Summoner help

bluebudda

First Post
Hi,

I am looking to make a summoner character and cannot determine if the summon monster or summon Natures Allies give more bang for the buck. Does anyone have a list of the statics (modified for templates and such) of the creatures?

Also, the only way I've seen to get access to SM and SNA is to have a cleric with the Animal domain - which only give SNA IV and VIII if I remember correctly. Any other ideas on how to do this (no Mystic Theurg suggestions please)?

Thanks for any help
 

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SNA gets more powerful animals a spell level earlier and has plenty of elementals.

SM has the animals a level later generally but gives them templates which normally means fewer hit dice but energy and damage resistance plus a smite. They also get all the fun demons and devils.

Druids can spontaneously turn their spells into SNA so that is a plus for SNA power.

Conjurers have that bonus specialist spell slot per level. Invisibility then summoning is a good combat power tactic.

For power comparisons, conjurers have all those non-sr conjuration spells as well while druids have better HD, attacks, plus wildshaping.
 
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The Avatar is a class book from Green Ronin. Allows for both Summon Monster and Summon Nature's Allies and other summoning abilities. A mix somewhere between a cleric and a wizard.
 


Mike,

I appreciate the conviction you have that Druids are the best summoners, and I am very strongly looking at playing one. However I am looking at all possibilities and a stats list of the creatures would also make playing the character much easier besides from influencing my decision.

Thanks for the feedback
 

Voadam,
That is my dilemma, the druids creatures are definitely bad ass - however they run into problems vs. Damage Reduction. For some reason I've fought against allot of DR in the past so I might be a bit bias in my comparing the spells. This is why I've been playing with the idea of access to both SM and SNA (looking unrealistic though).

Kravell,
Thanks for the suggestion - I will definitely check him out. Unfortunately I am limit to Wizard products for this charter.
 

just to make things even more complicated, why not check the bonded summoner PrC (miniatures handbook) or the astral construct power...
 

Blubudda, consider the greater fun of Animal Growth cast on druid's creatures. Once you hit ninth level, this tactic becomes so incredible that it's almost worth nerfing. Your animals gain:
+3 to hit
+5 damage (at least, depending on the increased die used for damage due to size increase)
+2 hp/HD
+3 reflex save
+4 will save
+6 fort save
DR 10/magic
Increased reach (possibly)

It can be grotesque when cast on a group of animals.
Daniel
 


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