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1. Does the sacred Summing feat only apply to clerics and paladins?.
2. If you are a multiclass conjurer wizard and you take a level of cleric
can you effectively use the sacred Summon feat?.
3. Is the sacred summon only usable by clerics?.
I did see the feat academic student that allowed you to cast
as a standard but you had to make a fort save or be fatigued.
4. is it worth getting for a conjurer wizard?
5. is it feasible to run a wizard with this feat who has a 14 constitution
6. is thier another way to speed up my summoned monster spells?

Remy Balster |

Sacred Summons requires that the character have the "Aura" class feature. How and where you get that ability is irrelevant, if you have it, you can learn Sacred Summons, and the feat is useable with any of your spell options you might have.
So a wizard could take a level of cleric and qualify. A cleric most certainly qualifies.
Academic Student is pretty awesome. The penalty is becoming fatigued, if you fail. Realistically, that isn't all that bad of a penalty for a wizard. And of course, even if you become fatigued, you can still use this feat the next time you cast a summons too, you risk becoming exhausted, is all. While exhausted sucks pretty bad, it still isn't the worst thing in the world for a wizard. Fun bonus: Once you get to exhausted, you cannot really get worse, so it doesn't matter if you keep using the feat for your faster summoning at that point, even if you fail the save you just stay exhausted.
Being able to summon as a standard action is pretty huge. Summoned creatures can act when they first enter play, and if you summon as a standard, that means immediately. Having on demand instant access to all of the special abilities and spell like abilities of the multitude of summon-able critters is pretty powerful.
The DC is fairly high, and you'll find it'll hover at just a bit less that 50% chance of making the save almost your entire career for your most powerful summons. But, even at that rate... it is pretty amazing.
Another way to speed up summons? Yeah, there are a couple. The easiest way is to play a Summoner. Ha. By default summoners can summon as a standard action. Their summons last longer too. If arcane summoning is what you really wanna do, give them a good look over... because they are pretty good at it.

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Please don't tell our group summoner about this. His turns already take 5 minutes.
That's way too long. It sounds like he can improve that.
Does he already do all he can to prepare before his turn comes? Little things, like 3x5 index cards with Monster details, pre-arranged dice stacks for the attacks in question, and rolling damage dice at the same time as to-hit dice, all speed that process up.
Perhaps the GM can apply a little pressure. For example, the GM technically controls all summons. The caster can direct them, if speaking the correct language, but it's not guaranteed to work. One great way for the GM to speed up tardy summoners is to seize control of slow-acting monsters, and have them do non-optimal things.
The summoner should be able to take a complete combat round of action in 1-2 minutes, at most.

TyrKnight |
Fatigue is not an issue as long as your strength is high enough that it doesn't drop your speed. Make sure your carried equipment is light enough that you can carry it without penalty when your strength is two lower. Not being able to run or charge is not a problem for a wizard. The dex hit to AC isn't a problem as long as you keep your monsters between you and the enemy. Higher level wizards shouldn't be chasing AC anyway. Displacement and mirror image are far more effective than spending money on AC. I highly recommend that feat.

andreww |
Sacred Summons is not a good feat at all, and summoning does not take 2 rounds. It is a 1 round action. You still get your actions on round 2, but if the spell is interrupted at any point between the 1st and 2nd round you have to make a concentration check.
Sacred Summons is an amazing feat. The Summon Monster spells are strong but the 1 round casting time means if you get hit with anything between the start of your turn and the start of your next one you will be forced to make a concentration check. Making the summon into a standard action gets rid of that and lets your summon act on the round they appear.
The only real issue with sacred summons is that you have to work at it from character creation by picking deity which has a useful alignment. Law Evil, Lawful Good and Chaotic Evil are pretty much the better options.