What are we doing wrong with summoning?


Advice

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Ok, I read a lot of threads here about how powerful and game breaking it is to summon creatures to do the fighting for you. But we’re just not seeing it. We’ve tried out mid to kinda high level (4-12) summoners, sorcerer, and druids that summon.

Don’t get me wrong, it is decent and occasionally it has been incredibly useful. Earth elemental to earth glide us past a barrier. Swarm of lantern archons for a creature with really high resistances of all types. Bunch of fire elementals is about the perfect distraction. A few dolphins to help us get to and back from an undersea wreck. Etc… I’m certainly not saying they are useless.

But everyone talks about how the show up the martial characters, soloing AP’s, make the whole rest of the party useless, break the modules, etc…

In a tough fight, the bad guys can usually take down anything you can summon in 1-2 rounds and can’t usually hit reliably with enough damage to take out opponents by themselves. Granted, that is still useful. It is great to distract casters, if the bad guys are targeting the summons they are not targeting you, and some of the special abilities are very useful. But they aren’t often winning fights by themselves and if they do, the PC probably had to burn all of the summons for the day in that single fight.

So are we picking the wrong creatures to summon? I’ve tried most of the ones on the list that seem reasonable. But they never fight as well as the other PC’s. Some useful spells, but they certainly aren’t as good a caster as another PC. And whichever class you use, you only get so many each day. (Though the druid seems to be the best at lots of them with spontaneously converting potentially all their spells to summons.)

I suppose our tactics could be the problem. I’m no tactical genius. But we try to put them in flanking positions, took the languages to communicate with them so we can give them detailed orders, and try to use their strengths appropriately.

We don’t usually buff them except for communal buff spells and things like haste that affect all of us. But that would be using up even more of our limited spells in a single fight.

Is it only a high level thing? If it doesn't happen until level 18, I guess it isn't an issue for us. None of our campaigns have ever gotten that high level.

I’m Confused Again.

Liberty's Edge

Battlefield control. If the opponent is slow, grappled, blinded, stunned, or otherwise out of commission, summons are going to walk all over him.


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In my experience, they don't fight as well as the PC fighters and other fighter types. But they do serve to increase the number of actions targeting the enemy, which can make a single BBEG very sad very fast. Of course, in a turn-based game, solo enemy encounters are usually going to be overwhelmed by multiple PCs anyway, this really just increases the tendency.

One other thing they can do is bog down play with one player, the player whose PC summoned the monsters, getting a lot more play compared to everyone else. So it's incumbent on the summoning player to have his crap together and work swiftly and efficiently as much as he can.


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Pathfinder Starfinder Roleplaying Game Subscriber

Even if they never successfully hit or do damage, the biggest thing they're doing is absorbing hits. Every 1d4+1 celestial hawks you summon is 1d4+1 attacks that don't hit your front liner. They also provide flanking bonuses and prevent movement through their squares (depending on size). Add in SLAs on higher level summons, and they never even have to hit or do damage.

Or just summon an augmented celestial rhino at 7th level and have it powerful charge the BBEG for 4d6+21. Then compare that to the 7d6 from Cone of Cold and see which you like better.


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Indeed. If the summons make the enemy creatures spend attacks on them, that is attacks your fighter/barbarian/paladin/whatever didn't have to take, and is healing spells you don't need to cast. So, summons are powerful as an anvil for the martials (hammer) to smash the enemies against. They also block charge routes, protect the squishies, take up space, and often have decent secondary effects on their attacks (grapple/trip/blind/poison/etc).


summons with SLAs are great
SOME summons as heavy hitters are also great
ALL summons that take hits away from the party are great

so one is expecting a summon to wipe the enemies, but if you throw a celestial dire lion on an enemy, with augment summoning and smite on the enemy, some hits WILL land, maybe he can get a grab on.

now, if you add autoflanking (you summon it where you want) for +2 to attack for it and your friends, add maybe some intimidation, or shaken, add a bard with a song going on, add some battlefield control, and etc

they all stack up to a very, very sad BBEG.

If the action economy is in favor of the party (p.e. 5 pcs and a bbeg) then it's just one more meat in the pile, it will distract, probably deal some damage, maybe inflict a condition, maybe use a sla. The fight is usually easy either way due to how action economy works

if the action economy is against the party (5 pcs, vs 7 goblins and a hobgoblin) then it is one more target and one more action in favor of the party, usually capable of taking small threats by it self


What other spell lets you swim to an ocean wreck

AND

distract people with fires

AND

earth glide past the barrier

AND

ignore high DR and SR

AND

grapple casters

AND

etc.????

The thing that makes summon monster/nature's ally so great is that it's really flexible and pretty powerful. Aside from which, with the classic summoning feats you can beef up many save DCs. Don't forget your celestial ankylosaurus's daze DC goes up to 25 with augment summoning since the DC is strength based. Ditto for many of the summons with nasty poisons.


Let's talk about summons, what works and what their weaknesses are.

Good:
1.) They appear wherever you want and act how you want, within language and int.
2.) Anything targeting them isn't targeting you, generally.
3.) SLA's that are available by mid-level cover nearly every popular spell and situation.
4.) Wicked powerful spike summons like the cyclops and celestial dire lion.
5.) They are as buffable as you are generally.

Bad:
1.) Summoning takes time to do and more time to saturate the board with.
2.) Unless you are a summoner, summons don't stay long.
3.) subpar hp/level at some levels.
4.) Generally weaker attacks.
5.) Unless you are a summoner, they cost spell slots.

Summon's damage is not always subpar. At level 3, a summoner's augmented earth elemental is superior to the damage of anything other than a dedicated fighting class, with a smash at +7(1d6+8) when power attacking a ground target.

Try a Master Summoner. It will give you a feel for how many summons it takes to just outright win encounters, and you feel like a baby DM while you play.

Dark Archive

the damage is 1d6+11 for the elemental

20 str= +5 modifier *1.5=+7 damage
earth mastery= +1
power attack= +2*1.5=+3
total is 1d6+11

and you can generally assume flank or charge modifiers with your to hit


There's also another thing to consider: number of creatures. Sure, summoning one creature probably won't change the sway of a battle on its own. But some characters can do a whole lot more than that. For example: a level 15 Abyssal sorcerer with the magical lineage trait and Spell Focus (conjuration), Augment Summoning, Superior Summoning, and Spell Perfection (Summon Monster VII) could cast a Maximized Summon Monster VII to summon 7 fiendish ankylosauruses. That's seven, with a single casting, no roll required. Other options include woolly rhinoceroses, dire lions, and babaus.

No matter what level you're at, that's going to have a significant impact on the battle. And that's just a single casting of a single spell.

Higher level characters could do even cooler things, like summon 1d4+1d2+3 shadow demons, succubuses, or fiendish dire tigers.


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Augmented small air elemental has a strength of 16 and a heavy load around 170 lbs with a perfect fly speed of 100. So if you can speak auran, almost nothing is out of your reach. This is achievable at level 3.

While summoner is obviously a good summoner, the arcanist occultist archetype can do most of the same things and get true full casting.


Gevaudan wrote:

Let's talk about summons, what works and what their weaknesses are.

Good:
1.) They appear wherever you want and act how you want, within language and int.
2.) Anything targeting them isn't targeting you, generally.
3.) SLA's that are available by mid-level cover nearly every popular spell and situation.
4.) Wicked powerful spike summons like the cyclops and celestial dire lion.
5.) They are as buffable as you are generally.

Bad:
1.) Summoning takes time to do and more time to saturate the board with.
2.) Unless you are a summoner, summons don't stay long.
3.) subpar hp/level at some levels.
4.) Generally weaker attacks.
5.) Unless you are a summoner, they cost spell slots.

Summon's damage is not always subpar. At level 3, a summoner's augmented earth elemental is superior to the damage of anything other than a dedicated fighting class, with a smash at +7(1d6+8) when power attacking a ground target.

Try a Master Summoner. It will give you a feel for how many summons it takes to just outright win encounters, and you feel like a baby DM while you play.

Additional Good:

-Summons are disposable, the martial PC is not.
-There are a handful of (Su) abilities and specials you can't get elsewhere.

Additional Bad:
-Don't last very long
-Generally REAL easy to hit
-I honestly don't know of a summon with martial-comparable hit points
-Abjurations spells starting at level 1 can hedge 'em right out of the game.

Also, it's about low magic, martial/caster hate, and Schroedinger's caster. Lotta folk just don't like casters or competent use of magic, think they're BadWrongFun, and summoned critters make 'em feel like casters are stepping on their turf. They want the party to only have 1st level spells, only have +1 weapons, and the like.


The Mighty Khan wrote:

Even if they never successfully hit or do damage, the biggest thing they're doing is absorbing hits. Every 1d4+1 celestial hawks you summon is 1d4+1 attacks that don't hit your front liner. They also provide flanking bonuses and prevent movement through their squares (depending on size). Add in SLAs on higher level summons, and they never even have to hit or do damage.

Or just summon an augmented celestial rhino at 7th level and have it powerful charge the BBEG for 4d6+21. Then compare that to the 7d6 from Cone of Cold and see which you like better.

I already agreed, absorbing hits is excellent. But it doesn't allow you completely replace the martial characters.

Like the rhino you just mentioned. When it was the highest level thing I could summon, I tried it several times. The only thing it could manage to actually score a hit on was the mooks. Using up my highest level slot for a couple of mooks was not horrible, but it wasn't that amazing. It would absorb several hits which is even better, but still not great.
I could have used an ice storm which would have instantly killed all the mooks and damaged the main bad guy.

So it sounds like you guys are agreeing with use. The summon spells are pretty dang good, but don't break the game (by invalidating all the other PC's) like I constantly read on these forums.

Sovereign Court

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Why would you want to invalidate other people's characters? When you can make them stronger by summoning monsters to set up flanking for example?

Again and again there's talk of wizards replacing fighters. But a wizard is best when he's a force multiplier; and you get more out of multiplication if you're multiplying an already big number, like a good fighter.


Ascalaphus wrote:

Why would you want to invalidate other people's characters? When you can make them stronger by summoning monsters to set up flanking for example?

Again and again there's talk of wizards replacing fighters. But a wizard is best when he's a force multiplier; and you get more out of multiplication if you're multiplying an already big number, like a good fighter.

It isn't, "I want to do this," it is, "I was told you can/should do this and I don't see how, am I dumb or are these people saying it full of it?" It's a puzzle thing, if you have a puzzle and someone tells you, "I solved it in N moves," and you can only figure out how to solve it in N+Y moves, you want to know what the better answer is, even if you aren't going to use it later. Curiosity plus the challenge of battles of wits.

Of course, the answer is that the people claiming martials can be replaced are full of it.


ARGH! wrote:

the damage is 1d6+11 for the elemental

20 str= +5 modifier *1.5=+7 damage
earth mastery= +1
power attack= +2*1.5=+3
total is 1d6+11

and you can generally assume flank or charge modifiers with your to hit

You are calculating for two handed. There is nothing in the monster entry to imply this is a two handed attack. It's a fist slam.


Summon Monster is just another spell. It is not meant to be an "I Win" button.

Most of he summons leave alot to be desired but there are a few gems...

Hard to go wrong with Eagles.

Lantern Archeons are pretty scary. Especially against non-flying/non-AE bad guys. They are our standard construct killers.


Let's try a different comparison, then.

A caster who uses mostly summoning spells will Be more useful than a caster who uses mostly evocation spells.

See if that's true.

RPG Superstar Season 9 Top 32

Yeah but you can feat boost them with Augment summons and a variety of others if you're willing to dip druid. What really makes them shine is group buffs.

Try that summoning again with a bard or let off some group buffs 1st.


Having played a mythic summoning-focused cleric to (I think) 11/3, my take is this: With mythic allowing you Speedy Summons and a few more boosts, it becomes a ridiculously powerful option... but other characters of equal level can do equally impressive things. Getting a few CR 6 creatures on board isn't THAT massive, even adding the +4 Str, +4 Con, DR 5/epic, and the extra creatures. Mostly, at this point, they STILL don't hit anything, and serve mostly as a battlefield saturation method. There are exceptions, like the Lantern Archons, Bralanis with their lightning bolts en masse, and so on, but it would be difficult to say it's a complete game-changer. Without mythic, it's far more limited in scope and far more situational. The lists according to alignment consist of few creatures indeed, still with the same problem of mainly blocking movement and serving as hit absorbers. Casting them with a 1 round casting time or choosing between the few options available as Sacred Summons is a slow or picky process. Not to mention they put a VERY heavy toll on feats (Spell Focus: Conjuration, Augment Summoning, Superior Summoning, Sacred Summons, Summon Good/Neutral Monster makes for FIVE feats, i.e. not done before level 7 - and that's as a human with EVERYTHING else ignored) and even skills (Linguistics primarily, not that Clerics get too many skill points).

All in all, sure, it has very clear advantages. However, the days of CoDzilla died with 3.5. It's no longer anything resembling an I WIN-button. Sure, you can get some advantage out of each creature, but if you're going to pretend that one single summoning is going to * provide you with SLAs, * protect the squishies, * absorb blows, * autoflank, * do damage to the enemy, * block movement on the board - you seriously need to play a summoning character to understand how it plays. You use a high-level spell slot to get a creature several CRs below yours, or a few even weaker ones. You have the feats to slightly boost it to compensate for its pitiful stats. What you get is flexibility and various tactical options. There is no guarantee of anything happening, indeed, most sensible enemies would make it a priority to take out the summoner and his/her pals quickly rather than attack the summoned creatures. The win you make in action economy is partly compensated by the long casting time, denying your action when summoning. In a very short battle, you will barely gain from this. To add to this, remember that YOU HAVE NO OTHER FEATS that give you any secondary capabilities. If you intend to go for summoning, you need to focus on it completely for it to be worthwhile. The positive message is that the short duration is rarely a problem beyond level 3-4, because the fights are so short.

Sum total: It's hardly as über as it's often described. It is a valid tactical option if you devote yourself to it. In this, it is hardly unique.


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Summons are best for their special abilities and the ability to place them behind the enemy lines. They give a lot of flexibility and at times can change the whole encounter.

I'm rather fond of the elementals, possibly because I've had two good successes using them. An earth elemental using earth glide to scout a location, and a water elemental putting out the fire that the villain started in order to destroy evidence. Any idea how difficult it is to burn something a water elemental doesn't want burned?

The range is limited, but it really can change the dynamics of a battle.

That said, I wouldn't want to try soloing with a summoning specialist. Works a lot better with a rogue or warrior-type to apply damage. The summoning provides well positioned allies and the rest of the group usually does the real damage.

If your summons can't hit, have them flank and Aid Another in combat -- CRB 197 Aid Another. The +2 to hit or +2 AC against the next hit can really help.


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boring7 wrote:
Ascalaphus wrote:

Why would you want to invalidate other people's characters? When you can make them stronger by summoning monsters to set up flanking for example?

Again and again there's talk of wizards replacing fighters. But a wizard is best when he's a force multiplier; and you get more out of multiplication if you're multiplying an already big number, like a good fighter.

It isn't, "I want to do this," it is, "I was told you can/should do this and I don't see how, am I dumb or are these people saying it full of it?" It's a puzzle thing, if you have a puzzle and someone tells you, "I solved it in N moves," and you can only figure out how to solve it in N+Y moves, you want to know what the better answer is, even if you aren't going to use it later. Curiosity plus the challenge of battles of wits.

Of course, the answer is that the people claiming martials can be replaced are full of it.

I am not trying to wreck the game.

I love the concept. I mean it is a classic in novels for a reason. It is just kool to summon things to do everything for you. The ultimate lazy character.

However, reading the boards our whole group GM and players was very leery about allowing in a PC that specialized in summoning creatures (not talking about the eidolon right now). There are pages and pages of examples of people going on and on about how it will wreck everything and all the other players will hate it.

But we talked about it and looked at the list of what could be summoned, at which levels, and what the PC would have to take to be good at it. It didn't really seem all that horrifically over powered.

So I tried a sorc monster summoner in PFS and the group decided to give a summoning druid a try. There was a very clear understanding that if it caused problems at the table I would retire the druid for something else.

My PFS sorc finds that only about 1 in 3 missions is summoning the better option than a haste or communal energy resistance spell. The druid summoned more often than that. But everyone's reaction was positive. It was good, but not so good that anyone else felt like their PC was a waste of time. Didn't seem all that terribly more effective than the oracle I use in the previous campaign. Completely different play style and probably a bit more versatile, but not outshining everyone else.

Does tend to lengthen our already too long fights, but as I get better organized and learn the various creatures that has been getting more manageable.

I don't want an "I WIN" button or to take over the campaign just for myself. But what I've read made it seem like it should have been an I WIN or campaign take over. That didn't happen, so I figured I was not doing it correctly.

Dark Archive

Sounds like you are playing a full caster right then, keep it up. Summoning isn't the be all and end all, it is a powerful augment to your arsenal.


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My own experience (having played a couple of summoning-focused conjurers) is that summoned creatures only trivialize encounters that were trivial to begin with.

Summoned critters are definitely useful, but in of themselves they don't win fights. They just make it easier for the rest of your party to win the fight.

(Of course, as a wizard, that full-round summoning time is killer; at later levels I was precasting summons as a pre-combat buff - if I was already under attack then I didn't have the time to bring in critters. A summoner or a divine caster jumping through the necessary hoops doesn't have that problem.)


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

Summon a large number of creatures that surround the bad guys, and only use their actions to Aid Another on the various PCs fighting those bad guys. The PC gets flanking plus a guaranteed unnamed bonus on their next attack, and the enemy has to decide whether to ignore them (and keep facing massively powerful attack rolls) or "waste" its actions taking out the small fry. Combine with a martial type using Power Attack to pump up the damage.


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Gevaudan wrote:
ARGH! wrote:

the damage is 1d6+11 for the elemental

20 str= +5 modifier *1.5=+7 damage
earth mastery= +1
power attack= +2*1.5=+3
total is 1d6+11

and you can generally assume flank or charge modifiers with your to hit

You are calculating for two handed. There is nothing in the monster entry to imply this is a two handed attack. It's a fist slam.

Bestiary page 302: "If a creature has only one natural attack, it is always made using the creature’s full base attack bonus and adds 1-1/2 the creature’s Strength bonus on attack rolls."

Power attack feat: "This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed
weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls."

Dark Archive

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As a personal service announcement to all Wizard conjurors out there, all the cool magi have been utilizing

Acadamae Graduate:
Benefit: Whenever you cast a prepared arcane spell from the conjuration (summoning) school that takes longer than a standard action to cast, reduce the casting time by one round (to a minimum casting time of one standard action). Casting a spell in this way is taxing and requires a Fortitude save (DC 15 + spell level) to resist becoming fatigued.

With the drug

Allnight:
This treated wafer dissolves into a chalky paste when placed under the tongue and then gives the imbiber a jolt of restless energy. It eliminates the effects of fatigue for the next 8 hours; when the drug's effect ends, the user is exhausted. Allnight makes its users jittery and unable to focus; they suffer a –2 penalty on all skill checks until its effects wear off.

To speed their summoning endeavours.


Ha! Are those PFS legal and which books?

Dark Archive

Both are legal, Acadamae Graduate is in the Curse of the Crimson Throne player guide (free download PDF) and Allnight is in the Adventurers Armory.


A Comprehensive Guide to the Weaselmancer:

  • Step one: Acquire Augment Summoning and Superior Summoning feats.
  • Step two: Summon 1d3+1 weasels each with really high Strength (for a weasel).
  • Step three: Attach said weasels to enemy's face.
  • Step four: ...Profit!


I'll just throw in, I had a hilariously fun battle with Summons last night. I Used Summon Monster VI to summon 3 Ankylosaurus as a standard action (Acadamae Graduate) used my rod of quicken to Haste them all. 3 Huge dinos forcing DC 25 Fort saves on 6 attacks total. Enemies were Dazed for Days...


Matthew Downie wrote:


Bestiary page 302: "If a creature has only one natural attack, it is always made using the creature’s full base attack bonus and adds 1-1/2 the creature’s Strength bonus on attack rolls."
Power attack feat: "This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed
weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls."

You are 100% correct. I was in error; my apologies. Also, WOOT! My earth elementals just got way better!


Summons grant flanking, deal damage, take damage, absorb an opponent's actions, activate traps, and have their own skills and spells that can aid in other situations. While some spells might be more powerful than summons in certain situations it's safer to summon creatures in most situations then it is to cast other spells, especially if your party likes to engage in melee.


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There really are some nutty things which can be done with summons, but posts on the message boards tends toward hyperbole sometimes. If summoned monsters have seemed useful but not overpowering in your games then it sounds like you’re using them well. Honestly I do think that summons can “completely replace martial PCs” if needed though. A party of 3 Summoners and a Cleric would probably have an easy time romping through adventures. If you’re in a party with competent martial PCs you shouldn’t need to “replace” them though - unless maybe there’s some new Internet trend like “Fighter Shaming”.

Regarding Weasels:
Back in 3.5 you could summon Dire Weasels. There was also an Alienist class which could add an "Alien" template with a True Strike ability to summoned monsters as well as making them look really funky. My Alienist found a Metamagic Rod of Empower (6th level) and began summoning "Flaming Alien Dire Weasels". Usually around 5 of them would appear, attach, and begin draining 5d4 Con. There were actually more powerful options out there, but it was too much fun saying "Flaming Alien Dire Weasels".


I actually think the THF Barbarian/Paladin/Fighter is the character least replaceable at low levels by summons. They are the only build capable of wacking through DR at first, giving them a really solid role until the summoner can get elementals and then again as those elementals slip behind. By mid-levels there are many options for ridiculous damage.

In my current campaign, our Barbarian is MVP by far over our MS, even though he's saved party lives countless times.

Weasel and skunk summoning is classic DND bad guy trolling.


To be fair, in many ways a Summoner's eidolon IS a crossover martial, like rolling with a party of battle-clerics or something. You have to worry ( a bit) about keeping them alive and they're still burning a lot of "x per day" resources to keep the thing soaking like a Brick (damage/aggro-taking martial) or hitting like a Reaver (damage-dealing martial).

But yeah, anyone who says "you don't need a party martial" is either using a lot of hyperbole, flat-out wrong, or referring to a very different kind of party and play-style.


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Hold on...there's something I never thought about before that could make high level summoning even more effective. The Spell Perfection feat says that
"if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell (such as Spell Focus, Spell Penetration, Weapon Focus [ray], and so on), double the bonus granted by that feat when applied to this spell"

Would that double the bonuses from Augment Summoning and Superior Summoning? Because +8 Str/Con and +2 creatures is really nice for pretty much any summoning spell.


no since that's not the spell but the creatures from the spell.


That ruling might work for Augment summoning (I disagree) but Superior Summoning (number of critters summoned) totally affects the spell.

At least, as-written.

TO THE FAQ!

edit: nothing in the faq


My favorite summoning moment was when an important NPC's ship was attacked. The other players flew into a frenzy trying how to best get to the ship from the beach we were on. In the middle of their calculating how many people they could fly or teleport or whatnot over to the ship, I summoned an orca. The rest of the party stood around dumbfounded as it tore the monster a sphincter.

Summoning is one of those things that can immediately change the balance of a fight by taking the advantage away from the bad guy. Bad guy is in the water? have some sharks. Bad guy is in the air? I got a whole slew of answers to that. And it's a lot quicker that buffing the entire party to deal with the situation.


Extinguishing fires with water elementals is pretty useful, but I also once used one to secretly deliver a message into a building via the toilet. You need to speak Aquan and have a watertight scrollcase, but it is an amusing method of communication. Obviously if the rest of the party knew Aquan you could also just have the toilet water talk to them directly.

@boring7 - I’m thinking about the level of play you’d expect in an unaltered AP or maybe one where the DM slaps the advanced template on monsters and calls it a day. It helps a lot if you have high enough Knowledge skills to know what DR and smite are suitable for the encounter at hand.


boring7 wrote:

That ruling might work for Augment summoning (I disagree) but Superior Summoning (number of critters summoned) totally affects the spell.

At least, as-written.

TO THE FAQ!

edit: nothing in the faq

I like that idea, but every game I've been in except 1 long ago is ended by level 15.


Pathfinder Adventure Path Subscriber

I'm of the view that summons are much more powerful. Even with the nerfing that Pathfinder did, the right summons still wins encounters. They are a powerful force multiplier. And even better in Pathfinder there are many ways to gain summons as a standard action. (Summoner class, Acadamae Graduate, etc...)

You are summoning in the 4th-12th level range? Has anyone bothered with an Air Elemental?

Caster: Summon Monster IV *medium air elemental*
Caster: (to Air Elemental) in Auran "Hey do me a favor, switch to whirlwind, and then as your move action sweep across the battlefield, picking up those mobs, then fly straight up as high as you can go (say 100 feet), and as a free action drop them off the top of your whirlwind. And next round do it again. "
Air Elemental: Okay boss. *sweeps across battlefield picking several enemy mobs...then dropping them from 140 feet in the air*

14d6 falling damage every round and landing prone. Or stay in the whirlwind and try to cast (if you are a caster). Meanwhile the caster is doing something else next round with his actions.

It's better when you can summon multiples. That way in case anyone does make that first save, he has to make several more...or in some cases they are dropped several times each round.

That's just one example off of the top of my head. Some others I've used even at level 1:
I need an extra sack of hp to block (horse 19 hp).
I am fighting an aerial target (celestial eagle 3 attacks per round plus flight).

At level 3 with SM II I summoned small air elementals to sweep enemy foes off of a ship and into the water. Whirlwind only lasted one round, but that was enough.

And many of the summons have DR which make them great as melee blockers. And you gain spell access (Dretches have cause fear and stinking cloud for example).


Avoron wrote:

Hold on...there's something I never thought about before that could make high level summoning even more effective. The Spell Perfection feat says that

"if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell (such as Spell Focus, Spell Penetration, Weapon Focus [ray], and so on), double the bonus granted by that feat when applied to this spell"

Would that double the bonuses from Augment Summoning and Superior Summoning? Because +8 Str/Con and +2 creatures is really nice for pretty much any summoning spell.

My understanding from reading many threads is that this is legal and RAI. You have to spend a lot of resources to get this feat wise and benefits are reasonable at high level. Also it doesn't work with the Summoner's (Su) ability, so it can be exploited.


How many summoners are doing it as a standard action?

Full round summoning is actually fairly balanced in the 2-3 round encounter format. Standard action summoning with superior summons is typically game breaking except at extremely high levels (15+) because the summons overwhelm the opposing side quickly. When the wizard with +12-+14 initiative goes first and plops out 3 earth elemental at level 5 it becomes difficult to do actual encounters since they have 3d6+33 as potential damage each round and a collective hp of >40.

It doesn't win the fight instantly so it doesn't feel overpowered but it's advantage over time is so extreme that if the opposing side has summons it has inevitability. Especially since that's a single spell.

Summoning CAN be broken but the problem is it requires a small subset of conditions to be broken.

1) Standard action - As a full round it's good but not really a problem.
2) Combat length averages 2.5 or 3 rounds so summons get about 3 actions on average.
3) Levels are between 3 and 14
4) The summons can do something meaningful. (Hit, spell cast, exct)


I'm playing a standard-action summoner right now, an Arcanist (occultist). I originally played a master summoner, but retrained to arcanist after we collectively decided the master summoner was overpowered. I've used summons a lot, and I enjoy them. A few things I've found:

* It pays to know your summoned creatures' abilities. If you have to, look them up (VERY quickly) while the frontline fighters are rolling their iterative attacks. But otherwise, you should develop some tactics and rules of thumb. For example, dretches resist fire -- useful against someone's fire elementals. Earth elementals have tremorsense and dire bats have blindsight. These are good for fighting invisible foes. And so forth. You want to make sure you summon the right creature for the right situation.

* If you're up against undead, dragons, lawyers, or evil outsiders, Smite Evil is a great ability. Use it often.

* Summons aren't for winning fights, but to help the party win fights. Summons can provide distractions, flanking, AoOs, and (at higher levels) supplemental spells from their own SLAs to keep the party alive without depleting your spell slots. One classic tactic is to let the party's nuke take out the enemy BBEG, and use your summoned creatures to keep the BBEG's minions occupied.

* You can use summons in conjunction with your own battlefield control spells to harry, flank, or lock down enemies until the beatsticks can get them.

* Most importantly, summoned creatures have style. Not to mention that with Levitate, Summon Monster III, Handle Animal, and a generous GM, you can have a team of dolphins tow your airborne boat across a channel.


I'm also playing an Occultist Arcanist. As others have said, summons will never replace other characters, but it may step on their toes. There is also an absurd amount of flexibility. With the Alter Summoned Monster spell, you can have a beat stick that turns into a healer after combat, giving you many healing spells, etc.

But I think what really has to potential to bother other players is the amount of table time you can fill up. I personally only rarely field more than one summoned creature, and when I do I hand out stat sheets to the other players so they can control them.

We are about to hit level 20 in my current campaign. The Occultist Arcanist, which already can basically do anything at level 19, has a capstone where creatures summoned by the Occultist Arcanist special ability cost nothing to summon and last until killed, dismissed, or replaced. This means basically unlimited access to all sorts of healing and buffing spells.


Sapient wrote:
But I think what really has to potential to bother other players is the amount of table time you can fill up. I personally only rarely field more than one summoned creature, and when I do I hand out stat sheets to the other players so they can control them.

I have a houserule of only one summon at a time. If you summon from a lower level list you can instead apply the advanced or giant template to it.


I sometimes summon more than one at a time, but esp. when it's weaker summons, I they make copious use of "aid another" unless we're trying to protect NPCs or something.

Also, at my table, I try to keep it entertaining, so I don't just summon the same creatures all the time. One encounter it's eagles. Next time, it's crocodiles. Another time, it's earth elementals.

It also helps that we have only three players and I tend to plot my summons while the other two players are smacking bad guys.


Sapient wrote:


We are about to hit level 20 in my current campaign. The Occultist Arcanist, which already can basically do anything at level 19, has a capstone where creatures summoned by the Occultist Arcanist special ability cost nothing to summon and last until killed, dismissed, or replaced. This means basically unlimited access to all sorts of healing and buffing spells.

But Conjuror's Focus already says if you use it while the previous is still active the old one "instantly ends". So even with the 20th level cap ability you'll only have 1 Conjuror's Focus active at any time. Just you can replace it as a standard action and it costs no resources and the duration is unlimited.

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