Value of Augment Summoning feat


Pathfinder First Edition General Discussion

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What is your opinion of the value of the Augment Summoning feat? I don't have a lot of experience playing wizards.

My wizard just reached 3rd level and I'm going to take Summon Monster II as one of my spells. He specializes in Conjuration, so the spell's duration is 4 rounds.

I ran DPR numbers for several of the monsters and the feat does make a moderate difference, but nothing too exciting. The extra hit points definitely make a difference in the creature staying around an extra round too.

Summoning doesn't appear to be all about these types of numbers though. Other factors such as creating a flanking position, making the bad guy waste one or more attacks on your summoned critter, etc., seem as important or even more important than a few extra points of damage output per round.

My current feats are Spell Focus (Conjuration), Toughness, and Improved Initiative. If I don't take Augment Summoning, then I'll probably take Combat Casting or Spell Focus (Necromancy). He is a PFS character, so I received Spell Focus (Conjuration) as a bonus feat instead of Scribe Scroll.


True enough, but remember that at higher levels you get a bigger return on those HP's as well, since the creatures you summon will have more HD. The extra HP allows them to stay in the fight an extra round or two, which also means that's less times you have to cast summoning and could be casting other spells instead. Plus, the creatures are doing +2 damage per attack, plus any extra attacks they get off for still being alive after most other summons would have died.

It's more of a subtle effect that the feat has, but it does have its uses. Especially at later levels when you also start throwing out a lot of buffs on your summons as well, such as Bears Endurance and Barkskin/Stoneskin. Your summon could potentially last the entire duration easily.

When it comes down to it, it's really personal preference and how specialized you wish to be with your summons. If you're just dabbling with summon spells, you could easily skip it. If you plan to focus on summoning in every major battle, definitely get it.


I would consider summoning to be one of the more powerful and enjoyable things a caster can do. If you plan to memorize more then one summon spell, Augment Summons is a great feat choice.

I found that the real benefit of the feat is the con bonus that bumps up fortitude saves, and most important, HP. This becomes a big deal when you have a cleric in the party with selective channel. I found that in many combats, my summons would out-last the combat. The more you summon, the more benefit you get from those healing bursts.

The other thing to remember is that many creatures add STR + 1/2 to damage. In 3.5 that was only the case for creatures that only had a single attack, but I think they expanded it to include more creatures.


At third level, the feat, and summoning itself, is only beginning to be cool. Summoning something for three rounds is good, but not game-breaking.

That changes. At 10th level, a ten round summon monster spell is going to lst the whole fight 90% of the time. And Augmenting really matters then.

So, think of Augment Summoning like an investment. Ok now, really great later.

Grand Lodge

Augment Summoning is an awesome feat, and well worth taking at 3rd level if you can. It's like having bear's endurance AND bull's strength pre-cast on all your summons for free.

Besides just hit points and the bonus to hit and damage, note that the Str and Con enhancements have other effects, including:

- Bonus to CMD and CMB, which can make a difference when you summon something with improved grab or trip.

- Bonus to Fort save is always nice.

- Bonus to certain skill checks, admittedly probably not ones they'll need making often.

- Bonus to Constitution-based save DCs on certain attacks, like poison.

Even at level 3, the bonuses can make a big difference, particularly the strength bonus. At higher levels, the constitution/hit point bonus does become more of a factor.

But if you plan on doing much summoning, it's an ESSENTIAL feat to take. In your build, I'd take it over Improved Initiative or Toughness, definitely (depending on how many allies I have and the character's hit points without Toughness).


All the info you need is here...Linky Madness! [Scroll down for the links] Compare the stats to see the advantages.

[Personal favorite has to be Shadow Demon!]

Enjoy!

Dark Archive

Hi Stuart,

I saw this post a month or so ago and you already sent me the link to your document. Thanks again. That's actually what I used for my DPR calculations. It was helpful. I know it will be helpful at game time too.


Druids can trade any spell for a summoning spell in the same way that clerics can trade any spell for a healing spell. Augmented Summoning for a druid would be wonderful.

The summons aren't great at lower levels so I'm not bothering with them right now. I plan on picking up Spell Focus(conjuration) as my 7th lvl feat and Augmented Summoning for 9th.


bgoodsoil wrote:


The summons aren't great at lower levels so I'm not bothering with them right now. I plan on picking up Spell Focus(conjuration) as my 7th lvl feat and Augmented Summoning for 9th.

Can't say I entirely agree with that. Even at low level an extra critter can be very useful. Most low level combat only lasts a few rounds so even at 3rd level having a SMII around for 3 rounds can be priceless.

If your party has a couple of front liners then you'll less likely to summon a lowly monster but in a less meat & potatoes type party the summoned critter can save lives.

I'm going to be in a party starting LoF in a couple of months and the party consists of..
Barbarian
Sorcerer
Rogue [ranged combat]
Old Gnome Cleric
and possibly a second sorcerer!

I'm the Gnome and I won’t be doing melee, ever!, so I will summon to help out the Barb up front and to protect the Sorcerers and Rogue at the back.
Remember that a summoned critter doesn't have to pump out damage, it can soak it up and it can grant battlefield control.

*Edit* So back to the OP... The Augment Summoning Feat is worth it if you want your critters to last longer, hit more ofter, hit harder, have better Fort saves, better CMB's, better CMD's, not to mention higher Con based ability DC's!

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