| Angry Wizard |
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OK, so I'm building a Conjuration wizard for Rise of the Runelords. I'm making a list of summoning related feats, but I'm not sure if there's more than what I've got to chose from. So far I've only got:
Spell Focus: Conjuration (Prerequisite)
Augment Summoning
Superior Summoning
Are there any other summoning related feats I should know?
| DocShock |
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Not really. If your GM will let you take it there's an awesome one from Curse of the Crimson Throne called Acadamae Graduate. It lets you summon as a standard action, but you have to make a fort save not to become fatigued. We let our wizard have it under the condition that he not raise his strength above 6 so that if he fails two in one day he becomes exhausted, drops his strength to 0, and is paralyzed.
If that's out, just consider that all of your summon monster spells are 1 turn casting times, so you're going to want to boost your concentration as much as possible. Be sure to take "Focused Mind" as a trait.
There are a few good ones (starlight summons, moonlight summons, sunlight summons) if you can cast summon nature's ally spells, but that's not on the Wizard list.
| redward |
Redward, out of curiosity, what do you do with Evolved Summoned Monster? One of the guys in my group told our Wizard he should take it, but then no one saw an application for it that was worth a feat.
It's not an amazing option, though it gets much better if you select it multiple times. I'm not yet sure if I'll be picking it up for my Occultist Arcanist. Magic Attacks would be the most useful, I imagine. Pounce is okay, but you'll usually summon adjacent to an enemy anyway.
| andreww |
DocShock wrote:Redward, out of curiosity, what do you do with Evolved Summoned Monster? One of the guys in my group told our Wizard he should take it, but then no one saw an application for it that was worth a feat.It's not an amazing option, though it gets much better if you select it multiple times. I'm not yet sure if I'll be picking it up for my Occultist Arcanist. Magic Attacks would be the most useful, I imagine. Pounce is okay, but you'll usually summon adjacent to an enemy anyway.
I find that the range on summon monster makes it sometimes iffy to summon things adjacent.
Reynard_the_fox
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Redward, out of curiosity, what do you do with Evolved Summoned Monster? One of the guys in my group told our Wizard he should take it, but then no one saw an application for it that was worth a feat.
Anything you need! It lets you pick a new evolution every time you cast Summon Monster. That means Climb or Swim for dealing with non-flat encounters, Scent for invisible foes, Resistance for things with energy attacks, Push for shoving things into hazards (great if you like Create Pit!)... the list goes on.
Plus, if you take it twice, you can pick any TWO 1-point evolutions, which opens up things like giving an Ankylosaurus Claws and Pounce for massive damage, or Push and Reach for keeping things away from you, or even just Mount so you can officially ride a dinosaur into combat.
Bonus points for making ridiculous things, like Lantern Archons with tentacles.
| Louis IX |
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Just copying/pasting bits of my "ideas for characters" file about a Summoning build - this doesn't include potentially good ideas from recent books like ACG:
Classes
- Summoner/Celestial Commander (Aasimar?) or Master Summoner (summons) or Broodmaster (eidolons)
- Wizard with Conjuration/Teleportation school (duration in rounds +1/2 wiz lvl)
- Druid/Feral Child (loses WS, speak with animals, eventually summons even more powerful animals)
- Druid/Pack Lord (can gain more ACs but weaker)
- Sorcerer/that demonic bloodline that gives you an additional summon (can’t remember which)
- Elemental Swarm Caller (regional, @d20pfsrd): when summoning 1d3 elementals, summon another one
- Deep Guardian (magic, dwarves of golarion, @nethys): earth summons gain +1/+1
- Diabolical Dabbler (magic, ultimate campaign, @nethys): fiendish animal summons gain +1hp/HD
- Augment Summoning (Str/Con+4), Superior Summoning (+1 creature when already >1)
- [paizo fans] Caster of the Conjurer’s Gauntlet (summons gain +1 atk & SLA DC)
- [necromancers] Master Conjurer (max HP), Expert C. (can Extend 5x), Grandmaster C. (MM-1)
- [super genius] Summon Defenders (+2 to AC and saves)
- Sunlight / Moonlight / Starlight Summons
- [CoCT] Acadamae Graduate (reduce casting time, fort save to avoid fatigue; play an Android to avoid fatigue)
- Plains (duration doubled when summoning a quadruped herbivore, and their speed gains +10ft)
- Varisian/Summoner’s Idol (mundane, +2hp/hd)
- ...and probably many magic items (rods, wands, staves, etc.)
| Under A Bleeding Sun |
OK, so I'm building a Conjuration wizard for Rise of the Runelords. I'm making a list of summoning related feats, but I'm not sure if there's more than what I've got to chose from. So far I've only got:
Spell Focus: Conjuration (Prerequisite)
Augment Summoning
Superior SummoningAre there any other summoning related feats I should know?
Summon Good Monster - Best thing since sliced bread. I have it on my summoner and it adds so much versatility and power. I'd take this by like level 3, cause grigs and fauns are amazing at level 3-6ish.
Academe Graduate - can let you cast as a standard, nice but not too crazy, Make sure you can cure fatigue.
Evolved Summon Monster - Your GM should probably ban this. Take this every feat opportunity you have. It makes a versatile spell even more versatile.
Fruian Thistlefoot
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I typically just go the main 3 listed.
I then follow it up with quicken meta magic, persistent meta magic, and spell perfection. Typically I pick good old glitterdust to perfect. But you could pick anything you want. But quickened persistent glitterdust is a typical win spell to see if you can end the encounter before summoning something.
| carn |
One overlooked part of summons is the sometimes rather extreme skill levels they have. Just saying.
Which gets even better with Evolved Summoned Monster because +8 one skill is a 1 point evolution.
Maybe even more overlooked are spell abilitis, e.g. with summon good monster feat:
summon monster 2 =3 pyrotechnic/entangle(grig) or 1 hideous laughter (faun)
summon monster 3 = aid for entire party (latern archon)
summon monster 4 = aid for entire party, circle vs evil (hound archon) or permanent image (pixie) ("cheating" 2 spell levels)
summon monster 5 = blur entire party, 2 cure serious (azata, bralani) or 1 wind walk, 1 create food/water/wine, 1 gaseous form, 1 major creation, 1 persistant image (djinni) or 3 cure light, 1 cure moderate, 1 neutralize poison (unicorn) or 3 dispel evil (mostly vs enchantments), 3 remove disease (Agathion, Vulpinal)
summon monster 6 = align weapon, versatile weapon (Archon, Legion), hallucinatory terrain (Azzata Lillend)
Higher summon monster give only heal and freedom of movement as far as i can see.
While these spells are sometimes not that great, you get them for free by having the respective summon monster prepared (actually all spells of lesser summon monster level are avaiable through one of higher lebel). And some of these spells are useful and not on every list.