Must have feats for a caster-summoner? Already have augment summoning.


Advice


Besides the standard improved initiative etc.

Any ideas? I was thinking maybe false focus?


That rather depends on class and level and what you already have. However two spring to mind assuming you are a Wizard:

Acadamae Graduate for standard action summons and
Persistent Spell for battlefield control

Sovereign Court

Pathfinder Starfinder Adventure Path Subscriber

Superior Summoning

Makes summoning from lower level lists that much better.


The beauty of your build is you have many good options for feats since you are not bound to a long chain of feats. Item Creation, e.g. Create Wondrous Item, can nearly double your effective cash. I'm assuming you're a Summoner and Create Wand expands your repertoire of spells and again saves you cash.

Then there are always Metamagic feats. Enjoy.


Lamar is on it.

Superior summoning!

Then improved familiar.


Ya +1 for superior summoning. It's working great for my 10th level Druid that summons 1d4+2 stirges against big bads each round if other spells deemed less useful


If your a cleric, sacred summons is great too


The only problem with sacred summons is that it applies to only a very small list of creatures. If you dont pick a god with the right alignment at the start you end up being rather screwed by it.


Scared summons is not that great. If it just applied to all good creatures or all evil ones then it would be worth a feat.


It is pretty good if you set yourself up to take advantage of it. The evangelist glory domain using cleric of Iomedae gets 1d4+2 Hound Archons with SMVI at level 11 and is giving them all +5 to attack and +3 to damage. They are summoned as a standard action so can attack the turn they are summoned and can be placed into flanking positions for an extra +2 to attack. With augment summoning that is potentially 6 attacks of +16/11 (2d6+12) and +10 (1d8+8). That is not bad at all.


Is Improved Initiative as useful for a caster-summoner, though? The 1 round casting time would suggest that going first is less important.

(Then again, I'm so anti-rocket tag in my games that I ensure that one-shotting just plain doesn't work for either side, so YMMV)


Wrong John Silver wrote:

Is Improved Initiative as useful for a caster-summoner, though? The 1 round casting time would suggest that going first is less important.

(Then again, I'm so anti-rocket tag in my games that I ensure that one-shotting just plain doesn't work for either side, so YMMV)

I would suggest reading through the guide called the Forge of Combat. I can't get you the link from work, but it is in the Guide to the Guides.

Basically:
If you are casting an Anvil casting controlling or debuffing spells, then I would say it is almost essential (unless you have other things to bump up you init). Summoning probably doesn't usually fit in that category. But a lot of the other conjuration spells do.
Now that I think about it, you could possibly say the summons do fit in that category if you are carefully placing them to limit opposition movement.

If after a summoning spell you mostly just buff people, it is good. You want to buff the fighters before they start trying to hit enemies not after.

If you are more of a Hammer (seeing as how your summons go on your turn and usually cause hitting damage), then it nice but not nearly as essential. Since you would still like to go before the bad guys but after the anvil and arm PC's.

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