Summoning Wizard


Advice


I want to build an excellent Summoning Wizard, but I'm not sure what feats to take up to LV 11. Can you guys give me some good suggestions on what feats I should get at which levels? Builds beyond LV 11 are also welcome.

Starting Stats: LV 1 Human Conjurer
Str 8
Dex 14
Con 14
Int 20
Wis 10
Cha 10


Spell focus: conjuration, augment summons, superior summons off the top of my head. Other than that it's mainly picking which critters you want to summon and building your spell choices and tactics around that. Lantern archon holy tasers is a fun one once you're at 9th level.


Don't forget the 1st level feat Acadamai Graduate, which reduces casting time for conjuration spells. In particular summon monster X becomes a standard action.

http://www.d20pfsrd.com/feats/local-feats/acadamae-graduate-local-1

Also, you might have a look at the Abyssal bloodline 15 power added summonings- it requires a lot of eldritch heritage investment, but might be worth it if you find the feats.


MrRed wrote:

Don't forget the 1st level feat Acadamai Graduate, which reduces casting time for conjuration spells. In particular summon monster X becomes a standard action.

http://www.d20pfsrd.com/feats/local-feats/acadamae-graduate-local-1

Also, you might have a look at the Abyssal bloodline 15 power added summonings- it requires a lot of eldritch heritage investment, but might be worth it if you find the feats.

Check with your GM - this is from 3.5 not Pathfinder RPG.

If 3.5 material is allowed - you have a ton of options. My first ever guide covers lots of them:

http://community.wizards.com/forum/previous-editions-character-optimization /threads/1131936


P.S.

Building a Summoning Wizard is pretty darned easy. Spell Focus, Augment Summoning, then whatever you like after that. Not feat intensive at all.

Make sure to have some spell versatility on top of the Summoning. If you just want to summon, you are better off with a Summoner (significantly better off with a Master Summoner)


Treantmonk wrote:


MrRed wrote:


Don't forget the 1st level feat Acadamai Graduate, which reduces casting time for conjuration spells. In particular summon monster X becomes a standard action.
http://www.d20pfsrd.com/feats/local-feats/acadamae-graduate-local-1
Also, you might have a look at the Abyssal bloodline 15 power added summonings- it requires a lot of eldritch heritage investment, but might be worth it if you find the feats.

Check with your GM - this is from 3.5 not Pathfinder RPG.

If 3.5 material is allowed - you have a ton of options. My first ever guide covers lots of them:

http://community.wizards.com/forum/previous-editions-character-optimization /threads/1131936

Is it? I thought Acadamai Grad is from Curse of the Crimson Throne- a regular adventure path (even if it's a local feat)? Or am I missing something?

Grand Lodge

The first 4 adventure paths were 3.5. Council of Thieves was the first one using the Pathfinder RPG.


Ah, thx! I wasnt aware of that!


When I DM, I insist on one and allow the second:
( 1 ) Whenever you summon a certain creature type, you always summon the same specific creature. For example, when you summon a wolf, you always summon "Fido." If you summon two, the first one is Fido and the second one is Rex. It allows you to build a relationship with the creatures. The still have to do exactly what you tell them ("Here, Meatshield 1, block the dragon for a round while we run away!"); but it can make for some humor as they aren't happy about all of your commands. However, the opposite can be just as true.

( 2 ) Instead of selling those useless items that you acquire in adventures because you already have better, you can travel to your summoned creatures home plane and equip them with those items. If the monk has an amulet of mighty fists +3 and you find one that's only +1, travel to Fido's home plane and give it to him.

I find that there comes a point where creatures below a certain level just aren't worth it; they're one-shotted too easily. This gives them a few more levels of playability and really forges a connection.

This depends entirely on your DM; clear it with him/her/it first.


Pathfinder Adventure Path Subscriber
Treantmonk wrote:

P.S.

Building a Summoning Wizard is pretty darned easy. Spell Focus, Augment Summoning, then whatever you like after that. Not feat intensive at all.

Make sure to have some spell versatility on top of the Summoning. If you just want to summon, you are better off with a Summoner (significantly better off with a Master Summoner)

What he said. :)

Also another consideration is the teleportation subschool of Conjuration. If you can fit in the Dimensional Agility feat, the subschool power is a handy escape button.

What roles did you want your wizard to fill?

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