| Bruunwald |
Not really, no. Looking at the tables, the hound archon is probably the first creature you'd be able to get who might be willing to try a wand, but he has no heal ability of his own, lacks ranks in Use Magic Device, and that's a 4th level spell.
Also, consider that the summons is a full-round action. So imagine you taking a full round to summon something, then using an action to hand a wand off to it? Not a good plan for healing in a combat situation.
I would just stock up on cure wands for your own character, and take ranks in Use Magic Device.
| notabot |
A wand only requires a UMD of 20 to activate. Its not particular hard to make a build that can use a CLW wand at even level 1 with a high degree of success. And if you fail badly (on a nat 1) all that happens is you can't try for 24 hours. This just means have a back up wand.
If its just for out of combat healing and the party doesn't mind waiting, a wand of infernal healing is good too. Doesn't require a UMD check either.
| mplindustries |
Summon Monster III can get you a Silvanshee Agathion, which can Lay on Hands like a Paladin. Unfortunately, they do it as a very low level Paladin, so it's pretty weak healing that won't likely help in combat.
V has a Bralani Azata, which can toss out Cure Serious Wounds 2/day. It also offers a Vulpinal Agathion which can Lay on Hands like a slightly higher level Paladin than the Silvanshee, but more interestingly, can also Remove Disease 3/day (since condition removal is at least as important as HP damage by mid game).
VI gets you a Lillend Azata, which functions as a 7th level bard, including knowing both Cure Light Wounds and Cure Serious Wounds, with 5 and 2 spell slots respectively.
IX offers a Trumpet Archon, which functions as a 14th level Cleric, complete with Cure Light, Cure Moderate, Cure Serious, Mass Cure Light, Heal, two Mass Cure Serious, Neutralize Poison, two Lesser Restorations, and a Raise Dead.
| Gator the Unread |
I had a buddy that ran a game that allowed a PC summon monsters with NPC classes, so long as the CR matches the average CR of those listed on the summon monster list. The down side was that the player had to have pre-made monsters for use. The up side is that with a metamagic rod (extend) the wizard could summon up a swarm of goblin adepts, all with access to cure light wounds. And when those goblins were out of spells, the wizard would summon up more.
I highly advise against this. Spending one spell to get dozens of others is out of the range of "balance".
Magda Luckbender
|
A level 5 Wizard (or Cleric) can cast Summon Monster III. One creature available is the Lantern Archon, which can cast Aid at will. This won't help you with out of combat healing, but it can help quite a bit in combat. It helps out even more BEFORE combat begins.
Here's a sneaky trick you can do right before you know a fight is coming:
1. Get all set for the fight
2. Summon a Lantern Archon
3. Ask it to cast Aid on EACH party member. A few rounds later it vanishes. Every party member has 1d8+3 (average 7) temporary hit points.
4. Start the fight. The party will have 37+ temporary HP.
| Emmit Svenson |
What Aeric means is the duration of spells such as Aid expire when the summoned monster who cast them disappears. Instantaneous spells, such as Cure spells, are not undone.
"When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire."
archmagi1
|
Or hire an adept or cleric or bard to follow your party, hide during combat, and heals you afterward. A basic trained hireling costs 3sp per day (Link), and one would assume is likely a level 1 adept or similar (if you're wanting a healer type). At your GM's discretion, the hireling will likely charge more since he's an in demand type of healing service provider, but it alleviates your need for having someone there to heal you out of combat. Plus they might end up liking the party and become a valuable NPC ally or even a cohort (if you take Leadership).
| Chalice |
Brilliant idea Magda L. Bummer about the spell effects dispelling when the summoned critter leaves. Still a great choice to use if fight is going bad and the party needs some bolstering.
Thanks for the rule knowledge and the clarification Aeric and Emmit.
I think you hit it on the head Sadurian and Archmagi. Ultimately, you can't beat a dedicated healer.
| Rerednaw |
Does it have to be summoning? Any chance your party could purchase a wand of Infernal Healing for your wizard to use? It's on your list and does 1 hp of fast healing for 10 rounds. Very good at after combat healing.
Otherwise you don't have many summoning healing options at lower levels, save for the Aid Spell from the Lantern (SM3) Archon.
BTW the Light bulb Archon is pretty good with the Aura of Menace and two laser beam attacks and DR 10/evil.
My witch summons one for buffing when there isn't a cleric.
| Blackstorm |
Sorry, I am not able to cite properly but this is from magic chapter under summoning subschool:
"When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire. A summoned creature cannot use any innate summoning abilities it may have."
Ups. I missed it. Thank you for take it to my attention :)
LazarX
|
IX offers a Trumpet Archon, which functions as a 14th level Cleric, complete with Cure Light, Cure Moderate, Cure Serious, Mass Cure Light, Heal, two Mass Cure Serious, Neutralize Poison, two Lesser Restorations, and a Raise Dead.
Remember this though
A creature summoned in this way cannot use any spells or spell-like abilities that require material components costing more than 1 gp unless those components are supplied.