Please rate Augment Summoning

Rate Augment Summoning

  • 1 - You should never take this feat

    Votes: 2 3.8%
  • 2- Not very useful

    Votes: 0 0.0%
  • 3- of limited use

    Votes: 6 11.5%
  • 4- below average

    Votes: 7 13.5%
  • 5- Average

    Votes: 15 28.8%
  • 6- above average

    Votes: 8 15.4%
  • 7- above average and cool

    Votes: 6 11.5%
  • 8- good

    Votes: 6 11.5%
  • 9- Very good

    Votes: 1 1.9%
  • 10- Everyone should take this feat

    Votes: 1 1.9%


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It is a situational feat. For many characters it is less than spectacular. For a character who uses Summon Monster * or Summon Nature's Ally * spells on a regular basis, it is quite useful.

The attack and damage bonus is a nice small boost, and the bonus hit points can be very helpful.
 

drnuncheon said:


I believe what you are looking for is planar ally or planar binding.

Those spells seem like overkill just to get a pair of celestial badgers to accompany me on a dangerous afternoon.

Lesser Planar Binding (5th level) is a rather complicated spell that will drive mad both player and DM alike if used as an every day spell.
 

My conjurer has taken the feat. It is not massively useful but then every little bit helps—especially as a low level caster. Of course a low levels the duration is the real problem.

I agree that a chain of related feats would be fantastic—especially in relation to duration. I would love to see how people think it might work.

Maybe also a feat to make a summon a standard rather than a full round action?
 

Although this discussion is interesting, lets remember what forum we are in. If you want to discuss 'fixes' I suggest you open a new thread in the House Rules forum.
 

well, playing my own, very odd version of a summoner, I like it...
but then again... my cleric/alienist/sacred exorcist going to contemplative is an odd guy
can't wait for summoning domain though...:p
silly durik, going to end up with five domains:eek:
 

I gave it a 4. A druid is much-better suited taking alternative feats than taking this for Summon Nature's Ally. And arcane casters are much better off taking damn near anything else also. Even if the character was designed around summoning this feat wouldn't be very attractive to me in comparison with others. Augment Summoning for +1 attack and a few hitpoints or Extend Spell for double duration? Item creation for wands and staves to provide more summoning firepower? Hopefully 3.5e gives summoning a bit more oomph, but as things currently stand I feel that quantity and duration over quality is what counts with summoned creatures; they are best used to set up flanks, to aid PCs for defense or attack (if they can take commands), and cluster on casters or archers for most of a summoner's career. If you feel that no other feat can serve you and you're all into summoning then go ahead, but I'd put this on the bottom half of a list, probably even behind Spell Girding to help creatures from being dispelled during or after casting. One thing a summoner would be well to have is Chain Spell. Use that to buff up your minions to good effect after conjuring multiple creatures with your highest summonings for a round or two. Feats other than Augment Summoning can let you do it longer, faster, tougher, and better with versatility for other spells and strategies as well. I wouldn't give it a 4 except that it's a good starting concept. Something as specialized as summoning deserves more or it's overshadowed by feats far more powerful and versatile.
 

If a sorceror takes many of the summon monster N spells, it's a good feat since it is a general feat and not a metamagic one . Against armies of mooks, armies of low level outsiders make a stylish, although not as efficacious, alternative to the ubiquitous fireball
 

I voted average. It could be useful for a wizard or cleric who relishes the role of a summoner. For other characters it's obviously not very attractive. On the other hand, it doesn't have much in the way of competition for summoning feats. Spell focus isn't useful for summoners. Empower spell would be too expensive for an extra .5x(1d4+1) creatures that die in one hit each. Maximize spell is just as ineffective. Etc. Etc.

I suspect that the +1 attack bonus is more useful than a lot of people realize. Against defensively focussed NPCs or villains with levels, the number your summoned creatures need to roll to hit will usually remain above 10--this is especially true for lower end summons (for the summoner's level). A Celestial Bison won't reliably hit CR 10 monsters. Consequently, it is likely to remain significant even at high levels.

The bonus hit points per hit die on the other hand is likely to enable monsters to survive one more hit. Which is good if it gets them an extra round of attacks as it often will. For weak summons, that may double their damage-dealing potential.

More significantly, it doesn't require any special preparation or extra spell levels. It's always active. So, in order to be a good feat, it doesn't have to make as much of a difference per use as a feat that can only be used once a day (like power critical) or a feat that has to be prepared in advance (energy substitution for a wizard) or a feat that calls for additional sacrifices (craft feats, empower spell).

Altogether, that's at least an average feat--even if it's not particularly sexy.
 

5.47 after 43 votes

------------------------------------
10. None

9. None

8. Large and in Charge

7. Expert Tactician, Divine Might

6. Superior Expertise, Improved Sunder, Knock-Down, Shield Expert, Divine Shield, Improved Shield Bash(6.38,50,40174), Shield Charge(6.78,49,43169)

5. Close Quarters Fighting, Hold The Line, Pain Touch

4. Blindsight 5-foot radius, Fists of Iron, Death Blow, Lightning Fists, Mantis Leap, Monkey Grip, Power Lunge, Rapid Reload, Sharp Shooting, Zen Archery, Empower Turning(4.18,56,38151), Divine Vigor(4.61,57,37849)

3. Feign Weakness, Extra Stunning Attacks, Dual Strike, Circle Kick(3.09,56,11716), Eyes in the Back of Your Head, Off-Hand Parry, Pin Shield, Prone Attack, Remain Conscious, Divine Cleansing, Divine Vengeance, Heighten Turning(3.95,41,39213), Quicken Turning(3.47,36,41330), Arcane Preparation(3.43,56,44560)

2. Eagle Claw Attack, Improved Overrun, Dirty Fighting, Snatch Arrows, Arcane Defense(2.34,53,44015)

1. Divine Resisitance
 

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