Help with a Summoning Specialist

GrayIguana

First Post
I know there was a thread regarding a Summoning Specialist that had some great ideas but now I can't find it.

One of my players wants to play such a character and I can't find my notes or the thread.

If I remember correctly, there also was a feat called Augment Summoning which may have maximized the HD of any creature summoned.

Any suggestions or a point in the right direction would be appreciated.
 

log in or register to remove this ad

Tomb and blood has a great augment summoning feat that gives all summoned critters +1 hp per HD and I believe a +1 to hit, damage, and AC.

If you are a conjurer specialist spell focus is good for plenty of spells such as melf's acid arrow and web.
 


BTW, invisibility is a summoner's best friend. Since summoning doesn't dispel normal invisibility like a regular attack does, the summoner can remain (relatively) out of danger while bringing in help. So as not to give away the summoner's position, I recommend the ventriloquism spell. Though some GM's might rule that the summoned creature has to see you to obey, I wouldn't - it just knows you're its summoner (else, you get into all sorts of problems defining when the creature obeys its summoner).
 

Well I cant seem to find the thread right now, but here are some suggestions. Of course look at the summoning feats, but nar demonbinder and demonolgist when combined are master summoners able to cast a summon monster spell 4 levels higher than normal.

Edit: I found it http://boards.wizards.com/community/ultimatebb.php?ubb=get_topic;f=271;t=005082

The basic build is wiz 5\demonologist 9\Nar Demonbinder 6. You could probably tweak it more.
 
Last edited:

I love the Summoner Prestige Class from Path of Magic. I think it is fairly well balanced and it is really good for a summoning specialist.

Augmented Summoning is also a great feat!
 



Something to bear in mind for a summoner is
a) Get the ability to talk to your summoned creatures ASAP, or they don't do anything except attack your opponents. A single level of mindbender gives you telepathy, which is fantastic for this.

b) Look at the special abilities of your summoned creatures - it's entirely possible to get access to spells many levels early simply by summoning a creature to cast them for you (examples: teleport without error, telekinesis). Also some of the summonable creatures have auras which buff those around them, or give penalties to enemies. Use them.
 

ShadowX said:
The basic build is wiz 5\demonologist 9\Nar Demonbinder 6. You could probably tweak it more.

I'd consider changing this to:

sorc 6 (i think)/Nar Demonbinder1/Demonologist9/NarDemonbinder2-5)

Just because for sorcerors the 1st level ability of the Nar Demonbinder is so damn useful!

Cool class...
 

Remove ads

Top