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 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.
