jgsugden
Legend
Really getting a bang out of a conjurer requires a lot of research. You need to know the strengths, weaknesses and abilities of each creature you might summon.
As mentioned before, you should have their combat stats ready to go before they are summoned. This includes the effects of augment summoning.
For race, I'd go dwarf. The extra con helps you survive and the extra bonus versus spells is nice. Human is often my choice for a wizard so that I can get that extra feat, but a conjurer doesn't need it.
If you're going to be a conjurer, I'd suggest going all the way and being a conjuration specialist. I'd give up evocation and necromancy if I wanted to be true to the idea of a conjurer. These spells offer the least to the idea of pumping up conjured beasties. Evocation is a strong school to give up, but if you're looking for an interesting character, giving up evocation is a way to make the character very unusual.
For feats, I'd go (Scribe Scroll), SpFo: Conjuration, Augment Summoning, Extend Spell, Improved Initiative, Empower Spell and Quicken Spell. That leaves you with one more feat to select, I think.
For spells, I'd go with the booster spells. If your DM allows it, there is a wizard/druid/cleric spell in MotW called Adrenaline Surge. It gives a +4 enhancement bonus to strength for all your summoned creatures that are currently walking around. Sort of like a mass bull's only for summoned creatures. And it is only second level.
Invisibility is not ended by summoning, so my common tactic would be to cast invisibility, summon creatures and then use non-attack spells to augment my creatures and help the party in combat.
I built a character along these lines a few months ago, but he died a rather sudden death when he charged into a room before the other PCs ... and they fled rather than join in the fight.
Just a few ideas ...
As mentioned before, you should have their combat stats ready to go before they are summoned. This includes the effects of augment summoning.
For race, I'd go dwarf. The extra con helps you survive and the extra bonus versus spells is nice. Human is often my choice for a wizard so that I can get that extra feat, but a conjurer doesn't need it.
If you're going to be a conjurer, I'd suggest going all the way and being a conjuration specialist. I'd give up evocation and necromancy if I wanted to be true to the idea of a conjurer. These spells offer the least to the idea of pumping up conjured beasties. Evocation is a strong school to give up, but if you're looking for an interesting character, giving up evocation is a way to make the character very unusual.
For feats, I'd go (Scribe Scroll), SpFo: Conjuration, Augment Summoning, Extend Spell, Improved Initiative, Empower Spell and Quicken Spell. That leaves you with one more feat to select, I think.
For spells, I'd go with the booster spells. If your DM allows it, there is a wizard/druid/cleric spell in MotW called Adrenaline Surge. It gives a +4 enhancement bonus to strength for all your summoned creatures that are currently walking around. Sort of like a mass bull's only for summoned creatures. And it is only second level.
Invisibility is not ended by summoning, so my common tactic would be to cast invisibility, summon creatures and then use non-attack spells to augment my creatures and help the party in combat.
I built a character along these lines a few months ago, but he died a rather sudden death when he charged into a room before the other PCs ... and they fled rather than join in the fight.
Just a few ideas ...