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Messages - Gnorman

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1
Handbook Discussion / Re: Practical Demonkeeping Discussion
« on: April 26, 2013, 11:50:37 PM »
<snip>
Because I have very little free time, and unfortunately this guide has taken something of a back seat to school. If you want to write up a section on the creatures in question, I'll certainly add it in. But if you want me to do it, it'll have to wait until I can devote some space in my schedule to it (space which, between school, work, and the few hours a week I get to have a social life, is few and far between).

Understood. I didn't want to bug you but I wasn't sure whether you had just forgotten it since you didn't say anything either way.

No worries, just wanted to let you know why I'm dragging my feet. I did update Implore & the Kalabon today, though.

And I am reviewing Elder Evils / Fiendish Codex II.

2
Handbook Discussion / Re: Practical Demonkeeping Discussion
« on: April 26, 2013, 10:55:07 PM »
One last thing: you say that it is unclear as to whether Implore allows for summoning either 22 HD creaturers or 24 HD creatures. The only place I can see where they mention the HD limit is in the Target entry where they say:

Quote
One elemental or outsider with 22 HD or less.

Nothing about 24 HD that I can see  :???.

Also, since it says that any spells or effects that effect Planar Binding also work with Implore wouldn't that mean that both
Improved Calling and Infernal Bargainer would work with it?

You know, I have no idea why I thought it was unclear. Lost to the mists of time, I suppose. That would make the limit 26 HD - you're right, both the Malconvoker ability and Infernal Bargainer should work with it.

Are you going to add this to the guide?

Also, thoughts on my previous posts?:

I recently remembered an online article detailing blood elementals  and blood mothers. Yes I know what you're thinking but they're actually evil Outsiders.

They may be inspired by/an adaptation of the ADND "corrupted" elementals from Ravenloft.

EDIT: In my copy of the FCII it says

Quote
Clerics of Glasya summon Kalabons instead of lemures with Summon Monster II spells.


You may want to add it in.

I notice you forgot to include the fiendish symbiotes from the Fiend Folio. They could be nice for Planar Binding.

Finally I noticed you didn't add the ameobic crawler and nightseed from Dragon 330. Why is this?

I have very little free time, and unfortunately this guide has taken something of a back seat to school. If you want to write up a section on the creatures in question, I'll certainly add it in. But if you want me to do it, it'll have to wait until I can devote some space in my schedule to it (space which, between school, work, and the few hours a week I get to have a social life, is few and far between).

Also, the amoebic crawler and nightseeds are neither evil nor outsiders.

3
Handbook Discussion / Re: Practical Demonkeeping Discussion
« on: April 02, 2013, 03:50:44 AM »
One last thing: you say that it is unclear as to whether Implore allows for summoning either 22 HD creaturers or 24 HD creatures. The only place I can see where they mention the HD limit is in the Target entry where they say:

Quote
One elemental or outsider with 22 HD or less.

Nothing about 24 HD that I can see  :???.

Also, since it says that any spells or effects that effect Planar Binding also work with Implore wouldn't that mean that both
Improved Calling and Infernal Bargainer would work with it?

You know, I have no idea why I thought it was unclear. Lost to the mists of time, I suppose. That would make the limit 26 HD - you're right, both the Malconvoker ability and Infernal Bargainer should work with it.

4
Handbook Discussion / Re: Practical Demonkeeping Discussion
« on: December 07, 2012, 02:17:06 AM »
Any updates regarding the gate-only creatures?

If and when law school ever affords me the time to do so, I will update accordingly.

5
Handbook Discussion / Re: Practical Demonkeeping Discussion
« on: December 05, 2012, 03:01:54 AM »
There is actually a really obscure RAW legal way to get an Alkilith.

In the bottom lefthand corner of page 47 of the fiend folio you can see a sidebar which says:

Quote
Characters with the thrall of Juiblex prestige class (from the book of vile darkness) can summon an alkilith using the summon major demon ability they gain at 9th level, even thought the alkilith has one more HD than is normally allowed for the use of that ability.


EDIT: I've noticed that the fluff description for the demon lords and archdevils tend to be more humourous than the ones for the rest of the monsters. Any particular reason why?

Nice find! Like most of the thrall classes, it's a raw deal for what you finally get out of it, but hey, you can summon an alkilith, so that's worth something.

As to the later comment: it's because I got tired and admittedly a little bored of writing long fluff entries (there was also, at the time, word count issues to deal with), and there's a lot of established fluff to draw on already. So I resorted to making snide comments.

6
Handbook Discussion / Re: Practical Demonkeeping Discussion
« on: August 02, 2012, 07:52:31 AM »
Plan to include creatures you can gate in?

oh god i hate you so much for reminding me of that

stop making me wooooooork

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Handbook Discussion / Practical Demonkeeping Discussion
« on: July 25, 2012, 07:43:26 AM »
Feel free to discuss Practical Demonkeeping here.

8
Favorite Summons and Final Thoughts


Available Summons by CR
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Available Summons by Summon Monster Level
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Favorite Summons
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Update History

7/26/09 - Guide started on the Giant in the Playground forums
7/27/09 - Demons through Monster Manual V complete, handbook moved to 339
7/28/09 - Fiendish Codex I added to the Demons section
7/29/09 - Fiend Folio/Ghostwalk/Manual of the Planes added to the Demons section
7/31/09 - Book of Vile Darkness/Expanded Psionics Handbook/Miniatures Handbook/Draconomicon/Lost Empires of Faerun/Underdark added to the Demons section.
8/1/09 - Demons are complete!
8/10/09 - After a bit of a vacation (and a few days of not being able to access the site), Devils from the Monster Manuals I-V have been added.
8/14/09 - Devils are complete.
8/20/09 - Yugoloths are complete.
8/27/09 - 339 is now a piece of crap. GitP formatting is irretrievably disorganized. Handbook restarted, reorganized, and revisioned on Brilliant Gameologists.
9/2/09 - Other fiends through MMV complete.
9/12/09 - IT'S BLOODY DONE. Well, except for the Aspects section. But the original encyclopedia? Bam.
11/3/09 - Aspects are finished, as well as most of Strategizing Your Summons.
1/26/10 - After a long hiatus, work has recommenced. The end is within sight.

9
Strategizing Your Summons


"Now, ye see what ye did, laddie? Ye got Hilda here all angry. Now I'm gonna sit back and watch while she rips yer guts out the top of yer head."

- Valgrim Battlehorn, dwarven conjurer, to a very unfortunate giant.

Using your summons isn't always just about choosing the right one. Though you have a wealth of options available to you, it's also a good idea to consider other methods of power - the classic combination of feats, spells, and items. Included below are a number of choices to consider when looking to increase your power as a summoner, from dashing hats to massive buffs. Pay attention to the following section, and you just might go from dabbling demonologist to the calm eye at the center of a summoning storm, a whirling dervish of extraplanar extermination.

A few notes:

I will be concentrating almost solely on Wiz/Sorc and Cleric/Archivist entry with these lists. Though Druids are capable summoners, they do not have access to Summon Monster on their spell lists - therefore I will be ignoring druid-specific spells, feats, and items. Look for a druidic summoning supplement in the future. Other classes such as the Bard, Binder, or Wu Jen have summoning capabilities, but make for poor summoners in general and awful Malconvokers.

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10
Lords of Evil


I shall not be made to serve a mortal! I will gnaw the flesh from your bones and listen to it scream. And when you are nearly a flayed, bloody carcass, I shall have my priests revive you, so that I may repeat the process, eternally. Such is the penance for your presumption.

- Demogorgon, Prince of Demons, trapped in a king-size calling diagram.

A spell exists in Dragon Magazine #336 called Implore that acts as Greater Planar Binding, but up to 22 HD as long as you know their truenames. This allows you to bind creatures up to 26 HD, such as the extremely powerful devilish and demonic aspects from the Fiendish Codices. Or, one could go the easier route and just use Gate (up to 40 HD without CL boosters), though deities and unique beings are not compelled to serve you - the following, though technically "aspects," probably qualify as unique (explicitly so in some cases). Though binding a demon lord or a duke of hell is one of the quickest routes to destruction available to a character, this guide professes to encompass nearly all playstyles - even epic ones. Needless to say, binding such aspects should only be attempted by the most powerful (and suicidal) characters.

Every single demon lord is available to you with this method. You can bind most of the dukes of hell (technically still aspects, but so powerful that in most games, you might as well consider them the real deal), but you're out of luck with Asmodeus, Baalzebul, Belial, and Mephistopheles - their HD totals are too high for you to bind them.

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11
Aspects


Toying with gelugons and pit fiends may be a popular past time for you, mortal. But you seek to control the King of Hell now, even if only a pale reflection. Such arrogance shall not go unpunished.

- An aspect of Asmodeus, Lord of the Ninth, to an upstart arcanist.

Not satisfied with rank-and-file fiends? Then allow me to introduce you to aspects. Avatars of gods and fiendish royalty, aspects are mere shadows of their originals. Still, they possess a portion of the power. Aspects are often skilled and wield a signature power of their master copy - whether it is Orcus' eponymous Wand or Demogorgon's beguiling gaze. Entrapping aspects is a risky business, however - though each aspect is independent, the danger of drawing the attention of fell deities and fiendish overlords should give all but the most powerful summoners pause. Besides that, most suffer from a debilitating weakness - no spell resistance. Malconvokers beware, as summoning two aspects is considered at best nigh-impossible, and a reckless backfire at worst - aspects are so incensed by the presence of an identical twin that they drop everything to destroy it.

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12
Other Fiendish Creatures, Part III


Do you know why humans are afraid of the dark? It's because of us. In the far shadowed corners of sleep we lurk. Watching. Waiting. Everybody sleeps, mortal. When you do, I'll be there.

- Shtalev-Nal, tsucora quori, taunting a captured Adaran.

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Other Fiendish Creatures, Part II


"Did you think you could cage the greatest jailor in the planes, fool? The tortures of Othrys' acid swamps will seem like a mercy when I've finished with you."

- Slurgor the Viscous, shator warden, to a surprised hedge wizard.

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14
Other Fiendish Creatures, Part I


"Mortals. Think the planes are your own personal playground. Not quite, fleshling. There are creatures out there far beyond your ken - and most of them are hungry."

- Bakasura, rakshasa rajah, moments before devouring a careless acolyte.

Now we hit the true miscellany of the guide, creatures from all over the lower planes that don't fit into any established hierarchy. Whether roaming the colliding cubes of Acheron or swirling through the winds of Pandemonium, the denizens of the lower planes are as unpredictable as their surroundings. Sadly, many of these creatures pale in comparison to more conventional fiends, but there are a few hidden gems amongst the crowd. There are also a few contiguous groups here not large enough to warrant their own sections, like the Rakshasa, Demodands, and the Quori. Despite the duds, there's still nothing quite like riding into battle on the back of a Nightmare.

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15
Yugoloths


"You want me to fight for you, do you? All right, then. Where, who, how long, and, most importantly, how much?"

- Jezzerik, ultroloth commander, in the midst of negotiations.

Yugoloths are odd fiends out in the grand infernal hierarchy. Most of them are disappointing summons, either too generalized to be effective or specialized in strange, ineffectual ways. Many have abilities that seem random or counterproductive to your aims. But a few Yugoloths are absolutely spectacular, almost redeeming their entire race. They're especially adept at spellcasting, but arguably the best melee summon (at least, for its level) is a Yugoloth - the Voor.

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16
Devils, Part II


"I've been in thirty-two separate engagements in the Blood War since I joined my current legion alone. I command troops of devils with more willpower in their left horn than you have in your entire body. I will not be your puppet, mageling."

- Orobas, Gelugon Second Rank, in response to a calling.

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17
Devils, Part I


"Before I agree to fight on your behalf, I'm going to need you to sign here. And here. Initial here. We'll need the form in triplicate, too. Here, let me prick that finger for you."

- Malaphar, Barbazu Fifth Rank, to a prospective client.

Devils may not have the variety and sheer numbers that demons have, nor do they have the scheming nature of Yugoloths, but they make up for it with discipline and powerful abilities. Devils are often your best choice for throwing down in melee, although they have enough specialized breeds to provide you with a summon for almost any situation. Devils are especially adept at working together, with many devils getting bonuses for having allies adjacent to them - with your summoning abilities, that's a very good thing.

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Demons, Part III


"Qern think head bestest part. Taste like candy. Qern like to feel squish of brain and crunch of skull. You listen Qern, you maybe get squish and crunch too."

- Qern, hezrou scout, instructing other demons on the finer points of mortal anatomy.

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19
Demons, Part II


"Another puny mortal thinks he can tame the masters of the Abyss, eh? Leash primal chaos, if only for a short while? Very well, 'master,' I shall do your bidding... for now."

- Wages of Sin, glabrezu soulstealer, assessing his latest mark.

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20
Demons, Part I


"So many to seduce, so little time. Oh, who am I kidding? I'm a demon. As eternal and enduring as evil itself. I've got all the time in the planes."

- Alessandra, succubus temptress, recently brought back to the Material Plane.

Chaotic, vicious, and destructive, demons are a paramount choice for a caster looking to pick up a powerful caster or a sneaky tactical choice. They have plenty to offer (more than any other) in terms of variety, and a number of them are beautiful choices. Still, with such a large pool to draw from, there's bound to be a few duds. A number of them have annoying auras, or are heavily impractical, or occupy confoundingly unnecessary niches. But while they are on the whole not as combat-adept as Devils, they are good choices for their spells and tactical possibilities.

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