Opinions on Summon Nature's Ally summons?


Advice


Hey all, I'm going to be playing a Spirit Guide Oracle who is specialized in summoning. In addition to all my normal Summon Monster summons, I can pick up the Nature Spirit and get myself all the Summon Nature Ally Spells.

Are their any options that really stand out on the SNA list compared to the SM list? I know its considered largely inferior, but there have to be a few options out there that rival or are better than their SM counterparts.

Anyway, I've got boatloads of Summoning Note Cards to write as is thanks to SM. Do please help me decide if I need to write up another batch for SNA >_>

Liberty's Edge

SNA is almost strictly inferior, consider that most of its options also appear on the SM list but with the added benefit of celestial/fiendish/etc simple templates. The stuff that makes SNA unique is almost all at the top end, namely giants and the purple worm.

SNAVII does have fire giant and frost giant, which can be useful against foes that depend too much on their elemental effects. Similarly with SNAIX and storm giant (imm. to electricity). And if you really need something eaten, SNAVIII's purple worm is hard to beat.


Mostly you're best off summoning elementals from the SNA list, which you could already do with SM anyway. The big advantage of nature spirit is that you don't need to pick up summon monster at all, except on specific levels where you want a particular monster. SNA is good enough to get through most levels, I would never deliberately pick up both for every level as it is a huge waste.


Having played a summoning focused cleric, let me tell you: The notecards are a serious consideration. We played mythic, too, which compounded the problem incredibly. From just needing the different alignment template versions of most creatures, all the elementals... you could also choose the different mythic templates. Ghuh. SNA as well... that's horrid. =)

Liberty's Edge

I built a summoning druid once.. I only bothered writing one form per spell on notecards and considered that to be everything I could summon. Anything more was just too much work.


Tiger and Cyclops are pretty good.


Griffon is a nice flier.

Tiger is great, grabs on all attacks.

Stegosaurus has a nice daze/stun attack with a good DC.


RumpinRufus wrote:
Stegosaurus has a nice daze/stun attack with a good DC.

You're probably thinking of the Anklyosaurus - definitely a good option.


Matthew Downie wrote:
Tiger and Cyclops are pretty good.

I used the cyclops to save the party. We were being assaulted by a large enemy force including giants, and we were heavily outnumbered.


Giants tend to do that. :-)


Blakmane wrote:

Mostly you're best off summoning elementals from the SNA list, which you could already do with SM anyway. The big advantage of nature spirit is that you don't need to pick up summon monster at all, except on specific levels where you want a particular monster. SNA is good enough to get through most levels, I would never deliberately pick up both for every level as it is a huge waste.

As a Spirit Guide Oracle, I only have SNA when I care to have the Wandering Spirit Nature and select that Hex. Typically I'll be running Life for Channeling though. As an oracle first and Shaman second, I have SM all the time. I was just wondering if SNA was worth it occasionally.

Grand Lodge

SNA's only real use is qualifying for the XXXlight Summons feats. Which tend to fall off towards the upper levels anyway (when the summons from SM have magic weapons anyway) Edit: when you have access to SM too

At top levels, Giants can be nasty, but on that same note, at top levels you may just have an army of giants at your command anyway. Purple Wurm is fun.

Dark Archive

Stirge for the con damage, especially when summoning 1d3 or 1d4+1 with SNA2 or SNA3.

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