Need help with a Summoner Smackdown

How do you convince your GM?

Soltares said:
Alternately, skip Alienist and summon Cold Elemental Girallons (using the Manual of the Planes template). They will get +3 Natural Armor, +1d4 Cold damage / successful attack and their Hit Dice will drop to d8's instead of d10's.
I like it. I think Summon <X> is rather underpowered with the standard monsters, but how do you convince a GM that summoning non-standard and/or templated monsters is kosher?
 

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Substitute in a shocker lizard for another monster in the summon monsters. Have a shocker lizard familiar. Summon as many shocker lizards as you can. Have them blow up your enemy.


Lets say you have 20 lizards. They will do 40d8 damage in a 25 foot radius centered around one lizard. Reflex save DC 30........Every round
 

Varius said:
Substitute in a shocker lizard for another monster in the summon monsters. Have a shocker lizard familiar. Summon as many shocker lizards as you can. Have them blow up your enemy.


Lets say you have 20 lizards. They will do 40d8 damage in a 25 foot radius centered around one lizard. Reflex save DC 30........Every round

aka the Pikachu smackdown.
 

psionic summoner

Metacreationist, with Astral Construct IX
9th-Level Astral Construct
Huge Construct
Hit Dice: 19d10 (104 hp)
Initiative: +2 (Dex)
Speed: 50 ft.
AC: 20 (-2 size, +2 Dex, +10 natural)
Attacks: Slam +23/+23/+23/+23/+23/+23/+23/+20/+15 melee
Damage: Slam 2d6+19
Face/Reach: 10 ft. by 10 ft./15 ft.
Special Attacks: 3 abilities from Menu C (see below)
Special Qualities: Damage reduction 10/+3
Saves: Fort +6, Ref +8, Will +8
Abilities: Str 37, Dex 15, Con -, Int -, Wis 15, Cha 6

Picks(C,B,6xA):
C- See Invisibility (Su): Can see invisibility (as the power) at all times. That'll stop those sneaky guys.
B- Charge (Ex): If the construct charges a foe during the first round of combat, it can make a full attack even if it has already taken a move action. If it has the squeeze ability, it can also use this (see entry below).
A-Trample (Ex): As a standard action during its turn each round, the construct can literally run over an opponent at least one size smaller than itself. It merely has to move over the opponent to deal bludgeoning damage equal to 1d4 + Strength modifier. (in case they have an uber-AC)
3xA-Additional Attack: One additional attack at highest attack bonus; both attacks -2 to attack roll. Use as many as necessary for low AC targets.
A-Fly (Ex): Construct has physical wings (6-foot wingspan). Speed 60 ft. (average). In case they try to fly away.
A- Trip (Ex): If the construct hits with a slam attack it can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the astral construct.

You can also go the "grab" route for an astral construct. When they hit, unless the target has a stilled escape spell, a super strength or a fantastic escape artist, they're toast.

Note astral constructs have darkvision and a host of immunities, inlcuding to a lot of illusions.

Charge in, use all your attacks, try to trip with all that hit, that further reduces their AC by 4.

A 19th or higher level Metacreationist (Savant) can manifest this Extended to last twice as long (38-40 rounds).
Greg
 

Just to add my 2 cents, I definitely agree that the Summoner Prestige class from Relics and Rituals is a must. Espicially since you can cast Summon Spells at a higher level than you normally would (ie you get to cast 1 Summon spell at N+1 your highest summon spell), also the ability to put metamagic feats on summon spells with no increase in spell level is nice (I personally enjoy a Twin Spell Summon VI for 1D3 Dire Lions times 2).
Also a couple of spells to take also Animal Growth (although it techinically doesn't work on summoned creatures since they are outsiders and not animals) and of course the all time best Otiluke's Resilient Sphere (cast upon yourself of course). Cast an Invisibility Sphere, then Otilukes Sphere on yourself, then start summoning away. You'll be pretty well defended since Otilukes Sphere can only be dispelled with a Rod of Cancellation or a Targeted Dispel most likely you will not be on the receiving end of damage.

Of course just make sure you don't have any traitors in your party lest all your summoning might will go down the drain pretty quickly!
 

The Summoner

Using the Summoner from Relics and Rituals is the Right Idea.

Here's a Combo that Meshes Beautifuly: Arcane Caster 5 + Summoner 10 + ArchMage 5

Begin Hasted
Round 1:
Quickend Summon Monster 9 (Summoner Special Ability)
Gate
Hasted Action: Mord's Disjuction shaped with the Archmage's Ability to shape the area effect of spells to leave the Summoned Critters out of the area of effect. Watch as the opposition pees themselves.

Metalsmith
 

Cast an Invisibility Sphere, then Otilukes Sphere on yourself, then start summoning away.

My very original idea for a summoner sorceror involved doing just that very thing. In fact, I designed a whole PrC around magical spheres/globes and kind of made it his schtick.

Unfortunately, someone pointed out to me later that Otiluke's Resilient Sphere is made of Force (i.e. Wall Of-), which blocks line of effect. The debate ensued in another thread (which I can't find) about whether or not Summon Monster spells utilize line of effect. Ultimately, I gave up on the idea.


EDIT: After reading wall of force, it says that Gaze attacks work through it. That would mean line of effect too wouldn't it? So maybe it does work after all. Hmm...
 
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Change the order around. Be invisible, summon some stuff, and then bring up the resilent sphere when they figure out your location.
 

Bitbug, first of all, spell thematics can be combined with the summoning domain (which I did mention), giving even more rounds...

Summoning creatures with elemental templates does turn their alignment to N I believe.
 

Psion 16 with a power stone of Temporal Velocity and the psionic equivalent of a staff of Astral Construct IX.

Round 1) Schism
Partial) Temporal Velocity

Temporal Velocity last for 7 rounds on average as a sort of hyper-timestop, plenty of time with schism to summon 8 Astral Construct IX around this sucker just out of his reach

I recommend C: Gore, B: Smack Down, A: 5x Additional Attacks and Trip.

Round 2) Smack! Smack! Smack! Trip! Smack! Smack! Smack! Trip! Smack! Smack! Smack! Smack! Smack! Smack! Smack! Smack! Smack! Smack! Smack! Smack! Smack! Smack! Smack! Smack! Smack! Smack! Smack! Smack! Smack! Smack! Smack! Smack! Smack! Smack! Smack! Smack! Smack! Smack!
 

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