Maximizing T-Rex Summoning


Advice


So, I'll be starting a level 14 character soon. and I've decided to make a character who focuses on summoning T-Rexes. Because ... well, do I really need to explain why a character whose primary ability is summoning T-Rexe s would be fun?

So, now I'm pondering how to make the best T-Rex summoner I can manage. I'm thinking of going for a Saurian Shaman Druid, so I can summon T-Rexes as Standard action and apply templates to them. Plus, I get the Saurian Shamans bonus when summoning other, less awesome, dinosaurs.

Now, the big question on my mind is how pump up my summons beyond the obvious feats (Augment Summoning and Superior Summons). Are there any metamagic feats, racial abilites, or anything else that would boost up my summoned monsters?


If you maximize the spell, you ought to get maximum hit points...

Lantern Lodge

Moonlight, Starlight, and Sunlight Summons feats will solve some issues summoned creatures have when penetrating DR. The Maximize feat/rod should make it were you summon all the creatures instead of having to roll.


Psion-Psycho has it right about Maximize Spell.

Ferocious Summons is almost a must if you're a half-orc/orc.


I still don't see why the T-rexes wouldn't have max hp.


Because the T-rex is not a numerical effect of the spell, like the damage from a fireball spell.


The advised path is probably the best.

However, for a comparison, you could go with a non-good Master Summoner (regular summoner also works, but is less effective), a non-good Wizard or an evil Cleric.

For the Master Summoner, take Superior Summoning, Ferocious Summons, Skill Focus (Knowledge Whatever), Eldritch Heritage (Abyssal), Improved Eldricth Heritage (Abyssal), and when you get to level 17, get Greater Eldricth Heritage. Now when you cast Summon Monster IX, you get 1d4+3 (or 7 with a greater rod of maximise) augmented ferocious fiendish T-rex. At this level, he should be able to do this a 12+ times a day. What he lacks in Starlight/Moonlight/Sunlight summoning, he makes up for in sheer numbers. Without the Abyssal line, you "only" get 1d4+2, but then they can be celestial instead.

For the Wizard, the trick is basically the same, except you need the the local feat Acadamae Graduate to cast it as a standard action, and probably a way to boost your fortitude save. You would also need Spell Focus (Conjuration) and Augmented Summoning. This is, just, doable for a level 17 half-orc.

A cleric uses the same feats as the Wizard, only it needs Sacred Summons instead of Acadamae Graduate (hence the evil part).

How you will fit 7 gargantuan dinos on any battlefield, I do not know. Though I predict that you won't use to-scale miniatures.
But, if you really want your GM to like you, go as a Master Summoner, don't have your eidolon out-and-about, and just cast 10 or so Summon Monster IX, and see him smile. Or go with the less time consuming 3 maximised, or one full daily use of a rod, SM IX for 21 lovely gargantuan dinos.

You could also get the Maximise feat as a Druid, Wizard or Cleric (Doesn't work with a Summoner, unfortunately), but then you'd have to take the Magical Lineage and Wayang Spellhunter traits on Summon Monster VIII, as the first spell you can use maximise with, and summon T-rex, is Summon Monster VIII, and it still becomes a ninth level spell. Definitely a one-trick pony.

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