
Tsulis |

I am playing a conjurer. Can I summon some celestial giant bees and have them attack an enemy spellcaster, or do I have to take toungues and spend a round casting it and telling them what I want them to do.
Giant bees can hover and have poison that does con damage so three of them may be able to nuetralize a spell caster pretty well.
Also, when do you choose where you want the summoned monster to appear? Is it at the beginning of the casting or at the end? So if the enemy caster moves while I am casting, can I change where the bees appear, so they still appear right next to my target.
I know the final ruling is up to the DM of our game, but I am trying to work out my own opinion and I'm curious what you all have to say. Honestly, my reading is that the summoner has to find some means to communicate in order to give his monsters specific instructions beyond attacking the nearest evil creature in a way that makes sense to it, but that seems to cumbersome, and sucky.
Thanks.

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I am playing a conjurer. Can I summon some celestial giant bees and have them attack an enemy spellcaster, or do I have to take toungues and spend a round casting it and telling them what I want them to do.
The bees will attack your enemies without orders, but they will choose their own targets unless you can communicate with them:
It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.
Also, when do you choose where you want the summoned monster to appear? Is it at the beginning of the casting or at the end? So if the enemy caster moves while I am casting, can I change where the bees appear, so they still appear right next to my target.
You make the decisions when the bees appear:
You make all pertinent decisions about a spell (range, target, area, effect, version, and so forth) when the spell comes into effect.

Vegepygmy |

Can I summon some celestial giant bees and have them attack an enemy spellcaster, or do I have to take toungues and spend a round casting it and telling them what I want them to do.
By the RAW, celestial bees are magical beasts with an Intelligence of 3 (MM, page 31). Any creature with an Intelligence of at least 3 understands at least one language (Common, unless noted otherwise) (MM, page 7). The celestial template doesn't specify what language(s) celestial creatures understand; therefore, celestial bees can understand Common. So you don't need tongues or speak with animals or any other magic to communicate with them. And since you can communicate with them, you can order them to attack specific enemies if you so desire.
Also, when do you choose where you want the summoned monster to appear? Is it at the beginning of the casting or at the end?
"You make all pertinent decisions about a spell (range, target, area, effect, version, and so forth) when the spell comes into effect. For example, when casting a summon monster spell, you need not decide where you want the monster to appear (or indeed, what monster you are summoning) until the spell comes into effect in the round after you begin casting." (PHB, page 174.)

Valegrim |

Is it just me; or does conjuration really suck; it doesn't really look like a viable way to go; the summoning tables are really weak. When I think of a classic Summoner from fantasy that should bring a chill to your veins, well this isnt it; summoning specialized wizzys seem really weak.
If I missed something; please point it out; am really curious.

Grimcleaver |

Third edition summoning is weak sauce, yes. The fact that it's comparatively few creatures from a relatively cruddy list that gets expanded on every couple of books (so you have to own every book to have the full list) coupled with the fact that they are only around for ROUNDS per level comes up with summoning spells that really aren't worth the effort...
Granted there are a few favorite critters that I still just love to summon for sheer eek value...heh heh.

Chris P |

Third edition summoning is weak sauce, yes. The fact that it's comparatively few creatures from a relatively cruddy list that gets expanded on every couple of books (so you have to own every book to have the full list) coupled with the fact that they are only around for ROUNDS per level comes up with summoning spells that really aren't worth the effort...
Granted there are a few favorite critters that I still just love to summon for sheer eek value...heh heh.
I think summorers could be good but would require a lot of the variant rules. A wizard conjuration specialist with the variant from Unearthed Arcana to shorted the casting times, plus the feat School Focus (Conjuration) and Augment Summoning (I think that's what is called) would be nice. Add in the ability to make your own themed summon lists from I think Complete Arcane and you have a nice character. Sure at the low levels the short duration doesn't make it as usefull its still could be a lot of fun and useful. Maybe a feat that lets you communicate better with the summoned creatures so that they can be used better out side of combat would help.

Vegepygmy |

I disagree with Grimcleaver. "Rounds per level" is plenty of time once you get to about 5th level; few combats last much longer than that, anyway.
As to whether summoning spells are weak, it really depends on your style of play. If the party is larger than "normal" (4 characters), summoned creatures are less useful. If the DM tends to pit the PCs against one high-CR creature rather than multiple lower-CR creatures, summoned creatures tend to be less useful. There are other factors, but I don't want to belabor the point.
I'm currently playing a specialist conjurer in a 7-person party, and yes, I'm somewhat dissatisfied with my choice. If it were a standard 4-person party, I wouldn't be, though.

Valegrim |

hmm; i have noticed that their seems to be a few feats to aid summoning of undead; but really; there is a big gap here; there needs to be feats that allow summoning of champion or elite or whatever or expandable feats to allow this sort of thing to make summoning up to snuff in fighting higher CR mobs in groups of 6+ as stated in the previous example.

Grimcleaver |

I disagree with Grimcleaver. "Rounds per level" is plenty of time once you get to about 5th level; few combats last much longer than that, anyway.
Five rounds is fair. What I hate is a first level character who summons an Infernal rat who takes a nip at a bad guy, misses, and dissappears into a paff of brimstone stink. Was that worth the same as say a greese spell, or a magic missle, or burning hands, or even a good shield spell? Yuck. Maybe it would world as a 0 level spell, but it just isn't worth much.
I like the old 1d4 kobalds for a minute much better.
Likewise I tend not to use summons as much for outright battle. I might have critter run a potion to a friend, or hold a door shut, or some other errand--and minutes are a much more useful period of time for that sort of thing.
Not campaigning that it should be changed. It's just that it has gone from a meat and potatoes thing that I used all the time to something I would almost never use unless I was already pretty high level.

Peebo Pickle Pardfart |

I have limited experience with summoning - but I currently have a druid with Augment Summoning and that makes a difference. Drop in Extend and it gets interesting - if for nothing else it gives the enemy more things to think about and spreads out the damage.
My druid multi-classed with Sorcerer and when I compared the creatures in Summon Monster to Summon Nature's Ally then SM was pretty poor.
If you want to be a Summoner you have to suck it in and go with Augment Summoning.

Peebo Pickle Pardfart |

Five rounds is fair. What I hate is a first level character who summons an Infernal rat who takes a nip at a bad guy, misses, and dissappears into a paff of brimstone stink. Was that worth the same as say a greese spell, or a magic missle, or burning hands, or even a good shield spell? Yuck. Maybe it would world as a 0 level spell, but it just isn't worth much.
It is if you are rogue/Summoner and use it to flank for that sneaky-peaky damage. Even at first level you will get one attack with flank.

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It is if you are rogue/Summoner and use it to flank for that sneaky-peaky damage. Even at first level you will get one attack with flank.
Mmmmmm... no you wouldn't. You would need to be at least a 2nd level caster. Summoning spells are all full-round action casting times and the critter acts on your initiative. Therefore, it pops into existance and takes a swing in the round that you cast it and then poofs away when your turn comes up in the next round, before you get a chance to take a swing. No flanking.

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I agree with everyone here that has championed Augment Summoning - HOWEVER - the prerequisite feat, Spell Focus (Conjuration) is pretty much useless. If anyone can come up with more than 5 useful Conjuration spells that actually allow saves, I invite them to post them here because I can't think of any.

Majuba |

Fatespinner wrote:
Mmmmmm... no you wouldn't. You would need to be at least a 2nd level caster. Summoning spells are all full-round action casting times and the critter acts on your initiative. Therefore, it pops into existance and takes a swing in the round that you cast it and then poofs away when your turn comes up in the next round, before you get a chance to take a swing. No flanking.
Actually, you would. Summoning spells are 1 round casting time, not a full-round action. This means you cast the spell until the beginning of your action the next turn, place the creature, who can attack, and you have your own action to attack with that turn. The creature will disappear at the beginning of your next turn.

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Actually, you would. Summoning spells are 1 round casting time, not a full-round action. This means you cast the spell until the beginning of your action the next turn, place the creature, who can attack, and you have your own action to attack with that turn. The creature will disappear at the beginning of your next turn.
Ahhhhh...... so THAT'S how it works, then! I always thought that '1 round' meant 'full-round.' Thanks for the clarification!
However, does this also mean that any time you take damage between the beginning and end of the spell, you must make a Concentration check to maintain it?

The Black Bard |

Actually, FS, the duration begins when the spell is finished being cast. So round 1, cast summon, beggining of round two, summon appears, both you and summon take actions (which could include a flanking attack), beggining of round 3, summon dissapears.
Unless I'm way off on my understanding of durations, I beleive this is correct. It certainly makes level 1 summoning have at least a blip of usefulness.
And I can name the nine conjurations spells from the PHB that allow saves! All of which are good choices if your a conjurer.
Grease
Glitterdust
Web
Sepia Snake Sigil
Stinking Cloud
Cloudkill
Planar Binding (All)
Incindiary Cloud,
Trap the Soul

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Hmmm.... I'll bold the ones I actually agree with you on.
Grease - Moderately useful early-on, sure.
Glitterdust - Very rarely used, special circumstance spell.
Web - Agreed 100%.
Sepia Snake Sigil - Really? Who actually uses this spell?
Stinking Cloud - Somewhat handy, sure.
Cloudkill - Absolutely.
Planar Binding (All) - Arcane casters don't get these spells, do they? Thought it was a cleric thing.
Incindiary Cloud - Are you sure this requires a save? I'm not certain it does. If it does, then yes, another handy one.
Trap the Soul - Again, limited usefulness. Seldom used (especially by non-evil characters).
And seriously, the list of applicable spells is only 9 spells long, even if I agreed with you on all of them? They want to make me take a feat that increases the save DC of NINE SPELLS by ONE just so that I can make my summonings be remotely useful? Feh.
I think I might start awarding specialist wizards with the Spell Focus feat in their chosen school of magic for free just to avoid having to feel oppressed by wasting a feat slot for something like this.

Vegepygmy |

However, does this also mean that any time you take damage between the beginning and end of the spell, you must make a Concentration check to maintain it?
Indeed, it does.
Grease - Moderately useful early-on, sure.
And later on, too, since SR doesn't apply and even if you make your saving throw, you are flat-footed unless you have 5 ranks in Balance. Just pop this sucker underneath your high-level foes and let the party rogue go to work with his sneak attacks!
Glitterdust - Very rarely used, special circumstance spell.
I half-agree. It's just the thing for invisible foes, but even if you don't run into any of those, the blinding effect can be useful. Again, combine this spell with the party rogue and you can create some serious bloodshed.
Web - Agreed 100%.
Oh, yeah!
Sepia Snake Sigil - Really? Who actually uses this spell?
Agreed. This one is pretty craptastic.
Stinking Cloud - Somewhat handy, sure.
Don't underestimate the power of nausea. I'll never forget this one saving my party from a TPK against a high-CR mind flayer. (It's a long story, but stinking cloud is on my list of must-have conjuration spells.)
Cloudkill - Absolutely.
Overrated in my opinion. By the time you can cast it, anything that gets really annihilated by this spell gets equally annihilated by any number of other spells you can cast (and probably just by your party's front-line melee types).
Incindiary Cloud - Are you sure this requires a save? I'm not certain it does. If it does, then yes, another handy one.
Nah, another overrated spell. Low damage for its level (and it allows a Reflex save for half on top of that!), relatively small area of effect, and not much control over where it goes after you cast it? Thanks, but I'll pass.
Trap the Soul - Again, limited usefulness. Seldom used (especially by non-evil characters).
Agreed.
I think I might start awarding specialist wizards with the Spell Focus feat in their chosen school of magic for free just to avoid having to feel oppressed by wasting a feat slot for something like this.
I think that is an excellent house rule.

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Grease
And later on, too, since SR doesn't apply and even if you make your saving throw, you are flat-footed unless you have 5 ranks in Balance. Just pop this sucker underneath your high-level foes and let the party rogue go to work with his sneak attacks!
I was unaware of this fact. This makes it even more handy.
Glitterdust
I half-agree. It's just the thing for invisible foes, but even if you don't run into any of those, the blinding effect can be useful. Again, combine this spell with the party rogue and you can create some serious bloodshed.
Eh... okay. I guess we can count this one as moderately handy.
Cloudkill
Overrated in my opinion. By the time you can cast it, anything that gets really annihilated by this spell gets equally annihilated by any number of other spells you can cast (and probably just by your party's front-line melee types).
I'll admit that it has some shortcomings, but this spell is especially nasty if you can prevent creatures from leaving it. Combine this spell with a web and you've got a whole mess of critters suffering CON damage every round until they DIE!!!!!
Incindiary Cloud
Nah, another overrated spell. Low damage for its level (and it allows a Reflex save for half on top of that!), relatively small area of effect, and not much control over where it goes after you cast it? Thanks, but I'll pass.
Good points. I rescind my vote on this one. It's not very useful for such a high level spell.

Dragonchess Player |

Five rounds is fair. What I hate is a first level character who summons an Infernal rat who takes a nip at a bad guy, misses, and dissappears into a paff of brimstone stink.
At first level, a conjurer might as well stick with one of the lesser orb spells or mage armor as their bonus spell. Once he hits 3rd level, summoning spells start becoming useful. This is the level a conjurer should invest in Augmented Summoning. Even a celestial badger (CG) or celestial dog (LG) with +4 Str and +4 Con can be very useful for the three rounds they can act (a celestial porpoise in a waterborne environment can be extremely useful). At 5th level, summoning spells start becoming very useful tactically. Several of the creatures listed have Improved Grab or have other special abilities (the celestial hippogriff can be used as a flying mount, etc.).

Dragonchess Player |

Vegepygmy wrote:Glitterdust
I half-agree. It's just the thing for invisible foes, but even if you don't run into any of those, the blinding effect can be useful. Again, combine this spell with the party rogue and you can create some serious bloodshed.
Eh... okay. I guess we can count this one as moderately handy.
It's also a Will save, which makes it perfect to use on those brutish combat types or weak-willed rogues (note that the -40 to Hide checks is not negated by a successful save).

Saern |

Wizards get planar binding. Clerics get planar ally.
I did not realize that about the grease spell- rogues will now love it forever in my groups!
Re: the usefulness of cloudkill. Try casting that and then trapping the person in an Otiluke's resilient sphere. A previous thread on this board, I believe, determined that such a casting would trap a portion of an ongoing area effect spell, while dispelling that area not contained. This becomes a very lethal tactic.
I would always count glitterdust as a good spell; the blindness effect (requiring a Will save, as pointed out above), the penalty to Hide checks, the revelation of invisible creatures; the sheer versatility of this low-level spell.
Spell Focus as a bonus feat for specialists does sound excellent. Not overpowered at all, and it gives them much easier access to feat chains that depend upon that early aquisition.
Higher level summon monster spells are pretty good, in my opinion, but the lower level ones certainly stink to high heavens. Sacrificing a full round of combat, in which you are vulnerable to attacks that disrupt the spell, all for a suboptimal minion that sticks around for a pathetically short time? Bleh.
They suck for NPCs, too. Low level summoners more or less have to have some meat shields already in place to use these spells, which defeats the point of summoning. I did use them successfully in Funeral Procession from Dungeon #135- the party unwittingly alerted the necromancer, who used her wand to prepare herself with a little defensive ring of summoned fiendish spiders.
What about raising the duration to 2 rounds/level? That would make them stick around a decent amount of time in combat, even at level 1.
It's quite fortunate I stumbled across this thread, however, as I was going to post a similar one later.
Several months ago, I was playing WoW and an orc warlock summoned an infernal (for those who don't know, see the hellfire golem in the Fiend Folio for D&D's closest analogy). It was during a battleground fight, and the orc was struck down within seconds of summoning the demon, releasing it from his control to wreak havoc behind his own lines, turning the battle in favor of the Alliance.
I would like to capture that in D&D; the risk that one's creatures might get away from you. I'd love to come up with a feat that increased the power of one's summons (either in the same fashion as Augment Summoning, or by allowing the summoning of creatures more powerful than normal, perhaps extending to the planar binding spells as well), but with the moderate risk of the thing getting loose. Any thoughts?

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To Saern, RE: Risky Summons:
It seems to me that only an evil character would dabble in such uncontrollable magics (or, at the very least, a chaotic character). However, I have some ideas for a couple of feats that perform the functions you were looking for.
Dark Pact (Vile)
Prereqs: Caster level 9+, Spell Focus (Conjuration), Augment Summoning, Evil Brand
Benefit: Any evil creature you summon via a Conjuration (Summon) or Conjuration (Calling) effect has maximum hit points for its Hit Dice and gains a +1 profane bonus on attack and damage rolls. When you summon the creature, you must immediately succeed in a Diplomacy or Intimidate check (DC 10 + 1/2 summoned creature's HD + creature's CHA mod) or the creature will turn on you and your allies.
Flavor Note: This feat cannot be turned "off." The legions of Hell and the Abyss agree to give you their biggest and best, but their minions will always try to collect on their end of the deal when they get the chance.
Legion Summoning
Prereqs: Caster level 5+, Spell Focus (Conj.), Empower Spell
Benefit: Any Conjuration (Summon) spell you cast may be treated as the same spell of one level higher for the purposes of the number of creatures summoned. You may still only summon creatures listed on the appropriate list of the spell you are casting. Thus, a 5th level wizard casting summon monster III would consult the summon monster III list of creatures, but would summon a number of creatures as if he was using summon monster IV. When you use this feat, you must succeed on a Diplomacy or Intimidate check (DC 10 + 1/2 summoned creature's HD + creature's CHA mod + number of creatures summoned beyond the first) or the additional creatures will turn against you and your allies (though you retain control of one of them as if you had cast your spell without the benefit of this feat).
What do you think?

Saern |

I like the idea. I do want it to be something some PCs would consider, but more over, I want it for BBEGs. They may try to call something that is beyond their real abilities, only to have it devour them and then go on a rampage, attacking PCs and NPCs alike. I just think it's rather scenematic. I would also think about increasing the profane bonus recieved by the creatures as well. At any rate, it's an excellent starting point.
Perhaps the benefit isn't that the things are more powerful, but that they can be summoned faster? I heard mention of "quick summoning" rules in UA or something father up the thread, with which I am unfamiliar, but perhaps there would be a feat that allowed summoning spells to be cast as a standard action, but the "bond" isn't as well formed. Just some musings.

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Perhaps the benefit isn't that the things are more powerful, but that they can be summoned faster? I heard mention of "quick summoning" rules in UA or something father up the thread, with which I am unfamiliar, but perhaps there would be a feat that allowed summoning spells to be cast as a standard action, but the "bond" isn't as well formed. Just some musings.
Hmmm....
Frenzied Summoning
Prereqs: Spell Focus (Conj.), Knowledge (The Planes) 8 ranks, any non-lawful alignment
Benefit: Throwing caution to the wind, you rapidly conjure the first extraplanar entity that comes to mind. Whenever you cast a Conjuration (Summon) spell, you may declare that you are using this feat. If you do, the casting time is reduced to a standard action and the caster has no control over what creature is called. The DM determines the creature at random. Additionally, there is a 25% chance that you summon a creature from the list one level higher than the one you would normally use for your given spell. If this occurs, there is a 50% chance that the summoned creature is not under your control and will behave as its alignment and personality dictates. An uncontrolled summoned creature's attitude towards its summoner is Neutral at best, often Unfriendly or (especially for evil creatures) Hostile.

Dragonchess Player |

I heard mention of "quick summoning" rules in UA or something father up the thread, with which I am unfamiliar, but perhaps there would be a feat that allowed summoning spells to be cast as a standard action, but the "bond" isn't as well formed. Just some musings.
Read here for the Rapid Summoning variant.

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It depends on what you use your summoned critters for. If you expect them to do more damage than an uber-tank or blaster you are going to be disappointed. If you just use them for utility, they can do a great deal.
SM I and II provides great blockers when big things come to shred your front liners, or to allow your archers to get set up. They also make great flankers, and at high levels are useful disposable trapfinders. And, if you have the time to unleash a bunch of them and they can also do a fair amount of damage after a bit. (6 celestial badgers times 3 attacks each equals a lot of damage on AC 15 critters.
SM III and IV has a couple of moderate damage dealers that can stand up and take a good 2 rounds of attacks for the team. You also get the first special abilities showing up. They are hardly earth shattering, but they can be useful in the right circumstances to cover for a spell you don't have.
SM V and up expand on that. Again, the critters aren't awesome, and they are going to be weaker than whatever you are fighting, but that little bit extra can give you time to regroup when things get bad.
Also remember that conjuration includes creation and teleportion, the two primary sources of battlefield control. The +1 to DC from Spell Focus (conjuration) only counts for a few of them, but every bit helps, and it is another part of your specialty to bring out when needed.

Thanis Kartaleon |

Vegepygmy wrote:Eh... okay. I guess we can count this one as moderately handy.Glitterdust
I half-agree. It's just the thing for invisible foes, but even if you don't run into any of those, the blinding effect can be useful. Again, combine this spell with the party rogue and you can create some serious bloodshed.
I actually saw this spell used to GREAT and numerous effect in a recent campaign. Note that the blinding effect is a Will save that doesn't allow spell resistance. That means you can potentially blind anything - including and especially golems, with their poor Will saves. Undead are much less susceptible, but it's not a mind-affecting effect so zombies are typically fair game. Plus there's that whole -40 to Hide checks without a save thing.

Jeremy Mac Donald |

At first level, a conjurer might as well stick with one of the lesser orb spells or mage armor as their bonus spell. Once he hits 3rd level, summoning spells start becoming useful. This is the level a conjurer should invest in Augmented Summoning. Even a celestial badger (CG) or celestial dog (LG) with +4 Str and +4 Con can be very useful for the three rounds they can act (a celestial porpoise in a waterborne environment can be extremely useful). At 5th level, summoning spells start becoming very useful tactically. Several of the creatures listed have Improved Grab or have other special abilities (the celestial hippogriff can be used as a flying mount, etc.).
One my group loves in the Celestial Bison. This holy cow can absorb an amazing amount of damage and especially with the DR. Use it as a mobile wall, to keep enemies from flanking the party, to block a passage during a retreat or to cut off an enemies escape route.

Jonathan Drain |

Summons are weak - there ought to be more feats or character options that beef them up if you want to specialise.
They're not as weak as you might think, though. Consider that they draw enemy hits away from your party, let your own combatants flank easily, and last several rounds (unlike most spells which are instantaneous).
Here's a magic item from the PDF 17 Relics that also lets you do the quick summon thing (it's OGL, and the author gave me permission to post it.)
Weave Summons Gauntlet
This unusual glove is woven together from the fur of a yeth hound, the quills of a howler, the hair of an angel, quartz from an elder earth elemental, the silk of a fiendish spider, the feathers of a celestial raven and the hide of an ethereal marauder. The Weave Summons Gauntlet was all that remained of Neko Ali the Summoner when she was disintegrated in a mage-duel.
The wearer of the glove can metaphysically grasp the spirit of an extraplanar creature, reducing the casting time of any summon monster or summon nature's ally spell to a standard action. Furthermore, when bargaining with a called creature such as in a planar binding or planar ally, the wearer's control over all extraplanar creatures grants him a +2 morale bonus on the Charisma and Diplomacy checks.
Moderate conjuration; CL 13th; Price 29,000gp

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There are several things that can be done to make Summoned creatures more formidable. The key thing is to realize that summoned creatures aren't going to substitute for a party tank or do as much damage as a blaster. What they will do is open up tactical options on the battlefield for the entire party. For starters, I think it is absolutely essential to take the rapid summoning variant from UA to make the summonings a standard action. Second, I would take the enhanced summoning variant also from UA which gives you Augment Summoning for free at first level in place of scribe scroll, and gives an additional plus 2 to Str and Con for summoned creatures at 10th and 20th level respectively.
The next thing, is that at low levels it is very worthwhile to take the sudden extend feat from complete arcane. It allows you to extend a spell 1/day without preparing it that way ahead of time and without modifying the level of the spell. That lets you bring in summoned critters sooner and lets them stay longer.
After those basic steps, the next thing is to look at the summoning heavy prestige classes. The two that immediately pop into my mind are the Malconvoker from Complete Scoundrel, and the Master Specialist from Complete Mage. The master specialists school esoterica are really helpful to a summoner build. The minor esoterica causes creatures you summon to appear with extra hp equal to your caster level. The moderate esoterica increases the DC to dispel your summoned creatures by 5. The major esoterica allows you to to cast conjuration spells with a casting time of a standard action as swift actions 3 times a day. When combined with the rapid summoning variant from UA, you can cast two summon monster spells in a round, or three in a round if you have quicken spell. That lets you rapidly flood the field with numerous monsters. As for the Malconvoker, it allows you to summon more creatures than the spell would normally allow with a bluff check, and to work your summoned creatures into a frenzy that increases their damage output and saves and such, also with a bluff check. Further, it allows good aligned clerics to summon evil creatures by bluffing them into attacking other evil creatures. Oh yeah, it also increases the HD of creature you can summon with Planar Bindings and Planar Ally spells by 2 for each type. That means you can call a 8 HD creature with Lesser, 14 HD with the normal one, and 20 HD with the greater versions. Another great high level summoning is the Summon Elemental Monolith from complete arcane, which brings in elementals that are CR 17 as opposed to the CR 13 of the Elder varietys brought in by garden variety summon monster 9.
If you want to play a divine summoner, taking Cleric followed by Malconvoker followed by Thaumaturgist can make for some really fearsome summoned creatures. The planar cohort feature allows high level divine summoners to run around with things like Astral Devas as bodyguards.
There are more than enough feats, variants, and prestige classes to play a very effective summoner. You just have to realize that a summoner isn't going to deal the same amount of direct damage as a blaster, or have the same meat shield capacity as a tank, or the same ability to solve other problems as a rogue. What they can do is fill all of those niches in a secondary sort of way, and with the highest level spells (like the binding spells and even gate) allowing for the summoner to bring an unparalleled level of power to the battlefield. A 17th level summoner who casts gate can bring in a Solar (a CR 23 creature) with no difficulty. As long as the task that needs to be done doesn't take longer than 1 round per caster level (no battle takes 17 rounds or more at 17th level) the Solar gets no save to not do it. They just have to. That is more powerful an effect than anything any other caster can bring to bare short of miracles and wishes.
So don't feel like the summoner is useless. They can be quite fearsome with the right feats, prestige classes, and class variants from UA. More than that, at the highest levels, they could very well be the most powerful class option in the game.