What I recomened is to sit down with your DM and talk over how much the Alienist loses from his summon monster spells and suggest that giving the Alienist the Rapid Summoning as part and parcel of summoning Pseudonatural creatures may actually help the class be less of a handicap.Zurai said:I'll look into the Rapid Summoning variant, but I'm not hopeful about my chances of getting DM approval for that. What's a good substitute? Rapid Spell is a +1 metamagic; perhaps a metamagic rod?
Zurai said:The problem is that our current party is sixteen people. That's 16 people that show up nearly every session; there's actually more like 20-22 if you count the "occasionals"*. The DM is sticking to "by the rules" because adding in house rules with that many players gets sticky real fast.
Rackhir said:Well, see what you can do to make your DM's life easier if that's the case. One big thing (especially if you are going to be a summoner) is to make sure you have cheat sheets for your potential summons, ideally with Augment Summons already added in.
Study the rules on things like flanking and AoOs, since your summons will likely be utilizing them.
IanB said:I would seriously reconsider playing a summoner *at all*. Combats take long enough with 4 to 6 players; going through 16 players has got to be excruciating, and I have my doubts that your fellow players will appreciate you slowing down the process by throwing a bunch of summons into the mix!
Jondor_Battlehammer said:I started making a list, but on further reading I'll just say Libris Mortis has a ton of stuff you might like. There are feats that allow you to add negative energy, fear effects, ability damage or the ability to raise dead to your damage dealing spells.
For a theme, take spells that allow you to see differently, such as see invisibility or true seeing. There are a number of new spells that are old spells with a twist. Like reaving dispell. It just like dispell magic, but also does damage based on the spells undone. Bestow curse is good, too. Tounges when you get 4th level spells.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.