To Augment my summon or not .. that is the question (PFS)


Advice

Lantern Lodge

I would like to tap into the collective brain-trust if I might to ask for opinions on when or if to take augment summoning for my Occultist Arcanist.

The Basics: I have an Occultist Arcanist I am developing for PFS. The premise is a Johnny-on-the-spot spellcaster for all situations – a spellcaster’s spellcaster. What I mean by this is to develop a thick spellbook, and make liberal use of Quick Study to get the party out of a pinch. I envision using this mainly for non-combat utility spells to overcome scenario situational difficulties with magic. To use the eclectic utility spells no one has time to memorize. Occultist enhances this by allowing extra “spells” per day from it’s summon monster ability, and would allow more utility spells to be allocated during non-combat events . I do not see this character as a primary summoner – summoning just happens to be one of his useful tricks, in and out of combat.

The Problem: As an Occultist Archetype, I am losing two free exploits at 1st and 7th – and I really love the exploits. I am finding it hard to put off things like dimensional slide and potent magic for augment summoning. I have another character who is a dedicated summoner, so augment summoning was a no-brainer - I took it at 1st level (also a human) and never looked back. Since I do not have experience with not having augment summoning, the question is: Would you take Augment Summoning with this build concept, and if so, when? Is Augment Summoning still viable in later encounters, or should I ditch the Augment Summoning altogether in favor of better opportunities?

The Build:
Exploits are currently as follows:
1: None - Conjurer's Focus (Occultist Archetype substitution)
3: Familiar <-- non-negotiable .. I just want it.
5: Quick Study
7: None - Planar Contact (Occultist Archetype substitution)
9: Metamagic Knowledge (Dazing or Persistent)
11: Greater Metamagic Knowledge

Feats are currently as follows:
H: Cypher Script <-- assists with the cost of having a large spellbook
1: Spell Focus (Conjuration)
3: Extra Arcane Exploit (Potent Magic)
5: Extra Arcane Exploit (Dimensional Slide)
7: Improved Familiar <-- non-negotiable .. I just want it.
9: Augment Summoning

Opportunities:
Extra Exploit: School Understanding: Foresight
Extra Exploit: Consume Magic Items <--PFS, so there is no penalty for sucking found magic items dry.
Extra Exploit: Metamixing
More metamagic <-- has one of the traits which lowers the spell-level cost.

Any opinions offered would be most appreciated.


kick Cypher script and go spell focus C Augment summoning for level 1
Your summons do kick bottom vs a little money gain... and trust me it is "A LITTLE" you start with 6 spells LV 1. There are maybe 10 good ones you might need. So you save 20 gold. Thats nearly "NOTHING"

Lantern Lodge

Helikon wrote:

kick Cypher script and go spell focus C Augment summoning for level 1

Your summons do kick bottom vs a little money gain... and trust me it is "A LITTLE" you start with 6 spells LV 1. There are maybe 10 good ones you might need. So you save 20 gold. Thats nearly "NOTHING"

Thank you for your thoughts. My estimates are that Cypher Script would save me about 6500 - 7000 on writing spells from levels 1 -11. I am looking to carry around a large amount of spells, not just the 10 or so most ideal ones that everyone carries (see original post). However, I will have to re-evaluate my assumptions based on your advise.


I'd say that Augment Summoning has the most effect in levels 1-3, and then levels 9+. Early on, summons are very dependent on die rolls, and can't really break DR - Augment can change that to a degree. Later on summons get wasted very easy and can struggle to hit - Augment helps that as well.

So the way you currently have it setup, you miss out on the early boost, but have it coming in at the right time at later levels.


Never go augment summon unless you go into the third tier feat of sacred summon and/or superior summons. Spell focus is crap, augment summoning is good but not worth two feats. Augment summon helps all summons so for you to get the most of it you need to summon as many monsters as possible to get the highest reward on your investment.

Two feats are enough to fundamentally change what a character can do, don't waste em.


I would not suggest sacred summoning. Augment summoning can give the summons enough hp to last another round, and it affects their damage output by a decent amount, well depending on what you are fighting anyway.

IIRC Spell focus can be use to get Varisian tattoo which raises your caster level, but only for that school of magic. However there is an ioun stone that just flat out raises your caster level. That does not help summoning all that much, but other spells benefit from it.


First of all it is true that it might save you some money, but it is freakishly difficult getting spells in the first place. Yes you can buy a scroll to do so but already 2nd level scrolls cost 150gp 3rd 375. compare that to the 10gp 20 30gp scribing cost it is miniscule. Second I get soo much cash anyway.

Lantern Lodge

Helikon wrote:
First of all it is true that it might save you some money, but it is freakishly difficult getting spells in the first place. Yes you can buy a scroll to do so but already 2nd level scrolls cost 150gp 3rd 375. compare that to the 10gp 20 30gp scribing cost it is miniscule. Second I get soo much cash anyway.

PFS is not overly generous on cash, so there is really never enough to go around. That being said, getting access to spells is relatively easy: scrolls or spellbooks (rarer) in game, fellow player characters, or at the grand lodge. The first two do not have any access costs, and the last is at half the scribing cost. But I do see spending a bit to get my spell book running "thick".

I really do not see arcane casters using the eclectic and out-of-combat utility spells ... maybe this is for good reason. But I do want to have a go at it.

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