Summoning Sorcerer

Oni said:
Here is a question, what is a good way to use the low level summon monster spells at higher levels (sometimes I wonder about good ways to use them at lower levels, but that is part of why I want to do this to really give them a test drive before I completely dismiss them).

If you have Extend Spell and the appropriate languages, they can make excellent scouts or diversions.

Anything sufficiently heavy can be a useful trap detector. And if it has any manipulative appendages, it's great for opening doors or other things that party members bicker over who has to.

Low-level guys are great when you have a rogue or two in the party. They combine flanking bonuses with possible Aid Another bonuses, and in many cases can make passable Mirror Image substitutes. (Summon a Fiendish Toad right before meeting in-the-know baddies, have it hop out of your pocket when the battle begins, and see what the baddies'll waste on it trying to knock you down a notch.)

They're good at holding off the BBEG's lesser lackies. And if you have some illusions, too, some of those low-level slots can help set a theme as you try summoning things a little bigger each time, until your illusionary Total Badass Monster comes in to scare everyone off.
 

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Don't forget you'll want to travel to their planes of origin also. As that is the only way to give them things.
If only I could summon a celestial baboon with his own darn sword, I could keep mine in battle.
Another thing my DM did was allow Summon I to call any 1 HD animal with either the celestial or fiendish templates.
The variant rule for rolling the stats got me a celestial baboon with a 21 STR. The DM required 3d6 6 times, place them where you want.:p
 


Evards black tentacles have been mentioned? Use it with small monsters.

Don't use too many metamagics, it's not often worth it in combat. Summon rather intelligent creatures that can use Aid Another to buff up your fighters. Don't forget haste, this will let you cast buff spells and protections on yourself while keep on the summoning.
 

Oni said:
Do you think this idea has any merit, or would this character be doomed to death and failure?

Doomed to failure. Just kidding. I play the summoner mentioned in Jeremy's post above. My thoughts:

1.) If you can convince your DM to allow you to substitute templates from the Manual of the Planes, you'll find many helpful uses for your low-level critters.
For example, the term "apeing" has become a vernacular of our party referring to Collin summoning up an Air Ape to transport party members across/up/down to wherever we need to get to. If you don't mind a little turbulance, it's not a bad ride.
2.) One fun thing to do is find ways in which your summoned critters can work synergistically with one another or party members. I'll get you some examples later.

I'll think of more later. Time for class. :\
 

Oni said:
Here is a question, what is a good way to use the low level summon monster spells at higher levels (sometimes I wonder about good ways to use them at lower levels, but that is part of why I want to do this to really give them a test drive before I completely dismiss them).


Trigger traps, quick scouting (hey, what's up around that corner).

Distractions (this would only work if you took silent spell).


If your DM allows it, I'd probably take that feat that allows you to drop lower level versions of spells when you get the higher level version (for example, drop Summon Monster I when you get Summon Monster II and pick a new first level spell). I'd still keep several different versions for flexibility, but you really don't need them all...

As far as other spells I would consider, I would add invisibility and fly to the must have spells. Flying invisibly above the fight while adding an extra combatant every round is a powerful tactic. Note that casting summon monster spells does not break invisibility.
 

Darkness said:
That's a very good point, actually...

About as good for your flexibility as being of N alignment. ;)
IIRC, wizards have no summoning alignment restrictions. That's for clerics, isn't it?
 

I can't believe no one has recommended the concentration spell feat. It changes any spell with a duration of 1 round or longer into duration concenration (IIRC) for only +1 spell level.

If nothing else, once you're high enough to summon an earth elemental, you would be a 1 man construction crew. You could get more done in 1 day than half an army of laborers. Not to mention how fast your boat would go being pushed by a water elemental. You could make the Kessel run in less than 3 fathoms ... against the current.

Then get the feat for "concentrationless" concentration, so it'll last for a few rounds after you stop (useful in combat if you get hit much). Then get the resume concentration feat.

I don't recall exactly where all these feats were origonally, but they are all listed in the Net Book of Feats.
 

As it stands it looks like it going to be straight up core rules.

What do you think would be a good secondary them for a summoning sorcerer, maybe something with a little offensive punch if there isn't time to start summoning things?
 

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