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By the way, are you going for arcane or divine? Both can be good summoners.
At this point, I am just trying to get a feel for what is out there. I can't seem to find that much that focuses on summoning creatures. I realize that Augment Summoning is a must have, but after that, it seems like there isn't that much to make a great summoner.

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At this point, I am just trying to get a feel for what is out there. I can't seem to find that much that focuses on summoning creatures. I realize that Augment Summoning is a must have, but after that, it seems like there isn't that much to make a great summoner.
Check out the Thaumaturgist in the DMG. Its a quaint little divine casting PrC that amplifies planar binding spells and its only a 5 level class, meaning that you aren't missing out on much from your other classes to dip into it.

ericthecleric |
There’s the Master of Shrouds PrC (Libris Mortis) that lets you summon incorporeal undead, plus the Corpsecrafter and Necromantic Presence feat trees would make summoned (& created) undead even better.
The Fiendbinder PrC (Tome of Magic) that by 10th-level lets you bind a marilith, and also gives you good summoning abilities.
The Malconvoker (Complete Scoundrel)
The Thaumaturgist (DMG).
I’d like to remind people though casting evil spells (such as summoning an evil creature) and consorting with fiends are evil acts, according to The Book of Vile Darkness. Always is, always will be. So it really bugs me when you have PrCs like the Malconvoker, which allows you to summon evil creatures, but requires a non-evil alignment.
Thinking about it, the gate spell allows for the best summoning options.

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Also check out the Complete Mage for some of the feats like 'Clouded Conjuration' I think its called. It creates a cloud in the area around where you summon a creature, giving the summoned monster total concealment that the summoned creature can see through, meaning that it can attack the opponent flat-footed and have 50% miss chance in its favor when the opponent returns the favor. There might be a few more in there too.

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I’d like to remind people though casting evil spells (such as summoning an evil creature) and consorting with fiends are evil acts, according to The Book of Vile Darkness. Always is, always will be. So it really bugs me when you have PrCs like the Malconvoker, which allows you to summon evil creatures, but requires a non-evil alignment.
The Malconvoker has text specifically overriding that rule.

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There is also a feat I think in the Complete Arcane that lets you apply another spell to the summoned monster when you summon it. It's prerequisits are Spell Foncus Conjuration and Augment Summoning which I assume you will already be taking.
I believe you are referring to Imbued Summoning" found in the Player's Handbook II. For those interested it allows you to apply a spell up to 3rd level to creatures summoned with the metamagic feat and it takes up a slot one level higher.
Anything else that people can think of?

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If you are playing GH,get the "Nexus Method" regional feat (it was in that Campaign Classics issue of Dragon with the vampire on the cover) - it allows you to spontaneously convert memorised spells into Summon Monster spells. Kinda handy for a summoner, I think.
Also, the Master Specialist PrC in Complete Mage has some interesting class features - and you can take it from level 3!

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Check out the Thaumaturgist in the DMG. Its a quaint little divine casting PrC that amplifies planar binding spells and its only a 5 level class, meaning that you aren't missing out on much from your other classes to dip into it.
The Thaumaturgist is awesome! Arcane casters can take it too - just use limited wish to cast lesser planar ally and off you go!

KnightErrantJR |

I’d like to remind people though casting evil spells (such as summoning an evil creature) and consorting with fiends are evil acts, according to The Book of Vile Darkness. Always is, always will be. So it really bugs me when you have PrCs like the Malconvoker, which allows you to summon evil creatures, but requires a non-evil alignment.
But the psychology behind a Malconvoker summoning evil is explained in the class, and actually makes sense. They beleive in summoning evil to fight evil, as this actually has more of an impact on evil overall.
For the record, a Hellbred spellcaster (from Tyrants of the Nine Hells) could cast a summoning spell, being good aligned, and summon evil creatures due to the "evil exception" ability of the race.
Personally, I like both of these because they are interesting roleplaying hooks. Not only will the people around these characters worry about them, but they are constantly tempted by the creatures they are surrounded by. Any time the rules support roleplaying in this manner I'm all for it.

ericthecleric |
I wouldn't mind the "good guys doing evil stuff"-type classes if the reverse was also printed. But its not. For instance, a benevoker PrC might be based on the malconvoker, and allow bad guys to summon good celestials to do evil deeds (like slaughtering the residents of an orphange), and actually I imagine that summoning an angel to kill children would be a very evil deed as it would also cause the angel great anguish. Alternately, using summoned good celestials to fight a benevoker's evil allies or good creatures/NPCs would actually be MORE effective than a standard bad guy summoning evil outsiders.

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I wouldn't mind the "good guys doing evil stuff"-type classes if the reverse was also printed. But its not. For instance, a benevoker PrC might be based on the malconvoker, and allow bad guys to summon good celestials to do evil deeds (like slaughtering the residents of an orphange), and actually I imagine that summoning an angel to kill children would be a very evil deed as it would also cause the angel great anguish. Alternately, using summoned good celestials to fight a benevoker's evil allies or good creatures/NPCs would actually be MORE effective than a standard bad guy summoning evil outsiders.
I see your point, but I disagree on the following grounds:
Evil is, by definition, beholden only unto itself and does not have a moral compunction to treat its fellows with respect or kindness. Evil's very nature is to turn on itself. The Malconvoker might be able to use his powers to command a osyluth to kill an evil wizard but the class does not permit the malconvoker to command these creatures to, say, prepare food for the homeless or rescue children from a fire. Evil creatures simply WILL NOT do these things but they ARE willing to kill anyone they are directed at. For the same reason, a 'Benevoker' might be able to use a hound archon to fight against a cleric of a good deity under false assumptions but most certainly could not convince a solar to burn down an orphanage. Such an act is so contrary to the being's very essence that it would not commit it. Good creatures (especially outsiders) strike me as being very noble and forthright who must have a very good reason to fight or kill. Evil outsiders will fight and kill simply for the joy of fighting and killing. That is why I can see the reasons for NOT having a 'Benevoker' type class. You are, as always, entitled to your own opinions. I just thought I would weigh in.

ericthecleric |
FS, your points are interesting. I guess that what I find most annoying is that generally, good-only PrCs are almost always a great deal more effective than evil-only PrCs; you see a lot more lame evil-only ones that lame good-only ones. Yikes, isn't it enough that PCs get more than triple the equipment of NPCs? Anyway, I don't want to take the thread further from its original point, but these issues interest me.

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FS, your points are interesting. I guess that what I find most annoying is that generally, good-only PrCs are almost always a great deal more effective than evil-only PrCs; you see a lot more lame evil-only ones that lame good-only ones. Yikes, isn't it enough that PCs get more than triple the equipment of NPCs? Anyway, I don't want to take the thread further from its original point, but these issues interest me.
I will start a new thread for us to have this discussion in, then.

ericthecleric |
OK.
Here's an idea for Moff, or anyone else who cares to have a go. Certain specialist classes exist now for particular schools of magic: enchantment- beguiler (PHB2); evocation- warmage (CArc/Miniatures Handbook); illusion- beguiler (PHB2); necromancy- dread necromancer (Heroes of Horror).
Someone might be interested in post a 20-level summoning-focussed equivalent- or a more general conjuration specialist- in this thread, using the beguiler, warmage, and dread necromancer for inspiration.

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Just got the Complete Scoundrel today! It seems that the ULTIMATE SUMMONER (bwahahahaha) would have to be a Cleric 5/Malconvoker 10/Thaumaturgist 5. Keep in mind that you'll need the Trickery domain to get the required 4 ranks in Bluff at level 5.
Thaumaturgists are simply awesome - any summoner should go for it. Another fun option would be the Wizard/Alienist/Thaumaturge combo for that extra slimy goodness - or Wiz 3/Clr 3/Mystic Theurge 10/Thaumaturgist 4, with the Nexus Method feat. That is a lot of Summon Monster spells...

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Vattnisse wrote:Also, the aforementioned Malconvoker actually grants you access to lesser planar ally as well, so that is another "backdoor" method.
The Thaumaturgist is awesome! Arcane casters can take it too - just use limited wish to cast lesser planar ally and off you go!
Nope - they get planar binding spells, which is great for Clerics, but not real exciting for arcane casters.

thefortier |
I love summoners, and find that they can make a super rough battle manageable.
I'm currently playing in Rise of the Rune Lords, with a Cleric 3/Church Inquisitor 2/Malconvoker 4. His domains are Good and War (he's a worshipper of Iomedae). I find him to be both equally good at summoning good and evil creatures (due to +1 CL to good spells, and Malconvoker abilities). Using Rapid Spell and Divine Metamagic, with Extra Turning, I can cast all my summons as standard actions, which is pretty sweet. Tore a skrag apart with a summoned Voor Yugoloth in one round. Yeah, it's sweet.
Anyhow, I find him to be preety tough, but check out this build:
Druid 3/Focused Conjurer 3/Mystic Theurge 2/Arcane Heirophant 10/Mystic Theurge +2. Using the rapid summon variant, the enhanced summoning variant (both in UA), and the Rapid Spell/Metamagic School Focus (conjuration) combo (add Rapid Spell for a +0 modifier), you can cast every summon spell in the game, and spontaneously summon nature's ally!
This means, that you can use conjure ice beast I - IX, summon deseret ally I -IX, summon monster I -IX, summon nature's ally I - IX.
Plus you get a super though companion to follow you around, and if you take the Obtain familiar feat, you get a Companion Familiar. Yes, you to can have a talking, self-thinking, Dire Bear....with Improved Evasion! And you get Wild Shape!
You'll also be able to cast 9th level druid and wizard spells. Drop enchantment, necromancy, and evocation as your forbidden schools. You'll be amaster of conjuration and transmutation. Who needs finger of death?

Kirth Gersen |

Isn't there a Rapid Summons feat/variant class feature somewhere that lets you cast summon monster as a standard action instead of a full-round action? That would be a MUST.
I think there's a feat in Frostburn that gives your summoned monsters the [cold] subtype, and they deal +1d6 cold damage with melee attacks.

Davi The Eccentric |

Well, there is an alternate class feature for conjurers in Unearthed Arcana that, if I remember right, replaces the familiar that reduces summoning to 1 standard action.
EDIT:Here it is in the SRD.

SmiloDan RPG Superstar 2012 Top 32 |

OK.
Here's an idea for Moff, or anyone else who cares to have a go. Certain specialist classes exist now for particular schools of magic: enchantment- beguiler (PHB2); evocation- warmage (CArc/Miniatures Handbook); illusion- beguiler (PHB2); necromancy- dread necromancer (Heroes of Horror).
Someone might be interested in post a 20-level summoning-focussed equivalent- or a more general conjuration specialist- in this thread, using the beguiler, warmage, and dread necromancer for inspiration.
I worked on one last night. Tell me what you think. It actually combines conjuration and abjuration (summoning and dismissing), just like the beguiler combines enchantment and illusion.
Invoker (working title)
Abilities: High Intelligence is needed to cast spells and have more skill points. High Charisma is important to use certain class features and to negotiate with summoned, conjured, or called creatures. Like all spellcasters, high Dexterity and Constitution scores help them avoid and resist damage.
Class Features:
BAB: +1/2
Good Saves: Fortitude and Will
Hit Dice: 1d6
Class Skills: Bluff, Concentration, Craft, Diplomacy, Handle Animal, Intimidate, Knowledge (arcana, nature, religion, the planes), Profession, Sense Motive, Speak Language, Spellcraft.
Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at each additional level: 4 + Int modifier
Invokers are proficient in all Simple Weapons, Light Armor, and all Shields (except tower shields).
Invokers cast arcane spells like beguilers. They determine bonus spells based on Int, must have an Int of 10 + the spell level to cast a spell, and add their Int bonus to the Save DCs (if any) to the spells they cast. Invokers can cast their spells while wearing light armor and using shields. Invokers use the beguiler spells per day listing in the PH2, and they can cast any spell from the invoker list of spells known, plus any additional spells added to the list by their Spell Knowledge class feature at higher levels.
LEVEL ABILITY
1. Armored Casting, Augment Summoning
2. Rapid Summoning (standard action)
3. Invoker's Guile +1
4. Spell Knowledge
5. Bonus Feat
6. Invoker's Guile +2
7. Improved Augment Summoning (+6)
8. Spell Knowledge
9. Invoker's Guile +3
10. Bonus Feat
11. Rapid Summoning (move action)
12. Invoker's Guile +4, Spell Knowledge
13. Improved Augment Summoning (+8)
14. Army of the Invoker
15. Bonus Feat, Invoker's Guile +5
16. Spell Knowledge
17. Wardwrecker
18. Invoker's Guile +6
19. Improved Augment Summoning (+10)
20. Bonus Feat, Rapid Summoning (swift action), Spell Knowledge
Armored Casting. The invoker can cast arcane spells from the invoker spell list while wearing light armor and/or while using a light or heavy shield.
Augment Summoning. At 1st level, the invoker gains Augment Summoning as a bonus feat, even if he doesn't meet the prerequisites. The invoker's Augment Summoning feat improves at 7th level, allowing him to add +6 to the summoned creature's Strength and Constitution scores. At 13th level, this improved to +8, and at 19th level to +10.
Rapid Summoning. A number of times per day equal to the invoker's Charisma bonus (minimum once per day), the invoker can cast a conjuration summoning spell that normally has a casting time of 1 full round as a standard action. This improves to a move action at 11th level and to a swift action at 20th level.
Invoker's Guile. The invoker adds the listed bonus to the duration (in rounds) of his conjuration (summoning) spells, up to a maximum equal to his Charisma bonus. The invoker also adds this bonus to caster level checks and Save DCs when using any abjuration or conjuration spell, and to any opposed rolls against a creature the invoker has conjured, summoned, or called, or against a creature the invoker is attempting to force back to its proper plane, such as Dismissal or Banishment.
Spell Knowledge. At levels 4, 8, 12, 16, and 20, the invoker may add an abjuration spell or a conjuration spell from another spellcaster's list of spells to his list of known spells.
Bonus Feat. At levels 5, 10, 15, and 20, the invoker gains a bonus feat from the list below. He must meet all requirements of the selected feat.
Arcane Defence (CA), Arcane Mastery (CA), Arcane Thesis (PH2), Cloudy Conjuration (CM), Dimensional Jaunt (CM), Dimensional Reach (CM), Energy Abjuration (CM), Favored Magic Foe (CM), Greater Spell Focus, Greater Spell Penetration, Imbued Summoning (PH2), Magic Disruption (CM), Metamagic School Focus (CM), Mystic Backlash (CM), Negotiator, Persuasive, Rapid Metamagic (CM), Spell Focus, Spell Penetration, Summon Elemental (CM), or any Metamagic feat that can be applied to an abjuration or conjuration spell.
Army of the Invoker. At 14th level, any creature the invoker summons can use its own innate summoning abilities, if any. For example, if a 14th level invoker used Summon Monster 7 to summon a red slaad, that red slaad could attempt to summon another red slaad.
Wardwrecker. At 17th level, any creature the invoker summons can bypass the magical protections of other spellcasters as if they were not summoned creatures. For example, the creatures summoned by the invoker would be able to have bodily contact with someone under the effects of a Protection from Evil spell or enter an area warded by Magic Circle versus Evil. The invoker's summoned creatures cannot enter his magical protections unless invited in by the invoker.
Invoker Spells Known.
0: Acid Splash, Arcane Mark, Create Water, Detect Magic, Read Magic, Prestidigitation, Resistance.
1: Alarm, Detect Chaos/Evil/Good/Law, Grease, Mount, Protection from Chaos/Evil/Good/Law, Sanctuary, Summon Monster 1, Summon Nature's Ally 1, Unseen Servant.
2: Summon Monster 2, Summon Nature's Ally 2, Status, Summon Swarm.
3: Dispel Magic, Invisiblity Purge, Magic Circle against Chaos/Evil/Good/Law, Nondetection, Phantom Steed, Summon Monster 3, Summon Nature's Ally 3.
4: Antiplant Shell, Dimensional Anchor, Dismissal, Lesser Planar Ally, Minor Creation, Repel Vermin, Spell Immunity, Summon Monster 4, Summon Nature's Ally 4.
5: Break Enchantment, Contact Other Plane, Dispel Chaos/Evil/Good/Law, Leomund's Secret Chest, Lesser Planar Binding, Major Creation, Mordenkainen's Faithful Hound, Mordenkainen's Private Sanctum, Summon Monster 5, Summon Nature's Ally 5.
6: Antilife Shell, Antimagic Field, Banishment, Greater Dispel Magic, Planar Ally, Planar Binding, Repel Wood, Repulsion, Summon Monster 6, Summon Nature's Ally 6, Word of Recall.
7: Creeping Doom, Drawmij's Instant Summoning, Ethereal Jaunt, Mordenkainen's Magnificent Mansion, Phase Door, Sequester, Spell Turning, Summon Monster 7, Summon Nature's Ally 7.
8: Cloak of Chaos, Dimensional Lock, Greater Planar Ally, Greater Planar Binding, Greater Spell Immunity, Holy Aura, Maze, Mind Blank, Protection from Spells, Repel Metal or Stone, Shield of Law, Summon Monster 8, Summon Nature's Ally 8, Trap the Soul, Unholy Aura.
9: Astral Projection, Elemental Swarm, Etherealness, Freedom, Gate, Imprisonment, Mordenkainen's Disjunction, Shambler, Summon Monster 9, Summon Nature's Ally 9, Time Stop.

SmiloDan RPG Superstar 2012 Top 32 |

I just thought of an alternative class feature instead of Invoker's Guile.
Selective Summoning. At 3rd level, when the invoker summons a creature, the invoker may exchange one non-bonus feat of the summoned creature for another feat the summoned creature would otherwise qualify for. At 6th level, and every 3 levels beyond 6th (9th, 12th, 15th, 18th), the invoker may exchange an additional feat. An invoker can only exhange a number of feats in this way equal to his Charisma bonus (minimum 1).
Another thing I'm considering adding to this class are buffing spells, possibly with the caveate that they can only be cast on summoned creatures. Alternatively, I'm considering adding Use Magic Device to the list of class skills, and providing some kind of bonus if the effect would target a creature summoned by the invoker.
Are there any other Augment Summoning-like feats that provide a bonus to Dex, Natural Armor, Speed, etc.?

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Are there any other Augment Summoning-like feats that provide a bonus to Dex, Natural Armor, Speed, etc.?
Augment Elemental, from Magic of Eberron, functions much like Augment Summons (and stacks, IIRC), affecting elementals summoned only.
I've seen some pretty awesome Summoner-friendly feats around, but can't remember what and where quite at the moment.
One is in Green Ronin's Hammer and Helm (Mystic Conjuration, allows a summoner to sacrifice another spell while casting a Conjuration (summons) to give the summoned creature max hp, IIRC). That book also has a large selection of special amulets that a Conjuror can wear that add a bonus of some sort to his summoned critters (+2/+4/+6 physical stat enhancers for instance, much more expensive ones that grant the half-fiend or half-celestial template, or advance the creature one size category!). Several templates are also provided in the creature section, with suggestions for how they might apply to Summoned creatures.
I've made up some homebrew feats that add other features to summoned critters, such as one for the Scarred Lands setting's Druids of Chern (the Titan of Sickness) called Contagious Conjuration that caused all animals called up to carry Filth Fever automatically (and those that already do, like Dire Rats, get a +2 DC to their disease attack), or variants for fiend summoners that taint their Fiendish animals (or demons / devils) with Devil Chills or Demon Fever, respectively.
A Superior Conjuration variant that calls up critters who use the Elite ability scores instead of the Standard Array could be neat, allowing the summoner to adjust stats around to his specifications.
Feats that allow a Conjurer to use the Anarchic or Axiomatic templates (either instead of or in addition to Fiendish / Celestial), or the various Elemental templates from Manual of the Planes, would be cool. (Air Elemental Shark? Yes please! Earth Elemental Giant Octopus? Yikes!) The Shadow creature template is also a powerful option, from the Manual of Planes, even after it was toned down in eratta. Unearthed Arcana has a section on tailored summoning lists that includes shadow creatures, and even some humanoids with class levels! (Such as a Gnoll Summoner devoted to Yeenoghu, who calls up Gnoll Rangers and / or Shadow template Hyena.)
Frostburn and Duststorm both offer alternate types of summoning spell (Dustform creatures and some sort of Ice Beast constructs), which have incredible potential. Green Ronin's Plot & Poison also has a Drow specific set of summoning spells that Summon 'Underworld Allies' (mostly vermin and Drow slave races), and the Player's Guide to Kalamar has one that Summons Fey, IIRC.
The Summoner has a bewildering plethora of options! It's best to just figure out where you want to take it, and see what your DM will allow, as even core has a ton of options, thanks to Unearthed Arcana's tailored list suggestions.

Bellona |

Just got the Complete Scoundrel today! It seems that the ULTIMATE SUMMONER (bwahahahaha) would have to be a Cleric 5/Malconvoker 10/Thaumaturgist 5. Keep in mind that you'll need the Trickery domain to get the required 4 ranks in Bluff at level 5.
Thaumaturgists are simply awesome - any summoner should go for it. Another fun option would be the Wizard/Alienist/Thaumaturge combo for that extra slimy goodness - or Wiz 3/Clr 3/Mystic Theurge 10/Thaumaturgist 4, with the Nexus Method feat. That is a lot of Summon Monster spells...
Just a slight nit-pick: a cleric could indeed have 4 ranks in Bluff by level 5 _without_ picking up the Trickery domain - it would just cost the character 8 skill points. A L 5 character can have 8 ranks in a class skill, and 4 ranks in a cross-class skill.
Otherwise, I agree with you about the awesomeness of the Malconvoker, especially if paired with some levels of Thaumaturgist (so long as one has the divine spells to get into the class).

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Give me a bit and I'll throw you the ultimate summoner. I've been dying for a chance to play him, and only got to roll with him for about 3 hours at gen con this year.
But he rocks the house. Check back tonight.
Fair warning:

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Okay..I was tempted to just throw up the character sheet, but I realized you're gonna want to have fun making decisions about your own dude, so instead of putting it all together as a package, I am gonna throw you some options and let you decide if your DM would let you play them, and if you think that's the way to go. This guy is source-book intensive, so I'll provide some references.
This malconvoker of mine is always looking for a game with high levels and high stakes, and great roleplaying. So if anyone sees a game where he'd be welcome, I'd be grateful for the heads up.
Note that this guy was built for 3.5, not Pathfinder. I really dig Pathfinder though, and he works pretty well as long as your DM let's you stretch the cross-compatibility goals of the game.
My final chosen class-levels for gencon were conjurer 3/master conjurer 7/malconvoker 9/archmage 1 - but it's because I built him on no sleep that week, about 2 hours after hosting Ascension of the Drow. It's clear to me now, in a game where the Bluff check might really matter, the way to go is Conjurer 1/Paragon Human 3/Master Conjurer 7/Malconvoker 9, or something that let's me pick Bluff as a class skill more often.
Some feats,items and features, and where to find them (as they come to my memory - been a long time):
PHB: augmented summoning, spell focus, conjurer class
Complete Arcane: basically sucks for wizards. I take nothing from this book ever, unless I want my wizard to fight in hand to hand, in which case Arcane Strike is worth the $30 I paid for the book.
Complete Mage rocks. every page, every time I open the book. Check out focused specialist (which I haven't tried), metamagic school focus, the worldmeet glade. Also, reserve feats offer firepower, or give you neat abilities that help blend cool powers with your in-character reputation as a conjurer. Like dimensional reach. awesome.
PHB2 I dig immediate magic (teleporting ten feet as an interrupt? Sign me up!), and imbued summoning (haste? rage? truestrike? displacement? greater magic weapon?)
complete divine offers rapid spell, which I think is essential to the concept. Turns starting combat next round into ending combat this round.
There are more feats, magic items (like the robe of mysterious conjuration from MIC), locations and stuff to look through, but that should get you a good start on the options. It's more fun to be pointed in the right direction I think, and then choose your own path to summoning glory.
And of course, all this makes the Malconvoker from Complete Scoundrel one of the most fun and most powerful classes I've never really gotten to play. I am one of those guys that is always tinkering to get an edge, be more powerful, put big hurt on something big. And then when combat's over I love that epic, in-character roleplay, where you're always saving the multiverse and all but the most serious enemies are terrified of you. Malconvoker has that for me: a great story (and not always the same story - yours might be very different from mine), and super powerful. Enough that if your DM decides a few things have to go, you can agree and still be really strong.
Oh, and for maximum fun, I made a list of the creatures I summon, including some variants from the later monster manuals, and those are the creatures I summon. I don't summon a barbed devil, I summon Aryhefthatch and Moloreem, barbed devils. And in a protracted campaign, I think it would be fun to know what lies I have told them or what carrot I dangle in front of them. And maybe even one day, it would come crashing down and the veil between worlds is at risk because of some bargain I made that must be set right.
But, then, you see how this concept works for me. It starts me salivating and makes me wish I was playing Pathfinder instead of planning my next campaign. Edit - props to Rob McCreary for his awesome Iskandria PBM game, where I am playing Pathfinder and having a blast - just not a malconvoker.
Please forgive my self-indulgence, I haven't thought about that guy in a while and it was fun to bring it all back. I hope a little of the info helps you out.

Dragonchess Player |

Well, there is an alternate class feature for conjurers in Unearthed Arcana that, if I remember right, replaces the familiar that reduces summoning to 1 standard action.
EDIT:Here it is in the SRD.
I used that variant to re-work Darl Quethos (from AoW The Library of Last Resort) from a cleric (Vecna) 18 to a cleric (Vecna) 3/conjurer 3/mystic theurge 8/thaumaturgist 4. He lost 9th level cleric spells, but gained 1st-6th level wizard spells (opposition schools Enchantment and Illusion, but Magic domain still let him use spell trigger devices). With Practiced Spellcaster for both cleric and conjurer, he had a CL 18 as a cleric and CL 15 as a conjurer. With the feats Divine Metamagic and Quickened Spell, he had the opportunity to get off three summon spells in a single round (with Divine Metamagic to Quicken one spell, the Contingent Conjuration class feature, and a regular spell; granted, the Quickened spell had to be cast from the conjurer side). I also made a few equipment changes (twilight feycraft mithral breastplate instead of animated heavy shield for instance) and dropped Malhazar's aristocrat levels so he could qualify as Darl's Improved Ally.
I also made The Faceless One (from AoW The Three Faces of Evil) a conjurer 6 simulacrum of Darl, sent to keep tabs on the Ebon Triad, from before he went on some Rebuild Quests (per PHB II, pg. 199-206; probably to the Necrotic Cradle). This was to tie Darl more tightly with the rest of the AP.

PlungingForward |

There's a fascinating new PrC in Complete Scoundrel, the Malconvoker
Late to the party and slightly off-topic, I'll admit, but am I the only one who thinks "Malconvoker" is an ugly word and a terrible name?
For a summoner, the alienist worked out fairly well. Or you could just use the shaper psion mechanics. Inventing your own summoned beasties by slapping together various configurations of "Astral Construct" may not be the One True Road to Power - but it's super fun.

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I dig those classes, too. Also, you can have some fun with the Mater Fleshwarper from Lords of Madness.
But I disagree with you on Mlaconvoker. I think that word just exudes power. Every now and then, when my confidence is shaken at the office, I step into the back rom and just say 'malconvoker' a few times. Then everything's back to normal.
Try it!

SmiloDan RPG Superstar 2012 Top 32 |

Would a neat aspect to a Summoner class include something like the Pact Augmentation ability of binders? It would act as a kind of buff to the creatures that you summon, possibly a limited number of times per day.
They could provide:
+1 insight bonus to attack rolls
+1 insight bonus to damage rolls
+1 insight bonus to AC
+1 insight bonus to saving throws
DR 1/-
Energy Resistance 5 (acid, cold, electicity, fire, OR sonic)
+5 hit points
Maybe:
+1 inherent bonus to Strength
+1 inherent bonus to Dexterity
+1 inherent bonus to Constitution
+1 insight bonus to the Save DC of a sigle special ability
+5 insight bonus to SR
Fast Healing 1