Conjurer feats, where to find them

Lopke_Quasath

First Post
I am looking for some further conjurer feats beyond "Augment Summoning".

Feats that would:
-maximize summoned creatures HP (does the metamagic feat "Maximize Spell" do that?)
-Increase Dexterity
-increase HD
-increase Int (for celestial/fiendish animals, to give more complicated commands)
-any other feats out there.

Thanks
 

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Lopke_Quasath said:
I am looking for some further conjurer feats beyond "Augment Summoning". [...]

Hi!

Let's take a look:
Beckon the Frozen, Prereq: Augment Summoning, Spell Focus (Conjuration); Benefit: Summoned creatures gain cold subtype and +1d6 cold damage to attacks; Source: FB 47
Celestial Summoning Specialist; Prereq: Knowledge (the planes) 2 ranks, Knowledge (religion) 2 ranks, Nonevil alignment, Summon monster ability; Benefit: Summon additional good-aligned creatures; Source: PLH 38
Fiendish Summoning Specialist, Prereq: Knowledge (the planes) 2 ranks, Knowledge (religion) 2 ranks, Nongood alignment, Summon monster ability; Benefit: Summon additional evil-aligned creatures; Source: PLH 39
Stalwart Planar Ally, Prereq: Cha 13, Spellcraft 5 ranks, Planar Touchstone, Knowledge (the planes) 8 ranks, Object from touchstone site; Benefit: Improve resilience and duration of summoned creature; Source: PLH 42
Icy Calling; Prereq: Con 13, Snowcasting; Benefit: Summoned frostfell creatures are stronger in cold weather; Source: FB 48
Celestial Mount; Prereq: Paladin level 4th, Benefit: Mount gains celestial creature template; Source: BoED 41

FB= Frostburn
PLH = Planar Handbook
BoED = Book of Exalted Deeds

Isn't very much, but I hope this helps :)
Kind regards
 
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In Unearthed Arcana, they offer alternate abilities for conjurers. I think the way it worked was instead of getting the metamagic feats and scribe scroll, they got other abilities. I can't recall exactly, but it was Augmented summoning at level 1, and then at level 10 and 20 it was a further augmentation of this ability (bonuses increased). You could also decrease your casting time so that it only took a standard action to summon monsters.

I don't have the book in front of me, but that was a good alternative to the standard conjurer specialist.
 



Nexus Method is from Dragon 319, its a Greyhawk Regional feat, but it gives your arcane caster the ability to drop spells for summon monster spells of the same level.
 

Ronin Arts has a pdf called Player Options: Summoners or somesuch. It has feats and special abilities for summoners of all classes.

Starman
 

Lopke_Quasath said:
I am looking for some further conjurer feats beyond "Augment Summoning".

Feats that would:
-maximize summoned creatures HP (does the metamagic feat "Maximize Spell" do that?)
-Increase Dexterity
-increase HD
-increase Int (for celestial/fiendish animals, to give more complicated commands)
-any other feats out there.

Thanks

Maximize Spell does not affect creatures' hp because 1) the roll is part of the creature and not the spell and 2) you generally do not even roll in the first place, and simply use the average hp give in the monster entry. However, if you use the "Summoning Specific Creatures" variant from the DMG, you *do* get to roll the hp in that case.

Extend Spell is often overlooked, but it can make summoned creatures much more useful by keeping them around longer. The downside is that it does make the spell use a slot 1 level higher than usual.

Rapid Spell (from Complete Arcane) is also an option, in that it reduces the casting time from 1 round to 1 standard action. This also requires a slot 1 level higher.

As mentioned, Unearthed Arcana has a variant set of abilities for each specialist wizard. Each class gets 3 optional variants, traded for one of the "regular" abilities of the standard specialist wizard.

The Conjurer variant replaces the ability to have a familiar with: the ability to cast summon monster spells as a standard action instead of a full round.

The Conjurer variant replaces Scribe Scroll and the bonus feats with: Augment Summoning as a free feat. Also previously mentioned, the conjurer gets additional boosts to the Str and Con of summoned creatures. These replace the metamagic feats the "regular" wizard gets. (I suspect that there are no feats yet to boost Int/Cha/Will because that would require much work when used with creatures with spell-like abilities or actual spellcasting abilities).

The Conjurer variant replaces the extra specialist spell of each level with: the ability to spontaneously swap a prepared spell for a summon monster spell of equal level, just as a Cleric does with cure spells.

Also, Unearthed Arcana has some variants for custom summon monster lists.
 

In Monte Cook's Complete Book of Eldritch Might, there are some feats and magic items that will help. The Conjure Mastery feat boosts the physical stats of the creature by +2 each, while the ring of blue conjures and ring of red conjures provide auras that give bonuses to AC, strength, and constitution.

Plus, there are helpful spells like bolt of conjuring (deals damage and summons a creature) and vicious summons (summon dire weasel already attached to the target). And some non-summoning spells that will actually let you get some mileage out of the Spell Focus: Conjuration that otherwise isn't doing you any good.

J
 

Scharlata said:
Beckon the Frozen, Prereq: Augment Summoning, Spell Focus (Conjuration); Benefit: Summoned creatures gain cold subtype and +1d6 cold damage to attacks; Source: FB 47


Consequently, can you make another feat that reproduces the same benefits, but of a different elemental sub-type?

Or a celestial version that does +1D6 holy damage?

Thanks for all the info folks.
And a last request: Does anyone know where to find Arcana Unearthed rules online a la 3.5 SRD?
 

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