Is Sacred Summons worth it?


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Sacred Summons

Prerequisites: Aura class feature, ability to cast summon monster.

Benefit: When using summon monster to summon creatures whose alignment subtype or subtypes exactly match your aura, you may cast the spell as a standard action instead of with a casting time of 1 round.

--

I assume when you summon any creature with as "asterisk" next to its name that its Celestial and thus matches your alignment, NOT your diety's?

E.g.: Your Diety is LG, but you are LN.


That is how I read it also. I think it is a good feat if you plan to focus on summoning.


Celestial/fiendish creatures *do* not get alignement subtype. Subtypes of summoned monsters are noted in separate column in summon monster lists.

Aura feature grants you alignement aura of your deity, not yours.

Quote:
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).


Sacred Summons is one of, if not the best, feat for clerics in the book, as it means that you can summon any creature with an asterisk or which otherwise matches your alignment as a standard action instead of a full round action, giving you some serious tactical options and dramatically reducing the chance of your spell being disrupted.

This should be one of the feats that you always have in mind when creating a cleric.

Remember, even if you are a healing cleric this is incredibly useful, as an attack against a summoned creature is an attack that you do not have to heal after the fight.


"Creatures marks with an "*" always have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment"

So if I'm LN and my diety is LG I can summon the Celestial template creatures with an "*" next to their name and they will be LN, my alignment.

So if I take Sacred Summons can I summon any creature with a "*" since its my same alignement?

Sacred Summons says "alignment subtype or subtypes exactly match your aura".

So when the summon creature matches my alignement its a LN subtype, right?


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Celestial Template.

The template doesn't grant the creature any alignmnet types. This is separate from the creature's actual alignment. If it did, the template would feature a line that says something like "Creature Type: This creature gains the Good subtype in addition to any other creature types it posesses. This is an exception to the normal rules for the Good subtype."

Hence, Sacred Summons doesn't work on creatures just because the template is applied. The same follows for Fiendish and other variant creatures.


Yep. Kinda stinks as written and probably as intended.


Yeah. It has some use for a higher-level caster cleric who really wants to keep those devils coming, I guess. Can't think of any other characters that would seriously consider it.


I don't see why the celestial or fiendish templates matter at all in this case.

Your aura matches your deity's alignment. Creatures that you summon with an * match your alignment. Sacred Summons works if the creature you summon has an alignment that matches your aura.

Just make sure your alignment is exactly the same as your deity's and sacred summon works fine...


So wait, I don't understand. Does that mean when I cast a Summoner Monster spell that the spell doesn't match my alignment and thus will not work with the Sarcred Summons feat?

I'm LN with a LG diety...so when I summon an Small Air Elemental its not LN and won't work with Sareced Summons?


harmor wrote:

So wait, I don't understand. Does that mean when I cast a Summoner Monster spell that the spell doesn't match my alignment and thus will not work with the Sarcred Summons feat?

I'm LN with a LG diety...so when I summon an Small Air Elemental its not LN and won't work with Sareced Summons?

Correct. Your aura matches your deity's alignment... not yours.


Sacred Summons works when you summon creatures with the alignment SUBTYPES that match your deity's alignment. In this case, archons. Unfortunately, there are only 3 of them on the summoning list. Since celestial animals do not have subtypes, they would not be affected no matter what your deity's alignment is.

On the bright side, Sacred Summons working off of the deity's alignment works in your favor because there aren't any LN outsiders on the summon monster list... Though, that's still only 3 creatures. What's the point?


Okay, let's break down exactly what this feat wants you to do.

Sacred Summons wrote:
When using summon monster to summon creatures whose alignment subtype or subtypes....

This is a weird concept that can be hard to get your head around the first time you run into it, so I'm going to be very blunt: Alignment Subtypes have absolutely nothing to do with alignments. They are purely a function of creature type, and will typically be denoted as something like "Outsider [Lawful][Good]" in the case you're looking for. This doesn't actually preclude the creature in question from having a Chaotic Evil alignment, although there are some strange rule interactions when you start getting into these cases. That's a bit beyond what I have time to address right now, though.

So, back to templates. While you've summoned a creature that matches your alignment, Sacred Summons isn't checking that. Instead, it cares about the creature's type. In the case of all the creatures on the list with an '*', they're going to be Animals. Templates can modify this, so you have to check there as well. That's what I did above, and in Pathfinder, they don't. So what you've summoned will never have a subtype. That brings us to a second problem: lack of alignment subtypes is not the same thing as having a 'Neutral' alignment subtype. So if you happen to worship a True Neutral diety, Sacred Summons does nothing for you at all.

Then we get into the problems of aura, noted above.


Hmm...so since I follow a LG diety I can, with Sacred Summons only summon creatures that have both Lawful and Good subtypes like the Lantern Archon with either the Celestial or Fiendish template (because I'm LN). What about creatures with just the Good subtype?

Not until I can cast Summon Monster 9 will I be able to summon another creature using a Standard Action. Do I have that right?

Seems awfully restrictive. I wonder if anyone has house-ruled it to be any creature with an "asterisk"? Is that unbalancing?


harmor wrote:

Hmm...so since I follow a LG diety I can, with Sacred Summons only summon creatures that have both Lawful and Good subtypes like the Lantern Archon with either the Celestial or Fiendish template (because I'm LN).

Mostly right, but not quite 100%.

Some creatures, like the Lantern Archon and the Lemure Devil, have alignment subtypes listed on the chart. THESE are the monsters that work with Sacred Summons. They DO NOT get the Celestial or Fiendish templates added, because they do not have the asterisk (*) notation.

Notice that Elementals work the same way.. they have no asterisk, so you never summon a Celestial Air Elemental.. just an Air Elemental.

It is actually designed NOT to affect any creature with an asterisk, and to ONLY affect those that are "proper" or "true" servants of your deity.


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harmor wrote:

Hmm...so since I follow a LG diety I can, with Sacred Summons only summon creatures that have both Lawful and Good subtypes like the Lantern Archon with either the Celestial or Fiendish template (because I'm LN).

Not until I can cast Summon Monster 9 will I be able to summon another creature using a Standard Action. Do I have that right?

Yeah, that's basically it. Sacred Summons doesn't play very nicely with good alignments in general - evil characters get better mileage out of it, and those specializing in devils can benefit from traits and feats that work specifically for them. And even then, it's questionable until fairly late levels.


Chris is correct. The feat is basically a reward for choosing a good or evil deity. The Lantern Archon will not have a template applied to it. the Celestial and Feindish template is only applied to animals.

Since you follow LG deity you can summon anything with a lawful or good alignment as a standard action.

Quote:
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

As a lawful good cleric you can summon a creature with the lawful or good subtype, as long as the creature does not have the chaotic or evil subtype also.

That gives you:
3 lantern archon
4 hound archon
9 trumpet archon.

This feat is a lot more useful if you are LE.

I think houseruling it to summon creatures with an asterisk also makes it more reasonable.


A DM might also be open to expanding the list of summonable celestial outsiders considering there are so many others that have been released in later Bestiaries.


wraithstrike wrote:

Chris is correct. The feat is basically a reward for choosing a good or evil deity. The Lantern Archon will not have a template applied to it. the Celestial and Feindish template is only applied to animals.

Since you follow LG deity you can summon anything with a lawful or good alignment as a standard action.

Quote:
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

As a lawful good cleric you can summon a creature with the lawful or good subtype, as long as the creature does not have the chaotic or evil subtype also.

That gives you:
3 lantern archon
4 hound archon
9 trumpet archon.

This feat is a lot more useful if you are LE.

I think houseruling it to summon creatures with an asterisk also makes it more reasonable.

So even if he is LN is aura would be LG just because is god is LG?

My cleric is a neutral Cleric of Pharasma, and Pharasma is a neutral god. This would mean that this feat is useless for my cleric, right?
I like that the Devs finally gave evil and good clerics some love. I always thought they should nerf the neutral Clerics, but it seems that this feat is better if you are evil. They should probably errata it.

This feat is great if you are LE or CE. At higher levels CE is the best alignment. I really hate that the 7th and 8th level summon monster doesn't have any good creature. In fact I don't understand why they have created a feat at obviously is designed for evil clerics. Is sure does spotlight the lack of good creatures on the SM list.

If your god (or you) are LG then you are really in serious trouble if you want to summon stuff.

5th level spells: No creature with LG subtype. (E vs. G on the list): 1 CG, 1 CE, 1 Evil and 3 LE (E5 - G1)
6th level spells: No creature with LG subtype. (E vs. G on the list): 1 CG, 2 CE and 1 LE (E3 - G1)
7th level spells: No creature with Good subtype. (E vs. G on the list): 2 CE and 1LE (E3 - G0)
8th level spells: No creature with Good subtype. (E vs. G on the list): 1 CE and 1LE (E2- G0)

I'm happy I'm playing a neutral Cleric of Pharasma, but it's sad that good clerics are so poor choices in Pathfinder.

True 3rd and 4th level spells have one creature each with LG subtype on the list, but the fun really begins at higher levels. You might as well summon Dire wolfs, Elementals, Grizzly bears or whatever at lower levels. Especially if you have the augmented summoning feat.


It is better if you are evil, and your deity determines what benefits from this feat.

If your deity is LG you also can't summon creatures with the chaotic subtype using this feat because law and chaos are opposed alignments.

I will houserule this for my home games, but it should be more open than what it is.


wraithstrike wrote:

It is better if you are evil, and your deity determines what benefits from this feat.

If your deity is LG you also can't summon creatures with the chaotic subtype using this feat because law and chaos are opposed alignments.

+1

Yes. This feat suck if you are good and it sucks real badly if you are LG.
Funny, it actually suck if your deity N too.

wraithstrike wrote:


I will houserule this for my home games, but it should be more open than what it is.

I hope they errata this and make it work as your houserule.


I should point out that the Lantern and Hound Archons are actually surprisingly awesome summons even as you move into fifth and sixth level spells. Lantern Archons can generate a 'death of a thousand cuts' by mass summonings (Even against DR/- or anything you don't have the means to overcome), while the Hounds shift in importance from low-damage meatshields to 'always have CoP: Evil and Aid in combat when you need it.'

That said, they're never 'bread and butter' summons, just tools for very specific jobs.

Dark Archive

Lantern archon is good at 12th level; "ignore DR" is stupidly good.

Yes, Sacred Summons may be the best "power creep" feat in the game.

Scarab Sages

harmor wrote:

Hmm...so since I follow a LG diety I can, with Sacred Summons only summon creatures that have both Lawful and Good subtypes like the Lantern Archon with either the Celestial or Fiendish template (because I'm LN). What about creatures with just the Good subtype?

Not until I can cast Summon Monster 9 will I be able to summon another creature using a Standard Action. Do I have that right?

Seems awfully restrictive. I wonder if anyone has house-ruled it to be any creature with an "asterisk"? Is that unbalancing?

How would this impact a character with an Aura of Good, without anything on the Law / Chaos axis?

This is for PFS play, so houseruling is not an option.


Put simply, you can summon creatures with only the [Good] subtype. [Lawful] and [Chaos] both disqualify you, since you don't have those Auras.


@Thalin and Chris Kenney.
a Lantern archon has 13 HP. with augmented summoning it has 17 Hp.
At level 12 that is one hit at it is dead. And the damage it can deal at level 12 is far from useful compared to a devil or demon from the 6th level summon spell.

@Chris Kenney: What do you mean a "Lantern Archons can generate a 'death of a thousand cuts' by mass summonings"?

A summoned monster cannot summon or otherwise conjure another creature.

Or did I miss read you?


By keep on summoning it. Mostly relevant for summoners, although using a higher level slot can help quite a bit.

Ignoring the whole "Indestructible" part, a group of lantern archons can take down an adamantine golem.

Sure, the archons have 12 hit points. But that may as well be infinite if the creature can't attack at range. Just fly up a bit, and shoot.


Zark: The trick here is to be a summoning specialist, whether a Sorcerer/Oracle or just by keeping lots of Summon Monster spells memorized. The archons are intelligent, so (since they can't gestalt) they spread out and keep to maximum range so that only one of them can be killed per round (because the hard target is forced to move to get to them) while you keep summoning more. Summoned creatures are explicitly banished, not killed, when reduced to 0 HP so there's no alignment violation using them disposably like this. Each one you've got going is all but a guaranteed 2d6 damage every round, so opponents can't afford to ignore the threat. And killing the summoner isn't an immediate solution, because summons hang around and keep fighting until their duration expires.

Typically, you'll want to open this gambit with a single big meatshield (a tyranosaur works well, but just about anything with lots of HP and a big enough attack that an AoO is too punishing to risk.)

Again, this isn't something you'll do every fight. It's a specific tactic for dealing with small numbers of creatures that you (or your party) don't have the ideal tools handy for. It's really good against golems, since most of them can't fly (and therefore can't reach the archons.) It's a poor choice against large numbers of opponents, or opponents with AoE to sweep the swarm aside with.

Scarab Sages

Chris Kenney wrote:
Put simply, you can summon creatures with only the [Good] subtype. [Lawful] and [Chaos] both disqualify you, since you don't have those Auras.

Which, of course, invalidates a paladin from using this feat to summon Lantern Archons.

Ironic at best :p


Yeah, there's not a lot of utility here. It's a feat that looks decent, but once you start seeing who can apply it to what it stops looking attractive in almost every case.


harmor wrote:

Sacred Summons

Prerequisites: Aura class feature, ability to cast summon monster.

Benefit: When using summon monster to summon creatures whose alignment subtype or subtypes exactly match your aura, you may cast the spell as a standard action instead of with a casting time of 1 round.

--

I assume when you summon any creature with as "asterisk" next to its name that its Celestial and thus matches your alignment, NOT your diety's?

E.g.: Your Diety is LG, but you are LN.

I have a Holy Tactician/Master Summoner who plays like a Bow Paladin with a pack of Lantern Archons... he uses the hell out of Sacred Summons.

So to speak.


2 people marked this as FAQ candidate.

I still think you guys are way overcomplicating this feat.

From the Summon Monster spell description: "Creatures marked with an "*" always have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment."

As long as your alignment is the same as your Deity's, Sacred Summons works on all creatures on the Summon Monster list marked with an "*".


And the feat explicitly says

Quote:
When using summon monster to summon creatures whose alignment subtype or subtypes exactly match your aura, you may cast the spell as a standard action instead of with a casting time of 1 round.

It says nothing about spell type or alignment. It is purely about alignment subtype(s).

It's not an issue of overcomplicating the feat. When one reads the feat, it is crystal clear that the text about "creatures marked with *" does not apply.

I have a feeling they said alignment subtypes, which are listed in the Summon Monster list by the way, rather than "spell type" for this very reason. It's OK as written. It's extremely OP as people tend to incorrectly read it.


Chris Kenney wrote:

Each one you've got going is all but a guaranteed 2d6 damage every round, so opponents can't afford to ignore the threat.

What are you fighting at the levels you're talking about that a +3 ranged touch attack without Precise Shot is all but guaranteed to hit? Sure, touch AC is low, but unless you're fighting huge or larger creatures, most enemies will have a touch AC that's at least a 12. That's already only a 60% chance to hit with each ray. Something in melee brings it to 40%. Add soft cover, and it's almost a guarantee the Lantern Archons will miss like crazy.


Cheapy wrote:

By keep on summoning it. Mostly relevant for summoners, although using a higher level slot can help quite a bit.

Ignoring the whole "Indestructible" part, a group of lantern archons can take down an adamantine golem.

Sure, the archons have 12 hit points. But that may as well be infinite if the creature can't attack at range. Just fly up a bit, and shoot.

For crying out loud. It's a CR 19 creature with +200 HP we are talking about.

You can't ignore that: "It can only be permanently destroyed if reduced to negative hit points and then decapitated using an adamantine vorpal weapon—alternatively, miracle or wish can be used to slay it while it is at negative hit points."

The problem with this golem is not to take it down to negative hit points, it's destroying it. If the only plan you have is using SMIII, then you are in big problem. Heightened Glitterdust + Transmute metal to wood + Hasted fighter (or hasted Arcane Duelist) with greater penetrating strike + miracle/wish and bye, bye Golem.

There are other ways to deal with it. Using a highly theoretical and situational example to prove a point is rather pointless. Any spell or anything can be useful at some time or another. That don't make this feat great if you or your diety is LG. Heck, there are probably times a 10 ft pole can be useful even if you are level 12. That don't mean a 12 level fighter normally would trade in his +3 Holy Adamantite Great Sword for a 10 ft pole.

If you have the time to summon 9 lantern archons then you probably don't need the feat. CR 19? At that level you can either cast the spells in advance using some rods of extended spell or if you just accidentally walk into trouble you can just use your rod/rods of quicken spell.

BTW, I never denied you can use lantern archons even at higher levels. I only pointed out the monsters on the list is rather limited at higher levels if you are good and really suck if you are LG.
Regardless if you use a 8th level spell slot or a 5th level spell slot to summon a 3rd level monster you only get a 1d4+1 SMIII. The 5Th - 8th spell levels suck for this feat if you are LG and 7th + 8th spell levels suck if you are of any good alignment.

Dark Archive

Well, 5th is "optimal" for the feat (d4+1 lanterns as standard); after that I tend to agree. Really lantern archons are the power of the feat; it is highly specialized but very powerful.


Thalin wrote:
Well, 5th is "optimal" for the feat (d4+1 lanterns as standard); after that I tend to agree. Really lantern archons are the power of the feat; it is highly specialized but very powerful.

The Lanterns become available with MS III which means you get 1 of them... at 7th level you get 1d3 of them and at 9th level you get 1d4+1 of them. Superior Summoning grants an additional +1 on top of that.

I'm playing a ranged Paladin/Master Summoner right now - I'm struggling between going Holy Tactician to give all the summoned Lanterns the Target of Opportunity teamwork feat or going Divine Hunter for its various benefits... a lot of people overlook some of the other uses of the Lanterns - the Aura of Menace, the Greater Teleport ability, the ability to cast Aid at will (on each other and/or party members) and so on. Even Truespeech allows them to serve as translators.

As a Master Summoner I'm getting about 10 Summons as a class feature and Sacred Summons allows me to tack on additional Summons as spells if needed without losing effectiveness.

Dark Archive

For what it's worth, all summons lose teleport abilities when summoned. For master summoner, the aid at will is a sick ability; often I summon archons and have them going around casting aid and refreshing temp hp pool / keeping bless up, then shooting when they have spare time.


Thalin wrote:
For what it's worth, all summons lose teleport abilities when summoned. For master summoner, the aid at will is a sick ability; often I summon archons and have them going around casting aid and refreshing temp hp pool / keeping bless up, then shooting when they have spare time.

I was under the impression that they lost all abilities to summon/teleport or gate in other creatures - I had never seen the limitation on teleporting themselves and its news to my GM as well. I've used them as scouts down different directions who them teleport back when they find the way out or to teleport loot from deep in a cavern to the surface.

Can you shoot me a link or something to that restriction and any other similar ones so that we'll know in the future?


harmor wrote:

Sacred Summons

Prerequisites: Aura class feature, ability to cast summon monster.

Benefit: When using summon monster to summon creatures whose alignment subtype or subtypes exactly match your aura, you may cast the spell as a standard action instead of with a casting time of 1 round.

--

I assume when you summon any creature with as "asterisk" next to its name that its Celestial and thus matches your alignment, NOT your diety's?

E.g.: Your Diety is LG, but you are LN.

It's a great feat. I play an evangelist cleric, NG, with it. Few creatures (3 types of Azataas) to summon, but it's definitely worth it. They strike, they heal, they fly, they speak... Standard action summoning is a huge boost :-)


Sangalor wrote:
harmor wrote:

Sacred Summons

Prerequisites: Aura class feature, ability to cast summon monster.

Benefit: When using summon monster to summon creatures whose alignment subtype or subtypes exactly match your aura, you may cast the spell as a standard action instead of with a casting time of 1 round.

--

I assume when you summon any creature with as "asterisk" next to its name that its Celestial and thus matches your alignment, NOT your diety's?

E.g.: Your Diety is LG, but you are LN.

It's a great feat. I play an evangelist cleric, NG, with it. Few creatures (3 types of Azataas) to summon, but it's definitely worth it. They strike, they heal, they fly, they speak... Standard action summoning is a huge boost :-)

I'm not sure what you mean, but you should possibly reread the posts in this thread.


Zark wrote:
Sangalor wrote:
harmor wrote:

Sacred Summons

Prerequisites: Aura class feature, ability to cast summon monster.

Benefit: When using summon monster to summon creatures whose alignment subtype or subtypes exactly match your aura, you may cast the spell as a standard action instead of with a casting time of 1 round.

--

I assume when you summon any creature with as "asterisk" next to its name that its Celestial and thus matches your alignment, NOT your diety's?

E.g.: Your Diety is LG, but you are LN.

It's a great feat. I play an evangelist cleric, NG, with it. Few creatures (3 types of Azataas) to summon, but it's definitely worth it. They strike, they heal, they fly, they speak... Standard action summoning is a huge boost :-)
I'm not sure what you mean, but you should possibly reread the posts in this thread.

Why? I answered the question in the thread's title... :-)


Xykal wrote:

I still think you guys are way overcomplicating this feat.

From the Summon Monster spell description: "Creatures marked with an "*" always have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment."

As long as your alignment is the same as your Deity's, Sacred Summons works on all creatures on the Summon Monster list marked with an "*".

No, Cheapy got it right. The creature's subtypemust match, limiting it to very few creatures. It's still worth it, though :-)


Mercurial wrote:
Thalin wrote:
For what it's worth, all summons lose teleport abilities when summoned. For master summoner, the aid at will is a sick ability; often I summon archons and have them going around casting aid and refreshing temp hp pool / keeping bless up, then shooting when they have spare time.

I was under the impression that they lost all abilities to summon/teleport or gate in other creatures - I had never seen the limitation on teleporting themselves and its news to my GM as well. I've used them as scouts down different directions who them teleport back when they find the way out or to teleport loot from deep in a cavern to the surface.

Can you shoot me a link or something to that restriction and any other similar ones so that we'll know in the future?

"A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities."

Second paragraph in the description.


Sangalor wrote:


Why? I answered the question in the thread's title... :-)

Matches your diety's alignment, not yours.

So you can't summon any evil or Lawful creatures. :0)


Zark wrote:
Sangalor wrote:


Why? I answered the question in the thread's title... :-)

Matches your diety's alignment, not yours.

So you can't summon any evil or Lawful creatures. :0)

Exactly. Maybe you should look up Azataas first? ;-)


MacGurcules wrote:

"A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities."

Second paragraph in the description.

Thanks for that, I don't know how I missed it before.

I can absolutely understand why they might want to prevent a summoned creature from summoning more creatures, but why take away one of its modes of transportation? Any ideas?


So it couldn't teleport the party.


Because even low level outsiders often have greater teleport at will. Limited to self and 50 lbs gear but still it means superb messenger, spy or gear transport.


Drejk wrote:
Because even low level outsiders often have greater teleport at will. Limited to self and 50 lbs gear but still it means superb messenger, spy or gear transport.

Is having a messenger, spy or gear transport - all effects that could be duplicated with 1st level spells - really that overpowered? Especially considering that you generally have access to these guys for only a few rounds at low levels and they have to have seen where they are teleporting to? Not much of a window there...

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