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  1. #1
    Blackfoot's Avatar
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    Pathfinder Summonable Monsters, Nature's Ally & Familiars Modules

    OK.. I got inspired and finally finished the Summonable Monsters Module.
    All the Summonable Monsters are now available up through Level 9. (and it includes a few bug fixes)
    All Summon Nature's Allies are now available up through Level 9. (and it includes a few bug fixes)
    Here are all 4 of my Summons and Familiar Modules.

    Please let me know if you find any issues.

    EDIT: 6-13-13 Bug Fix for Summonable Monsters
    EDIT: 11-22-13 Added MORE Familiars to the Basic Familiars Module
    EDIT: 6-9-14 UPDATED - Summon Nature's Allies
    EDIT: 6-9-14 FIXED - Summonable Monsters (Locked Again)
    EDIT: 6-10-14 UPDATED - Added OGL Statement to Summonable files.
    EDIT: 7-15-14 UPDATED - Added Effect Spells for Celestial & Fiendish Templates and Swapped out the 'Dog' for the 'Riding Dog'.
    EDIT: 8-30-14 UPDATED - Added missing attacks for Lantern Archon.
    EDIT: 11-07-15 UPDATED - Summon Nature's Allies (Added fire damage for burn in elementals and some other minor fixes.. including space/reach on a couple critters) Also switched Summon Modules to .mod files instead of .zip
    EDIT: 10-09-17 UPDATED - Summonable Monsters (Repaired SR in a few monsters who had it listed incorrectly)
    Attached Files Attached Files
    Last edited by Blackfoot; October 10th, 2017 at 04:24.
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  2. #2
    Quote Originally Posted by Blackfoot View Post
    OK.. I got inspired and finally finished the Summonable Monsters Module.
    All the Summonable Monsters are now available up through Level 9. (and it includes a few bug fixes)
    Blackfoot, this is a great module - thanks for making it! However, I think it would be even more useful if it included the fiendish and celestial versions of each creature where appropriate. As an example, here's a version with the fiendish template added to all the 1st-level monsters (and a few bits of tidying up - for example, the riding dog has been replaced by the dog).

  3. #3
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    Quote Originally Posted by Callum View Post
    Blackfoot, this is a great module - thanks for making it! However, I think it would be even more useful if it included the fiendish and celestial versions of each creature where appropriate. As an example, here's a version with the fiendish template added to all the 1st-level monsters (and a few bits of tidying up - for example, the riding dog has been replaced by the dog).
    Uhh.. why would you replace 'riding dog' with 'dog'? Technically the PRD lists it as 'Riding Dog'... yes.. it's a 'Dog' but that's not how Paizo lists it. This is setup for Pathfinder... not 3.5..
    EDIT: OK.. I take that back.. when the heck did they change that.. they don't even have a link to the critter in there anymore. Hrm.

    also.. the fiendish and celestial templates are all pretty much just 'effects' that can be placed on the critters... it's a lot of extra work and duplication to build each as individual entries. I suppose it wouldn't be too bad a job to build them in (now that I know how to add spells to modules) so that each of the critters that has a fiendish/celestial option has a couple of spells that create the appropriate effects... I'll look into that.
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  4. #4
    Quote Originally Posted by Blackfoot View Post
    Uhh.. why would you replace 'riding dog' with 'dog'? Technically the PRD lists it as 'Riding Dog'... yes.. it's a 'Dog' but that's not how Paizo lists it. This is setup for Pathfinder... not 3.5..
    EDIT: OK.. I take that back.. when the heck did they change that.. they don't even have a link to the critter in there anymore. Hrm.
    I guess they changed that when they errata'd the riding dog to CR 1, which would make it unsuitable for the 1st-level list. I don't know why they didn't add the link to the dog stats.

    Quote Originally Posted by Blackfoot View Post
    also.. the fiendish and celestial templates are all pretty much just 'effects' that can be placed on the critters... it's a lot of extra work and duplication to build each as individual entries. I suppose it wouldn't be too bad a job to build them in (now that I know how to add spells to modules) so that each of the critters that has a fiendish/celestial option has a couple of spells that create the appropriate effects... I'll look into that.
    I like the idea of treating the templates as effects that you can add to the creatures. I'm not sure it can be done, though, because several of them are variable - SR equal to the new CR + 5, for example, and the effects of smite good/evil. There's also something to be said for having all the info in the NPC entry for the specific creature that's been summoned. But it is a lot of extra work, I grant you.

  5. #5
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    Quote Originally Posted by Callum View Post
    I like the idea of treating the templates as effects that you can add to the creatures. I'm not sure it can be done, though, because several of them are variable - SR equal to the new CR + 5, for example, and the effects of smite good/evil. There's also something to be said for having all the info in the NPC entry for the specific creature that's been summoned. But it is a lot of extra work, I grant you.
    I fiddled around with this last night after reading your post. I got the 'spells' working nicely the only trick is that SR cannot be applied as an effect, but actually... since virtually ALL summonable monsters should have either the Celestial or Fiendish option (at least the ones that can), they should ALL have their SR set regardless of which aspect they take on... which is easy enough to do... although there are a LOT of critters in there. The 'effect spells' need to vary depending on the HD of the critter... but that's not all that complex an issue. I will revisit the whole module again with this in mind. If you found any other bugs with it, 'minor tweaks'.. as you said.. please let me know. I was unaware of the changes to the 'dog' but that has now been corrected.

    EDIT: I probably 'should' build in a Smite 'spell'... but this is another level of complexity as it requires looking at the HD and the CHA for each critter instead of just a copy paste... not happening.
    Last edited by Blackfoot; July 15th, 2014 at 15:44.
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  6. #6
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    Summonable Monsters Updated!

    This now includes Template Spell Effects to handle the Celestial and Fiendish Templates... ALL critters that have access to those templates now have 'Spell Resistance' as well and their CR has been adjusted to include the Template.

    NOTE: NO Effect is included for their 'Smite' Ability nor is there any mention of their 'darkvision 60' except in the Celestial and Fiendish writeup that is included with this module.
    The smite can be handled by the GM or player with an Effect that does :
    Smite (Good/Evil);ATK:x;DMG:y
    where x is the CHA of the creature summoned and y is the HD of the creature summoned... once applied this would need to be targeted against the specific target creature by the GM in the combat tracker.

    I suppose if I were a lot less lazy I could go back through and add these for the various monsters. There are 111 monsters in this module.. only about half of them do these effects apply to.

    SECOND NOTE: I also took care of the issue with the Riding Dog/Dog.

    EDIT: The Updated Module can be found in the first post of this thread.
    Last edited by Blackfoot; July 20th, 2014 at 17:22.
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  7. #7
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    Moved the modules and related posts to it's own thread. Having stuff relating specific to these modules (including the modules themselves) embedded within a large, generic thread, was counter productive.
    Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!

  8. #8
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    There are probably a couple dozen other 'related' posts in that thread as well.
    But honestly.. this makes it a little easier for me to find if I should need to update it again... thanks.
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  9. #9
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    UPDATE - Repaired missing attacks for Lantern Archon.

    Please let me know if anyone comes across any other issues with these modules and I will repair them.
    Thanks,
    BF
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  10. #10
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    UPDATE - Summon Nature's Allies (Added fire damage for burn in elementals and some other minor fixes.. including space/reach on a couple critters)
    Also switched Summon Modules to .mod files instead of .zip
    I find the familiar modules to be pretty much useless so I won't be updating those in the future.
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