Author Topic: Summon Desert Ally Handbook  (Read 13738 times)

Offline Stratovarius

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Summon Desert Ally Handbook
« on: July 08, 2014, 12:41:13 PM »
The Summon Desert Ally Handbook


This guide is meant to introduce people to the least used of the summoning spell lines, Summon Desert Ally from Sandstorm. For those readers looking for Char Op advice, this is not the thread for you, mainly due to Summon Desert Ally's position as the most suboptimal of all the summoning spell lines. Nor is it meant to replace the Summoning Handbook as a complete guide to summoners, merely to discuss this one particular line of spells (and to do the tedious work of generating all the templated monsters). It will cover the pros and the cons of the spells, template, and suggest summons to be utilized for each of the various spell levels. The discussion thread can be found here.

Summon Desert Ally
Summon Desert Ally are druid only (the ranger can use them, but if you're playing a ranger summoner, I'd be shocked) summoning spells introduced in the Sandstorm book as an alternative to the Summon Nature's Ally line of spells.  The spells summon creatures taken from the SRD, along with a few additions from Sandstorm itself. Summon Desert Ally is best used for flavour purposes, as they will not perform as well as other druid options for combat purposes, especially not at higher levels. For convenience sake, I've reproduced the entire list of summons in the spoiler below.

Best Choice: When in doubt, use this creature.
Uncertain Usefulness: Might be useful on occasion, but probably not.
Don't Touch: Has nothing redeeming compared to other creatures.
Broken Mechanics: Uncertain how to judge this creature, due to mechanical issues. Probably broken.

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Problems with Summon Desert Ally
Somewhat oddly, what they create are actually resurrected constructs made from the dust of the long dead, meaning that they do not benefit from a good deal of the druid boosting spells that apply to Summon Nature's Ally. Likewise, because they are not Summon Nature's Ally, any feat specific to that (Greenbound, Ashbound) does not apply to these summons. Also, Augment Summoning only provides half its normal benefit, since Constructs do not have a Con score. This means that a great deal of the recommended material for druid summoners is no longer relevant, including prestige classes and the like, so in order to truly focus on a wasteland summoning druid, homebrew (or at least tweaked) content is usually necessary. Finally, some of the creatures summoned are truly unimpressive, as are some of the spells, due to having limited or poor lists.

Recommended Alterations: As a way to cope with a few of these problems, here are a few things to discuss with your DM
  • Spontaneous Casting: If you're focusing on these spells, ask if you can spontaneously cast them instead of SNA.
  • Apply Feats: Any feat that would normally apply to Summon Nature's Ally now applies to Summon Desert Ally. This doesn't apply to Greenbound, which clashes with the Dustform template.
  • Expanded Lists: Work with the DM to add other creatures as appropriate to the summon lists, as some are particularly weak.
  • Homebrew Material: Some of this could be simple changes, like creating a fire-based Beckon the Frozen. Other suggestions would be designing a prestige class focused on Summon Desert Ally, for instance.
  • Wasteland Magic: While somewhat outside the scope of the handbook, I have created a Wasteland Magic homebrew collection that focuses on Dustform creatures, along with base & prestige classes, feats, and spells along those same thematic lines. If nothing else, I recommend using the feats and spells.
Tactics
Because of the dustform template, Summon Desert Ally creatures lose all of their special attacks, leaving them with only the breath weapon provided by it. On the other hand, between the damage reduction and construct traits, they are quite well sorted defensively. Thus, especially at the lowest levels, Summon Desert Ally creatures are best used as a combination of tank and beatstick, although some (flyers, formian worker, etc.) do provide use as partial utility creatures. Those creatures do tend to be weaker in direct combat, though. The best choice of creature for combat tend to be those with multiple natural attacks (serval at first level, for instance), or with high hit dice for their level, to use a strong breath weapon as the opener. Each of the following posts on individual spell levels will recommend which ones should be used on that score, and why.
« Last Edit: February 19, 2016, 11:16:40 AM by Stratovarius »

Offline Stratovarius

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Re: Summon Desert Ally Handbook
« Reply #1 on: July 08, 2014, 12:41:32 PM »
The Dustform Template
This is the template that gets applied to every creature summoned via the Summon Desert Ally line of spells. On the whole, it's a little bit of a mixed blessing, because while it always makes your summons much harder to kill, it also takes away a fair amount of their offensive output, rendering those monsters that rely on their special attacks all but useless as summons. It also has a built in vulnerability to bludgeoning weapons, but that's unlikely to cause too many problems (most of the time, anyway). The biggest problem is that your summons are constructs, and not created by the summon nature's ally spell, meaning all the animal boosting abilities, including feats like Ashbound, do not apply unless the DM lets you use them.

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Pros: Most of the benefits of the template come in the form of stat boosts, primarily to strength and natural armour, and construct traits. However, there's also a rather handy breath weapon, although bad luck on the dice could mean only a 1/encounter use of it.
  • Construct Traits: Your pets are mindless constructs, meaning they're immune to a whole litany of attacks.
  • Damage Reduction: Nice to have early on, as it makes pets very difficult to hurt for a lot of low CR monsters. At higher levels, this is much less impressive. Also lets the pets overcome at least some basic DR.
  • Stat Boosts: +2 Attack and Damage (unless a Weapon Finesser) is the same as Augment Summoning grants, which is handy. Likewise, the +5 to natural armour helps, especially early game where normal attacks are more common.
  • Breath Weapon: It's fairly useless at low levels compared to the natural attacks, unless fighting swarming enemies, but at high levels can get all the way up to 20d6, Reflex half, which will at least be noticeable as an opening round attack.
Cons: The drawbacks to the template and the line of spells in general is quite high, as they don't have any support outside of the splatbook they were printed in. Thus you need to work with your DM if you're planning on using these spells.
  • No Special Attacks: This one hurts. For chargers, pounce and rake are gone. For grapplers, no improved grab. And no poisons, diseases, or other debuffs. Renders more than a few creatures absolutely pointless as summons.
  • No Feat Support: Only feats that work on all summoning spells work on Summon Desert Ally, ruling out all of the big ones unless the DM agrees to allow it. So no Rashemi Elemental Summoning, Greenbound, or Ashbound. And Augment Summoning is cut in half, since there's no Con to boost as a construct.
  • Dex Loss: This is mostly just annoying early on, where it makes all the small, dextrous, animals worse at what they do best.
  • Breath Weapon: It's on this side of the fence as well because the cooldown is 2d4 rounds, meaning you need a caster level of 9 to even guarantee a 2nd use, although the average time is 5 rounds. Meaning it's mostly a 1-shot deal.
  • It's a Construct: All those druid spells that boost animals? They don't work on your shiny new summons.
  • No Spontaneous Casting: These aren't Summon Nature's Ally, although if you're going to use them, ask your DM if you can swap out the spontaneous casting. He'll have no reason to refuse, since as a druid you just volunteered to make yourself weaker.
  • Fading Power: There's no elementals or outsiders in the list here, so at high levels, Summon Desert Ally becomes increasingly inferior to better spells. For example, 9th level spells offer a choice between an Elemental Monolith, Shambling Mound, Elder Elemental, or a Dustform Gargantuan Scorpion. Not going to put money on the construct in that one. So, if you're planning on taking it all the way, work with your DM to expand the list with appropriate summons.
  • Slams: It's not really a Con, per se, but rather it's an attack that the creature should never use, because if you're summoning for a beatstick, there's always going to be better options that have 3+ natural attacks instead of just one.
  • Dissolving: Your pet can explode if hit too hard with a bludgeoning weapon. Having a built in death effect on your summons is never a good thing.
  • No Bonus Hit Points: Dustform creatures do not get the hit point bonus normally applied to constructs (and that Conjure Ice Beast spells receive).
  • Breath Weapon: There's one large drawback to this special attack - the Reflex save DC. It's based on Charisma, and many of the creatures summonable have very poor Charisma (2, in multiple cases), meaning that until Summon Desert Ally 4, the DC is often 10 or 11 at best.
As you can tell from the size of the lists, Summon Desert Ally, and especially the Dustform template, definitely have their drawbacks. But most of these don't apply in the first quarter to half of the game (levels 1-9, roughly), where the ability to tank and brawl works fine. Effectively, treat these spells as a version of direct damage, rather than as utility spells as you would the other summon chains.

Offline Stratovarius

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Re: Summon Desert Ally Handbook
« Reply #2 on: July 08, 2014, 12:41:54 PM »
Summon Desert Ally I
The first of the spells you get, it will be your weapon of choice until level 5 due to the weakness of the Summon Desert Ally II list.

Dustform Baboon: Quite fast along the ground and climbing, and with the most damage and highest (tied) attack roll, it's one of three that should be considered for primary combat.
Dustform Badger: Has utility via burrowing. Otherwise, there are better options for both skills and combat.
Dustform Dire Rat: Acceptable summon, with the only high note being the mobility via skills.
Dustform Dog: Use for tracking. Otherwise, don't bother.
Dustform Giant Fire Beetle: Good AC and damage mean this summon is just behind the baboon and serval for straight combat.
Dustform Hawk: For flying and spotting. Otherwise, not very applicable.
Dustform Jackal: It's a dog.
Dustform Monstrous Centipede, Medium: Don't bother. Other creatures on the list can fit any role better.
Dustform Monstrous Scorpion, Small: Don't bother. Other creatures on the list can fit any role better.
Dustform Monstrous Spider, Small: Don't bother. Other creatures on the list can fit any role better.
Dustform Owl: For flying and scouting. Otherwise, not very applicable.
Dustform Raven: Don't. Ever. It's crap.
Dustform Snake, Small Viper: Don't bother. Other creatures on the list can fit any role better.
Dustform Serval: Highest possible damage amongst the summons, especially once Augment Summoning is involved. Without those, second behind the Baboon. Also, a monstrous Jump check if that's needed.

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Offline Stratovarius

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Re: Summon Desert Ally Handbook
« Reply #3 on: July 08, 2014, 12:42:06 PM »
Summon Desert Ally II
There isn't a single creature here that can outdo 1d3 Servals or Baboons.

Dustform Donkey: Absolute rubbish.
Dustform Eagle: Does reasonable damage due to 3 natural attacks, and moves quickly. Not as much damage or AC as the SDA I options though. Use if flying is necessary.
Dustform Formian Worker: Has a whole host of special qualities, making it exceedingly hard to kill and possessed of a fair amount of utility. Not a good choice for direct combat unless you're planning on arming it.
Dustform Giant Ant, Worker: Very fast, first creature who even reaches DC 10 on the breath weapon, and good AC. Still not better than 1d3 SDA I.
Dustform Hyena: Use 1d3 SDA I for combat.
Dustform Monstrous Scorpion, Medium: Don't bother. Other creatures on the list can fit any role better.
Dustform Monstrous Spider, Medium: Don't bother. Other creatures on the list can fit any role better.
Dustform Riding Dog: Don't bother. Other creatures on the list can fit any role better.
Dustform Snake, Medium Viper: Don't bother. Other creatures on the list can fit any role better.
Dustform Vulture: More flying rubbish.

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Offline Stratovarius

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Re: Summon Desert Ally Handbook
« Reply #4 on: July 08, 2014, 12:42:41 PM »
Summon Desert Ally III
Use the Ashworm, unless you want a breath weapon and/or a flyer. Then it's the Dire Bat. However, if you're looking for maximum damage, it could still be the servals or baboons from Summon Desert Ally I.

Dustform Ashworm: Finally, another good creature. Hits hard and has a good grapple modifier, along with an impressive burrow speed. Also has a form of evasion too.
Dustform Bat Swarm (without subtype): Absolute rubbish. Not sure this is mechanically accurate, however.
Dustform Bat Swarm (with subtype): Rubbish, although fairly hard to kill rubbish. Not sure this is mechanically accurate, however.
Dustform Camel: Has a decent slam attack, but in all other ways worse than the ashworm.
Dustform Cheetah: Very fast, but doesn't quite have the attacks to take advantage of it. Average damage (if everything hits) 15.5 vs a serval's 13.5.
Dustform Dire Badger: The best damager at this level, if boosted via Augment Summoning or similar. Otherwise worse than the ashworm.
Dustform Dire Bat: The first creature with a 2d6 damage breath weapon. Also got a good bite attack, along with good grappling. Decent scout skills too.
Dustform Giant Ant, Soldier: Absolute junk. Should be a spell level lower.
Dustform Monstrous Centipede, Large: Still rubbish.
Dustform Snake, Large Viper: Still rubbish.

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Offline Stratovarius

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Re: Summon Desert Ally Handbook
« Reply #5 on: July 08, 2014, 12:43:11 PM »
Summon Desert Ally IV
As is mostly the case with Summon Desert Ally, there's one good summon, one or two decent ones, and a lot of rubbish. Mostly though, 1d3 Ashworms will be the best summon.

Dustform Ankheg: It's better than the ashworm in almost all areas, but it's too fragile for this level, and it's not better than 1d3 ashworms.
Dustform Deinonychus: And here's the one good creature of the spell level. Not particularly tough, but it has 4 natural attacks and a massive jump check for dealing with fliers. It's also supremely fast. Use either this or 1d3 ashworms at all times.
Dustform Dire Jackal: Oh look, another worthless dog summon.
Dustform Giant Ant Queen: And another worthless ant summon.
Dustform Giant Eagle: Has some utility as a flier with evasion and a decent attack routine, and Flyby Attack lets it strafe with the breath weapon. Not enough damage to make that worthwhile, though.
Dustform Giant Owl: It's a Giant Eagle, but slightly worse (no evasion or Flyby Attack).
Dustform Monstrous Spider, Large: Yet more worthless insect summons.
Dustform Protoceratops: No redeeming features of any kind, aside from the extra HD.

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Offline Stratovarius

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Re: Summon Desert Ally Handbook
« Reply #6 on: July 09, 2014, 11:22:04 AM »
Summon Desert Ally V
This is another completely dead level of the spell. Nothing here is going to have more HP or deal more damage than using this spell level to summon lower level packs. 1d4+1 Ashworms is probably the best bet here, although 1d3 Deinonychus would be handy too. The only item of note is that this is the first level with 3d6 damage from the breath weapon.

Dustform Dire Vulture: A flyer with a 3d6 damage breath weapon, but absolutely nothing else to recommend it.
Dustform Formian Warrior: Decent defenses, in the form of elemental resistance and spell resistance, but not better than multiple lower level creatures.
Dustform Lion: Nothing to recommend it, compared to summons on cheaper spells.
Dustform Locust Swarm: Mechanical problems, as with all swarms and this spell chain.
Dustform Monstrous Centipede, Huge: Nothing to recommend it, aside from size and reach.
Dustform Monstrous Scorpion, Large: Nothing to recommend it.
Dustform Viper Snake, Huge: Nothing to recommend it, aside from size and reach.

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« Last Edit: July 18, 2014, 03:26:19 PM by Stratovarius »

Offline Stratovarius

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Re: Summon Desert Ally Handbook
« Reply #7 on: July 13, 2014, 10:10:31 AM »
Summon Desert Ally VI
For the very first time, we've come to a level where most of the monsters that can be summoned are actually useful. This is a shocking development.

Dustform Diprotodon: The best all-rounder of the level. Three decent natural attacks, the highest attack bonus, a reasonable grapple check, and a burrow speed.
Dustform Dire Lion: All but identical to the Diprotodon, albeit very slightly worse.
Dustform Giant Stag Beetle: This summon has one thing to recommend it - its 4d6+12 natural attack. It also has the highest AC (by 1) for all the summons.
Dustform Hippo: Worse than all three of the monsters listed above it, the only reason this is medium is the feat selection.
Dustform Megaraptor: A summon in dire need of multiattack, it is only good if you're focusing on boosting attack bonus and damage on each attack. Otherwise falls behind those listed above.
Dustform Monstrous Centipede, Gargantuan: He's blue because he's got a 6d6 breath weapon, a +29 grapple check, and is gargantuan. He's got one purpose, and that's hugging people to death.
Dustform Monstrous Spider, Huge: The designers couldn't let us get through a whole spell level without some utter rubbish, so here it is.
Dustform Rhinoceros: Just lacking compared to the other animals on this list. Does not exceed in any area at all.

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« Last Edit: May 22, 2015, 05:25:30 PM by Stratovarius »

Offline Stratovarius

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Re: Summon Desert Ally Handbook
« Reply #8 on: July 18, 2014, 03:14:23 PM »
Summon Desert Ally VII
After the success of the previous level, we're back to the usual rubbish that Summon Desert Ally gives out. Use 1d3 of the previous level.

Dustform Elephant: Barely acceptable on its own, compared to 1d3 summons from the prior level, it falls down.
Dustform Formian Taskmaster: No, never. Not in a thousand years.
Dustform Giant Banded Lizard: Rubbish armour class, no more hit dice than the previous level. Use 1d3 of them.
Dustform Monstrous Scorpion, Huge: It's crap, like every other scorpion.

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« Last Edit: July 18, 2014, 03:39:07 PM by Stratovarius »

Offline Stratovarius

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Re: Summon Desert Ally Handbook
« Reply #9 on: July 22, 2014, 06:00:30 PM »
Summon Desert Ally VIII
There's a grand total of 1 useful creature here. The Dunewinder would have been good, but with all of its special attacks gone, it's not. Honestly though, just use 1d4+1 SDA VI, unless you need HugBot 5000.

Dustform Dire Tortoise: It's got a good armour class. It otherwise isn't worth using.
Dustform Dunewinder: Stripped of all its special attacks, it's a pale imitation of its living cousin.
Dustform Monstrous Centipede, Colossal: Introducing HugBot 5000, for all your grappling needs. It's got the best all-around stats, and a reasonable 12d6 breath weapon.
Dustform Monstrous Spider, Gargantuan: It's a Spider. Spiders suck.
Dustform Triceratops: Worse everywhere than the HugBot 5000.
Dustform Tyrannosaurus: Worse everywhere than the HugBot 5000.

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« Last Edit: May 22, 2015, 05:27:59 PM by Stratovarius »

Offline Stratovarius

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Re: Summon Desert Ally Handbook
« Reply #10 on: July 22, 2014, 06:44:21 PM »
Summon Desert Ally IX
There's only two monsters here at the last level of Summon Desert Ally, and fittingly, we close out with a couple of vermin. If you need ridiculous reach on a grappler, use the Spider. Otherwise, 1d3 HugBots are a better option.

Dustform Monstrous Scorpion, Gargantuan: Still a Scorpion, still rubbish.
Dustform Monstrous Spider, Colossal: HugBot 6000. For when reaching across the room just isn't far enough. Situational compared to 1d3 HugBot 5000s though.

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