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Mean Hank
2009-10-06, 07:44 AM
Hey there,

I am about to create a new character and I always was into summoners. Unfortunately there is no such base class in DnD 3.5 and like a thousand options as far as feats, skills, spells, prestige classes, etc are concerned.

Here's the quest:
I'd like to play a pure summoner. No fancy other spells, just summoning (as far as it's possible). The books that are available for character creation are all the core rule books + all the complete books (complete arcane, complete warrior and so on and so forth) + heroes of horror + findish codex I/II + Libris Mortis + Draconomicon. Basically every book that doesn't introduce new kinds of "magic" (e.g. magic of incarnum, psi stuff). The character should be for the Dungeons and Dragons 3.5 system...

I'd like some advices on character progression and, in case you feel bored and got some spare time, feel free to post a whole character build.
Any suggestions are welcome!

P.S.: Please, keep Druids out of the game if possible...I never was the Captain Planet kind of guy.

(P.S.S.: I checked the forums as thoroughly as possible and then posted this thread. In case someone else already made an inquiery about a summoner character build, please lemme know and I apolgize for wasting your time.)

HCL
2009-10-06, 07:59 AM
Cleric is the next best thing after druid (and maybe equal to druid because you get crazy ass things with spells and slas). Conjurer is an OK option, but you are casting cleric spells without any armor, less hitpoints, and a poor fort save (though there are some goodies wizards can still get). Good domains are Summoner, Slime, Magic, Air, and I think there is one that nets you planar binding but I dont know what it is (its probably called "Binding" haha).

If you like to focus on air elementals, get a raptoran with the air domain and sub levels, if you take the summoner domain get the ACF that lets you cast domain spells spontaneously.

For prestige classes, I would recommend Skypledged (if raptoran doing air elementals), Thaumaturgist, and Malconvoker

Rhiannon87
2009-10-06, 08:12 AM
Malconvoker (Comp Scoundrel) is quite fun for summoning, as is the Alienist PrC (Comp Arcane). The former limits you to just the evil half of the summon monster list, more or less, while the latter nets you pseudonatural creatures (give enemies a -2 on all actions for the next round as a free action? yes please!).

PinkysBrain
2009-10-06, 08:15 AM
No druid? Then archivist. Add Rashemi Elemental Summoning or Greenbound Summoning if you like cheese.

RagnaroksChosen
2009-10-06, 08:23 AM
Having played a few summoners... I would sugest 1 of two things.

1 wizard focused specialist conjurer into malconvoker. its alot of fun.
Also don't forget to grab summon undead... it has its uses

2. Druid... just strait druid... summon natures ally is amazing.

Akal Saris
2009-10-06, 11:10 AM
I'd recommend the specialist conjurer -> malconvoker or alienist (I've played both, they are both fun). Rapid Summoning from Unearthed Arcana (ie a way of summoning as a standard action) is very important, and it drove me nuts playing a druid summoner without it.

Master of Shrouds is also a lot of fun (which is why I wrote a handbook for it)

Rapid summoning: http://www.d20srd.org/srd/variant/classes/specialistwizardvariants.htm

Summoning info and handbooks:

Guide to evil outsiders:
http://brilliantgameologists.com/boards/index.php?topic=5573.0

Malconvokers:
http://brilliantgameologists.com/boards/index.php?topic=289.0 (also includes links to other summoning stuff)

Master of Shrouds (cleric PrC for summoning shadows, wraiths, etc)
http://brilliantgameologists.com/boards/index.php?topic=3310.0

Summoning handbook: (totally incomplete)
http://brilliantgameologists.com/boards/index.php?topic=239.0

Good luck and have fun!

Telonius
2009-10-06, 11:41 AM
This would be a fascinating build for a Cleric of the Xammux (BoVD)....

Cleric7/Thaumaturgist3/Alienist10

Gnorman
2009-10-07, 05:35 AM
Take Malconvoker. Seriously. Take Malconvoker and never look back.

It bears repeating.

Jimbob
2009-10-07, 06:56 AM
There is a variant that as a wizard you lose scribe scroll but can cast summoning spells as a standard action rather then a full round action, but I cant remember what book

Gnorman
2009-10-07, 07:18 AM
There is a variant that as a wizard you lose scribe scroll but can cast summoning spells as a standard action rather then a full round action, but I cant remember what book

Almost. I think you're conflating the Rapid Summoning ACF mentioned above and Enhanced Summoning, which is here. (http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm#enhancedSummoning)

As a wizard, I highly recommend Rapid and Enhanced. Don't take Spontaneous Summoning, though. It's a trap - not only does it kill your bonus spell slots, but it also spontaneously summons weaker creatures than you would summon normally. Just prepare Summon Monster at least two or three times per spell level and you'll do fine.

Nexus Method (DR 319) is acceptable, though questionable for a Conjurer. Lets you spontaneously turn any non-Conjuration spell into a SM spell. Wizard only, regional Greyhawk feat. Not all that applicable to most characters, and questionably useful.

Fluffles
2009-10-07, 08:24 AM
I'm making a Druid now who Wild Shapes into a Brown Bear, has a brown bear animal companion, and uses summon natures ally V (Level 9, don't have 6 yet) to summon 1d3 more brown bears. I have one level of Wizard to get me Spell Focus (Conjuration), and Augment Summoning. Fun stuff :)

And It's gestalt so I have full casting alont with the Level of Wizard, two levels of Monk, and some other class I haven't decided on yet :smallsmile:

Renchard
2009-10-07, 09:16 AM
For pure versatility of summons, you can't go wrong with an Archivist. Rapid Spell + Ring of the Beast from Complete Champion will let you pump out standard action Nature's Allies at low levels, and then you can move into Malconvoker at higher levels when Summon Monster gives you the versatility you'll need via spell-like abilities.

If you're looking for simply a lot of summons, Spirit Shaman gives you a lot of versatility to buff up your Nature's Allies, with sorcerer spell slots and spontaneous casting. I'm playing a Spirit Shaman 7/Holt Warden 6/Contemplative 1 right now, and summoning dire tigers buffed with Natures' Favor and Fires of Purity never gets old. :)

Leon
2009-10-07, 09:24 AM
Take Malconvoker. Seriously. Take Malconvoker and never look back.

It bears repeating.

Indeed
Start as an Archivist and go for it.

RagnaroksChosen
2009-10-07, 09:29 AM
For pure versatility of summons, you can't go wrong with an Archivist. Rapid Spell + Ring of the Beast from Complete Champion will let you pump out standard action Nature's Allies at low levels, and then you can move into Malconvoker at higher levels when Summon Monster gives you the versatility you'll need via spell-like abilities.

If you're looking for simply a lot of summons, Spirit Shaman gives you a lot of versatility to buff up your Nature's Allies, with sorcerer spell slots and spontaneous casting. I'm playing a Spirit Shaman 7/Holt Warden 6/Contemplative 1 right now, and summoning dire tigers buffed with Natures' Favor and Fires of Purity never gets old. :)

Totaly forgot about archavist...

My vote goes for that as you can have all three summoning types.
Natures ally summon monster and summon undead.
Plus you can take the spontainious natures ally summon and not have to memorise them.

Bakkan
2009-10-07, 02:28 PM
I prefer the following build for a summoner:

Wizard 3/Master Specialist 4/Malconvoker 10/X 3

For the Wizard, go Focused Conjurer (prepare 3 Summon Monster spells of each level a day if you like, though there are many other options as Conjuration is a great school). Since you want to be very summoning-focused, you won't mind banning three schools (I recommend Enchantment, Evocation, and Necromancy myself, though many others will recommend Illusion instead of Necromancy)

Take the Rapid Summoning (http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm#conjurerVariants) alternate class feature. If you are not interested in scribing scrolls, also take the Enhanced Summoning (http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm#conjurerVariants) alternate class feature. (Note that many people recommend taking the Enhanced Summoning ACF anyway to avoid taking Spell Focus(conjuration) as a prerequisite for Augment Summoning, but you will need Spell Focus(conjuration) to get into Master Conjurer anyway.)

Master Specialist 4 gives you your caster level to all your summoned creature's hit points, which is nice since caster level can be boosted fairly easily (reserve feats are nice for this, as they give you an at-will ability and a bonus to caster level that stacks with other reserve feats). Note that Master Specialist is from Complete Mage and you can find most (all?) reserve feats in Complete Mage and Complete Champion.

After that, Malconvoker (Complete Scoundrel) is absolutely amazing. Check out the Malconvoker guides listed above. It is one of very very few prestige classes that give up caster levels that I would recommend.

As far as feats go, Spell Focus(conjuration) needs to be taken at 1st or 3rd level. Beckon the Frozen (from Frostburn) gives your summoned creatures +1d6 cold damage to their natural attacks. The reserve feats Dimensional Reach and Summon Elemental both give you a bonus to caster level for casting Conjuration(Summoning) spells. See above guides for more details.

arguskos
2009-10-07, 02:43 PM
Is homebrew permitted? If so, lemme know, and I can provide you a base class that does nothing BUT summon. :smallcool:

jiriku
2009-10-07, 02:59 PM
Alos, get yourself a ring of mighty summons (I think it's in Complete Arcane), which will let you cut the duration of a summon by half to give the summon maximum hit points 3/day. At mid to high levels, even half duration is more than enough to get the job done, and there are plenty of ways to extend duration if you need to.

Thrice Dead Cat
2009-10-07, 04:24 PM
I highly recommend going Malconvoker. Alienist looks good at first, but losing wisdom for bonus HP is silly and not that useful... nor is removing the nontemplated creatures from your list.

Malconvoker also has the handy benefit of effectively doubling your summons once you hit its 5th level. After all, what's better than a huge centipede? Two huge centipedes, of course!

I personally recommend going Wizard 3/Master Specialist 2/Malconvoker 5/Master Specialist +8/Archmage2, with "Wizard" being Focused Conjurer, banning Enchantment, Evocation, and Necromancy, with at least the Rapid Summons alternate class feature. Sure, it means you can't have abrupt jaunt, but getting your Mons on to the field the first round can be crucial. Enhanced Summoning is probably also worth it, but I know a few people who prefer to be able to scribe their own contingency scrolls.

The Master Specialist benefits don't really come into play until late game, but you've got Malconvoker to hold you over until then. Archmage is mostly there as filler. It also nets you some SLAs to use for either more summons, time stop, or some other form of "Press A to win!" It can be replaced with moar Malconvoker, but the benefits start to focus less on summoning and more on calling, and while the 8th level ability lets you pull fast ones over Balors, it's not worth losing free quickens on conjuration spells (read, your summons).

Gnorman
2009-10-07, 04:39 PM
I prefer the following build for a summoner:

Wizard 3/Master Specialist 4/Malconvoker 10/X 3

For the Wizard, go Focused Conjurer (prepare 3 Summon Monster spells of each level a day if you like, though there are many other options as Conjuration is a great school). Since you want to be very summoning-focused, you won't mind banning three schools (I recommend Enchantment, Evocation, and Necromancy myself, though many others will recommend Illusion instead of Necromancy.

Good advice, but I will say this: if you're looking to be a Planar Binding-type Malconvoker, you might want to keep Enchantment and/or Necromancy around. It's a very very tough choice.

Feats: Fiendish Summoning Specialist lets you add some evil creatures to your spell list. Only necessary if your DM doesn't let you customize your summon lists to begin with. Planar Handbook.

Demon Mastery from Fiendish Codex I is great if you like to summon exclusively demons. +2 CL on demon-summoning spells, and +2 to CHA checks to bind. Works well with Stalwart Planar Ally from the Planar Handbook, as long as you pick a Touchstone that originates from the Abyss. +4 AC and +4 to all saves to any demon you summon!

As for X 4 (Malconvoker is a 9-level class): I like to pick up a level of Archmage for Arcane Reach, as that is quite useful for extending your touch-range curses and debuffs to a point where you can use them on fiends in your magic circles without disturbing the powdered silver. A couple of levels of Paragnostic Apostle is great: pick up at least Mind Over Matter for armor bonuses on your Mage Armor spells (because Mass Mage Armor is only a third level spell) and Call of Worlds to give all your summons Fast Healing 5. Not that you'll need it that much, but it's still handy. You can also pick up Discern Weakness, picking [evil outsider] for a nice +1 bonus to all your save DCs against them - handy for high-level planar campaigns and your own binding attempts.

A level of Mindbender (if you didn't ban enchantment) is also nice to order around your summons without your opponent getting the gist of your plan. Different languages might work, but sometimes your foes speak Abyssal too.

If you can handle delaying your spells even more, I like starting off with a level in cloistered cleric - more skills, slightly better HP, and domainy goodness. Summoning is an auto-pick. Pride is also a good one. Great for an arrogant know-it-all summoner. But that's hardly necessary, and easily dropped.

Longcat
2009-10-07, 05:37 PM
My recommendation:

Focused Specialist Conjurer3/Master Specialist2/Malconvoker9/Thaumaturgist5/Archmage1

This grants you:
-Summon Monster I-IX with an additional monster summoned as a Standard Action
-A permanent pet
-standard GOD Wizard spells