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Summoning Sorcerer
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<blockquote data-quote="Zappo" data-source="post: 384322" data-attributes="member: 633"><p>A player in one of my campaigns is playing a sorcerer/summoner. It is a very cool concept!</p><p></p><p>He isn't that effective in combat - well, not as effective as a fireball&lightning sorcerer, but he can stand his own and if he gets a few rounds he can start doing some real damage. He is however very good outside combat! Incredibly versatile for a sorcerer, if he can't do something he can summon someone who can. Plus, we get cool roleplaying occasions with his Planar Binding spells.</p><p></p><p>Here are my suggestions:</p><p></p><p>1) Get the Planar Binding spells (you'll also need a couple Circles of Protection and a good Spellcraft skill). They are invaluable for some long-term help, and with your high Charisma you can make the most out of them. Have the creatures protect you, or do special lengthy tasks.</p><p></p><p>Treat the creatures you call with those spells with respect, because you don't really control them and you never know when they may find a way back to you.</p><p></p><p>2) Metamagic! You're already taking 1 round to cast those spells, you may as well metamagic them.</p><p></p><p>Extend Spell will make your critters last longer. However, it is not that useful; most combats will be over before the spell expires anyway - either that, or the creature will get killed.</p><p></p><p>Silent Spell, because being invisible is not enough.</p><p></p><p>Still Spell, and the first time you're tied your party will love you.</p><p></p><p>Heighten Spell. Why? See below.</p><p></p><p>3) Alienist PrC, if you like it. The pseudonatural template will give a slight boost to all your summonings.</p><p></p><p>4) Take Charm Person. It's incredible what you can do with a still silent Charm Person heightened to 6th level (see?). You can't always summon, after all.</p><p></p><p>5) Take Haste. Besides being an obvious choice for any spellcaster, you can use the extra partial action to complete a full round action. Which means that you can summon immediately (with metamagic too!).</p><p></p><p>6) Augment Summoning, duh.</p><p></p><p>Practical stuff:</p><p></p><p>7) Make a list of what you can summon and their main abilities.</p><p></p><p>8) Make cards with pre-statted creatures.</p><p></p><p>DM persuasion stuff:</p><p></p><p>9) Get the DM to roll stats for summoned creatures, instead of using fixed ones. It doesn't really take long if you have all the default stats precalculated, and it makes the whole thing more cool!</p><p></p><p>10) Get the DM to allow you to use a creature's true name to call that same creature again with a Planar Binding spell (maybe that's even a rule, I'm not sure). </p><p></p><p>11) Combining the two above, make sure to get the true name of any creature for which the DM rolls exceptional stats.</p><p></p><p>12) Also get the true name of any creature you manage to become friends with.</p></blockquote><p></p>
[QUOTE="Zappo, post: 384322, member: 633"] A player in one of my campaigns is playing a sorcerer/summoner. It is a very cool concept! He isn't that effective in combat - well, not as effective as a fireball&lightning sorcerer, but he can stand his own and if he gets a few rounds he can start doing some real damage. He is however very good outside combat! Incredibly versatile for a sorcerer, if he can't do something he can summon someone who can. Plus, we get cool roleplaying occasions with his Planar Binding spells. Here are my suggestions: 1) Get the Planar Binding spells (you'll also need a couple Circles of Protection and a good Spellcraft skill). They are invaluable for some long-term help, and with your high Charisma you can make the most out of them. Have the creatures protect you, or do special lengthy tasks. Treat the creatures you call with those spells with respect, because you don't really control them and you never know when they may find a way back to you. 2) Metamagic! You're already taking 1 round to cast those spells, you may as well metamagic them. Extend Spell will make your critters last longer. However, it is not that useful; most combats will be over before the spell expires anyway - either that, or the creature will get killed. Silent Spell, because being invisible is not enough. Still Spell, and the first time you're tied your party will love you. Heighten Spell. Why? See below. 3) Alienist PrC, if you like it. The pseudonatural template will give a slight boost to all your summonings. 4) Take Charm Person. It's incredible what you can do with a still silent Charm Person heightened to 6th level (see?). You can't always summon, after all. 5) Take Haste. Besides being an obvious choice for any spellcaster, you can use the extra partial action to complete a full round action. Which means that you can summon immediately (with metamagic too!). 6) Augment Summoning, duh. Practical stuff: 7) Make a list of what you can summon and their main abilities. 8) Make cards with pre-statted creatures. DM persuasion stuff: 9) Get the DM to roll stats for summoned creatures, instead of using fixed ones. It doesn't really take long if you have all the default stats precalculated, and it makes the whole thing more cool! 10) Get the DM to allow you to use a creature's true name to call that same creature again with a Planar Binding spell (maybe that's even a rule, I'm not sure). 11) Combining the two above, make sure to get the true name of any creature for which the DM rolls exceptional stats. 12) Also get the true name of any creature you manage to become friends with. [/QUOTE]
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