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Ok so I have been tasked by my GM to make a villain for him and I decided that a sorcerer with the abyssal bloodline and lvl's in summoner would be great.
Only thing is I don't know where to began really its going to be level 11 and I have free rain on stats, gear , ect.
So I was thinking of making him human with the favored class bonus for sorcerer from the APG. The lvl break up would be something like 8 and 3.
Any tips on making a AWESOME sorcerer summoner focused character?

andreww |
Multiclassing sorcerer with summoner is an awful idea. Delayed spell progression will be even further delayed and if you are throwing summons then you want to be using your highest level spell slots. No-one is going to be impressed by a single Dretch because you only have level 3 spells.
If you are looking at the summoning route for the Sorcerer then you want to be single classed. You must have some spells or abilities to keep the group away from you while summoning as the 1 round casting time is an absolute killer.
As far as Bloodlines go Abyssal is pretty awful. Its spells are generally rubbish, the DR on your summons wont make much difference and its only good ability comes at level 11. If you do go down this route give him a Robe of Arcane Heritage so he at least gets the 15th level ability for extra summons.

Rerednaw |
As a suggestion, maybe have both a sorcerer as well as a summoner? Make one or the other a lieutenant of the BBEG. Also with two (well 3 if you count an Eidolon) targets it provides more tactical flexibility, especially if you start beaming in reinforcements.
If the summoner goes Master Summoner, he can just spam summons to throw in the party's face as blockers, while the sorcerer can do his own thing whether it is being a blaster, control caster or whatever you want.
While a control-based sorcerer would be more optimal, I don't find it as fun as a simple "point and shoot" evoker-style approach.
Just a couple of ideas.

andreww |
OK, he isn't complete as he doesn't have any gear but if I was going down the route of summoner sorcerer I might do something like this.
LE Medium Humanoid (human)
Init +8; Senses Perception +12
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Defense
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AC 16 (mage armour), touch 12, flat-footed 10 (+2 Dex)
hp 68 (11d6+22)
Fort +5, Ref +5, Will +10; +4 bonus vs. poison
Resist fire 10, infernal resistances
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Offense
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Speed 30 ft.
Special Attacks hellfire (1/day) (dc 20)
Sorcerer Spells Known (CL 11):
5 (5/day) Summon Monster V, Dominate Person (DC 20), Teleport
4 (7/day) Black Tentacles, Invisibility, Greater, Scrying (DC 19), Charm Monster (DC 21), Wall of Fire, Summon Monster IV
3 (7/day) Magic Circle against Good, Stinking Cloud (DC 20), Clairaudience/Clairvoyance, Dispel Magic, Haste, Suggestion (DC 18), Fly
2 (7/day) Create Pit (DC 19), Resist Energy, Mirror Image, Glitterdust (DC 19), Scorching Ray, Command Undead (DC 17), Invisibility, Alter Self
1 (8/day) Magic Missile, Shield, Silent Image (DC 16), Mage Armor, Charm Person (DC 18), Disguise Self, Obscuring Mist, Infernal Healing
0 (at will) Acid Splash, Arcane Mark, Message, Light, Mage Hand, Open/Close (DC 15), Ghost Sound (DC 15), Detect Magic, Detect Poison
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Statistics
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Str 7, Dex 14, Con 14, Int 12, Wis 12, Cha 20
Base Atk +5; CMB +3; CMD 15
Feats: Augment Summoning, Eschew Materials, Greater Spell Focus (Conjuration), Improved Initiative, Iron Will, Persistent Spell, Quicken Spell, Spell Focus (Conjuration), Superior Summoning
Traits: Magical Lineage (Charm Monster), Reactionary
Skills: Bluff +19, Diplomacy +19, Fly +10, Intimidate +10, Knowledge (arcana) +5, Perception +12, Spellcraft +5, Use Magic Device +13
Languages Common, Infernal
SQ bloodlines (infernal), corrupting touch (5 rds) (8/day)
Augment Summoning on SMV means he can be bringing in 1d3+1 Hound Archons or 1d4+1 Lantern Archons to confuse the players. He also has the battlefield control to hold off the enemy to give him time to cast. Alternatively he can be flying while Greater Invisible and summoning although he will need to Hover to do. If he can take 10 on his fly check then he autosucceeds.
I would still recommend giving him plenty of minions. Assuming a Mnemonic Vest and a scroll of Planar ally then he can have some summoned allies and he is also able to Control undead.
Finally he has two other significant sidelines, misdirection and control. With the whole range of the best enchantment spells he can cause havoc on whole organisations or turn the players against each other. Between alter/disguise self and his bluff he can also ruin peoples reputations without even trying.

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Thank you guys for the tips. My reasoning on why I thought to split the lvls was that with the extra spells known and the abyssal bloodline powers of being able to produce two fiends or demons when conjured would stack nicely with the summoners ability to summon as a spell like ability. But if you guys think go all sorcerer then that's cool and I can understand when it comes to diluting the spells cast/ known.

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Andrew I really like your build by the way! It sounds like a solid character. Although I was thinking what ever character I made I would grab a ring of wizadry III to off set and spam spells more. He did give me free rain and I tell you know I need to make this guy OP as possible our party is crazy strong I want it to be a challenge. We are a party of 5 it's wizard,sorcerer, cleric monk and fighter

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You could go with straight summoner with a ridiculously powerful eidolon. You get more HP, a better BAB (for if you get in melee somehow) light armour proficiency, and still have fun spells like create pit for battlefield control. Your eidolon could do tons of fun stuff, and you could waste the parties resources by spamming sla summon monster and other spells. Also, you could save a slot for summon eidolon so you can summon your eidolon when they are low on resources and pluck them of the mat.