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General Tabletop Discussion
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What are good spells or feats to complement Summoning spells?
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<blockquote data-quote="Urbanmech" data-source="post: 45051" data-attributes="member: 122"><p>There is one problem with extending the summon spells, it effectively weakens the creatures you can summon. Usually combats don't last more than 8-10 rounds unless it is a huge battle. Using extend on your summons is good for out of combat and you want to use your summoned creatures for something else. Why have a celestial ape for 16 rounds when you could have a celestial dire ape or 1-3 regular apes for 8 rounds?</p><p></p><p>As for the feat question, Augment summoning from Tome and Blood is good, but so is Conjure Mastery from Monte Cook's Book of Eldtrich Might. You need to have at least a 17 charisma to take Conjure Mastery though, but since you are a sorcerer I don't see this as being an issue.</p><p></p><p>The suggestion to go Conteplative for the summoning domain is a good idea but it has one problem. Contemplative levels only add to divine spellcasting levels, so you would get access to the domain power but none of the domain spells except the low level ones. "If the contemplative did not previously belong to a divine spellcasting class, she gains the ability to cast divine spells exactly as a cleric of her patron diety. Her spell progressin is the same as that of a cleric."</p><p></p><p>The above quote is taken from Defenders of Faith by Rich Redman and James Wyatt.</p></blockquote><p></p>
[QUOTE="Urbanmech, post: 45051, member: 122"] There is one problem with extending the summon spells, it effectively weakens the creatures you can summon. Usually combats don't last more than 8-10 rounds unless it is a huge battle. Using extend on your summons is good for out of combat and you want to use your summoned creatures for something else. Why have a celestial ape for 16 rounds when you could have a celestial dire ape or 1-3 regular apes for 8 rounds? As for the feat question, Augment summoning from Tome and Blood is good, but so is Conjure Mastery from Monte Cook's Book of Eldtrich Might. You need to have at least a 17 charisma to take Conjure Mastery though, but since you are a sorcerer I don't see this as being an issue. The suggestion to go Conteplative for the summoning domain is a good idea but it has one problem. Contemplative levels only add to divine spellcasting levels, so you would get access to the domain power but none of the domain spells except the low level ones. "If the contemplative did not previously belong to a divine spellcasting class, she gains the ability to cast divine spells exactly as a cleric of her patron diety. Her spell progressin is the same as that of a cleric." The above quote is taken from Defenders of Faith by Rich Redman and James Wyatt. [/QUOTE]
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What are good spells or feats to complement Summoning spells?
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