Protection from Good. Will pretty much keep the Summoned Creatures out of Combat. I actually love party builds like this, as a DM it really gives you the freedom to develop multi layered combats, where different party members need to accomplish various goals.
The Rogue might need to disarm a trap and fool the ancient sunlock buried underground to enter the Treasure Chamber, while the Conjurer needs to decipher the magical script on the pillars of the chambers that holds the secret for the Golden Mcguffin in the Treasure chamber, while the Druid uses Wild Empathy on the Advanced Giant Crocodile swimming into the water filling chamber, while the Fighter/Monk and Animal Companion and Summoned monsters climb up to the Alcoves above where the Skeletal archers are firing posioned arrows, (CON damage of course to go with holding your breath underwater), and by the way did I mention the spiked ceiling is coming down.
Pretty memorable, and challenges the party to use every class power at their disposal.
The Rogue might need to disarm a trap and fool the ancient sunlock buried underground to enter the Treasure Chamber, while the Conjurer needs to decipher the magical script on the pillars of the chambers that holds the secret for the Golden Mcguffin in the Treasure chamber, while the Druid uses Wild Empathy on the Advanced Giant Crocodile swimming into the water filling chamber, while the Fighter/Monk and Animal Companion and Summoned monsters climb up to the Alcoves above where the Skeletal archers are firing posioned arrows, (CON damage of course to go with holding your breath underwater), and by the way did I mention the spiked ceiling is coming down.
Pretty memorable, and challenges the party to use every class power at their disposal.