Help with Designing a Summoner

Don't forget at least one level of Alienist (T&B).

The main problem (in my experience) with summoned creatures is that their attack bonus is too low. The True Strike ability the Alienist class grants your creatures almost ensures that they will get to use special abilities like improved grab.

Class: Unless you're mind is made up when it comes to playing a sorcerer, I recommend a Cleric (with the Trickery domain) instead. The Divine Disciple (FRCS) lets you communicate telepathically with your creatures, and a level of Contemplative (DotF) gets you the Summoning domain.

Feats: I fail to see what you'd want with Persistent spell and Extend Spell is rarely of any use (for your summoned creatures). Maximize Spell is pretty much useless for summoning. So is Enlarge Spell. (Once summoned, the creature can move freely).

As a sorcerer I'd pick up Chain Spell, Silent Spell and Augment Summoning. (But not in that order. :))
 

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The problem with summoners is that metamagic really doens't help them out all that much. If you extend a spell you are giving up the more powerful monsters that you really need to stay competive. The Summoner Prestiege Class from Relics and Rituals lets you apply metamagic feats to your spells for free a certain number of times a day.

Don't expect your summoned monsters to tank the big evil fighter, they are much better at tying up the fodder or attacking the weaker characters. Apes, dire apes, and girallions make great melee fighters for their levels. Also make sure you know your creatures abilities, some are better used out of combat. A summon monster 2 for one of the creatures with hands can be told to open a door or chest you know is trapped.
 

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