Ravilah said:
Okay, I'm about to start in a new campaign as a gestalt conjurer/cleric. The cleric has a homebrew god with the Mind and Summon domains (from the Complete Divine, I think).
I'm not that good at making my characters extremely cool, so any advice on the best feats, items, and spells I should be aiming for as I go up in levels? (We start as level 2.) This DM has, in the past, had a habit of making things really difficult, really fast, so it might be nice to be as effective as possible, as soon as possible.
BTW, my character has an oddly high bluff check, and has 4 ranks in Perform (juggle) because the DM gave us 4 extra skill points to put in something that added "flavor" without being strictly useful.
Thanks in advance,
R
Well Augment Summons is pretty much of a no-brainer, though you do need to take spell focus conjuration.
Thaumaturgist is a great summoning Prc for clerics.
http://srd.plush.org/thaumaturgist.html
Though you won't be able to take it until you hit 7th since it requires you to be able to cast lesser planar ally (lv 4. - does your summoning domain let you do that earlier?). It does give you Augment Summons as a free feat at the second level. Which is kinda pointless since you probably would have already taken the feat if you are a summoning focused cleric. Perhaps you can talk your DM into letting it bump up the bonus from the augment summons, kind of like the UA summoning wizard gets.
http://srd.plush.org/unearthedSpecialist.html
I would definitely talk to your DM about giving up some sort of class feature/ability to get the rapid summoning ability. It makes a HUGE difference to the viability of summoning as a tactical choice.
I forget the requirements, but I think you can still take it as a cleric. Taking a level or two of Alienist (Complete Arcane) to get the Pseudonatural summons might be worthwhile. The True Strike pretty much guarantees that your summons will land at least one hit. They have better SR than regular creatures. As written though you have to give up any non-templated creatures. Given that summoning is already a sub-optimal choice, that seems to be unnecessarily harsh. But it is really only a problem at higher levels (13+) when elementals become some of your best summons.
Once you get past the very low levels you are generally best off summoning multiple creatures off of a lower level list, than a single creature off of the spell level list.
Celestial Bison is your best early summons (SM III). Since it has enough HD to get DR and SR from the templates. It is worth taking as a single summons if you are fighting creatures that can't beat the DR/Magic. I was using these all the way up til I could summon multiple beetles (lv11 - SM VI).
Fiendish Dire wolf at SM IV. They get a free trip attack.
Celestial giant stag beetle at SM V. They have a trample attack that can be very useful against large numbers of weak creatures.
Especially with augment summons you are best off going with creatures with a single attack since that counts as a two handed weapon and you get an extra point of damage off of the augment summons bonus as a result (+3 damage from the +4 str it grants).
Make sure you have cheat sheets with the stats for your most common summons with the augment summons and template modifiers added in. It will speed up play considerably and make your DM much happier with you.