Oni said:
Ok, so I'm about to start a new game and I thought it might be interesting to make a sorcerer dedicated to the summon monster spells. I figure I'll take all the summon monsters all the way up (not optimal I know, but hey) and the augment summoning feat. What other spells and feats would you choose to make an interesting (and viable) Summoning Sorcerer? Do you think this idea has any merit, or would this character be doomed to death and failure?
Its a perfectly good concept. I have a very nasty NPC that uses it.
Other good spells for you include
A good offensive spell or three
Good defensive spells
Dispell Magic and Greater Dispell to knock down enemy protections
Buff spells-- They can be used on you and your critters. This includes Invisiblity etc.
Tongues- for those critters whose language you don't know
Good feats for you include
Counterspelling stuff to prevent your guys from being displled.
I think Monte has another Summon Augment if you DM will allow it
Make scroll (more critters, more!)
Leadership-- No I am not Joking, get an extra fighter or three to keep you safe in Meele
Improved Familiar
Any Item feats
Possibly Extend and Enlarge spell or another magic feat if they work on Summon Spell.
Good skills
The usual stuff
Spellcraft
Languages Infernal and Celestial and Elemental oh my
Good Items
Meta Magic feat rods that augment your summons--
Protection stuff
A zappy wand
Your tactics--
Make sure you are in the middle rank and Invisible. Cast spells. Pretty simple.
One thing though, with your limits you are a second tier spell caster-- You will be more effective with a rogue, several fighters, a cleric and another caster to handle the other stuff like extra combat and utility spells
Also remember your critters can flank-- heheheh
Hope this helps