Augmented Summon Monster # Build


Liberty's Edge

So I have an idea for a summon monster build but I am not sure what feats to take after 3rd level and was hoping that you guys could help me with some ideas. This is what i have so far:

Aasimar - Favored Class summoner for DR/Evil on the Eidolon
And Neutral

First Level: Master Summoner: Summon Neutral Monster
Second Level: Master Summoner: Augment Summons
Third Level: Dual Cursed Oracle: Superior Summoning

Also any items that may help, I am really looking to buff the summons and the party with the build I already have in place.
Beyond taking the rest of my levels as a master summoner I am not sure what to do... Any guidance would be excellent!

Sovereign Court

Evolved Summon Monster from ACG is probably something you want to look at.

Liberty's Edge

Evolved Summon is cool but I don't think it is what I am looking for. Thank you though.

Lantern Lodge

The Amazing Varnigan wrote:

First Level: Master Summoner: Summon Neutral Monster

Second Level: Master Summoner: Augment Summons
Third Level: Dual Cursed Oracle: Superior Summoning

I live to learn! So I was wondering why you are taking a level as a Dual Cursed Oracle? I could see taking a level of Nature Oracle or Druid to get Summon Nature's Ally so you can use the various Summoning feats that require you to be able to cast Summon Nature's Ally (like Nimble Natural Summons, Moonlight Summons, Starlight Summons and Sunlight Summons). But I sense you have another purpose and was curious.

Also, I don't think you can take Superior Summoning as your 3rd Level feat because you don't meet one of the prerequisites: Caster Level 3rd (unless you are a standard Aasimar and are relying on your SLA to meet the prerequisite?). As a multi-classed Summoner 2/Oracle 1, you are only CL 2 and CL1. If you took Magical Knack, however, you would be CL3 in one of your classes and would meet the prerequisite.

As for what feats to take, that depends on what you want to do with your Summoner.

Evolved Summon is so strong. Its arguable stronger then Superior Summoning. The fact you choose what evolution you add each time you summon something is amazing. Claws for early wolfs and dogs. Magic attack to deal with DR. Pounce for any quadruped. Its super strong.

Liberty's Edge

I see what you mean Dragonamedrake.

Captain zoom, the reason for the dip is for this ability:
Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.

It should work to allow me to let each summon have a reroll on a bad roll as well as force enemies to reroll bad rolls.

Here is that I have changed it to currently

1. MS: Summon Good Monster
2. MS: Augment Summoning (Class feature)
3. ODC: Harrowed
5. MS: Harrowed Summoning
7. Superior Summoning

Summon Good Monster: When casting summon monster, you also gain access to the list of good monsters listed here. Your righteous determination grants these summoned creatures the Diehard feat. You may still summon creatures from the standard list, but without the Diehard feat.

Augment Summoning:Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

Harrowed: You get a +1 bonus on all Will saves made to resist enchantment effects. Once per day, you may draw a card from a Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the card’s suit. For example, if you drew a card from the suit of Dexterity, you could apply this +2 bonus on an Initiative check, a Reflex save, a Dexterity-based skill check, or a ranged attack roll. You may assign this +2 bonus after you make the roll, but you must do so before you know whether the roll was a success or not.

Harrowed Summoning: When you cast a conjuration (summoning) spell or use a spell-like ability to summon one or more creatures, you can draw two random cards from a complete harrow deck you own. Doing so adds both a somatic component (if the spell does not already have one) and a focus component (the harrow deck) to the spell, but does not increase the spell's casting time.

For the duration of the spell, each summoned creature gains a +4 enhancement bonus to the corresponding ability scores of the drawn card's suits. If both cards are the same suit, each summoned creature gains a +6 bonus to that ability score instead. If either card's alignment is a true match for the summoned creatures' alignment, the duration of the spell is doubled, while drawing an opposite match halves the duration of the spell. If both a true match and an opposite match are drawn, the spell's duration is unchanged.

A creature summoned in this way is distinctly altered by the cards drawn. Its physical appearance reflects the visual elements of the cards. The creature's personality is also influenced by the cards, but not so much as to alter its alignment.

Superior Summoning: Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned.

Liberty's Edge

I am also not sure what to do with the eidolon.

Make the summoned creature a skill monkey and scout. Build him to do things like Disable Device, Stealth, Pick Pocket etc. That's what I'd do if you're going to primarily be using Summon Monster in combat.

Liberty's Edge

That is a really good idea! Though he only gets half the normal stats an eidolon would get due to the archetype.

Yay! I'm currently running a Master Summoner for the first time so I have some beginner tips.

1.) Be careful about the layered player effects you're adding like Misfortune and Harrowed to the already time-hungry MS player. You can annoy your table with 15 minute turns easily.
2.) Master Summoners don't synergize well with dips into other classes. Stacking harrowed and misfortune will be less effective than summoning the next tier of monster 1 level sooner. Summons are very squishy and a ~40% chance of bonus +4 Con will feel weaker than it sounds.
3.) The lesser eidolon can spend 1 EP for +8 racially to any skill for all skills. It is a better scout and thief at low levels than any party member. It does not heal ability damage and conditions without magical healing. It will get ground down at early levels.

Great flavor on the Oracle plus Harrow. Maybe consider a good-aligned Oracle who summons?

Liberty's Edge

I am not to concerned with turn times. I have always been a player that has been on the ball on my turn and can get through a lot of stuff very quickly. I appreciate your feedback! I like the idea of making a little skill monkey for the first few levels. i suppose that biped will work the best for that.

Liberty's Edge

Small Quadrapen Eidolon (Looks like a little dog)

Str 10
Dex 16
Con 11
Int 7
Wis 10
Cha 11

AC 14
Move 40ft
Knowledge (planes)-
Perception-12 (Skilled Evolution)
Sense Motive-12 (Skilled Evolution)
Stealth-19 (Skilled Evolution)

Feat - Improved Flank if another party member wants to take that or I am not sure what...

Will eventually be a mount with claws and pounce and rake

Liberty's Edge


Natural-Born Leader: All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.

Inspiring: Benefit(s): As a standard action, you can speak words of encouragement to grant a +1 morale bonus to an ally within 30 feet who can see and hear you. The ally can use this bonus on any d20 roll of her choice before the start of your next turn. You cannot use this trait to grant a bonus to yourself or to an ally who has already benefited from this trait within the last 24 hours.

Note that Harrowed Summoning and Augment Summoning don't stack - they are enhancement bonuses. Evolved Summons would likely be a better choice than Harrowed - so often, Harrrowed Summons ends up in a bonus that doesn't help much - eg INT or CHA for a combat beast - or one that doesn't stack with Augment Summoning...

If you were neutral good, could you take both summon good monster, and summon neutral monster?

i would advice on a humanoid eidolon, not quad.

it has hands for free that it can use for utility (disable device, pick a lock, grab a cup of coffee, bring your slippers, etc)

later levels you can even give him umd and a wand and it can cast

quad only gives pounce and ride, both of which are irrelevant to a master summoner.

Liberty's Edge

@pad300: That would still work as most summons I would have would also have the smite evil ability and a CHA enhancement, extended duration or what not would work well. I like chance and am known for being lucky.

@sunbeam: NG does not allow for both feats but only Summon good monster. For summon neutral monster you would have to be CN, LN or TN.

@shroudb: I like the way you think but I defanitely want it to be a mount at higher levels and i want the 40ft movement but i will give it arms and increase the UMD skill. CASTING MOUNT!!!!! YAY:D

Liberty's Edge

I feel as though Evolved Summon Monster is only good for lower levels of Summon Monster and not worth taking Spell Focus Conjuration if I can help it as I don't see how that feat would help me at all.

Lantern Lodge

@The Amazing Varnigan

If your are dipping into Oracle, why not go for the Divine Protection feat???
You can easily access it with the right Aasimar subrace.

Divine Protection
Source Advanced Class Guide pg. 144
Your deity protects you against deadly attacks.

Prerequisites: Cha 13, Knowledge (religion) 5 ranks, ability to cast 2nd-level divine spells; blessings, domains, or mystery class feature.

Benefit: You gain a bonus equal to your Charisma modifier on all saving throws. If your Charisma modifier is already applied as a bonus on all saving throw (such as from the divine grace class feature), you instead gain a +1 bonus on all saving throws.

pad300 wrote:
Note that Harrowed Summoning and Augment Summoning don't stack - they are enhancement bonuses.

Good catch. When I read the feat, I somehow missed the "enhancement" word and thought it was untyped.

Master Summoners get Augment for free, which makes taking SF:Conjuration a little rough at low levels if you want feats for anything else. I have not experienced the +1 DC for spells to really matter at low level, since Grease gets it done and everything else is a buff.

Aasimar have a two feat chain for real wings and summoners make excellent crafters, so it's very possible to be feat poor.

If going for pure summoning, then you should take SF:C and at least 2 ESM; it's really that good.

Divine Protection is amazing.

Liberty's Edge

@Secane: You just blew my mind. I had switched to human to get the harrowed summoning at level 3 but I may switch back to Aasimar.

Decided to take leadership at level 7 for the following Cohort:
(The cohort is only used for three functions:
Total Defense - +8 AC to adjacent allies
Tactician - Grant a teamwork feat to allies within 30ft
Challenge - see below

This should cause him to not increase the turn time by too much.

Order of the Dragon:
Challenge: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

Fighter (levels 1 and 6)
Cavalier (levels 2-5 and 7-?)

Uses a tower shield

Defender of the Society (Fighter) - +1 AC when wearing armor.

1. Mixed Heritage (Halfling)
1. Cautious Fighter
1. Blundering Defense
2. Outflank
3. Shield Focus
5. Shake it off
6. Covering Defense (At this level he will give a +3 luck bonus and +5 covering bonus to adjacent allies his size and smaller)

Lantern Lodge

@The Amazing Varnigan

OH! And take a look at this feat as well, Battle Cry (Combat), also from the ACG.

Battle Cry (Combat)
Source Advanced Class Guide pg. 141
Your shout heartens your allies and encourages them in the fight.

Prerequisites: Cha 13; base attack bonus +5 or Perform (act, oratory, or sing) 5 ranks.

Benefit: A number of times per day equal to your Charisma bonus, you can let out a battle cry as a swift action. When you do, allies within 30 feet who can hear you gain a +1 morale bonus on attack rolls and a +4 morale bonus on saving throws against fear. This effect lasts for 1 minute.

If an ally is under the effect of this feat and fails a saving throw, she can choose to end the battle cry’s effect on her to reroll the failed save. The ally must take the result of the reroll, even if it’s lower. Each ally can use this effect only once per use of this feat.


The Highlight of this feat is the ability to gain a reroll on ANY SAVING THROW!!! And remember You are considered your own ally, unless it is not logical.

Add that to your summons and allies, and you are one tough cookie to beat!

Hope all these helps!

Liberty's Edge

@ Secane: Fantastic suggestion!

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