Nephril
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Improved initiative lets you go first always good for a caster
Combat casting, in case you get hit while casting,
The above mentioned 3 are all pretty good.
Extend spell to double the duration of your pets is nice if you are not gaining this ability from conjuration wizard already. Still useful for turning invisible for a longer time and summoning while invis.
Quicken spell allows you to lay down a crowd control then follow up with your big summons.
Toughness, cause any enemy will focus on the guy standing in the back creating more monsters.
Quick draw can be very useful for wand and rod use as a caster.
You’re not a very feat heavy build so you can even pick up a crafting feat and make your party love you with presents.
| Animation |
Cool, I will read up on those and see what I can do. I am making a goblin sorcerer as a sage (arcane) so that I cast from int. I kinda wouldnt mind picking up some fireball related stuff, just because a goblin would want to. But I think I want summons to be my main thing.
Is extend really useful? I mean, I could get a -1 level summon for x2 rounds, or a d3 pf the -2 level summons for x2 duration. But it seems somewhat self-limiting.
Thanks!
Reynard_the_fox
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Superior Summoning is almost certainly worth it. I did the math, and for meatshielding/beatdowns, 3 (level-1) summons are better than 1 (level) summons. Unless your opponent has DR, 3 leopards will almost always outdamage a lion.
If you're a wizard, I highly recommend Fast Study. A minute is almost always doable out of combat, so you can basically have any noncombat spell at your fingertips, or fine-tune yourself for future combats.
| Umbranus |
There is a trait that lets you count your CL some higher once per day for the duration of a conjuration spell. Something with pentragam or such. Most likely from chelax.
Everything else that increases your CL will be great at low to medium level.
Some Sorc bloodlines enhance your summoned creatures in one way or the other. Giving them stat boosts or some DR.
And I don't kno how summoned creatures are affected by buffs that give a moral or competence bonus. If they benefit from it perhaps something like that. Be it a dip into bard for inspire courage, some way of casting bless or the flagbearer feat.
Then there are some other situational feats that enhance summones creatures. Moonlight summons, starlight summons, sunlight summons. As I read it it counts for all summoned creatures but requires you to be able to cast summon natures ally so you would have to dip into druid.
If you dip into cleric you could take sacred summons to summon some monsters as standard action instead of full round action.
Could you modify a summon spell with the ectoplasmic spell metamagic to have the summoned creatures affect the ethereal plane? I'm not sure about that one.
And I think there was some cool metamagic feat for summoning but I didn't find it.
| DrkMagusX |
Is there a way to get your summons to stay longer. I thought about combining Preservationist/Alchemist with the Planar Preservationist feat to get Summon Monsters as well as the Summon Nature Allies. Would that Summoner's Extended duration function on all Summon spells or just the ones uses by his ability. I thought about doing a Multi-Class of Master Summoner (Arhetype Summoner) with the Preservationist/Alchemist. Would that be unwise or not. I m working on a weak character that always uses his summons as body guards so to speak. I would like to see him have the ability to have a summon stay out longer much like the Summoner's eidolon. I would gladly give up the Eidolon for the ability to Summon a creature/Monster that stays like the Eidolon instead.