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I'm starting to think a trip build might be a legit option as well. As a Half-Elf I can use Ancestral Arms to qualify for a Fauchard, and I think I can talk my GM into allowing me to take the Revelation Weapon Mastery a second time for a different weapon. Something like this (again, this is a two level dip in Divine Hunter and then leveling as a Battle Oracle with the Powerless Prophecy curse):
[ ] - Revelation
Ranged attacks, melee attacks, trip attacks, buff spells... am I developing good versatility or trying to do too much?
Got a group that includes a couple of very tanky melee types and an Enchantment-focused Sorcerer... I was thinking that we needed a decent ranged threat who could also handle some healing and buffing responsibilities. After talking it over with my GM, he agreed to give me access to the Ancient Lore Keeper Oracle as a Half-Elf (a little RP/backstory stuff did the trick), but I've heard that ranged Oracles aren't as effective as one might hope, particularly due to BAB & feat limitations. Fortunately our GM grants Power Attack, Deadly Aim and Combat Expertise to anyone who meets the pre-requisites and has done away with Point Blank Shot, so that helps a little.
What I'm looking at now is taking a couple levels of the Divine Hunter Paladin archetype and then going into the Lore Keeper Oracle, selecting Battle as my mystery and Powerless Prophecy as my curse. The general plan is to open combat with buffs, supporting combat with ranged attacks and then cleaning up afterwards with healing spells, with some Knowledge & Social skills to help out outside of combat. I'd really appreciate any thoughts anyone could offer with regards to Revelations and Feat selections and anything else I might not have considered - thanks in advance!
Between Barkskin (extended with a rod you make), Huge Air Elemental Form, Wis to AC you can have a great AC, plus a very high Sense Motive check for attacks that roll high or those annoying touch spells. You can pick up huge creatures (In PFS I have juggled Hill Giants, Stone Golems, Girallons and lots of humanoids, swarms and oozes).
An air elemental with skin made of bark?
First off, I very much appreciate the responses. A couple of quick clarifications:
The Aasimar twins together will have solid ranged options - battle dance + high dex + arcane strike + various other potential buffs do indeed add up. I just meant to say that we didn't have the sort of ranged threat that a dedicated archer or blaster-type might offer and wasn't sure if that would be a big detriment or not.
Skill-wise the way we're kind of looking at things is the Dervishes will have effectively maxed out Perception, Stealth, Acrobatics and (via Versatile Performance) Diplomacy, Sense Motive, Bluff and Intimidate, all fairly soon. They'll also have a touch of Knowledge: Religion and Escape Artist.
The Oracle will have Healing and a pretty diverse smattering of Knowledges while the Summoner will have Knowledge: Planes for certain.
Apart from trap-finding, what skills would we be lacking that the AP might require?
I'll look into the Player's Guide. Perhaps one twin would focus on Perception with Trap-Finding and the other on Disable Device? The two plan on serving as the 'scouts' of the group already.
EDIT: Shaman, I really appreciate the effort put into that lengthy and informative response, but the players are in love with the idea of playing identical builds intended to be complimentary. The Halfling player actually seriously considered running an Archeologist (with a dip in Halfling Opportunist) but felt that the group lacked any sort of legitimate 'tank' and has always wanted to run a Summoner type.
First off, I know there is no one who technically has trap finding. That's a concern and one we're trying to figure out how to address, but no one wants to have their characters dictated by something like that.
The group looks like this:
Human Oracle (Ancestor) whom intends to take some levels of Living Monolith, one at least.
Aasimar Dawnflower Dervish
Now the group lacks a particularly dangerous ranged threat (as well as the aforementioned trap finding issues), but all are casters and all are competent combatants and we feel like it'd be pretty strong against most challenges both in and out of combat.
Thanks for the comments!
I keep thinking not to worry about Flight because of the bloodline abilities, but they won't come online until 15th which makes them next to useless in PFS.
I doubt I'll spend much money on items for my AC apart from getting the nicest Amulet of Mighty fists that I can afford... but I'll look at some of the other options.
Animal Growth is pretty amazing, I've never looked at it before - if I invest in it, should I also use a later spell slot for Summon Monster, with an eye towards using the two together (when summoning animals, of course)? Perhaps with that 6th level spell slot at level 12 that I forgot to include..? Or would that slot be better used for something like Transformation to really pile on the bonuses?
Remember that Kitsune get +1 to Enchantment DC's every four levels due to their Sorcerer FCB in addition to the racial bonus at 1st level. I'm definitely planning on taking advantage of that!
So Enlarge Person will in fact work on my AC? this is the first time I'm playing one and the Share Spells ability specifically said spells with a target of personal, so I wasn't sure...
This is for a PFS character, a Kitsune Wildblooded Sorcerer (Sylvan) who will have a full animal companion and intends to use spells as buffs for her party and AC and for enchantments. I'm just posting the final level 12 spell choices to save space - there will have been some swap outs as the character levels up and some spells become more or less effective.
* Bloodline spells
Is there anything I'm lacking to fill my role or anything I haven't considered? Do I have too much of anything? My goal will be to use my animal companion (probably one of the big ones, like Allosaurus or Spinosuarus) to be my 'stand in' in combat, either protecting me or more often providing a little more melee firepower for the group while I try to lock down the biggest threats. I can't really do anything about some of the subpar bloodline spells, but they're not all bad.
I figure I'll be able to do the following things:
Solo buffs (primarily for Animal Companion):
Solo control spells:
Battlefield control spells:
I'm also planning on taking Eldritch Heritage at 7th level and Improved Familiar at 9th, probably sticking with the Fey theme and going with a Faerie Dragon so I can add its utility to my own. Is that a good or a bad idea? Also, would 'Share Spells' allow Enlarge Person to be cast on an Animal Companion? And would Grease be a better choice than Obscuring Mist, considering that I'll be taking it around 6th level?
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
If I receive Toughness at 6th level, do I gain 6 hit points, 3 hit points and then 1 for each level thereafter or none until I level up again?
Third Mind wrote:
In our Wrath of the Righteous run, we had two twins who were Aasimar Dawnflower Dervishes and ardent followers of Sarenrae. They took a couple of levels of Lore Warden for teamwork feats and ended up with Broken Wing Gambit and Paired Opportunists early, eventually taking Seize the Moment later. Fighting side by side they were devastating - whenever someone attacked one they both got AoO's off, whenever one of them landed a crit (which was often with a threat on 15+), the other got an AoO. It chained really well and made for a great concept of two quick and agile warriors whom had grown up fighting together.
Aasimar Musetouched Dawnflower Dervish
The accelerated Battle Dance and various combine to make you devastating in melee and strong at range. You'll take spells that buff, cure and have utility (rather than spells that require saves), and with Versatile Performance you'll have the best social skills in the game. Its not a complicated character and its not a hard character to play but the versatility it offers should give you plenty of opportunities to grow.
At 1st level, with nothing more than a Masterwork Scimitar, you'll be +7 attack & deal 1d6+7 damage with a high crit chance. At 4th level, with just Allegro and a +1 Scimitar, you'll get two attacks per round at +13 (hitting the average CR 4 with a 4 or better) and dealing 1d6+10 each. Just to put things in perspective.
Dawnflower Dervish. I played one through Wrath of the Righteous and I'm starting my first PFS one thing weekend. Highly versatile and devastatingly effective from level 1. Let me know if you're interested in a build.
One of the things I try to take into account (and all that formula may have) is how likely I am to hit an equivalent level foe. If my attack bonus is so high that it's all but guaranteed, PA seems a better choice than if I'm struggling to hit. In this case I find a properly built DD to have a well above average chance to hit, especially once I start including magical gear.
Victor Zajic wrote:
I don't think that's a spoiler, just something that happened in our game - our GM rewrites tons of stuff in the AP's. And I can't change it now anyway. :(
Gwen Smith wrote:
Again, I really appreciate your input. The levels are taken when they are specifically to take advantage of the FCB that accelerates the advancement of Inspire Courage. I could accept that ruling on Discordant Voice and if there's going to be even a chance if it's applying differently from table to table I'd prefer to avoid it.
I'll probably go the Improved Critical route, and though I'll probably have a Keen weapon long before I select the feat, I'll be able to buy another '+' once I have it. Then Oil of Bless Weapon should be well worth it's cost.
Maybe something like this? Here I'm taking Weaponmaster at levels 5, 6, 7 & 12.
Did we ever figure out if Discordant Voice stacked if more than one person is using it? If so I'd stick with the above, but if not, I might be more inclined to make those last two feats:
11th - Improved Critical
Seize the Moment would really make those other Teamwork feats come together and taking Improved Critical probably means I can afford another enhancement on my weapon other than Keen... not that I'm likely to do a lot of post-12th level play.
Dorothy Lindman wrote:
Thanks for your response!
Power Attack is clearly less effective, not just as a one-handed character but also as a 3/4 BAB class - I just found that the attack bonuses seemed high enough to support its use, and +4 or +6 damage is still nothing to sneeze at.
I realize that not all of the Teamwork feats are complimentary, but I thought it might be good to have more than one option - feats that benefit us when we're flanking and feats that benefit us when we're adjacent; is that trying to do too much? In my opinion the strongest combo in this build is using Broken Wing Gambit and Paired Opportunists, since it will give us each an AoO whenever one of us is attacked, though it is dependent on us both hitting them first.
That's a good thought about Weaponmaster - I never tend to take gear into account when pre-planning my characters. Is that bonus worthwhile, in your opinion, for bumping both my next Inspire Courage and all my spells another level down the road?
Hi all! I'm relatively new to PFS, but I was looking at one of the builds/concepts that was effective in our recent Wrath of the Righteous run as something I might be able to 'port over. The twins in question were Aasimar Dawnflower Dervishes who turned out to be descendants of Sarenrae herself, and after seeing them in action in a home game, I was wondering if they would be equally effective in PFS. I realize I might be getting into the game a hair too late to make the exact build a reality since Aasimar are walking out the door, but the build could be almost or equally as effective as a Human.
The thought process was to go Dawnflower Dervish and fight side-by-side, utilizing Battle Dance and Teamwork feats to maximize one another's effectiveness. This isn't the exact build, for many reasons, but its a reasonable facsimile of what was run in the AP. Levels 5 and 6 are Lore Warden for the additional feats offered and because it fits both the feel of the characters and the PFS society.
For the first four levels they should be plenty effective on their own - after they gain their second bump to Inspire Courage (thanks to the FCB), they begin piling on Teamwork feats. Side-by-side, both using Broken Wing Gambit and both taking advantage of Paired Opportunists to get off two AoO's against anyone who attacks them, and later, layering Precise Strike and Discordant Voice to rev up their damage... from what I can tell, two concurrent instances of Discordant Voice should stack, for both they and their teammates.
Of course, that's not even getting into spells...
I would build these characters for I and a friend, intended for when we're both playing together at the same table, we'll have other characters for when we're not. Those of you whom have been involved in PFS for a while, what do you think?
We're talking about the possibility, using some of the best Bards we've seen in our groups. Right now we're looking at:
Twin Aasimar (Azata) Dervishes of Dawn
The Dervishes are considering taking a couple of levels of Lore Warden to take some teamwork feats to use together while the Archeologist is thinking about taking a couple of levels of Halfling Opportunist for RP purposes, but we're not sure if that would be cheating... the Human is going to go spell-crazy with his FCB and the Eldritch Heritage feats for the Arcane Bloodline.
Again, why specifically mention SLA's in the first part of the ability description and specifically omit them in the second part?
What about SLA's that don't have a spell equivalent?
I considered that, but the fact that the ability specifically mentions spell-like abilities in the first part of the description and specifically omits it in the second seems to dictate proper intent.
And even then the above quote isn't quite right - do SLA's provoke AoO's? Spells do. Do SLA's that don't mimic existing spells qualify for Quicken SLA? I've seen some pretty compelling arguments that they shouldn't... just a few examples which suggest that while they function is a mostly similar manner, they are definitely not the same thing.
Indeed. We have an Invulnerable Rager at our table - based on his build, its looking like he'll have DR 18/- by 12th level and it'll continue to grow from there. His Superstition bonus will be +7 and rising. You don't need much healing when nothing in your CR level can damage you...
I'm having him check his math now.
Thanks - that was my initial interpretation but it was brought up at the table, and when I started searching past threads on the issue, it seemed to become more and more muddied.
James Risner wrote:
I understand that people are in that camp - I'm trying to understand what in RAW validates that position... I don't really have a dog in this fight, but do I need to understand how it officially works.
And what about something like Bardic Performance? That's little more than inspiring and there are tons of examples of such even in Barbaric cultures. If they did have to save, would they have to save every round?
The fact that all of a Barbarian's abilities are specified as Extraordinary abilities is very telling, I think.
...and I'm sure it comes as no surprise. I used the search and found more confusion than answers.
The ability specifies that the Barbarian gains the benefit against any spell, spell-like ability or supernatural spell. It then says that the Barbarian can't be the willing recipient of any spells and must make a save against them.
Must make a save against any spells. It says that specifically, but specifically omits the previously mentioned spell-like abilities and supernatural abilities. That seems pretty cut and dried to me, but after searching, it seems some hold that one must save against spell-like abilities as well, while others think they must save against all three. Then I read that they have to save against potions, extracts and even magical abilities granted by gear they are wearing.
Which of the following would a Barbarian using Superstition have to save against and why:
A Cure Light Wounds spell?
A Cure Light Wounds potion?
Having Touch of Rage cast upon them (Orchish Bloodline)?
Having Aura of Heroism activated by a nearby ally (Heroism Subdomain)?
Activating a Ring of Feather Falling?
Thanks in advance...
Just goes to show that the problem with Paladins is as much the fault of the GM's (at least as often) as it is with the players.
If a Paladin is sincerely trying to do good then he should really never fall, unless the GM wants him to... and if he does cross the line, I'd expect some sort of divine warning before all of his class features are simply stripped from him - the Paladin is there to do his deity's work after all, and what use is a servant who's been neutered? The deity WANTS the PC to have these powers and would only take them away if they were used in a manner that hurt their faith rather than upholding it.
I can just see a God thinking 'yeah, I know you were on your way to investigate and ultimately destroy that evil cult which is about to open a portal into the abyss through which demons can come pouring into your world... but you punched an evil bartender without proper cause, so I guess the greater good will have to suffer'...
I'm so glad we went to Paladins being primal avatars of alignment rather than the way they're written. Paladins of Order, Chaos, Good and Evil - much easier to play and they avoid stepping on the toes of Clerics and Oracles.
Now the thought of that just gives me the willies... *shudder*
We just like to gameplan our characters ahead of time - it gets us excited about the AP, keeps us committed to the group. Its a living document, though, nothing etched in stone.
Case in point - I was the one who was going to run the Dervish and now I'm seriously rethinking it. The Summoner, eidolon and Barbarian should be more than enough to handle front-line duties so I'm thinking of running a Cleric instead, one my husband designed for Slumbering Tsar but was never used. I figure an Evangelist taking the Glory-Heroism Domain will let me load up on buffs the group can use, will give me access to strong 'face' abilities and open up those healing spells we know we're lacking. Offensively I'll use Sacred Summons and eventually a little 'bad touch' action with Planshift as a perfected spell.
As an aside, I don't think anyone in our group is going to be taking advantage of those 'hybrid' classes any time soon.
That looks like a good party. None of your party can cast remove disease though, and I'm willing to bet there will be a good number of mummies over the course of this AP...
Yeah, our philosophy tends to be to kill or incapacitate things quickly rather than have prolonged fights which require more healing, but the 'side' threats like poison, disease and ability drain are a concern. Both Bards are planning on taking UMD though, so that might help...
We're putting together a party for this, hoping to get into it after our Wrath of the Righteous run (plenty of time since iron whatever doesn't interest any of us) and, hooray, I get to play this time instead of running it!
So, after chatting and doing a little preliminary planning, this is what we're looking at, assuming the AP runs to 17th level (I'll spare you the RP backgrounds):
Human 15th level Barbarian (Invulnerable Rager & Urban Barbarian) / 1st level Fighter (Unbreakable Fighter) / 1st level Living Monolith - Reach weapon wielder, Bardiche probably, with very high DR and the ability to Enlarge himself 3/day as a swift action. Basically a Barbarian Tank with a swath of Knowledge skills.
Halfling 13th level Bard (Archeologist) / 2nd level Fighter (Lore Warden) / 2nd level Halfling Opportunist - Archer, scout and trapfinder with some healing and miscellaneous useful spells.
Aasimar 15th level Bard (Dervish of Dawn) / 2nd level Fighter (Lore Warden) - Major offensive threat to compliment the Barbarian with face skills and some healing.
Half-Elven 17th level Wild Caller - Monster of an Eidolon that resembles a giant scorpion which may eventually be used as a mount. Summoner is built like a melee combatant with a reach weapon to compliment his eidolon but will have both offensive and useful spells as well.
Now all of these characters will be moderately optimized and should be very effective in their roles - I expect a lot of damage from this group right out of the chute... but the biggest source of concern for us is the relative lack of healing, both when it comes to hit points and things like ability damage, poison, disease, etc. We figure with the Barbarian's DR and the Eidolon running interference for the group, the two Bards should be able to keep our hit points adequately replenished but I just don't know.
What do you think - is it a big concern or should we be able to handle it with what we have? Are there any other areas we might be lacking in?
For a solo campaign it would be hard to beat a Summoner or a Druid.
We have someone at the table who is sorta THE Summoner player and he'll probably be the one GM'ing for me... I liked the idea of more of a stealthy sniper type. It was between a Ranger and a Zen Archer for me and I know Shalelu is an NPC in both AP's so I figured ZA was the way to go. I'm more of a martial type anyway.
Doesn't sound likely, unless you start a few levels ahead. I don't know about JR, but RotRL doesn't have enough NPC casters of any significance. If you want to solo it, you'd probably need a gestalt wizard/cleric or the like, and even then you'll be short on action economy.
Well, I figured I'd have to do things a bit differently, stalk foes, use stealth and range to my advantage, possibly bypass some encounters entirely... and I imagine my GM would tweak things a bit. I know that Zen Archers have high mobility, can deal a lot of damage, often without putting themselves into harm's way, can self-heal starting at 7th and have better than average skills...
Do you really think it'd be that difficult?
There is one other reason for a human cleric: favored class bonus: +1/2 /level to penetrate outsider SR.
I totally missed this - talk about the perfect solution! I figure I'll take the bonus levels 6-15 for +10, taking bonus hit points levels 1-5 and 16-20. Persistent Spell will take the place of Piercing Spell.
I'm really loving how this character has evolved - thank you everyone for your helpful advice.
The Summons won't be an issue - the two abilities are more like a continuous aura than a one-shot casting.
Yeah, Piercing won't be doubled but it fills the 3 meta pre-req and addresses a concern regarding Spell Resistance (which I personally hate and find wholly unnecessary to the game).
Reach Spell also lets you use various touch based clerical magic far more offensively. Reach Plane Shift is extremely potent as a will based save or die, especially good against huge brute type monsters that you never want to get close to.
I have to admit that the idea of using Plane Shift as an offensive spell is really intriguing, and it fits in so well with the mechanics and theme of a character already built around summoning extra-planar creatures.
I talked to the person who would be running the Arcane Duelist, and he's been thinking about running an Archeologist instead which has in turn gotten me thinking about running an Evangelist. I started playing around with it and this is what I came up with, using a Human...
Human 20th level Evangelist (Glory/Heroism)
Attributes: (20 point buy)
With swift action self-healing Paladins and summoned creatures as front-liners, I think healing can be less of a focus than I initially made it out to be. I worry a little about Spell Resistance for targeted spells, hence the Piercing Spell choice. Feats are still very tight, but I think this will make for a much more effective character for the party - the Heroism aura will stack with the Evangelist's Inspire Courage, and I'll focus spell selection on utility-type stuff, relying on between-combat Channels and end-of-day spontaneous spells to supplement our healing.
Figure at 8th level I'll be able to activate the Heroism Aura (+2 Attack, +2 saves) as a swift action, Inspire Courage (+2 Attack, +2 Damage) as a move action and then summon an Augmented Archon as a standard action just to open combat, and unlike a buff like Haste, each of those buffs should work continuously even if I summon additional creatures as needed.
(EDIT: Darn - I edited a previous post rather than making a new one. I had mentioned my concern about making a character who relied on spells targeting DC's when they neither optimized to overcome saves or Spell Resistance.)
How does this look?
Attributes: (20 point buy)
Equipment (at 7th level):
Magda Luckbender wrote:
I appreciate that advice and all of the advice that has been offered - there are a number of options I hadn't considered or even realized were available and some of my misconceptions were cleared away.
I understand what you're saying about being a competent melee threat and I initially planned on doing just that, but unfortunately the character I want to build has more demands than simple summoning. I want her to be an effective channeler, which means charisma. I want her to have a degree of survivability which, in my book, means a bit of Constitution and a bit of Dexterity... and I want her to have more than two skill ranks per level which means Intelligence. I wouldn't officially call the character 'MAD', but it does seem that Strength is the least needed attribute for what I hope to accomplish, and at the end of the day it seems that of my options each combat round - domain abilities, spells, channeling and so forth - making a meager melee swipe would probably be the least effective, especially if it put me directly in harm's way.
I think this is the character build I've finally settled on - thanks again to everyone for their advice.
Aasimar 20th level Cleric (Healing - Restoration & Glory - Heroism)
Attributes: (20 point buy)
Equipment (at 7th level):
It seemed a waste not to take at least one 'face' skill with such a high Charisma and Diplomacy suited the character concept. She's also the only member of the party with a high Wisdom and the only member with darkvision, so Perception seemed like a good choice to focus on, especially for one who is consumed with discovering the truth about things. As someone raised by the church and 'blessed' with divine outsider aid when she calls for it, the knowledge choices made sense as well. She's supposed to be educated, perceptive and an honored representative of her church, but at the same time has led a fairly cloistered and sheltered lifestyle up to this point, which would explain the lack of effective combat experience. In our campaign world Aasimars are exceedingly rare, and her backstory is something of a wonder, where lantern archons would appear from time to time in her presence when she was a child, at prayer, at play or even watching over her while she slept. It made her something of a celebrity as well as a mystery in the church, but her recent decision to leave that life behind in pursuit of a greater calling - one that has been deemed politically inappropriate - has many both concerned and frustrated.
The character is being built for a Slumbering Tsar campaign, and is using a hook suggested in the beginning of the adventure - discovered letters sent back to the Church of Muir prove that the Paladin Lord Bishu had been left behind to occupy the city and had never been heard from again. She has long suspected that her birth ancestry was tied to the Army of Light and that epic battle, she's become somewhat obsessed over discovering what happened to those forces left behind. The two Paladins in the party - both considered 'troublemakers' within their order, were the only ones willing to accompany her on this fool's errand which is destined to bring to light certain chapters of the Church's history they would prefer be forgotten.
Again, thanks everyone for their advice.
Just to clarify, I'm all for Sacred Summons despite its limitations, especially in the case of a LG cleric with a LG deity like Mercurial's talking about. The expanded list for SGM is nice, but doesn't really come into its own until later levels, and the diehard feat for a summoned monster is kind of pointless. So, for me yes on Sacred Summons, but wait on Summon Good Monster.
I do wish the alignment options were more evenly distributed - Summon Good Monsters seems to be a deliberate 'make-up' for the fact that Lawful Evil Devils seem to populate every summons list.
My husband put together twenty-something different themed summoning lists I- IX, for characters intended to be built with a particular concept in mind (Vermin, Fire-based creatures, Undead, Animals, etc.) and the times we've tried them they've worked really, really well.
Just wanted to point out that everything summoned by Summon Good Monster is not going to benefit from Sacred Summons, and I would actually dump that feat all things considered as who cares if something that's only going to be around for a few rounds stabilizes or not? Sacred Summons only works on creatures whose alignment subtype exactly matches your divine aura, so your run of the mill celestial critter is still going to take a full round action to summon.
This is technically true, but having seen a Master Summoner in action, it simply can't be discounted the value of getting that Standard action Summons into play... and Summon Good Monster expands the LG Archons option enough to make it viable. In my particular case (Lawful Good), the options that qualify for Sacred Summons at each level would be:
(Sacred Summons gained at 5th level)
All in all that seems worth it to me.
Of course - don't know how I missed that. Ah well, knew it was a little too good to be true. I'll have to look at some different metamagic options if I go that route.
...with Domains, Channeling and better saves no less.
Yes, but couldn't I - for instance - use Spell Perfection to cast a Quickened Monster Summoning IX to summon a Trumpet Archon (taking advantage of Sacred Summons) and then immediately follow that up using Spell Perfection to cast a Maximized Monster Summoning IX to bring in an additional six Shield Archons, all benefitting from double Augment Summoning?
With that thought in mind, and the advice you've all offered, here's what I'm thinking now (bowing to social convention and going straight Human for the extra feat AND the bonus skill ranks so that I can pay for Spellcraft):
1st - Spell Focus: Conjuration
We had all kind of agreed on the Fey Foundling thing as being a hallmark of the religious order of Knights (Paladins) and Clerics, but its not set in stone and you're right about being feat-starved. Perhaps we'll make it only Paladins who take the feat... you're also probably right about not needing combat healing at all, though we thought the 'layered' healing would help against some of the more difficult threats we face. It does seem like I'd be of greater use summoning than healing, if past experiences are any guide.
Have you looked at the Evangelist archetype for clerics? It is pretty good for summoning. You only get one domain, but get a few bardic performances instead that help buff.
I actually did at first, but once we added a Bard the need for it kind of went out the window. The only Cleric our group has ever run before this was a crazy dwarf who ran an Evangelist and took the Madness Domain.
You could also build towards spell perfection (Summon Monster IX), which would let you double Augment Summoning's stat bumps for anything you ever want to summon. Not sure if adding an additional creature from Superior Summoning would count as a "fixed numerical bonus" though.
That's a very, very interesting idea - I will have some later feat slots available which I was just going to use for Extra Channeling... I didn't realize that the Augment bonus applied but it makes sense. Would Maximize spell give you the maximum number of summoned creatures if you were to summon from a lower list?