day). It does not hamper you  at all though, luckily.

Master Scribe (Ex)
The more you invest into Unbound Scroll, the cheaper Scrolls are for you to make. If you go Legacy Champion after your 5 levels and take the Artisian Feats, you can be crafting at 10% Gold Cost and XP Cost. Also if you take note in the Resources section of Unbound Scroll, it states you can reduce the GP/XP Cost by an additional 10% which stack with both Artisan Feats and Master Scribe, reducing the cost of scrolls down to 100%. Because who doesn’t want to craft Wish Scrolls for no cost? If only this reduced crafting time, your only nemesis.

Scroll Mastery (Ex)
This is more or less directed at Artificers, and makes it that much easier to activate scrolls, almost eliminating any chance of failing your check. Great.

Improved Arcane Mark (Ex)
Gain additional uses of your Arcane mark a day equal to your class level? Sounds worthless, but don’t forget half this class features are fueled by Dragonmark uses. At higher levels this essentially becomes Free 2nd level or lower scrolls equal to your class level a day, so this is gold.

Strong Words (Su)
Potentially helpful for spells with CL dependent effects, like Orb Spells. You have to use a Swift Action to activate However, so only viable in combat if you for some reason have no use for a Swift Action in the round, which is unlikely. Still, Great out of Combat.

Metamagic Scroll (Su)
Applying a Metamagic to a scroll adds great versatility. But really this should only be used on your high level scrolls sense you can create Metamagiced Scrolls of lower spells anyways. In combat it is superior to Metamagic Scroll Infusion, which takes a minute to use comparable to a swift action for this, but like Strong Words you will want to be using your Swift Action for other things in combat most of the time. It doesn’t stack with Metamagic Scroll Infusion or similar, but still, it is a useful option out of combat to, for instance, extend a spell from a scroll.

Charged Words (Su)
Not useful at all. You shouldn’t be using scrolls with DCs anyways, and at best this will increase a scroll to average DCs of the spells level cast by your average caster. Only useful as a kicker in obscure circumstances when you may as well do so. Don’t even consider it an option.

Ghost Writing (Su)
Second only to Master Scribe itself, this Class Feature essentially makes your Arcane Mark/day into free 2nd level Scrolls/day. Note that it has no time duration, allowing you to activate one day, and potentially use the effect sessions into the future. It even appears you can stack Ghost Write on the same scroll multiple times, so you gain massive resources in downtime. This Class Feature Alone makes getting the Lesser and Greater Dragonmark Feats worth it.

Other Prestige Classes

Legacy Champion {WoL}
This class is mentioned as not only is it great class, offering a d8 HD to beef up squishy Casters as well as ¾ BAB and a decent amount of skill points and extra skills, but when combined with Unbound Scroll lets us obtain 100% Crafting efficiency with Scrolls. If you are going Unbound Scroll, you want to go Legacy Champion. And it is assumed that you will, for most characters, because there is little reason not to unless you cannot meet the qualifications.

Bloodlines {SRD}
Not actually a Prestige Class, but regardless I will put it here. Bloodlines count towards abilities that calculate based off of Class Level, like Caster Level and the like. As far as I can see, this will progress the Artificers maximum CL for crafting, as well as Master Scribe and other Unbound Scroll abilities. It won't progress spells/infusions, but with the Artificer it does not matter anyways. If you don't go Legacy Champion, this a is a decent alternative, at least for Artificers. Fey, Djinni, or Efreeti are probably best, but any Major Bloodline will do.

Maester {CAd}
Proof that Gnomes are the best crafters ever. Probably. Anyways, the reason to consider this class if for the Quick Crafting class feature, which will increase you’re crafting to 2000gp/day. Essentially doubling the amount of Spells you can put on Scrolls. Do to losing a caster level I would not suggest this until you get your 9th level spells. Otherwise it’s requirements are pretty easy (the other crafting feat is probably Craft Contingent Spell, the best crafting feat for spellcasters ever). You also get a bonus crafting feat, which can be a legitimate crafting feat or one of the Artisans. Consider it if you have a spot open for it.

Chameleon {RoD}
Chameleons have access to all Divine and Arcane spells of up to 6th level, and have feats which can be changed each day. More for the non caster, as it would be better to stick to your usual casting as a caster to get higher level spells. Overall it has great versatility options and able to capitalize on downtime with crafting items such as scrolls, and remain completely combat effective otherwise. Only available to Humans, Doppelgangers, and human blooded individuals with either the feat or variant rule in place.

Geometer {CAr}
With a 1 level dip all your scrolls will have Silent Spell for a 25gp extra price. Just don't use the Spellglyph with spells that have costly material components or else the price will skyrocket. For a 2nd level dip, you can scribe spells into your spellbook on 1 page regardless of the spell level, which will save space and gold in the process. Only useful to Wizards though, but Wizards are pretty much the only casters that qualify to enter this Prestige class so meh. Weird skill requirements for getting in though, so you might have a problem with those.


"Wait a minute (-_-) ..."

Scribe Scroll {SRD}
Unless you are a rogue utilizing UMD and have no interest in Crafting Spells yourself, this feat is essential for any Spell Scribe. This feat is necessary for crafting Scrolls, and is a prerequisite for Unbound Scroll. But you probably have it as a Bonus Feat anyways, so lets move on.

Least Dragonmark [Mark of Scribing – Arcane Mark] {ECS}
A prerequisite for Unbound Scroll and powers half its class features. If you are going US, you are taking this. If not, it is useless, never consider it.

Lesser Dragonmark [Mark of Scribing] {ECS}
If you want more powerful versions of US class features, this will help. Only 1/day for any of them though, and beyond powering US all your choices are relatively useless. If you are going this route, you need to boost the uses/day in some fashion to make it effective.

Greater Dragonmark [Mark of Scribing] {ECS}
Like above, but requires even more dedication to access. Also like above, your choices are not great and you only get 1/day use. Increase your uses/day ASAP if you get this. But even so, it is effectively a feat that lets you make an additional 6th level scroll a day so it has its uses.

Magic in the Blood {PGtF}
Dragonmarks are described as innate spell-like abilities, and otherwise appears to be racial. This will get you +2/day uses of your Lesser and Greater Dragonmark. Best deal for increasing their quantity. As a bonus it also increase your Gnomish Spell-Likes. Your a Gnome right?

Dragonmark Prodigy/Adept/Visionary {DrMk}
Essentially grants you 3 more uses/day of Least or Lesser Dragonmarks, or 2 uses/day of a Greater Dragonmark, respectivily. If taken with Magic in the Blood, you get 4 uses/day for a Dragonmark. Visionary is preferred, being the feat associated with Greater Dragonmarks.

Skill Focus [Use Magical Device] {SRD}
A simple +3 to UMD. Makes it easier for Artificers to craft and use Scrolls. Great. I prefer Shape Soulmeld though for its extra +1 and bonus to other skills, but this is untyped and potentially better at higher levels.

Quill of Sivis {DrMk}
Gives a +2 to UMD checks with scrolls, as well as letting you reroll a Decipher Script or Forgery check, and making you unable to trigger a small list of spells including Explosive Runes according to the level of Dragonmark you possess. Overall Skill Focus is better, but if you already took that and Shape Soulmeld is inaccessible, this can help bring up your UMD checks. Wish that reroll was to UMD checks though…

Shape Soulmeld [Mage Spectacles/Elder Spirit] {MoI/DM}
Grants a +4 Insight bonus to UMD checks, as well to 2 other skills, and use them untrained. Mage Spectacles are more thematic, but Elder Spirit is overall superior, especially if you are going the Legacy Champion route.

Item Familiar {SRD}
Grants godly bonuses to you, such as 10% BONUS XP, and bonuses to skills of your choice (cough cough UMD). It can also grant you a bonus spell slot, the Alertness Feat, and can gain abilities from a list. It also makes the item sentient. Obviously you cannot make a scroll into an item familiar. Any qualifying item the character has will do, but I personally suggest an Infinite Scrollcase. The only thing of note is that you must never lose the item, as you will lose the benefits of this feat as well as anything you invested into it. More the reason to make your Infinite Scrollcase the Item Familiar, because if you lose your scrolls you are done for anyways. Great flavor synergy with Legacy Items too.

Exceptional/Extraordinary/Legendary/Magical Artisan {ECS/PGtF}
Reduce the crafting costs (Time/GP/XP) for crafting Items. Extraordinary and Legendary are both necessary for reaching 100% cost reduction before epic levels. Exceptional is not all that useful sense Scroll can be made quite quickly anyway (only useful for Scrolls with six 9th Level spells, for example), but the reduction is not much. Magical Artisan applies to a specific Crafting Feat and applies to all costs, great for Wizards which normally only have Scribe Scroll anyways, but do not it does not directly stack with the other Artisan Feats or USs Master Scribe ability (though you do get to calculate cost reduction of 75% the normal cost of the item). Useful at lower levels but should be retrained once you hit 100% efficiency.

Chameleon Crafting {D#349}
If you are going a caster/manifester route, this feat is quite acceptable. In essence, it lets you put psionic powers you know on magic crafting feats and vice versa. The Psionic powers cannot be augmented, and you need 1st lv casting and 1st lv manifesting to get it, as well as knowing the power. It has limited uses, but there are some nice powers you may want on a scroll just in case. If you are capable of taking this feat and have room, go for it. Otherwise, you are not missing out on much.

Twin/Quicken/Chain/Repeat Spell/Split Ray {SRD/CAr}
Anything to increase the amount of spells you cast a round. You can craft these in or use one of the abilities that let you add in Metamagic on the fly. It all depends on the situation at hand and what options you have available. The First two are best, but the others can come in handy too.

Extend/Persistent Spell {SRD/Car}
With Ghost Writing you can use Metamagic Scroll (CF or Inf) or Metamagic Spell Completion to buff yourself daily without necessarily wasting any resources. And Extend can be crafted into Scrolls so they last the entire day and still be Ghost Writable.

Alternate Spell Source {D#}
This feat is a great way to change your Divine Spells into Arcane Scrolls and vice versa. this is beneficial for getting around some of the limits of each and getting some of the advantages of each, or for spells that have different effects based on the type of spell it is. It does lower the CL by 1 but this is not a huge problem, and if you can benefit from this then go for it. Also as a side not this feat will allow Clerics and Archivists to enter Unbound Scroll, but note that they will not be able to progress their spellcasting if they do.

Craft Contingent Spell {Car}
Best crafting feat ever, and useful for any occasion. Don’t think, just take it.

Other Crafting Feats
Scribe Scroll is a bonus feat for quite a few classes and usually it is not a choice to have it. For most, other crafting feats have to be chosen over other options and might weaken the build overall, for both Spell Scribes and general Spellcasters. If you need the feat, then take it. If not them skip it. Of course Artificers get most crafting feats for free so they don’t count in this.

Other Metamagic
For specific builds other Metamagic might be necessary for them to function. As long as you have space for them and they are useful, go for it.

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any other suggestions or items, please post away

also, I think all the links are working, if anyone finds a broken link, let me know I fix it, enjoy!

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Originally posted on the WOTC boards by Griff on Dec 03, 2006
Continued by Bullet06320 and GitP Community posted here
and now also on minmax

Ever wished you had a certain skill on your class list?

Here is a compiled list of feats, domains and other stuff that grant you class skills from various official sources

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it was your cache post where I found it, thanks for that, im running it here and at GitP and keeping it updated as people post things
that is one advantage for boards going down, old threads get resurrected and continued

Quote from: Âmesang;22110133
I don't think that's true, at least for polymorph, since the target "gains all extraordinary special attacks possessed by the form but does not gain the extraordinary special qualities possessed by the new form or any supernatural or spell-like abilities."

Unfortunately the midgard dwarf's Master Smith extraordinary ability is a "special quality." :smalltongue: Darn. I was just about to consider polymorphing an outsider familiar (imp, quasit, &c.) in order to receive such benefits—granted it would require a fair amount of casting to equal an 8 hour work day and I'm not sure if familiars are considered to have experience points (since I believe the crafter still needs to spend a small portion on an item even if the total is shared amongst a group).

Shapechange can work in a pinch, and I suppose there's always an off-world planar binding? (Being that they're native outsiders who's environment is the "cold hills.")

changed that to shapechange after reading through things, it was part of the original post, but I think your right unless im missing something

added under special comments
*The Charm/Dominate Person/Monster spell line can arguably also replace Bluff, Diplomacy and Intimidate. Suggestion as well, albeit more limited in application

also added
Loresong  Dragon Magazine 335 Adds 4 + 1/2 caster level to any skill for 1 minute, makes you act as if you had ranks in that skill so you can act as if trained
Nerveskitter (Improved Initiative)
Glitterdust situationally (Spot vs invisible)
Alarm situationally (Spot or Listen vs Hide or Move Silently)

Resources & Handbooks / Re: Mastering the Malconvoker
« on: June 19, 2017, 05:46:03 AM »
Variant Rules on Page 37 of DMG.

These deserve some special mention. If you are playing any kind of summoner at all, you should ask your DM on their opinion on these variants. They all are advantageous to you.

A) Specific Creatures: This is huge - think about SM IV for example. The difference of the Howler from the Dire Wolf is small. So which to summon? Easy - roll stats for both and pick the one you got lucky with.

Keep in mind that rolling stats for every creature you summon would be fantastically time consuming.

Also - the advantage of resummoning the same creature is obvious - Use your summon elemental reserve feat to summon an earth elemental. Send him through the wall - listen for carnage ensuing. The next day, you re-summon the earth elemental:

Malconvoker: "What killed you on the other side of that wall?"
Earth Elemental: "This time it was a Werebear. P.S.: I hate you."

It is so amusing to think that poor celestial monkey I keep summoning to be my "trapmonkey" is always the same monkey.

B) Replacing Creatures: Wow - this is a no-brainer if your DM allows it. If you have a sticky DM - you can just take the best Celestial Creatures, and switch them for Fiendish Creatures -thus applying Fiendish Legion, Infernal Fury, and Deceptive Summons.

C) Improving Creatures: There may be alignment problems equipping a bunch of evil creatures to the hilt - but giving your Bearded Devil an adamantium Glaive is an interesting idea.

Dispelling the mythconceptions and mythtakes about Summon Monster:

Generalizations: Myths usually have some basis in truth. This is the case with all these myths. First time I looked at Summon Monster I was less then impressed. A quick flip through the MM revealed that the creatures available were underwhelming for the level of spell.

I didn't seriously consider specializing in Summon Monster until the Malconvoker. Infernal Legion was the key. It also is the key to dispelling these common myth-steps.

Myth #1:
Druids are better summoners than any arcane build.

This is based on the truth that a core Druid makes a better summoner then a core Cleric/Wizard. What makes this a myth when you include non-core is that a Druid is not twice as good - which he would need to be to keep pace after Infernal Legion.

Also, a Cleric (with summoning domain) and a Wizard (Focused Specialist Conjurer) will be able to summon far more creatures due to the vastly superior number of castings they have over the Druid.

Myth #2:
The CR of Summon Monster creatures does not keep up with your level - so high level Summon Monster spells suck.

This is true - if you aren't specialized. A Malconvoker is doubling the number of creatures, and increasing their HP by 2 per HD. Augment Summoning is increasing HP by 2 per HD. Augment Summoning is adding to TO HIT scores. Augment Summoning and Malconvoker are adding to damage. Master Specialist 4 adds your caster level to the HP of creatures summoned. Add a few of these things together - and the creature you summoned won't look anything like what you saw in the MM.

The number you saw beside "CR" in the MM does not nearly define the creature(s) you just summoned.

Think of it like playing a fighter. If your combat style is always approach enemy - roll die - roll damage, you will suck. In order to make the fighter work, you must use your skills and feats to improve your combat ability and options. You must make sure that the increases to hit and to damage outpace your standard bonuses for levelling.

It is the same with the Summoner. If you are not focusing on Summon Monster - you will suck at it. If you focus at it - you can shine

Myth #3
Clerics make better summoners than wizards because they get the same spells at the same level, but are better in all non-spellcasting ways.

This is definitely true if you are using core-only. However, the addition of non-core material makes this comparison harder and harder to make. Clerics can use Divine Metamagic to fuel Rapid Spell, as well as other metamagics (though it has limited uses per day). Furthermore they get access to the Summoning Domain (this isn't a huge advantage - but still nice).

Wizards can get Rapid Summoning (this is the big one), Focused Specialist, and have a range of spells I consider superior when synergized with summoning.

Each has their advantages and disadvantages.

Myth #4
You can't make a good Arcane build if you take a PrC that makes you give up a caster level

After Complete Arcane came out this was definitely true. The key was that in no case did the class abilities come close to making up for an entire lost level of spellcasting. Infernal Legion is what makes this a myth for Summoners. One level of spellcasting does not double the power of your spells - infernal legion does.

Myth #5
Wizards are useless in an antimagic zone - like the eye ray of a beholder.

Partially True. All casters have a tough time in anti-magic zones. A summoner has an advantage over other casters though since their pre-summoned creatures get an SR check vs the anti-magic. This means you should focus on summoning high SR creatures in these cases (such as the Xill).

Myth #6
Wizards are useless against magic immune creatures - like Golems.

This is based on the idea that spellcasters are bad against golems - which can be true. Actually, the opposite is true for any summoner. Most casters are somewhat gimped by Golems, summoners are not really affected at all since the Golems magical immunity does not protect them from summoned creatures.

Myth #7
Summon Monster IX sucks - just compare it to Summon Elemental Monolith:

This is definitely true for most casters. An Elemental Monolith is just tougher than a Fiendish Colossal Spider. However, if you compare the stats - a pair of Fiendish Colossal Spiders buffed with Infernal Fury have the combat advantage.

This also doesn't factor in that SM spells are always more versitle then specific summon spells.

Myth #8
Summon Monster/Planar Binding aren't as good as the Call Inevitable spells

This is true for a pathetic non-malconvoker - for you it's not.

Call inevitable. Consider the first available - Call Zelekhut. This is a 5th level spell that summons 1-74 HP creature. No Augment summoning (it's a calling spell), no Ring of Mighty Summons, No Infernal Fury.

Or - you could summon 2 creatures with an equivalent level spell that each have 100+ hp, better BAB, Better Damage, Better Grapple, etc etc etc. However, you don't get to spend the 100 xp - sorry.

If Duration is important to you - a Planar Binding, Lesser is the same level. It also won't cost you any XP, and has a duration of 1 day/level. Call Zelekhut? One hour.

The others are no better compared to equivalent level spells cast by a Malconvoker.

Resources & Handbooks / Re: Mastering the Malconvoker
« on: June 19, 2017, 05:45:18 AM »
Greater Planar Binding

OK hot shot. Level 16, and Greater Planar Binding has become available. If you are even going to think about using this spell - you probably should have been thinking CHA for awhile now.

Lets face it - if you're like me you are thinking PIT FIEND. If you can bind 20 HD creatures you are thinking BALOR. There aren't alot of choices at this level (at least in the MM), but those two are the big kahunas.

Here's the possibilities:

Low - CHA bindings:

Abyssal Greater Basalisk: CHA 15 - CR 12, Best feature: DC 21 petrification
Death Slaad: CHA 18 - CR 13, Best Feature: Implosion 1/day.

High - CHA bindings:

Marilith: CHA 24 - CR 17, best feature: 10 attacks on Full Attack
Horned Devil: CHA 22 - CR 16, best feature: attack causes DC 27 stun effect
Pit Fiend: CHA 26 - CR 20, the best evil Planar Binding for Malconvokers that broke at lvl 5. Everything is good about these guys.

The 19-20 HD Greater Planar Bindings for those who stuck it out with Malconvoker:

Balor: CHA 26 - CR 20. The ultimate Planar Binding? WAY too much to cover here - they rock and we all know it.
Formain Queen: CHA 21 - CR 17. Not evil (but binding her is probably not all that evil since she isn't good either). She doesn't move - but with a large size she could be moved. She casts up to 8th level sorcerer spells.

How bad do you want the Balor?

Enough to cast another 8th level spell? Moment of Prescience will do the trick for you.

So you are rolling with:
+16 MoP
+3 Circlet of Persuasion
+3 Charisma Enhancement bonuses
+1 Charisma Insight bonus (approx by this level)

Total: +23 - with a base CHA of 10 and without getting to cheesy.

The Balor:
+8 Base Cha

So if you roll a 5 or higher - the Balor doesn't even get to roll. If you don't, the Balor better roll above 15 or there's no point even doing the math.

Thank you vecnagash for the hint

Magic Items for your Malconvoker:

Red: Must have
Blue: High Priority
Green: Nice to have - but you can live without

Rod of Extend, Lesser: This is the first item I suggest you buy. It is fairly cheap (3000 gp) and will be an invaluable tool right up to level 7. After that - it will still come in handy to extend the life of your Monstrous Spider and Dire Bat scouts.

Circlet of Persuasion: Once you become a Malconvoker, this should be the next item on you list. Not too expensive (4500 gp), and it gives a +3 competance bonus on all CHA checks. That helps both your Bluff and Planar Bindings.

Admiral's Bicorn: This is a magic item for later on as it costs a stiff 51,000 gp. However, it will give a nice unnamed bonus to CHA checks as well as a morale bonus to attacks etc. of allies (including your summoned creatures)

Sandals of the vagabond: Gives a +2 initiative and immunity to exhaustion. It's the +2 initiative that is the biggest draw for me. Depends on what niche your Malconvoker is filling.

Ring of Mighty Summons: This item is a no-brainer. 14,000 gp isn't bad for a ring, and your Deceptive Summoning will cancel out the 1/2 duration penalty. My suggestion is to get it by level 10. As this is usable 3/day, you might want 2. (Or 3 with a Hand of Glory)

Rod of Silent Spell: Around the mid levels are your best chance to get hit with a Silence Spell. Therefore the Rod of Silent Spell is the right Metamagic Rod for those levels. Still not too expensive - and very handy to have.

Magic Staves: Any staff with Summon Monster rocks in your hands. It can also free up some much appriciated spell slots for other spells: Healing/Conjuration depending on what kind of spellcaster you are.

Choker of Eloquence, Greater: +10 competance bonus to Bluff (and some other stuff - who cares?). This doesn't stack with your circlet of Persuasion, but the extra +7 to bluff makes it a worthy aquisition.

Rod of Maximize, Greater: At the high levels, the metamagic rod you want is this one. Getting 4 ice devils with a Summon Monster VIII is a great deal.

Headband of Intellect: Obviously a good investment. Get more spells, better DC's (for those Planar Binding Enchantment/Necromancy enhancers), and more skill points (can't have too many knowledges). If you use combining rules - combine it with the Circlet of Persuasion. Otherwise - maybe eyeglasses of intellect?

Cloak of Charisma: Also a good investment. Boost your Bluff and Planar Binding checks, and completely stackable with the Circlet of Persuasion.

Panic Button: I recommend picking a couple of these up (Dimension Door). You gave up immediate magic so you could get Rapid Spell. It was a worthy trade, but leaves a hole - and this is your patch.

Ring of Invisibility: Invisibility + Summoning is a great combination. I think it's pretty self-evident.

Rod of Rapid Spell, any: For a Cleric build - this could be alot easier than finding various ways to be able to use the feat for free. Recently another thread pointed out that not all Arcane casters get to use the UA variants - so for them this is an option too.

Golden Desert Honey (CM): For 300 gp per dose, it allows any summoning spell that normally requires a full round action to be cast as if Rapid Spell were placed upon it. For long term use, this is too cost restrictive - but for emergencies - carrying 2-3 doses of this could be a very cheap lifesaver.

Ehlonna's Brooch/Natures children:Worthy of special mention. I can't imagine my Malconvoker worshipping Elhonna/Nature - but if you choose for yours to - you will get +1 HP/HD on summons, and +1 CL. They cost you next to nothing, and it's all completely legal - but the cheese reeks from where I'm standing.

Some Malconvoker Builds

If you have any good Cleric malconvoker builds - make sure to post them!

Conjurer (UA variants: Rapid summon, Enhanced Summon) 3/Master Specialist 10/Malconvoker 6/Paragnostic Apostle 1
(Gets 3 quickened SM IX per day - all summons get Fast Healing 5)

Conjurer (UA variants: Rapid summon, Enhanced Summon) 10/Malconvoker 5/Master Specialist 4/Paragnostic Apostle 1
(Augment Summoning increases to +6/+6 plus Fast Healing 5)

Conjurer (UA variants: Rapid summon, Enhanced Summon) 5/Malconvoker 5/Initiate of the Sevenfold Veil 7/Archmage 3
Takes advantage of the nice IotSV abilities while maintaining summoning ability.

Conjurer (UA variants as above) 3/Master specialist 4/Malconvoker 6/Paragnostic Apostle 3/Fatespinner 4
(This will probably end up being my current character's final build. A couple extra levels of Paragnostic Apostle to get some of the other stuff - Fatespinner to insure against failed Bluff/sense motive tests or Opposed CHA tests)

Conjurer (UA variants as above) 3/Master Specialist 2/Malconvoker 5/Nar Demonbinder 1/Ultimate Magus 9
(Lots of 4th and 5th level spells if you like that. Still gets 9th level casting ability. The final spellcasting level for your Nar Demonbinder spells is sick.)

Sorcerer 6/Malconvoker 9/Thaumaturgist 5
(All summons are extended for free)

Conjurer (UA variants) 1/Cleric 5/Malconvoker 9/Contemplative 5
(Takes advantage of the Rapid Summoning variant for a Cleric build. This makes the cleric build more potent on SM spells. However - two spellcasting levels are lost altogether.)

Conjurer (UA variants) 1/Sorcerer 6/Malconvoker 5/Fatespinner 4/Paragnostic apostle 3
(Takes advantage of the Rapid Summoning variant for a Sorcerer build. Now you get Rapid Summoning with spontaneous casting. However - two spellcasting levels are lost - and this is on the Sorcerer "one level behind" chart)

Archivist 11/Malconvoker 9
A simple archavist build that works nicely.

Archivist 9/Malconvoker 9/Sacred Exorcist 1/Paragnostic Apostle 1
Highlights are turn undead and fast healing for summoned creatures - worked into the Archavist build.

Archivist 9/Malconvoker 9/Sacred Exorcist 1/Contemplative 1
Another Archavist build. This one uses Contemplative to get access to the Summoning domain.

Archivist 7/Malconvoker 9/Uncanny Trickster 3/Sacred Exorcist 1
This is a build based more on versatility. It will lose 2 spellcasting levels, but will have a better host of skills/tricks.

(A special thanks to stmunks for his insight into ways to use the Archavist as an effective base class entry)

Conjurer 3/Master Specialist 2/Malconvoker 5/Master Specialst 3-10/Wyrm Wizard 2:
(Uses Wyrm Wizard to pick up Arcane Fusion, Greater. If your DM rules that you can add Metamagic for free to Arcane Fusioned spells - you can get a REAL legion of Bone Devils at level 20. Click HERE to see Edzero's build - please check with your DM before making this build though - for the Arcane Fusion interpretation is necessary for the build to work.)

Resources & Handbooks / Re: Mastering the Malconvoker
« on: June 19, 2017, 05:43:52 AM »
Other Summon Monster tidbits:

Best SRs by Summon level:

1: Fiendish Octopus/Celestial Porpoise: 7
2: Bee/Centipede/Squid/Shark: 8
3: Fiendish Centipede: 11
4: Shark: 12 (land based: Wolf/Viper: 11)
5: Bearded Devil: 17
6: Xill: 21
7: Avoral: 25
8: Fiendish Colossal Centipede: 25
9: Leonal (Guardinal): 28 (Best evil Spider: 25)

General guidelines for non-summoning spells and how they work with your summoned creatures.

Here's the most general guidelines I can give:

Summoned Monsters are intended to keep your enemies away from you, to eat up their attacks, to prevent their attacks, and ultimately to kill or incapacitate them.

They are intended to be expendable - never forget that.

A SM that dies has done its job for you.

Vision Obscurement: The spells which cause vision obscurement are too many to mention, but include fog/mist/darkness spells most commonly.

These can be very helpful spells. Most fog/mist spells will reduce enemy vision to 5'. If the SM is all they can see - it is likely that is what they will attack. This is good for you and your allies.

Furthermore - SM with Blindsense or Tremorsense (Bats, Scorpions, Spiders) will be able especially effective in these environments.

Movement reductions: The spells which prevent or slow movement from your enemies can also be very helpful.

These spells will encourage opponents to focus on the opponents that are closer. It is your job to ensure said opponent is a SM.

As mentioned before - any attack on a SM is an attack that was not made on your allies (and even more importantly - you)

Offensive Buffing: The spells which make your SM better offensively are also very useful for obvious reasons.

Polymorph is the king of these buffs. For a quick example consider a Gargantuan Centipede (SM VI) might be turned into a 12-headed hydra - giving 11 extra attacks.

Haste is probably #2 - but may be #1 if you have lots of summoned creatures on the ground.

Remember that Str buffs do not stack with augment summoning.

Defensive Buffing: For the most part I would suggest that this isn't worthwhile.

It is your SM job to take damage after all, and they are all easily replaced. Mage Armor IS very cheap though (and at high levels, Mage Armor - mass is also quite cheap) and gives a +4 AC that will be stackable with almost any SM.

I would suggest any Defensive buff that is not at least 2 levels lower than the slot used to summon the creature in the first place is a waste.

Healing: This is pretty much always a terrible choice.

Save your healing for your allies. Your summons are going to dissapear soon anyways.

Giving an extra round or two through healing isn't going to pay off in the long run. (The exception might be a "Heal" spell on a SM IX that is taking loads of HP damage over an extended period. That's about it)

Summon Monster and your other spells:


Fog/Mist spells: These all are great when combined with Spiders, Scorpions and Dire Bats. Your opponents can't see - but they can.

Call Zelekut, Call Marut, Call Kolyarut: See my MYTHS section. These are inferior spells - honest! Your summoned monsters are much tougher at the same level - your planar bindings last much longer - and neither require XP.

Level 1:

Grease: Use your Summoned Grappler to grapple the enemy - then cast a grease underneath them to watch the pair grappling on the ground. This makes it twice as hard as the BBEG that has a good grapple score to dispatch your creature as the grapple gets re-engaged and re-engaged again.

Mage Armor: In a wand this is great (since duration of 1/hr is plenty). Your summoned creatures have Dex and Nat armor, but no actual armor. Mage armor is perfectly stackable with any of them. Not bad at all.

Obscuring Mist: Any of the mist/fog spells work great when combined with creatures that use Blindsense/Tremorsense. That includes all the Fiendish Scorpions, Spiders and Dire Bats. Now they can see your opponent, but your opponent can't see them (Or you)

Benign Transposition: This spell is so incredibly useful for a summoner it isn't funny. Your pal is in the jaws of the Purple Worm - ready to be swallowed whole? Switch him with your perfectly willing first level summoned creature. Unfortunately for the Purple Worm - that creature will be like chinese food - he'll be hungry again a few rounds later. Any time you want to get an ally out of harms way - this spell mixed with a summoned monster is HUGE. Keep in mind that you can switch yourself with a summoned creature with this spell too.

Level 2:

Fog Cloud: See obscuring mist

Glitterdust: Throw this on the combat in which your Spider, Scorpion or Dire Bat is involved. Everyone gets blinded - of course your summoned creatures have other ways of sensing your opponents.

Web: To be used when your opponents decide they would like to leave the vicinity of your summoned creatures. (*Nice* - my DM has houseruled that spiders can traverse web spells. That makes this spell extra tasty. Ask your DM today)

Baleful Transposition: So who actually wants to switch places with the enemy caster and be completely surrounded by his bodyguard. Your summoned creature - that's who.

Chain of Eyes: This is a useful "scouting" spell. Plop it on your summoned creature and send them ahead - they can pass it off to the next one as needed.

Snake's Swiftness: Give your summoned creature a free attack. Best for use with the heavy hitters with a single attack.

Level 3:

Stinking Cloud: Don't bother. Use SMIII to summon a Dretch and have it cast this for you. Then have the Dretch cast scare, then have the Dretch enter melee. See???

Mage Armor, Mass: The hugeness of this spell after level 5 Malconvoker should be self-evident. Very good!

Haste: Mass buff that gives all your creatures measurable bonuses. This works best when combined with single attack creatures.

Mass Snake's Swiftness: This can be a show-stopper. Surround your enemy with allies and summoned creatures then cast this for lots of fun.

Dimension Step: Move your allies around for maximum tactical advantage

Level 4:

Evard's black tenticles: For non-malconvokers only. You can summon creatures with just as good grapple scores. By level 10 you can summon multiple creatures with much higher grapple scores and improved grab - that do more damage, take hits etc. Isn't being a Malconvoker fun?

Bloodstar: This makes me so happy! *wipes tear from eye*. Imagine this - a bloodstar over an enemy - then have your 2 Fiendish Tigers charge. One claw - loose a con point, 2 claw - loose a con point, 1 bite - loose a con point, 1 rake - loose a con point, 2 rake - loose a con point. That's the first tiger...This might be a better enhancement for multiple attack critters than polymorph!

Translocation Trick: Your opponent Monk rushes to grapple the caster - wow this caster is a great grappler - and he squeezes tight too! It's almost like he's a huge constrictor snake or something...

Polymorph: Almost too obvious to make the list. Look at the Centipedes as your ultimate polymorph since they always have the most HD for their spell level. You can use a Gargantuan Centipede to make the viscous 12-headed variety. I believe by RAW if you haste it, then it will have 24 attacks with a full attack.

Level 6:

Acid Fog: This combines very nicely with any acid resistant creatures (Devils and Demons for sure). Have them grapple your foe - then hit them with this. Even non acid-resistant summons can work this way. So what if your summoned creature dies along with the opponent?

Level 7:

Brillaint Aura: This will give all your summoned creatures a significant offensive boost (transmutation)

Lesser Planar Binding

The lesser planar binding spell should be available at character level 10 for most Malconvokers.

You will need a Magic Circle Against X. Magic Circle against evil can be used in binding any non-good creature, Magic Circle against good can be used to bind any non-evil creature - so if you have both you have covered all your basis. (Or against Law and Chaos if you prefer.)

Use your Spellcraft to fortify the circle.

Pick an extradimensional creature with 6 HD or less (preferably one with a lower CHA score)

Offer them a deal, as in "Serve me unquestioningly for the next 8 days".

You then have a CHA contest with the creature. The DM will give you a positive modifier if you sweeten the deal.

Spells to use to help you:

Naturally - you shouldn't fight fair. Use these spells to tilt the contest in your favor:

2nd: Touch of idiocy (PHB): 1d6 loss to CHA
2nd: Rebuke (SC): Shaken subject (-2 Ability checks)
2rd: Mechanus Mind (SC): Gives a bunch of bonuses, but -2 to CHA checks
3rd: Suggestion (PHB): Possibly just suggest the creature agree to your terms
4th: Charm Monster (PHB): Make the creature want to be your ally
4th: Crushing Despair (PHB): -2 to ability checks
4th: Geas, Lesser (PHB): 1 day/level up to 7HD - force them to accept your terms

2nd: Eagles Splendor (PHB Abj): +4 Cha (enhancement)

1st: Cause Fear: (As Rebuke)
2nd: Scare: (as cause fear or Rebuke)
2nd: Ray of Sickness: Cause sickened effect (-2 to ability checks)
4th: Bestow Curse: Use 2x. Lower CHA by 6, then lower ability checks by 4
4th: Enervation: Negative levels (-1 to ability checks per level lost)

Of course you should get the other casters in the party to help you if possible. I have a Beguiler in mine and we have an agreement for Lesser Bindings.

Here's some creatures you might want to consider Binding:

Barghest: Neutral Evil. Cha 14. Has some great SLA's, and good in combat too.

Bearded Devil: Lawful Evil. CHA 10. Good combatant. Can be your bodyguard.

Bralani (Eladrin): Chaotic Good. CHA 14. These guys are great - but your alignment could be in danger if you start enslaving good outsiders.

Elemental, Medium: Neutral. Cha 11. Not particularly tough - but as scouts they can be fairly useful.

Formian Taskmaster: Lawful Neutral. CHA 19. The CHA is a little high - but they get Dominate Monster as a (Su) ability. Wow!

Janni, Genie: Neutral. Cha 13. A decent choice. Invisibility (self), Move silently, Listen and spot makes them a decent scout. They are OK in combat as well.

Succubus (Demon): Chaotic Evil. CHA 26. The CHA is insane - but if you complete the spells I suggested above - it is do-able. The SLA's are great - including Charm Monster at will.

Hell Hound: Lawful Evil. CHA 6. Easy CHA test. Not the toughest choice - but easier to control.

Howler: Chaotic Evil. CHA 8. Easy CHA test - and pretty tough too. Just a tank for you.

Nightmare: Neutral Evil. CHA 12. Now you ride in style.

Shadow Mastiff: Neutral Evil. CHA 13. Not bad, you can't even SM these things yet.

Xill: Lawful Evil. CHA 11. As the Shadow Mastiff.

Binding the Succubus: Treantmonk's guide:

So you want to bind a Succubus, but the 26 CHA scares you? Here's what you do (lets assume you are a conjurer with a 10 CHA):

You are at least 8th level - so pony up the 4,500 and get a circlet of persuasion.
Cast Magic Circle against evil. Use Spellcraft to fortify it.
Cast Lesser Planar Binding - call the Succubus.

Cast a Geas on her first thing. "Drink a glass of water from the pitcher over there." Point to a pitcher outside the circle. Wait 4 days.

Cast Eagle's splendor before you return.

Now hit her with Bestow Curse. Her saves are currently at -8 (total will save -1). As long as you peirce SR you are golden (if not - cast again!). Suddenly her saves/checks are at -12

Now hit her with Cause Fear. Now she's frightened (or shaken if by some miracle she saves). Her ability checks are now at -14

Time to propose a deal. No reason to make it lovely. Ask her to serve you for the remainder of the spell - to follow all your commands, in both word and intent, to never take action that could harm you, and to give you her true name. - and she will be released at the end of the spell. This is a crappy deal for her - so you get no bonus to negotiation.

Her negotiate modifier: -6
Your negotiate modifier: +5

You should win.

If there's any doubt - go ahead and pony up 3000 gp for a Moment of Prescience scroll. It's a one shot deal - but the additional +16 to your roll makes this a sure thing.

Once she agrees -drop the cause fear, the curse, and the circle (so she can have her drink of water). She's back to normal.

Now you give her the warning. "I know your true name now - if you ever screw me over - during the duration of the spell, or afterwards - I'll use it to summon you again. I'll also cast again and summon an IMP. I'll give the imp this deal - "do whatever you want to this succubus for the duration of the spell - and I expect nothing in return.", you'll be defensless in one of those circles you were just in, but I'll let him out of his, I expect the Imp will take the deal - I get the impression they have LOADS of built up hostility."

Preventing Revenge:

You should expect that the outsider won't be happy you Bound it. It may consider revenge. Travel to the material plane isn't easy for evil outsiders (which is why they haven't invaded). However, it may visit this world again - and it will remember you. You have options as to how to prevent its retaliation:

A) Scare it straight. Demons/Devils have no immunity to fear. If you have it's true name you can call it again and do something horrible to it. The threat of such an act (if they believe you) may deter them from attempting revenge. You do hold the superior hand in this game.

B) Finish the job. Nothing says the Demon/Devil will survive the entire Planar Binding. Since its a called creature, not a summoned one, if you kill it, it's gone for good.

Planar Binding Spell

Planar Binding works exactly like lesser planar binding except now the HD limit is 12. It is truly quite amazing the power level of creatures you can call with this spell. Here's some good options:

(If you've taken the 6th level of Malconvoker - you can effectively drop the CHA of evil Planar Bindings by 10.)

Creatures that you can call with Planar Binding:

Greater Barghest (lawful evil) - Hmmm...mass enlarge and mass bull's strength as SLA's - invisibility sphere at will. CHA is 18

Bebilith (Chaotic Evil) - Normally a SM IX summons. CHA is only 13. Great tank.

Efreeti (Lawful Evil) - Cha 15. Pretty good combatant. Iconically, the Efreeti are the masters of misinterpretation of commands - so be careful.

Glabrezu (Chaotic Evil) - Crazy tough. CHA is 20 though. Has permanent True Seeing too which is nice. How about SMITE?

Bone Devil (Lawful Evil) - useful summons. CHA only 14. Wall of Ice and Dimensional anchor at will

Nessian Warhound (Lawful Evil) - One tough puppy. CHA is 6 - so super easy summon.

Night Hag (Chaotic Evil) - CHA 12, pretty easy summon with some decent SLA's for your level.

Rakshasa (Lawful Evil) - CHA 17. I love that these guys have haste. You summon - Rakshasa Hastes your summons.

Grey Slaad (Chaotic Neutral) - CHA 14. This is a great Binding. Invisibility and fly as SLA's at will. Have him Invisible and Fly you and your party and your summons. Watch out for the flying invisible colossal fiendish centipede!!!

Formain Myrmarch (Lawful Neutral) - CHA 17. Your party's new diviner. Clairaudience/Clairvoyance, detect thoughts, detect chaos all at will. Oh yeah - charm monster and magic circle against chaos at will too.

If you've reached Malconvoker 8 - your HD limit is 14, and you can summon these goliaths

Nalfenshnee (Chaotic Evil) - CHA 20, but can Greater Dispel at will, feeblemind at will, call lightning at will

Ice Devil (Lawful Evil) - CHA 20, Cone of cold, Ice storm Wall of Ice - all at will

Planetar (good): You're alignment is in trouble - but these are crazy good. I've avoided good creatures up to now, but the temptation might be too much. Hey, they aren't that great- they only have 2 9th level spells/day. In addition to the rest of the Cleric 17th level spells, and loads of SLA's.

Wishes and planar binding: Technically - you can planar bind a Nelfanshee or an Efreeti and get wishes. Technically. If you have a gullable DM, you might get away with this campaign-breaker. More likely your DM will wisely Rule 0 it immediately.

Resources & Handbooks / Re: Mastering the Malconvoker
« on: June 19, 2017, 05:43:01 AM »
Summon Monster VIII

Things to know about SM VIII:

Now Im assuming Augment Summoning, a Ring of Mighty summons and Infernal Fury for evil creatures.

Tidbits: More combat options here. Again, the SLAs are too numerous to mention.

Combat: Well, I have to mention that you can now summon a colossal creature (Centipede), you need lots of room for this guy but his HP are great, as is his grapple score. Fiendish Tyrannosaurus offers great offense/defense. A gargantuan spider can web any size creature. Vrocks are excellent combatants, and can fly.

Outside Combat or non-melee combat abilities: Cant even get into all the SLAs, however check out the Blue Slaad some very nice ones there.

Mixed with the malconvoker: Very interesting option if you are willing to cast 2x. That gives you 4 vrocks one to attack your enemies, and three to do a dance of Ruin thats 20d6 damage that is not energy damage (no resistances). Vrocks also get stunning screech, spores, 3 attacks lots of options.

Treantmonks favourite: The Vrock. Good SLAs, good combat stats. It is a Flyer. (honourable mention to the Fiendish T-Rex though)

Chicken? If the Vrocks Sense Motive frightens you The Fiendish T-Rex has lots to love too.
They wasted our time with: Hellcat. Sorry invisibility is not worth 120 HP and +7 to hit. (the difference between the hellcat and the Fiendish dire tiger)

Celestial dire bear - 12 HD Large magical beast, HP:171, To Hit:+21 You will find the Dire Tiger the better offensive choice and still get improved grab.

Celestial cachalot whale - 12 HD Gargantuan magical beast, HP:207, to hit:+19 Not much better than the Baleen whale last level. The giant squid gives a good evil summons for aquatic at this level.

Celestial triceratops - 16 HD Huge magical beast, HP:284, to hit:+22 It is surprising how a triceratops is as tough as a T-Rex. However you can go with multiple Rhinos instead for a similar effect.

Lillend - 7 HD Large outsider, HP:84, to hit:+13 SLAs: not very impressive (Hallucinatory terrain is at least fairly unique). Bard spells (CL 6) all levels 1 & 2. Diplomacy +16 is a nice feature.

Elemental, greater (any) - 21 HD Huge elemental, HP:294-315, to hit:+23-25 The Earth elemental now has improved sunder, HP have passed the 300 point barrier they are benefiting more from your ring and Augment a great deal. As with last level  these are now good combat summons. Unfortunately they arent evil, so unless you need a specific manouver (sunder/bull rush), or movement type you are still better off with the evil combat choices.

Slaad, blue - 8 HD Large outsider, HP:112, to hit:+15 SLAs at will: hold person, passwall, telekinisis. 1/day: Chaos hammer. CL 8. A bit weak in melee for the level though. The passwall at will is the premier feature here.

Fiendish giant squid(+1) - 12 HD Huge magical beast, HP:162, To hit:+17 Statistically, this is a far superior summons than the octopus last level. +31 grapple check.

Hellcat (devil)(+2) - 8 HD Large outsider, HP:120, to hit:+15 I want to like this but the Dire Tiger is SO much better. The invisibility has been overrated IMO.

Fiendish monstrous centipede, colossal(0) - 24 HD Colossal magical beast, HP:312, to hit: +20 Yes its colossal. You can now grapple with a +44. HP are very good. Attack is OK (tiger is better). Poison DC is now 25. Not your best melee option but the grapple score is great (you can now hope to succeed grappling huge opponents).

Fiendish dire tiger(+1) - 16 HD Large magical beast, HP:240, to hit:+22 This is a nice charge summon. With large size it will only grapple Med or smaller opponents but 5 charge attacks 4 of them will be +24 to hit. Not your best choice against high DR creatures though since the attacks are spread out so much.

Fiendish monstrous spider, gargantuan(0) - 16 HD Gargantuan magical beast, HP:224, To hit:+17 Can web any size creature now. Otherwise a so-so choice.

Fiendish tyrannosaurus(+2) - 18 HD Huge magical beast, HP:315, To hit:+22 Lots of HP. Single strong attack. If the DR is a problem for the Dire Tiger this guy can probably pound through it. Yeah thats 630 HP of summons in one spell nice.

Vrock (demon)(+16) - 10 HD Large outsider, HP:190, To hit:+17 5 attacks/round. SLAs: mirror image, telekinisis. 1/day: Heroism CL 12. Spores are free action every 3 rounds. DC 24 30 foot radius stun attack. 3 Vrocks can attempt dance of ruin (3 rounds) 100 foot radius 20d6 blast.

SLA's for SM VII: (Actual spells included as well)

Spell Name (spell level)(Creature who has it as an SLA)(CL/DC)(# times/summon)
*Works on self only

Chaos Hammer (4th)(Blue Slaad)(8/14)(1/day)
Charm Person (1st)(Lillend)(10/15)(1/day)
Dancing Lights (0)(Lillend)(6/x)(up to 3 times/day)
Darkness (2nd)(Lillend)(10/x)(3/day)
Daze (0)(Lillend)(6/x)(up to 3 times/day)
Detect Magic (0)(Lillend)(6/x)(up to 3 times/day)
Hallucinatory Terrain (4th)(Lillend)(10/18)(3/day)
Hold Person (3rd)(Blue Slaad)(8/13)(at will)
Knock (2nd)(Lillend)(10/x)(3/day)
Light (0)(Lillend)(10/x)(3/day)
Lullaby (0)(Lillend)(6/x)(up to 3 times/day)
Mage hand  (0)(Lillend)(6/x)(up to 3 times/day)
Mirror Image (2nd)(Vrock)(12/x)(at will)
Read Magic (0)(Lillend)(6/x)(up to 3 times/day)
Charm Person (1st)(Lillend)(6/15)(up to 4 times/day)
Cure Light Wounds (1st)(Lillend)(6/15)(up to 4 times/day)
Heroism (3rd)(Vrock)(12/x)(1/day)
Identify (1st)(Lillend)(6/15)(up to 4 times/day)
Sleep (1st)(Lillend)(6/15)(up to 4 times/day)
Hold Person (2nd)(Lillend)(6/16)(up to 3 times/day)
Invisibility (2nd)(Lillend)(6/16)(up to 3 times/day)
Passwall  (5th)(Blue Slaad)(8/x)(at will)
Sound Burst (2nd)(Lillend)(6/16)(up to 3 times/day)
Speak with Animals (1st)(Lillend)(10/x)(1/day)
Speak with plants (3rd)(Lillend)(10/x)(1/day)
Telekinesis  (5th)(Blue Slaad)(8/15)(at will)
Telekinesis (5th)(Vrock)(12/16)(at will)

Summon Monster IX

Things to know about SM IX:

Tidbits: Its weird usually level 9 spells are surprisingly better than 7-8 level spells, not so with SM. Dissapointing really. You might want to summon 1d3 SMVIIIs for combat. (Except I always roll a one!)

Combat: Because of malconvoker you want to stick with evil. However, elementals would otherwise be your best bet. For evil if you have room, colossal spiders are good, as are gargantuan scorpions. Bebiliths get rend armor which is always good. Hezrou�s get stench and improved grab.

Outside Combat or non-melee combat abilities: Leonals wall of force at will is worth individual mention.

Mixed with the malconvoker: Bebiliths become your best combat choices unless you have lots of room (in which case, go with your bugs). HP arent as great as they might be, but mixed with Augment, Infernal Fury, and a ring of mighty summons the HP will be multiple hundreds anyways. (Assuming Caster level 20, Bebilith has 260 HP). If space is an issue the Barbed devil is a decent combatant for a medium creature (HP will be around 220), and has a nice fear effect (will save 20)

Deserving special mention: If you have the room a Colossal Spider summoned with infernal fury (so easy at this level), a ring of mighty summons, and at least 4 levels of Master Specialist by a 20th level caster (your caster level for summons may be higher than this at 18th level) will have 468 HP. You can summon 2 with one spell thats almost 1000 HP of creature summoned with one spell. This puts summon elemental monolith to shame.

Treantmonks favourite: Fiendish Colossal Monstrous Spider The spider starts and ends the list. They tend to be a weak choice inbetween but look at it this level thats tough. Colossal size can be a problem though. Still, when you get the opportunity to summon a pair of these it will be worth the wait.

They wasted our time with: Couatl, Green Slaad, Night Hag. What are any of these doing in SM IX? Night hag should be SM VII!

Couatl - 9 HD Large outsider, HP:108, To hit:+14 Use magic device +15 thats about the best of it. Some SLAs and spells, nothing you havent seen with lower level summons.

Leonal (guardinal) - 12 HD Medium outsider, HP:180, To hit:+22 Actually a decent combat choice (except its non-evil alignment!). Decent protection choice (Protective aura, +4 deflection, +4 resistance both vs evil, lesser globe of invulnerability, magic circle against evil.) SLA highlights: At will: Wall of force, polymorph. 3/day: Cure critical wounds, neutralize poison, remove disease. 1/day: Heal. CL 10. Has Roar ability: 60 cone holy word spell.

Celestial roc - 18 HD Gargantuan magical beast, HP:306, to hit:+23 Obviously a possible all-party transport (if you need it at this level). Otherwise, go air elemental for air combat.

Elemental, elder (any) - 24 HD Huge elemental, HP:336-360, To hit:+27-+29 all that much better than the greater elemental choices. More HP, slightly better to hit chance.

Slaad, green - 9 HD Large outsider, HP:126, to hit:+16 Not much here to brag about.

Devil, barbed(+17) - 12 HD Medium outsider, HP:216, to hit:+20 Any creature it hits makes DC 20 will save vs fear. Has improved grapple (grapple +24) does extra damage in grapple.

Fiendish dire shark(+1) - 18 HD Huge magical beast, HP:282, to hit:+20 Not as good as you might think but does have swallow whole ability (large size or smaller).

Fiendish monstrous scorpion, gargantuan(0) - 20 HD Gargantuan magical beast, HP:300, to hit:+23 Now a DC 25 fort save for poison. Attack scores arent bad for claws, improved grab with +39 grapple check. (Constrict damage is 2d6+12). Not bad at all. Improved grab + Gargantuan is a nice combination.

Night hag(+13) - 8 HD Medium outsider, HP:128, to hit:+14 Can�t see one reason to summon one. You�ve seen all the decent SLAs and special abilities with cheaper SMs.

Bebilith (demon)(+16) - 12 HD Huge outsider, HP:240, to hit:+21 The Bebiliths web (which can trap up to gargantuan creatures) allows no movement at all. Rend armor is good against heavily armoured foes (If you can hit them at all claw attacks +16 you must hit with both). Poison is DC 26 and delivered with the +21 bite attack. Not a bad combat choice.

Fiendish monstrous spider, colossal(0) - 32 HD Colossal magical beast, HP:448, To hit:+28 Poison DC 30 (Str 2d8 loss) is very strong. Grapple is best of entire list at +52. 30 reach. HP will be highest you can get too (896 HP on one summon spell). These are a lot better than the centipedes of last level. Great melee choice if you can find the room.

Hezrou (demon)(+2) - 10 HD Large outsider, Sense Motive , HP:213, To hit:+16 Stench is a good ability. DC 26 Fort or be nauseated (any creature within 10). Otherwise with a +16 primary attack you are in trouble if AC is decent.

SLAs for Summon Monster IX (Also included regular spells, psionics that imitate spells, and Su abilities that imitate spells)

Spell Name (Spell level)(Creature that uses spell)(Caster level/DC)(times/day)
*Means self only

Chaos Hammer (4th)(Green Slaad)(9/15)(at will)
Chaos Hammer-(4th)(Hezrou)(13/18)(at will)
Charm Monster (4th)(Couatl)(9/17)(up to 4 times/day)
Cure Critical Wounds-(4th)(Leonal)(10/16)(3/day)
Cure Minor Wounds (0)(Couatl)(9/x)(up to 6 times/day)
Cure Moderate Wounds (2)(Couatl)(9/x)(up to 7 times/day)
Daze (0)(Couatl)(9/13)(up to 6 times/day)
Deeper Darkness (3rd)(Green Slaad)(9/x)(3/day)
Detect Chaos (1st)(Couatl)(9/x)(at will)
Detect Chaos (1st)(Night hag)(8/x)(at will)
Detect Evil (1st)(Couatl)(9/x)(at will)
Detect Evil-(1st)(Night hag)(8/x)(at will)
Detect Good (1st)(Couatl)(9/x)(at will)
Detect Good-(1st)(night hag)(8/x)(at will)
Detect Law (1st)(Couatl)(9/x)(at will)
Detect Law-(1st)(Night hag)(8/x)(at will)
Detect magic (0)(Green Slaad)(9/x)(at will)
Detect Magic-(0)(Night hag)(8/x)(at will)
Detect Thoughts (2nd)(Couatl)(9/15)(at will)
Detect Thoughts-(2nd)(Leonal)(10/15)(at will)
Detect Thoughts (2nd)(Green Slaad)(9/13)(at will)
Dispel Law (5th)(Green Slaad)(9/16)(3/day)
Disrupt Undead (0)(Couatl)(9/13)(up to 6 times/day)
Eagles Splendor (2nd)(Couatl)(9/x)(up to 7 times/day)
Endure Elements (1st)(Couatl)(9/x)(up to 7 times/day)
Ethereal Jaunt (7th)(Couatl)(16/x)(at will)
Etherealness-(9th)(Night hag)(16/x)(at will)
Fear (4th)(Green Slaad)(9/15)(at will)
Fireball-(3rd)(Leonal)(10/15)(at will)
Fireball (3rd)(Green Slaad)(9/14)(3/day)
Freedom of movement (4th)(Couatl)(9/x)(up to 4 times/day)
Gaseous Form (3rd)(Couatl)(9/x)(up to 7 times/day)
Gaseous Form-(3rd)(Hezrou)(13/x)(3/day)
Globe of Invulnerability, lesser*-(4th)(Leonal)(12/x)(always on)
Hold Monster-(5th)(Leonal)(10/17)(at will)
Hold Person-(3rd)(Barbed Devil)(12/16)(at will)
Invisibility (2nd)(Couatl)(9/x)(at will)
Light (0)(Couatl)(9/x)(up to 6 times/day)
Mage Armor (1st)(Couatl)(9/x)(up to 7 times/day)
Magic Circle Against Evil (3rd)(Couatl)(9/16)(up to 7 times/day)
Magic Circle Against Evil*-(3rd)(Leonal)(12/x)(always on) includes +4 to saves and AC
Magic Missile-(1st)(Night hag)(8/x)(at will)
Major Image-(2nd)(Barbed Devil)(12/17)(at will)
Neutralize Poison-(4th)(Leonal)(10/x)(3/day)
Obscuring Mist (1st)(Couatl)(9/x)(up to 7 times/day)
Orders Wrath-(4th)(Barbed Devil)(12/18)(1/day)
Polymorph* (4th)(Couatl)(9/x)(at will)
Polymorph-(4th)(Leonal)(10/x)(at will)
Polymorph*-(4th)(Night hag)(8/x)(at will)
Protection from Chaos (1st)(Couatl)(9/14)(up to 7 times/day)
Protection from Law (1st)(Green Slaad)(9/x)(at will)
Ray of Enfeeblement-(2nd)(Night hag)(8/12)(at will)
Ray of Frost (0)(Couatl)(9/13)(up to 6 times/day)
Read Magic (0)(Couatl)(9/13)(up to 6 times/day)
Remove Disease-(3rd)(Leonal)(10/x)(3/day)
Resistance (0)(Couatl)(9/13)(up to 6 times/day)
Scorching Ray (2nd)(Couatl)(9/15)(up to 7 times/day)
Scorching Ray (2nd)(Barbed Devil)(12/x)(at will) 2 rays only
See Invisibility (2nd)(Green Slaad)(9/x)(at will)
Shatter (2nd)(Green Slaad)(9/13)(at will)
Silence (2nd)(Couatl)(9/15)(up to 7 times/day)
Sleep-(1st)(Night hag)(8/12)(at will)
True Strike (1st)(Couatl)(9/x)(up to 7 times/day)
Unholy Blight-(4th)(Barbed Devil)(12/18)(1/day)
Unholy Blight-(4th)(Hezrou Demon)(13/18)(at will)
Wall of force-(5th)(Leonal)(10/x)(at will)
Wind Wall (1st)(Couatl)(9/x)(up to 7 times/day)

Resources & Handbooks / Re: Mastering the Malconvoker
« on: June 19, 2017, 05:42:24 AM »
Summon Monster V

Now Im assuming Augment Summoning, a Ring of Mighty summons and Infernal Fury for evil creatures

Things to know about SM V:

Tidbits: SLAs are less of a star here but now the star is grapple.

Secondly assuming at least level 10, it is time to buy a ring of mighty summons (14,000 gp). It gives your creatures Max HP for their HD, but ½ the duration of your spell. Since you get deceptive summons thats still 10 rounds (or more, depending on your feats). Long enough for most combats. The ring can be removed if you arent sure.

Combat: Fiendish Giant Crocodiles. They are huge, good attack, improved grab. The brown bear is just as good, but you already have malconvoker this is no choice. If youre charging the tiger is good, and bearded devils get frenzy which is nice.

Outside Combat: Not much here.

Mixed with the malconvoker: Flank with the crocs � both attack, both get grapple attempts, pin and kill. Against big/strong opponents this tactic can still work. Leaving the flank provokes AoO, once again bringing improved grab into play. Eventually the grapple will hold. These things have great HP too.

Treantmonks favourite: Fiendish Huge Crocodiles. Love to flank with +23 grapple attacks

They wasted our time with: Fiendish deinonychus. Why is this even here? The stats blow for SM V. This should have been a SM IV. Same goes for the Fiendish Dire Ape.

Also: you now have Fiendish legion for certain. No point summoning non-evil creatures unless there is a specific ability you are after. If there isnt some specific reason to summon a non-evil creature Ill simply point it out to you with the prime replacement summon.

Archon, hound - 6 HD Medium outsider, HP:54, To hit:+10 If you want the SLAs get the Lantern Archon cheaper. This guy is more durable if you are worried about that though.

Celestial Brown Bear- 6 HD Large magical beast, HP:72, to hit:+13 Summon 2 Huge crocs instead. If huge is too big for your environment, then go with 2 fiendish tigers.

Celestial giant stag beetle - 7 HD Large magical beast, HP:91, to hit:+12 Trample is the only reason to summon.

Celestial sea cat - 6 HD Large magical beast, HP:90, To hit: +11 Summon 2 huge sharks instead.

Celestial griffon - 7 HD Large magical beast, HP:105, to hit: +13 The best flyer you can summon at this level (air elemental only other choice). To make use of Fiendish Legion if you need flyers you will need to go with 1d3+1 Fiendish Giant Wasps (SM IV)

Elemental, medium (any) - 4 HD Medium elemental, HP:48-52, to hit: +8-+10 Earth elemental gets improved bull rush (can bull rush up to large creatures. Very strong/quadruped creatures may be hard). Use smaller elementals for the utility stuff they are much cheaper.

Achaierai(+11) - 6 HD Large outsider, HP:84, to hit:+11 As a combatant the Archaierai aren�t too bad, but the Black Cloud ability makes this a strong summons against multiple foes. Throw both into the middle of your enemies and release the clouds (make sure they are more than 10 feet away from you) Note that the DC is Con based, and therefore a 17 with Augment Summoning.

Devil, bearded(+9) - 6 HD Medium outsider, HP:102 (raged), to hit:+13 (raged) For combat the croc is better, but the Glaive of the devil is considered evil aligned and law aligned (which might be good for getting past DR), and they have telepathy as well. Circumstances can easily make this your best combatant.

Fiendish deinonychus(+1) - 4 HD Large magical beast, HP:64, to hit:+8 The tiger is just better unless the 60 move is going to be a big factor. Yes this is the Raptor from the Jurassic Park movies though even with the fiendish template it won�t be as smart.

Fiendish dire ape(+1) - 5 HD Large magical beast, HP:73, to hit:+10 Not all that much better than the Fiendish Apes available with SM III, except for rend perhaps (At this point reg Fiendish apes have HP:59). You are better off with 1d4+1 of them. This should have been a SM IV summons.

Fiendish dire boar(+1) - 7 HD Large magical beast, HP:104, to hit:+14 Should have over 100 hp, and fights to -10. Thats really its best feature. Not a terrific combatant overall.

Fiendish shark, huge(+1) - 10 HD Huge magical beast, HP:140, To hit:+12 Very tough aquatic combatant.

Fiendish monstrous scorpion, large(0) - 5 HD Large magical beast, HP:110, To hit:+8 A lot of creatures will easily save vs the poison (if it even hits) only time you want to summon this if size is an issue, so you cant summon the croc, and you want improved grab. Thats pretty much it.

Shadow mastiff(+1) - 4 HD Medium outsider, HP:60, to hit:+9 Better combatant statistically than the yeth hound, and still gets bay (higher DC), but no fly. If you arent using bay summon 1d3 dire wolves instead.

Fiendish dire wolverine(+1) - 5 HD Large magical beast, HP:93 (raged), To hit: +12 (raged) If you arent charging, and want lots of attacks, a raged dire wolverine is your best choice.

Fiendish giant crocodile(+1) - 7 HD Huge magical beast, HP:112, to hit +13 Improved grab with a grapple of +23 with Augment. Powerful single attack.

Fiendish tiger(+1) - 6 HD Large magical beast, HP:84, to hit:+11 The best charger in the SM V list. 5 attacks on a charge and improved grab.

SLA's for SM V:

Spell Name (spell level)(Creature who has it as an SLA)(CL/DC)(# times/summon)
*Works on self only

Aid-(2nd)(Hound Archon)(6/x)(at will)
Continual Flame-(2nd)(Hound Archon)(6/x)(at will)
Detect Evil-(1st)(Hound Archon)(6/x)(at will)
Insanity-(7th)(Achaierai)(16/17)(3)(Reduced range/effect 3 hours)
Magic Circle Against Evil*-(3rd)(Hound Archon)(6/x)(always on)
Message-(0)(Hound Archon)(6/x)(at will)
Tounges*-(3rd)(Hound Archon)(6/x)(always on)

Summon Monster VI

Now Im assuming Augment Summoning, a Ring of Mighty summons and Infernal Fury for evil creatures.

Things to know about SM VI:

Tidbits: Elementals have just become a combat summons possibility, lots of SLAs available at this level. Not a huge level for combat tanks.

Combat: If you are charging the Rhino does great damage and can take a beating. If you carry around extra chains (you should), the Chain Devil has good offense. If you have room the centipede has the best HP and grapple score. The constrictor snake is now your best all round grappler though (for the first time).

Outside Combat, or non melee combat aids: Lots here. Bralani have lots of SLAs, for a few more, check Jannis. Chain devils can create an effect that gimps your opponents (-2 mods)

Mixed with the malconvoker: Chain devils can get a lot of attacks (4/round) all with reach. The giant constrictor is a good grappler and does constrict damage. The Centipede is gargantuan. As you would assume, that means a heck of a lot of HP and a great grapple score.

Treantmonks favourite: Chain Devil. Dancing chains rocks.

They wasted our time with: Janni. Who thought that this was an equivalent summon to the Bralani?

Tip: If you carry some different kinds of chains (silver and cold iron) you can use chain devils to attack creatures that might normally have a DR hard for you to penetrate. You can carry 4 of each for only 16 lbs (not you of course thats what planar binding is for)

Celestial polar bear - 8 HD Large magical beast, HP:112, to hit:+15 Get the constrictor snake instead

Celestial orca whale - 9 HD Huge magical beast, HP:138, to hit: +14 Fiendish Elsasmosaurus is better.

Bralani (eladrin) - 6 HD Medium outsider, HP:68, to hit: +13 SLAs: Charm person, gust of wind, mirror image, wind wall. 2/day: lightning bolt, cure serous wounds. All CL 6. Immune to electricity, has a pretty good ranged attack (good aligned). Have innate tongues ability.

Celestial dire lion - 8 HD Large magical beast, HP:104, to hit: +15 Strong charger � puts tigers on previous level to shame. However, the Fiendish Dire Tiger is just around the corner.

Elemental, large (any) - 8 HD Large elemental, HP:104-112, to hit: +12-+14 Earth elementals can now bull rush up to huge. An air elemental can now pick up med creatures in the whirlwind (or water elementals in the vortex). These are starting to get good.

Janni (genie) - 6 HD Medium outsider, HP:66, to hit:+11 SLAs: 3/day: invisibility (self), speak with animals. 1/day create food and water, ethereal jaunt for 1 hour. Telepathy, Enlarge/reduce person. Not nearly as good as the Bralani overall.

Chaos beast - 8 HD Medium outsider, HP:101, To hit:+12 Only a decent choice if your opponent has a decent chance of failing a DC 17 Fort save if they do, theyre screwed, if not, the Chaos beast isnt good for much else.

Devil, chain(0) - 8 HD Medium outsider, HP:112, to hit:+12 Immunity to cold. Did you bring those chains? Get them within 20 of the devil, and within 25 of the enemy. Thats 4 attacks, +12 to hit, 2d4+6 damage each � crit range 19-20 (with infernal fury). Oh yeah, one skill these guys dont have (unlike most devils) sense motive.

Xill(+8) - 5 HD Medium outsider, HP:70, to hit:+9 4 attacks � not great for combat but does have an SR of 21, which is stellar for this level.

Fiendish monstrous centipede, gargantuan(0) - 12 HD Gargantuan magical beast, HP:156, to hit:+13 Decent combatant poison DC now 19. Best feature is a grapple of +29

Fiendish rhinoceros(+1) - 8 HD Large magical beast, HP:136, To hit:+15 Charge +17 for 4d6+30 damage. After that still OK.

Fiendish elsasmosaurus(+1) - 10 HD Huge magical beast, HP:186, to hit: +15 Good aquatic choice. Can move on land too (20 feet).

Fiendish monstrous spider, huge(0) - 8 HD Huge magical beast, HP:112, to hit:+11 Can web up to gargantuan. Not great combatant though at this level.

Fiendish snake, giant constrictor(+1) - 11 HD Huge magical beast, HP:146, to hit:+15 Grapple is +25, Huge size. This is finally the premier grapple choice for its level. (Centipede has slightly higher grapple score but no improved grab).

SLA's for SM VI:

Spell Name  (spell level)(Creature who has it as an SLA)(CL/DC)(# times/summon)
*Works on self only

Blur (2nd)(Bralani, Eladrin)(6/x)(at will)
Charm Person  (1st)(Bralani, Eladrin)(6/13)(at will)
Create food and water  (3rd)(Janni, Genie)(7th/x)(1/day)
Cure Serious Wounds  (3rd)(Bralani, Eladrin)(6/15)(2/day)
Ethereal Jaunt  (7th)(Janni, Genie)(7th/x)(1/day) � 1 hour duration
Gust of Wind  (2nd)(Bralani, Eladrin)(6/14)(at will)
Invisibility*  (2nd)(Janni, Genie)(12/x)(3/day)
Lightning Bolt  (3rd)(Bralani, Eladrin)(6/15)(2/day)
Mirror Image  (2nd)(Bralani, Eladrin)(6/x)(at will)
Speak with animals  (1st)(Janni, Genie)(12/x)(3/day)
Wind Wall  (3rd)(Bralani, Eladrin)(6/x)(at will)

Summon Monster VII

Now Im assuming Augment Summoning, a Ring of Mighty summons and Infernal Fury for evil creatures.

Things to know about SM VII:

Tidbits: We are now at the point where SLAs and (Su) abilities are as important as the combat abilities. More of the summons are for the former than the latter. Tailoring your summons to your specific opponent becomes more important than ever.

Combat: Bone devils are great not just for combat specs, but also for all the SLAs that can be used in combat. They also have great saves. If pure HP are what you are after the elementals have it.

Outside Combat, and non melee combat abilities: I cant even touch on all the SLAs available at this level. The Avoral has a million alone. Bone devils are also very good (wall of ice at will, nice!). Babau demons dispel magic at will.

Mixed with the malconvoker: The Bone Devil is your best all round combatant, they are also good battlefield controllers (2 walls of ice/round is very good). Babau demons get SA if used to flank. They also get dispel magic at will. That's two dispel checks per round against enemy spells. (thanks to Ancillary for pointing out that they can't be used to counterspell though. Oops.)

Treantmonks favourite: Bone Devils. For a summon monster VII these are a huge bargain. They outshine everything else at this level.

Chicken? Among the great abilities of Bone Devils are a high sense motive score if this is a concern. A pair of Fiendish Girallons will get 10 attacks on your enemy then Rend him. (the lower to hit score bothers me a bit though). The other option is to simply summon the bone devil without Deceptive Summoning you might want to remove your Ring of Mighty Summons to keep a decent duration. They will still rock.

They wasted our time with: The Fiendish Megaraptor. For the same reason the Raptor sucks, so does its big brother. Tigers are just better � much better.

Celestial elephant - 11 HD Huge magical beast, HP:171, to hit:+18 Summon for utility if 34 STR will be of use.

Avoral (guardinal) - 7 HD Medium outsider, HP:105, to hit:+15 SLAs at will: Aid, Blur (self), Command, detect magic, dimension door, dispel magic, gust of wind, hold person, light, magic circle against evil (self), magic missile, see invisibility. 3/day: lightning bolt. CL 8. Immune to electricity and petrification. Lay on hands for 21 healing. Fear aura and true seeing (standard actions each). Flies. Has all knowledges at +12, good hide/move silently, and a spot of 21. Good utility summons.

Celestial baleen whale - 12 HD Gargantuan magical beast, HP:198, to hit:+19 Go with the octopus against med or smaller this is good against big stuff.

Djinni (genie) - 7 HD Large outsider, HP:84, to hit:+12 Major creation is permanent if used to create vegetable matter, All craft skills at +12. SLAs also include wind walk, persistant image, create wine, create food and water, invisibility (self). Can assume gaseous form and whirlwind form. Immune to acid, telepathy.

Elemental, huge (any) - 16 HD Huge elemental, HP:224-240, to hit:+19-+21 Air elemental now a strong flying choice. Earth elementals can bull rush almost anything. A water elemental has a CL of 16 to dispel magic fires. These are very good combatants now.

Invisible stalker - 8 HD Large elemental, HP:80, to hit:+12 Not particularly strong, not evil only summon if improved invisibility is really needed. Tracks at +13.

Slaad, red - 7 HD Large outsider, HP:91, to hit:+13 Immune to sonic. Has pounce and stun attack. HP arent great for a combat selection though.

Devil, bone(+15) - 10 HD Large outsider, HP:170, to hit:+16 Fear aura DC 17, Poison(Str) DC 22, At will SLAs: Dimensional anchor, fly, invisibility (self), major image, wall of ice. CL 12. SR 21, Good combatant, all knowledges at +15, Move Silently +18, Search +15. 3 good attacks.

Fiendish megaraptor(+2) - 8 HD Huge magical beast, HP:139, to hit:+11 This is actually not much better than the fiendish tiger you could summon with SM V. This should be a great charger but you are better off with 1d4+2 Fiendish tigers (sad). Speed is 60 if that�s a factor.

Fiendish monstrous scorpion, huge(0) - 10 HD Huge magical beast, HP:150, To hit:+13 +23 grapple with improved grab (Actually worse than the constrictor last level but 2 chances to hit). Summon if tremorsense is going to come into play.

Babau (demon)(+1) - 7 HD Medium outsider, HP:119, to hit:+14 Sneak attack +2d6 (on 3 attacks), SLA�s: Darkness, dispel magic, see invisibility. CL 7. A slime coats this creature that does 1d8 damage to weapons that strike it (ignores hardness). Also, no sense motive.

Fiendish giant octopus(+1) - 8 HD Large magical beast, HP:107, to hit:+12 8 arm attacks - +17 grapple each. Good aquatic choice against med or smaller opponents.

Fiendish girallon(+1) - 7 HD Large magical beast, HP:118, To hit:+14 5 attacks/round + rend attack. For pure damage offense this is OK. Thats it though.

SLA's for SM VII:

Spell Name (spell level)(Creature who has it as an SLA)(CL/DC)(# times/summon)
*Works on self only

Aid (2nd)(Avoral)(8/x)(at will)
Blur* - (2nd)(Avoral)(8/x)(at will)
Command  (1st)(Avoral)(8/14)(at will)
Create Food and Water  (3rd)(Djinn)(20/x)(at will)
Create Water (0)(Djinn)(20/x)(at will) creates wine instead of water
Darkness  (2nd)(Babau)(7/x)(at will)
Detect magic (0)(Avoral)(8/x)(at will)
Dimension Door  (4th)(Avoral)(8/x)(at will)
Dimensional Anchor  (4th)(Bone Devil)(12/x)(at will)
Dispel Magic  (3rd)(Avoral)(8/x)(at will)
Dispel Magic  (3rd)(Babau)(7/x)(at will)
Fly  (3rd)(Bone Devil)(12/x)(at will)
Gaseous form*  (3rd)(Djinn)(20/x)(1/day) duration 1 hour
Gust of wind  (3rd)(Avoral)(8/15)(at will)
Hold Person  (3rd)(Avoral)(8/16)(at will)
Invisibility* - (2nd)(Djinn)(20/x)(at will)
Invisibility* - (2nd)(Bone Devil)(12/x)(at will)
Light (0)(Avoral)(8/x)(at will)
Lightning bolt (3rd)(Avoral)(8/16)(3/day)
Magic Circle Against Evil  (3rd)(Avoral)(8/x)(at will)
Magic Missile  (1st)(Avoral)(8/x)(at will)
Major Creation  (5th)(Djinn)(20/x)(1/day) vegetable matter is permanent
Major Image  (3rd)(Bone Devil)(12/15)(at will)
Persistent Image  (5th)(Djinn)(20/17)(1/day)
See Invisibility  (2nd)(Avoral)(8x)(at will)
See Invisibility  (2nd)(Babau)(7x)(at will)
True Seeing* - (6th)(Avoral)(14/x)(at will) 1 full round casting time
Wall of Ice  (4th)(Bone Devil)(12/x)(at will)
Wind Walk  (6th)(Djinn)(20/x)(1/day)

Resources & Handbooks / Re: Mastering the Malconvoker
« on: June 19, 2017, 05:41:52 AM »
Summon Monster II

Things to know about SM II:

Tidbits: You can now summon your first outsider the Lemure. It blows, but might have some use if fighting within a darkness spell, inside a fire, or against a poisonous foe.

Combat: Your best two combatants at this level are the riding dog and the wolf. The riding dog does a bit more damage/better to hit, the wolf has trip. The large centipede has a not bad grapple if grappling is what you want to do (it will provoke an AoO). Medium spiders can web up to large foes.

Outside Combat: Not much here unless you are out of SM I, in which case the medium spider can fulfill the roll of the small easy enough.

Mixed with the malconvoker: The wolf becomes the best combatant, but purely secondary compared to what you can summon with higher level spells. The wolf (augmented) has a +5 to hit and a +3 trip modifier. If you think this can help throw them in as a secondary summons.

Treantmonks favourite: The Fiendish wolf. The first battlefield control summons. Wolfs trip ability saves an otherwise poor SM level.

They wasted our time with: The Celestial giant bee. It dies if it hits with its attack. For a penalty like that the rest better be great, it isnt.

Celestial giant bee - 3 HD Medium magical beast, HP:19, to hit:+4 If you need a flyer go with the eagle.

Celestial giant bombardier beetle - 2 HD Medium magical beast, HP:17, to hit +4 Fire a 10 acid cone for 1d4+2 damage. Otherwise, not much here.

Celestial riding dog - 2 HD Medium magical beast, HP:17, To hit:+5 Before SMIII this is your best combatant for straight stats. Not too bad actually.

Celestial eagle - 1 HD Small magical beast, HP:7, To hit:+3 Not a very good combatant but the best you have at this level. Also, being small size they are large enough to threaten/flank/aid another.

Lemure(0) - 2 HD Small outsider, HP:13, to hit:+4 Pretty bad. Can see in magical darkness and has immunity to fire and poison though.

Fiendish squid(+1) - 3 HD Medium magical beast, HP:19, to hit: +6 So-so aquatic choice.

Fiendish wolf(+1) - 2 HD Medium magical beast, HP:17, to hit:+5 2 less damage per attack than the riding dog and one less AC, but gets a free trip with every hit. Probably your best combat choice.

Fiendish monstrous centipede, large(0) - 3 HD Large magical beast, HP:19, To hit:+5 +9 to grapple isnt bad for a 2nd level summons. Will have the best HP (slightly), not a bad combat summons overall.

Fiendish monstrous scorpion, medium(0) - 2 HD Medium magical beast, HP:17, to hit:+4 +4 grapple with improved grab (+4 to hit), damage is OK and 3 attacks/round. One of the scorpions better appearances. Dont expect to hit with the tail (and therefore the poison) though.

Fiendish shark, medium(+1) - 3 HD magical beast, HP:22, To hit:+5 So-so aquatic choice.

Fiendish monstrous spider, medium(0) - 2 HD Medium magical beast, HP:15, to hit:+4 Scorpion is better combatant at this level but can web up to large creatures.

Fiendish snake, medium viper(+1) - 2 HD Medium magical beast, HP:13, to hit:+4 Still not a great summons, but poison DC is 13 and it has a better chance to hit with it than the scorpion.

Summon Monster III

Things to know about Summon Monster III:

Tidbits: Now you can summon your first outsider that isnt poor. A Dretch doesnt match up to a fiendish ape, but it can cast a stinking cloud and then scare, and then enter combat with 3 attacks/round. This is the first level that elementals become available. Summon Monster III is one of the best Summon Monster spells for its level.

Combat: Before malconvoker, the Celestial Bison is a star. Afterwards, Fiendish ape. If you want improved grab, you have two options at this level the croc is usually the stronger choice of the two. At this level some creatures have DR 5/magic and some don't. The ones that do are the Celestial Bison, the Fiendish Ape, the Fiendish Huge Centipede, and the Fiendish Dire Bat. Keep this in mind when thinking about HP of your summons.

Outside Combat: Earth elementals can glide through walls, come back, and tell you what they saw. If you have pyromaniac tendancies, the fire elemental/Hell hound burn stuff real good.

Mixed with the malconvoker: Got to like the fiendish ape. Great chance to hit, 3 attacks/round, good HP. If you want size, the centipede is HUGE, this is your strongest bet for pure grapple score. Constrictors and Crocs both get improved grab if you dont want to provoke an AoO. The Crocs stats are better, but the constrictor does better damage once the grapple is in place.

Treantmonks favourite: The Fiendish ape. Why do I like the ape more than the bison? Well, statistically its almost as good (HP suffer a bit), but you get 3 attacks, it can pick up stuff, and its evil. (Better for after Malconvoker levels)

They wasted our time with: The Fiendish Boar. This doesnt nearly stack up to the Bison or the Ape, what were they thinking?

Celestial black bear - 3 HD Medium magical beast, HP:25, To hit:+8 Not very impressive go with the bison or ape. If you need a swim speed go with the crocodile.

Celestial bison - 5 HD Large magical beast, HP:47, To hit:+10 A very good tank. HP, to hit, and damage are unequalled at this level, plus DR 5/magic. However, the fiendish ape will get more attacks.

Celestial dire badger - 3 HD Medium magical beast, HP:40 (raged), To hit: +8 (raged) Has a burrow speed, otherwise not great. Go with the wolverine.

Celestial hippogriff - 3 HD Large magical beast, HP:31, To Hit:+8 100 move rate flyer.

Elemental, small - 2 HD Small elemental. HP:13-15, To hit:+3-+7 Purely utility at this point.

Fiendish ape(+1) - 4 HD Large magical beast, HP:37, to hit:+9 King of the tanks of SM III. Slightly worse HP and to hit than the bison, though it still gets the DR 5/magic, what arguably makes it better than the bison is the 3 attacks per round and that it's evil.

Fiendish dire weasel(+1) - 3 HD Medium magical beast, HP:19, to hit:+8 As a secondary combatant these can attach and drain con. To hit is only a +6 though. HP are poor too. Could be useful against a BBEG with low AC.

Hell Hound(0) - 4 HD Medium outsider, HP:30, To hit:+7 Has a 2d4 10 foot cone fire breath. They also have scent and immunity to fire. Not your best combat choice unless fighting something where fire is good.

Fiendish snake, constrictor(+1) - 3 HD Medium magical beast, HP:25, To hit:+7 on a +7 grapple. The only advantage of the snake over the crocodile is constricting damage.

Fiendish boar(+1) - 3 HD Medium magical beast, HP:31, To hit:+6 Take the ape, if space is an issue, take the croc or the wolverine.

Fiendish dire bat(+2) - 4 HD Large magical beast, HP:38, to hit:+7 This is actually a very strong summons. DR, blindsense 40 ft. Good HP, DR 5/magic, attack +7 (1d8+7). Has hide/move silently/listen and spot.

Fiendish monstrous centipede, huge(0) - 6 HD Huge magical beast, HP:45, to hit:+7 Grapple is +17 (no improved grapple though). HP are good (not much better than ape or bison though), including the ever-valuable DR 5/magic. To hit +7

Fiendish crocodile(+1) - 3 HD Medium magical beast, HP:28, to hit:+8 Improved Grab with grapple +8, +8 to hit. Use for improved grab or aquatic, otherwise go with the Fiendish Ape.

Dretch(0) - 2 HD Small outsider, HP:17, to hit:+6 The SLAs are mentioned above � once those are used you have a creature with 3 attacks/round. Not a lot of HP though, only summon if you have use of the SLAs, or need the telepathy.

Fiendish snake, large viper(+1) - 3 HD Large magical beast, HP:19, to hit:+4 Poison is pretty weak not great in melee. Not much here.

Fiendish wolverine(+1) - 3 HD Medium magical beast, HP:40 (raged), To Hit: +8 (raged) Not as strong as the ape in melee, but is med size (if size is an issue) and has burrow.

SLA's available with SM III:

Spell Name (spell level)(Creature who has it as an SLA)(CL/DC)(# times/day)
*Works on self only

Scare (3rd)(Dretch)(2/12)(1/x)
Stinking Cloud - (2nd)(Dretch)(2/13)(1)

Summon Monster IV

Things to know about SM IV:

Tidbits: SLAs and Su abilities are becoming more of a factor. For straight combat SM IV does not shine above SM III as it did over the previous level.

Combat: For charging the celestial lion is terrific. Dire wolves get trip (with a decent score) and good HP. Howlers get the terrific quills (and they are stackable). Against one BBEG, the howlers are the way to go. Against multiples the dire wolf is better. If DR of the opponent is a problem Lantern Archons ignore it.

Outside Combat, or non melee combat aids: Lantern archons are stuffed with useful SLAs, and if summoned close can protect your party with aura of menace and magic circle against evil. If you are approaching large groups of enemies a yeth hound can be sent 305 ahead and bay. Thats a 300 radius spread!

Mixed with the malconvoker: Summoning 2 dire wolves that begin in flank and both are making trip attempts is huge. Even after SMV is available this is a strong option. If the opponent is very large then go with howlers. The quills stack, and those -1s add up.

Treantmonks favourite: The howler. Once you can summon 2 at a time those quills add up. I love that they lower saves too.

They wasted our time with: The Celestial Giant Owl. This is on par with the Dire Bat of the previous level how did it ever make SMIV?

Archon, lantern - 1 HD Small outsider, HP:6, to hit:+2 The SLAs and always on abilities (Circle against evil, tongues, aura of malice, Aid) are the big draws. The attack only does 1d6 and has a not great chance of hitting (2 per round with full attack), it is ranged however and ignores DR. Against a high DR critter this could be a good summons but dont count on the +2 attack to hit very often. More of a defensive choice (for the magic circle and the aura) than an offensive one.

Celestial giant owl - 4 HD Large magical beast, HP:34, To hit:+9 Go with either the giant eagle or the giant wasp. If you need the night vision, consider the dire bat from SM III.

Celestial giant eagle - 4 HD Large magical beast, HP:34, to hit:+9 This has flyby attack and evasion. Certainly better than the owl (unless you are flying at night)

Celestial lion - 5 HD Large magical beast, HP:42, To hit:+9 First 5 atttack charger available. Rake, Pounce and improved grab pretty good.

Mephit (any) - 3 HD Small outsider, HP:19-25, to hit:+6 to +9 These are about the SLAs. Wind wall, Gust of wind, Heat metal, Chill metal, Glitterdust, Blur, Melfs acid arrow, pyrotechnics.

Fiendish dire wolf(+1) - 6 HD Large magical beast, HP:57, to hit:+11 Great HP, Good attack, trip. Strong choice.

Fiendish giant wasp(+1) - 5 HD Large magical beast, HP:42, to hit:+8 Only flyer on current level that has evil alignment and is half decent in melee. Poison isnt impressive, however, 60 fly (good) is. For pure attack, not a great choice.

Fiendish giant praying mantis(+2) - 4 HD Large magical beast, HP:34, to hit:+8 Improved grab with grapple of +13. 2 attacks/round. To hit isnt great (+8 with Augment). Not that impressive overall. If you want improved grab though � this might be your best SM IV bet.

Fiendish shark, large(+1) - 7 HD large magical beast, HP:52, to hit:+9 Pretty good aquatic summons.

Yeth hound(+2) - 3 HD Medium outsider, HP:25, To hit:+8 Bay ability, flies. Only summon if you have use of bay, otherwise go with the giant wasp or the dire wolf (depending whether you need fly)

Fiendish monstrous spider, large(0) - 4 HD Large magical beast, HP:30, to hit:+6 Now you can web huge creatures. For melee this is weak.

Fiendish snake, huge viper(+1) - 6 HD Huge magical beast, HP:45, to hit:+8 Poison is DC 16 (with augment), not bad. HP are decent, only any good if you think the poison will hold.

Howler(+2) - 6 HD Large outsider, HP:52, To hit:+12 The advantage of the howler over the dire wolf is quills. These work better against a single more powerful opponent since they stack.

SLA's available to SM IV

Spell Name (spell level)(Creature who has it as an SLA)(CL/DC)(# times/summon)
*Works on self only

Aid-(2nd)(Lantern Archon)(3/x)(at will)
Blur*-(2nd)(Air Mephit)(6/x)(1)
Blur*-(2nd)(Dust Mephit)(6/x)(1)
Blur*-(2nd)(Steam Mephit)(3/x)(1)
Chill Metal-(2nd)(Ice Mephit)(6/14)(1)
Continual Flame-(2nd)(Lantern Archon)(3/x)(at will)
Detect Evil-(1st)(Lantern Archon)(3/x)(at will)
Glitterdust-(2nd)(Salt Mephit)(3/14)(1)
Gust of wind-(2nd)(Air Mephit)(6/14)(1)
Heat Metal-(2nd)(Fire Mephit)(6/14)(1)
Magic Circle Against Evil*-(3rd)(Lantern Archon)(1/x)(always on)
Magic Missile-(1st)(Ice Mephit)(3/x)(1)
Melfïs Acid Arrow-(2nd)(Ooze Mephit)(3/x)(1)
Melfïs Acid Arrow-(2nd)(Water Mephit)(3/x)(1)
Pyrotechnics-(2nd)(Magma Elemental)(6/14)(1)
Scorching ray-(2nd)(Fire Mephit)(3/14)(1)
Soften Earth and Stone-(2nd)(Earth Mephit)(6/x)(1)
Stinking Cloud-(3rd)(Ooze Mephit)(6/15)(1)
Stinking Cloud-(3rd)(Water Mephit)(6/15)(1)
Tongues*-(3rd)(Lantern Archon)(14/x)(always on)
Wind Wall (3rd)(Dust Mephit)(6/13)(1)

Resources & Handbooks / Re: Mastering the Malconvoker
« on: June 19, 2017, 05:41:25 AM »
Fun with Summon Elemental Reserve Feat:

So I said in the Feat section you should definitely take this. You want it in your level 9 feat slot - so plan for it. Why is it so great anyways?

All reserve feats tend to work in a specific way - they tend to copy the spell they are powered by, only much less potent, and often less versitle. However - they can be used over and over again - as a SU ability. In order to make a Reserve feat worthwhile - you must exploit the "infinite use" part as much as you can.

Now, when you use the feat - the elemental will be neutral - so you won't get Infernal Fury, Infernal Legion, Deceptive Summons etc. It does however benefit from your Augment Summoning ability - this is quite useful.

It does have a lot going for it for a "non-spell" if you think about it. Both for Combat Use as well as Ulility Use.

When you first get the feat - you will be powering it with a level 4 summon spell (Um - probably SM IV). It will be a standard action to use - last for 4 rounds, be a small elemental, and you can only have one at a time. So what do you do with that?

1 ) Use the Earth Elemental to glide through the walls, floor, or ceiling if they are rock and report what's on the other side.
2 ) Use the Earth Elemental to open any doors/chests etc you think might be trapped.
3 ) Use the Earth Elemental to test hallways you think might be trapped.
4 ) Use the Water Elemental to check out the "Murky Water" that seems to be in every dungeon.
5 ) Use the Water Elemental's Drench ability to put out fires and magical fires
6 ) Use the Fire Elemental to start Large fires
7 ) Combat: Use any elemental to flank
8 ) Combat: Use the Earth or Air Elemental to "Aid Another" on attacks or AC (90% to succeed)
9 ) Combat: Use the Earth Elemental to Bull Rush - with a touch attack it will likely hit - the Bull Rush is a long shot of succeeding though - but the chance isn't that bad (Total Bull Rush +2)
10) Combat: Use any elemental to provoke the attacks of opportunity from your enemy - now your allies and summoned creatures are no longer in danger unless the enemy has combat Reflexes. A way to open up your enemy for a Grapple Attempt by a summoned creature.

Once the Spell that Powers the Feat is 6th level or higher - the Elemental becomes Medium Sized:

1 ) The Bull rush of the Earth Elemental becomes reasonably good. (Total Bull Rush +8)
2 ) Chance to Aid Another is now 95% (fails on a one only)

Once the Spell that powers the Feat is 8th level or higher - the Elemental becomes Large:

1 ) Bull Rush now pretty good (+14 modifier)
2 ) Elemental now has DR 5/-
3 ) Technically - you can use an Air or Water elemental to do the vortex/whirlwind and move enemies. In more drastic situations - you can have it move you - though you will take a bit of damage from this manouver.

In all cases the Elemental will not be an overly impactful combatant - it's just too weak for the level in which you are when you get it. However - lots of useful things to do with them - both inside and outside of combat. Not a feat for use when you are fighting the BBEG - but against his minions - this can save you spells while still giving some Battlefield control, minor buffing, as well as attracting enemy attacks.

Your "To Hit" will never be high enough to use these elementals for straight combat - in many cases you will need a 20 to hit. If you do want to make "attack" manouvers - attempt Trips and Bull Rushes. The touch attack makes it much easier for you to hit, and opposed STR checks give you a chance of success (on things like Grapple or Disarm where BAB is added - you have no realistic chance). Remember - your STR and CON are higher than the MM version by 4 each (Augment Summoning), this will give a measurable boost.

Summon Monster I

For non-core summonable creatures - please check THIS out.

Things to know about SM I:

Combat: A dog or a badger are decent combatants when you are levels 1 or 2, but at higher levels they are more for flanking/aiding another.

(A nice tactic is after your original summons are engaging the enemy cast a SM I, pick Dire Rat, have them flank your summons opponent, and have them Aid another. Thats +4 for your main summon to hit.) Their own damages will be too small to have any effect.

Avoid summoning these against opponents with Cleave!

A small monstrous spider can web a medium creature. Even though the webs arent strong they take a standard action to remove. That has use even at high levels (provided they can hit).

Outside Combat: At mid-high levels the SMI spell ceases to be much use in combat beyond aiding/flanking (and with malconvoker 5, your summoned creatures are probably already flanking) however there are other uses.

The main ones are probe/trap monkey. Monstrous Spiders have tremorsense and can detect invisible foes for you. Celestial Monkeys make trapmonkey a non-metaphorical term, as they can turn handles and open chests. Poor celestial monkey. Dire rats are excellent scouts with hide/move silently/spot and listen.

Mixed with the malconvoker: The Spiders will be most useful to you in combat (as a secondary spell) bring them in to flank or to web. Tremorsense find hidden foes. Use Dire rats for scouts or aid/flank buddies. With Deceptive summons they should have time to do the job.

Treantmonks favourite: The Fiendish spider, its OK off the bat webbing remains good for a few more levels. Tremorsense will be useful for a long time.

They wasted our time with: The Scorpion. It can improved grab tiny creatures, has terrible stats, and has a -3 to hit with poison tail. How did this make the list?

All entries at this level assume you have Augment Summoning

(Bracketed) #'s are Sense Motive totals for evil creatures (for deceptive summons reference)

Celestial dog - 1 HD Small magical beast, HP:8, to hit +4. Not quite as good as the badger for combat.

Celestial owl - 1 HD Tiny magical beast, HP:6, to hit +5. Only good as a low-light scout

Celestial giant fire beetle - 1 HD Small magical beast, HP:6, to hit +3. Slightly inferior combatant. AC is a little better though.

Celestial porpoise - 2 HD Medium magical beast, HP:15, to hit +4. Very good aquatic summon.

Celestial badger - 1 HD Small magical beast, HP:10 (raged), to hit +4. Good combat summon due to Rage and 3 attacks.

Celestial monkey - 1 HD Tiny magical beast, HP:6, to hit +4. Literal trapmonkey.

Fiendish dire rat(+1) - 1 HD Small magical beast, HP:7, to hit +4. Not bad combatant � after Malconvoker Lvl 4 this is your best choice. Also a good scout.

Fiendish raven(+2) - 1/4 HD Tiny magical beast, HP:3, to hit +4 Pretty much a worthless summon until Malconvoker (go owl instead), after malconvoker extended duration makes this a decent scout in low-light.

Fiendish monstrous centipede, medium(0) - 1 HD Medium magical beast. HP:6, to hit:+2 Very weak.

Fiendish monstrous scorpion, small(0) - 1 HD Small magical beast. HP:8, to hit+2 Very weak.

Fiendish hawk(+2) - 1 HD Tiny magical beast, HP:6, to hit+8 Daylight scout: Spot +14

Fiendish monstrous spider, small(0) - 1 HD Small magical beast, HP:6, to hit:+4 Webs, best bug combatant at this level.

Fiendish octopus(+1) - 2 Small HD magical beast, HP:13, to hit +5 Decent aquatic summons.

Fiendish snake, small viper(+1) - 1 HD Small magical beast, HP:6, to hit+4 Save DC 12 poison otherwise useless.

Resources & Handbooks / Mastering the Malconvoker
« on: June 19, 2017, 05:40:28 AM »
Credit goes to Treantmonklvl20 for creating it, and Dan2 for reposting it on BG, and Libertad for reposting on minmax
Mastering the Malconvoker
Or "the ends justify the means!"

"Take him my slaves! Drag his soul back to your dark masters!"-Argyll Te'Shea, servant of Pelor and malconvoker
Quote from Complete Scoundrel

THE MALCONVOKER is a prestige class from Complete Scoundrel that specializes in Summon Monster spells and Planar Binding spells.

Entry requirements:
Alignment: Any non-evil.
Skills: Bluff 4 ranks, Knowledge (The planes) 4 ranks.
Languages: Celestial, Infernal
Feats: Augment Summoning, Spell Focus (Conjuration)
Special: Ability to cast Summon Monster III

The standard concept of the perpetual war between good and evil is cliched to some: a black-and-white vision of reality, suitable only for religious sermonizing. A few who understand the complexity of the battles that rage throughout the planes have taken up a dangerous path, entering into powerful pacts with the foulest abominations of the Lower Planes to turn evil against evil. These daring Summoners are Malconvokers, and they bargain with their lives.

- Complete Scoundrel

First all Malconvokers should check out these threads:

Legal 3.5 Summonable Monster List - This thread breaks down Summon Monster spells, unlike this one, non-core summons are examined and critiqued.

Summoning Handbook : A general guide for Summoners of all types. Be adviced not all general summoning advice applies to Malconvokers.

I would like to aknowledge this thread : Mastering the Summoned Monster, by Faithless the Wonder Boy - You won't find much in this thread I haven't covered here. Imitation is the sincerest form of flattery.

The Conjurer’s Handbook - not a summoner's thread - but if you are entering Malconvoker through the Conjurer, this can give you a nice guide of spells available and feats to consider.

Second: Why should I play a Malconvoker?

Consider looking through your new splatbook. You see a PrC for casters that looses a caster level. Already you think "This better have some great class abilities.", you are ready to turn the page.

The first level ability has a +1 metamagic added to spells for free. You think "That's not enough to make this worthwhile" - if you weren't bored you would have already gone to the next PrC.

The fourth level ability effectively doubles one of your specialty feats. You now think "Still not enough."

The fifth level ability then adds +4 Metamagic to spells for free (thats +5 levels of metamagic for free). You read it again - yes - thats +5 metamagic levels to spells free.

You must have been reading the Malconvoker.

There are many advantages to playing a Summoner, but if you are willing to focus completely on summoning - nothing beats a Malconvoker. You may not have the best HP, BAB, AC, or be as good at the other spells - but when it comes to Summoning - you will be king.

Up to the time I looked at the Malconvoker I was of the opinion that you should never consider a PrC that reduces your spellcasting level. The Malconvoker does this at level 1.

However, level one of the Malconvoker gives an extend spell effect on all Summon Monster spells where you summon evil creatures as long as you beat their sense motive with a bluff (free action bluff)

The fourth level of the Malconvoker gives a +2 to damage on all attacks and +2 HP/HD to any evil creatures which were summoned with the first level ability.

The fifth level of Malconvoker adds an extra creature when you summon an evil creature. That's basically a free Twin Spell. If you use a Summon Monster to summon lesser level creatures, it works out closer to an empower spell (still very good).

If you are a Wizard/Cleric who pops off the occasional Summon Monster spell � this isn�t a worthy trade. If you are a Wizard/Cleric who specializes in Summon Monster spells this is just too good to pass up.

Third: How many levels should I take?

The Malconvoker is a 9 level PrC. The first 5 levels will focus primarily on Summon Monster spells, the final 4 levels focus more on Planar Binding spells. It is a decent choice for full 9 level progression but there are options.

The best ability the Malconvoker gets is Infernal Legion at level 5, this makes level 5 an ideal breaking point if you want to pick up some different PrC levels.

Level 6 gives you (IMO) the best Planar Binding ability with Deceitful Bargaining. This gives a decent break point with lots of Summon Monster specialization, and decent boost to Planar Binding.

Levels 7-9 are decent - nothing spectacular, but you aren't losing spellcasting levels either - so it's still solid.

Fourth: Which class should I qualify with?

Which class to choose for qualifying for the Malconvoker:

Red: Very strong choice
Blue: Good choice
Green: Fair choice

Cleric: Not a bad choice if you start with the Summoning domain. You will give up the wizard�s alternate class features in exchange for a better AC and BAB. Take this if Summoning isn�t your only focus. (Actually, one tactic that can be excellent for Cleric/Malconvokers is to use Twin Spell or Repeat Spell metamagic along with Divine Metamagic for extra conjurations. It is a feat hungry build - but by high levels this can add up to quite a few creatures - at least comparable with the Master Specialist 10 option for Conjurers - thank you Sigfried for the suggestion)

Also - there is an alternate class ability in the Planar Handbook for Clerics at level 4 that allows turning of summoned creatures (which could be handy for failed bluff rolls) at a penalty of -3 levs for turning undead. This seems to me like an easy choice.

Wizard: This is my favourite option. Especially when using the various alternate class features which can improve Summon Monster spells. Obviously, you should specialize as a Conjurer. If your DM does not allow the Rapid Summoning alternate class feature from UA � go with Cleric or Archivist instead. It is that one option that makes the Wizard shine as a Malconvoker.

Wizard Class Variants to take/not to take:

Focused Specialist: I would not recommend this for most wizards going into high level campaigns, but since you will be memorizing at least 3 Summon Monster spells per level - this is actually a no-brainer. You do have to give up one more spell school (which hurts) - but alternate casting is the secondary purpose of your character.

Enhanced Summoning: You get Augment Summoning as a free feat at first level instead of Scribe Scroll. This is a no-brainer. If you continue Conjurer to level 5, your summons are harder to dispel (+2 caster level check). If you continue to level 10, your Augment Summoning bonuses improve to +6/+6. Feel free to jump ship early on. The first level ability is the best.

Rapid Summoning: This is a must have. Yes, you must sacrifice Immediate Magic (which hurts), but you have no choice. You are a summoner first and foremost. Standard action Summon Monster spells are what makes the Conjurer Summoner better than the Cleric summoner.

Spontaneous Summoning: This is a bad option. No need for spontaneous summoning - just memorize it. Your spells lose a whole level by using this variant - definitely not worth it at any level.

Archivist: This is a pretty strong entry choice. You will be able to cast both Summon Monster and Summon Nature's Ally (of course none of your Malconvoker abilities will extend to Summon Nature's ally - but your Summoning feats/items will). You will need to take one of the other methods to make your summoning rapid (Feats/magic items). This just means more options when summoning - and options are always good. Dark Knowledge has excellent Synergy with Summoned Creatures.

I think flavor-wise this is also a good option. A very nice mix with Malconvoker.

Wu Jen: Not a bad option. You are looking at less spells to cast then a specialist wizard, and there's no Rapid Spell variant, however, your DM might consider allowing Rapid Spell as an applicable spell secret since it's a 1 level metamagic enhancement. This would have to be houseruled though - because in the RAW it isn't offered.

The most attractive part of the Wu Jen would be the ability to reroll initiative rolls. That can be a big boost for a Summoner. (only if you are using Rapid Metamagic though)

Sorcerer: Cant qualify until level 7, and since you will be casting the same spell most of the time spontaneous casting is less of an advantage. (you will actually have less castings than a focused specialist conjurer as well). However, Bluff is a class skill, and CHA will be high which is an advantage to Bluff and to Planar Binding spells. (Bonzai also points out that Sorcerers can get the summoning domain with a 5th level substitution level in CC. This gives all the spells of the domain and the +2 CL for Conjuration (Summoning) spells). The thing to think about with the sorcerer/wizard choice is this: Do I want the CHA, or the Rapid Summoning? My personal preference is for the standard action castings - but there is definitely a counter-argument to be had.

Other Options: Some other options exist in the Splatbooks (such as favoured soul) none are particularly better suited than the above.
If you choose one of the non-conjurer options, or your DM does not allow Unearthed Arcana material (Rapid summoning variant in particular). Then take the Rapid spell feat, use Metamagic School Focus (Conjuration) to power it 3 times/day. At higher levels, Arcane Thesis can give you unlimited uses with SM IX and VIII for example.

What NOT to take
(Just because you "can" doesn't mean you "should")

Bard: Yep, the Bard can qualify by level 7. However, you won't get many summon spells per day, you will get lower level summon spells, and you will never get access to Summon Monster VII, VIII, or IX. Buffing abilities aside, this makes the Bard a sub-par summoner.

Beguiler/True Necromancer/Warmage etc: This applies to any arcane caster that does not have Summon Monster III on their casting list. The "trick" of course is to take Arcane Disciple feat with the Summoning Domain which will give access to SM III. Of course you won't get access to SM VI, VIII, or IX - and the rest you can only cast once per day. Always a terrible option.

Fifth: Should I go into another PrC?

What other PrCs mesh nicely with Malconvoker?
The answer is any that boost Summon Monster/Conjuration/Planar binding.

Thaumaturgist(DMG): Extend spell metamagic on all Summon Monster spells for free is nice (but not huge at high levels)

Master Specialist(CM): The 4th level grants your caster level to HP of summoned creatures, level 10 allows you to quicken 3 standard action spells/day. If you have the Rapid Spell conjurer variant thats your Summon Monster spells

Paragnostic Apostle(CC): Can give all your summons Fast Healing

Fatespinner (CA): Have your summoned creature reroll its Sense Motive with "fickle finger of fate", or you could just reroll your Bluff with "resist fate"- or, if necessary, both. Works for opposed CHA rolls for Planar Binding spells too. Furthermore - you can add spin to your Bluff checks too. Break at level 4 for maximum synergy.

Archmage (DMG): Originally I didn't think so - then I thought of using every High Arcana to switch the Malconvoker's highest spell slots for Summon Monster SLA's. With 2 uses per day each - that's a whole lot more SM VIII's and IX's. Qualifying for the PrC is easy enough. A dip into MS gets you Skill Focus (Spellcraft), you already have Spell Focus (Conjuration)...

Sacred Exorcist (CD): Too easy to qualify for, irregardless of base class. A nice scaling unnamed bonus to various rolls against evil outsiders that includes BLUFF. First level gives you Turn Undead - allowing the non-clerics to take the various divine feats and such. Some other nice features too. Worthy for a 1 level dip - or a 10 level marathon swim.

Not as good as it sounds:

Nar Demonbinder (UE): Unfortunately, although the flavor of this class is perfect, the mechanics for spellcasting hurt you too badly to be worth it. You will give up 9th level spells completely, and you will get 1 casting of an 8th level spell. When you go back to your previous class - you are building on your spellcasting from before you took the PrC - making 15th level your best spellcaster progression. Ouch!

Ultimate Magus (CM): You can actually combine Ultimate Magus with Nar Demonbinder to make a half decent summoning build. I've actually charted out the spellcasting for this build - and although it holds its own - it isn't your best bet. If you are in love with the Ultimate Magus (many are) - it is do-able.

Never take:
Alienist: You just removed all evil Summons from your Summon Monster list. Now you suck.

Also avoid any PrCs that remove additional spellcasting levels (youve already lost one).

Sixth: What race should I be?

Race Choices:
Rather than listing all the good races that could work, let me give you a few guidelines:

Good: Anything with bonus feats, bonuses to Int, bonuses to Cha, bonuses to Con

Bad: Anything with a level adjustment. Or minuses to the above stats without a bonus to another of the above stats.

Easy enough?

(Reneshat points out that an illumian has up to two levels of "practiced spellcaster" type effect for free - so might save a feat later, also a +2 to CHA checks is good for Bluff checks for your deceptive summons ability..)

Seventh: What skills should I take?

Skill Choices:

Bluff: Obviously. Get enough to qualify for Malconvoker then Max it out.

Languages: Infernal and Abyssal, plus Ignan, Terran, Auran, Aquan and Celestial. Languages are important for communicating with your summoned creatures. You will get Infernal and Celestial to qualify for Malconvoker - but I would suggest adding Abyssal and Terran as an absolute minimum. If you have a high INT build - get all the extraplanar languages.

Knowledges: The Planes and Arcana. A bit of knowledge in what you do.

Spellcraft: Good for any caster. Especially for you - it fortifies your Magic Circle for planar binding spells.

Concentration: Also good for any caster. If you dont have the Wizard rapid spell variant then this is twice as important.

Eighth: What Feats should I take?

Feat Choices:
See the Summoning Handbook thread above. In addition:

Summon Elemental (CM): Any summoner should take this Reserve feat as soon as it's available (CM). This grants a standard action Elemental Summoning. The Elemental will be Small, Medium or Large depending on the level of the summoning spell you use to power it - and will last 1 round/level per level of the spell used to power. See my "Fun with Summon Elemental" rant at the beginning of the Summon Monster section.

Improved Initiative (PHB): is nice to have in conjunction with Rapid Summoning. It gives your boys a better chance to hit the enemy flat footed.

Practiced Spellcaster (CA): Get that spellcasting level you lost back

Cloudy Conjuration (CM): Nice ability - summon the creature beside the opponent and cover your opponent in sickening smoke for free. Keep in mind that you just granted them concealment (though the right summons ignore that).

Demon Mastery (FC I): Gives +1 CL for summoning demons and +2 on the CHA check on Planar Binding spells. By RAW the +2 should apply to all Planar Bindings whether they be demon or not - but best make sure your DM understands that before you take the feat. (Thanks to Sir Agenon for the suggestion and to Nanshork for pointing out the +2 bonus is good for any Planar Binding by RAW)

Fiendish Summoning Specialist (PH): Allows you to add one evil creature per level to your summon monster spells. It will require you to be of non-good alignment though (restricting you to the neutral alignments). (Planar Handbook) - (thanks to Roccu for this suggestion - very good!)

Item Familiar (UA): This feat is a variant from Unearthed Arcana. It allows you to "invest" 3 skill points into a magic item, in return the item grants a +1 unnamed bonus to any skill you choose (How about "Bluff"?). You can keep increasing the bonus up to your actual rank in the skill - so that can create a HUGE bluff score if you are willing to sacrifice your other skills. (Thanks Neomikelch for this suggestion)

Divine Metamagic (CD): If you are a Cleric - and combine this with Twin or Repeat spell - (or potentially both) you can get alot of summoned creatures onto the board. If your DM allows Nightsticks - this is easily as good as the other DMM/Nightstick abuses. Without nightsticks - it is still viable on a lesser level. An Archavist could qualify if Sacred Excorsist levels are taken.

Divine Accuracy (LM): Any Cleric or Malconvoker that has multiclassed with Sacred Excorcist can easily qualify for this very impressive feat that will allow you to exchange a turn attempt for re-rolls on missed attacks by you and your allies. Since summoned creatures sometimes have a decent miss chance - and you have multiples on the map - this becomes exceedingly good.

Chain Spell: Can't be used for summoning - but can be used for Buffs - an Archivist might consider chaining a Magic Fang spell for example.

Rapid Spell: (CD) If you don't have Rapid Summoning - this is the way to get Standard Action castings. You will need to combine it with DMM or Metamagic School or some other trick to be used without decreasing spell level though.

Metamagic School: (CM): Reduce the cost of Metamagic to conjuration spells by one three times/day. No minimum level increase - so works with Rapid Spell. However - also useful with extend at low levels.

Ninth: Aren't Spirit Shamans and Druids better summoners?

The belief comes from the comparison of Summon Monster vs Summon Nature's Ally.

The two spell chains have different strengths:

Summon Natures Ally: Most offense and HP as soon as possible

Summon Monster: More defense (DR/resistances), more INT, more SLA creatures, more choices.

You will see many creatures on the Summon Nature's Ally list show up on the next level of Summon Monster (For example - the wolf appears on the Summon Natures Ally I list, but on the Summon Monster II list). The only difference is that the Fiendish/Celestial template is added.

This template adds to neither TO HIT or to DAMAGE which means that in combat - well - you do the math.

It does add to INT however (makes INT 0, 1 or 2 animals/vermin into INT 3 magical beasts). This means the creature can understand the summoner (by RAW they understand common)- allowing the summoner to issue direct commands; "Attack that guy", "Grapple", "Grab that weapon off the ground", or "Come defend me."

Animals from Summon Natures Ally can be directed with "Animal Handling", but this requires a skill check, doesn't occur until the next round, and has a limited list available. Even with Speak With Animals, it is likely the DM will restrict you to the normal actions an animal can be directed to do, though you should be able to avoid the skill check.

However, if you go to the higher level spells - this ceases to happen. In fact - you will see Summon Nature's Ally lists become smaller and smaller.

In either Eberron or FR (not greyhawk) there are also more feats available to enhance creatures summoned with Summon Natures Ally. Greenbound (FR) is especially potent at low levels - making animal summons much thougher than there Summon Monster counterparts.

At higher levels these feats become less of a factor. Greenbound only works with animals (there are less and less available at higher levels) and prevents some of the better buffs (such as Animal Growth).

Here's the basic truth behind Summoners: At low levels, Spirit Shamans and Druids are your best summoners. If you go Malconvoker though, at level 10 the Malconvoker build makes the better summoner.

My suggestion is that a Summon Monster specialist hold off on summoning until Summon Monster III is available, focusing more on their other spells. From levels 5-9, summoning will be good - but not great. At level 10, it will become great - and remain so for the rest of the campaign.

Of course with an Archivist you get the best of both worlds - as long as you can get the Summon Nature's Ally spells into your prayerbook.

So - if your campaign is going to level 9 and that's it - then you are better off focusing on Summon Nature's Ally - beyond that level - Summon Monster is where it's at.

As an added note - Fiendish creatures that previously had an INT score of 0 (vermin) recieve Feats and Skills. There is no set way to determine what these feats and skills should be. Ask your DM - they should probably choose those feats (if they let you pick - welcome to broken stinky cheese).

Tenth: What's so great about summoning anyways?

There are many reasons to play a malconvoker. First and foremost - maybe you like the flavor. I love the very idea of the Malconvoker - playing a dangerous game with dark forces of great power. But let's forget that - these are the Char Op boards. So in the context of that - this is why summoning (specifically with a Malconvoker) is great:

1. A Malconvoker can substitute for a party fighter-type: The casting should be a standard action - and then you have huge expendible blobs of HP blocking you and your precious caster allies from the baddies.

2. Malconvoker's are masters of Battefield control - Whether you want to Grapple, Bull Rush, Sunder, or Trip - there is a summoned monster that can do it. How's a grapple score of +52 sound to you? You can get this with a summoned monster - without any buffing at all. Oh yeah - and you get two of them.

3. A Malconvoker can substitute for the party scout: At mid to high levels - those low level Summon Monsters have to be good for something. You can summon creatures with excellent Hide/Move silently/Spot/Listen and search checks. Many also have tremorsense or blindsense for picking up invisible foes. Have them check stuff out for you - then report back. You've got great durations. Oh yeah - can your party scout glide through walls? You should have gotten the malconvoker to send an earth elemental through - have him come back and report.

4. A Malconvoker has spell versitility: Really you do. Check out the lists below for some of the Spell Like Abilities available to summoned monsters. Summon the one you need - and have it cast the spell for you. For example - how many Walls of Ice can a 14th level Conjurer cast? If you said 2/round for 15 rounds for a total of 30, you would be wrong (if that conjurer happens to be a Malconvoker)- because the Malconvoker does that with one SM VII (Ice Devilx2), and he has 3 memorized - so 90 would actually be the correct number.

Oh - wait - I forgot Deceptive Summons. Make that 180. That's without any magic item enhancements.

And the SLA's available are nearly endless - and since you don't have to pick which creature (S) you are summoning until you cast the spell - that's spell versitility.

5. A Malconvoker can check for traps: While the term "trapmonkey" is normally a metaphorical term - to you it's literal. Oh those poor celestial monkeys.

6. A Malconvoker saves the Cleric healing spells: There is no better way to get an opponents attention off you than to grapple him with a summoned creature. The enemy attacks the creature - and at the end of the combat - if the creature is still alive - you dismiss it.

7. A Malconvoker can do great damage to opponents: Check out the Fiendish tiger. Now pretend you summon 2 with Fiendish legion at level 10. Buff them both up with Augment/Infernal fury. Summon them on either side of your opponent - and have them both charge - gaining 5 attacks each (one with flanking bonus). Work out the damage. Yeah - it's huge. Next round they'll keep attacking and the damage will keep coming.

8. Malconvokers are good against all opponents: If the opponent is a flyer - summon 2 Giant Wasps, if the opponent is Aquatic, summon 2 giant sharks, if the opponent is burrowing, summon 2 Dire Weasels, If the opponent is a spellcaster, summon high SR creatures, etc etc etc. The Summon Monster list is big at all levels. Lots to choose from for any occassion.

The two main focuses of the Malconvoker:

Summon Monster Spells:

The Malconvokers abilities most strongly work to enhance these spells. Deceptive Summons at level 1, Infernal Fury at level 4, Infernal Legion at level 5, Resistance at level 7, and Safe Summoning at level 9.

Hint: When using Infernal Fury you can place both creatures anywhere in your range. Use them to flank your opponent and both full attack with flanking bonuses. Or even better have the critters on opposite sides of your opponent but have one of them 10 away. Have the one that is 10 away charge (getting charge and flanking bonuses) and the other just attack (with flank).

Obviously you should take all 9. Always have many of these spells memorized no spell is better for you than this one.

Because of the nature of the Malconvoker evil creatures tend to be your best summon. After 5 levels in Malconvoker Evil creatures will almost always be your best bet.

Planar Binding Spells:

These are great spells I would suggest that a Malconvoker use even if they break from the class at level 5.

However, there are some major considerations you must make. Especially if you are a Conjurer/Malconvoker:

You must have access to Abjuration in order to use Planar Binding spells (For Magic Circle against evil)

Enchantment school is very helpful (multiple spells will help you in your opposed CHA check - some might help you avoid it altogether)

Necromancy school has similar bonuses to Enchantment (although less so)

So if you play a Specialist wizard or a Focused specialist wizard - never give up Abjuration or Enchantment. Necromancy is less important, but still helpful.

There are two versions of the Master's Touch spell. One grants weapon proficiency with whatever weapon you are holding, the other grants a +4 bonus to one skill check.

Quote from: logic_error;22106988
Spider climb.

that's a pretty obvious one that was missed, thanks

Quote from: Dingoman;22108006
Cleric 1 spell Sign: +4 to initiative for 10 minutes/CL or until used. Replaces improved initiative.

added and updated

Originally posted on MinMax by Eviltedzies on March 05, 2012
Wieldskill(PgtF) lets you count a single skill as trained and grants a +5 competence bonus. It can also grant proficiency with a single weapon or armor
also mirrored here

I am currently trying to find any spell that either duplicates/mimics feats and or spells that give bonuses to skills.
The criteria I am looking for in the spells is preferably flexibility and, in the case of skill points, spells that give bonuses to any skill.

Examples of spells I'm looking for include:

Psionic powers marked with an *

Spells/Powers that duplicate multiple feats:
Alter Self (Racial Feats)
Heroics (Extra Fighter Feat)
Mirror Move (Mimics a recently witnessed combat feat)
Polymorph Chain (Racial Feats)

Spells/Powers that duplicate specific feats:
Arrowstorm (Ranged Whirlwind Attack)
Beastland Ferocity (Diehard)
Bladestorm (Whirlwind Attack)
Blood Frenzy (Extra Rage)
Lion's Charge (Catfolk Pounce without the suck)
Master's Touch (Complete Adventurer, Spell Compendium) grants weapon proficiency with whatever weapon you are holding
Nerveskitter (Improved Initiative)
Sign (Cleric 1) +4 to initiative for 10 minutes/CL or until used. Replaces improved initiative
Wieldskill(PgtF) lets you count a single skill as trained and grants a +5 competence bonus. It can also grant proficiency with a single weapon or armor

Spells/Powers that give bonuses to any skill:
Crown of Glory (+4 morale bonus on all skill checks)
Divine Insight (+5 - +15 insight bonus to one skill check)
Dream Casting: Rage (+2 morale bonus to any skill used in attacking the casting?)
Extract Gift (FC1:HotA) can give a bonus to any skill
Focusing Chant (+1 circumstance bonus to all skill checks)
Greater Heroism (+4 morale bonus to all skills)
Greater Skill Knowledge* (+10 competence bonus to a single skill check)
Good Hope (+2 morale bonus to all skill checks)
Guidance (+1 competence bonus to all skill checks)
Guidance of the Avatar (+20 competence bonus to a single skill.)
Heroism (+2 morale bonus to all skills)
Improvisation (+2 luck bonus/level to selected checks or attack.)
Major Action* (Allows you to take 20 on a single skill check)
Master's Touch (Phb2) grants a +4 bonus to one skill check
Minor Action* (Allows you to take 10 on a single skill check)
Moment of Prescience (+1 to +25 insight bonus to attack, skill, opposed check, or AC vs single attack)
Prayer (+1 luck bonus on all skill checks)
Skill Knowledge* (+5 competence bonus to a single skill check)

Spells/Powers that give bonuses to individual and or some skills:
Alter Self (Racial and size bonuses to skills)
Appraising Touch (+10 insight bonus to Appraise)
Balancing Lorecall (+4 insight bonus to Balance)
Bears Endurance (+2 enhancement bonus to Constitution based skills)
Bulls Strength (+2 enhancement bonus to Strength based skills)
Cats Grace (+2 enhancement bonus to Dexterity based skills)
Eagles Splendor (+2 enhancement bonus to Charisma based skills)
Find Traps (Insight bonus to search and find traps like a rogue)
Find Traps* (2 or higher bonus to Search checks and can locate traps untrained)
Foxes Cunning (+2 enhancement bonus to Intelligence based skills)
Glibness (+30 unnamed bonus to Bluff for purpose of lying)
Gutsnake (Can use Balance and Climb skill of giant constrictor)
Invisibility (+20 to Hide checks)
Jump (+10 to jump checks)
Magecraft gives you a +5 to a single craft check for a days worth of work. (Eberron Sor/Wiz 1st lvl spell)
Microkinesis* (Replaces need for tools for Open Lock and Disable Device. Also give minor untyped bonus to said skills for boosting the power.)
Polymorph spell chain (Racial and size bonus to skills)
Owls Wisdom (+2 enhancement bonus to Wisdom based skills)
Sirine's Grace (+8 unnamed bonus to Perform; also gives +4 Cha and Dex)
Snipers Eye (+10 competence bonus to Spot)
Spiritual Advisor (+4 divine bonus on Knowledge checks; may make checks untrained)
Surge of Fortune (+2 luck bonus to attack and damage rolls, saving throws, skill checks,  ability checks, AC, spell penatration checks AND take an automatic 20 once during duration.)
Voice of the Dragon (+10 bonus to Diplomacy)
Wieldskill(PgtF) lets you count a single skill as trained and grants a +5 competence bonus. It can also grant proficiency with a single weapon or armor

Spells/Powers that negate the need for a skill completely:
Alarm situationally (Spot or Listen vs Hide or Move Silently)
Alter Self (Racial and size bonuses to skills)
Eyebite (Intimidate)
Fly (Jump checks)
Freedom of Movement (Escape Artist checks or opposed grapple check)
Glitterdust situationally (Spot vs invisible)
Iron Silence (Removed Hide/Move Silently penalty from armor)
Knock (Open Lock)
Silence (Move Silently checks)
Spider climb (climb)
Tongues (Speak langauge skill)
Tree Shape (Makes you look like a tree, replaces hide, spot cannot see, detect magic reveals faint transmutation)
True Seeing (Eliminates need for certain Spot and Sense Motive checks)

Special Comments:
*Shapechange to become a Midguard Dwarf grants Forge Ring, Craft Magic Arms & Armor, and Craft Wondrous Item as bonus Feats.

*The Charm/Dominate Person/Monster spell line can arguably also replace Bluff, Diplomacy and Intimidate. Suggestion as well, albeit more limited in application

*Warp Wood/Wood Shape/Stone Shape (Assists in craft)

If you know of any other's please let me know. I want to see how cheap a character can afford to be when choosing feats and or skills.  :D

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