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ALOR
2007-06-07, 10:00 PM
please help me with this build. we are starting a new campaign and i'm wanting to make a conjurer
basicly i want to be optomized but not super cheesy. i was hoping to prove that the summon monster spells are useful as well . looking for a 1st to 20th step by step build. I don't really want to do a "batman" wizard and i'm tired of the usual blaster mage. your help will be greatly appreciated
thank you in advance

Stats: 16, 16, 15, 14, 14,13 (rolled)
race: must be human
books: any WotC 3.5 book , prestige classes will probably have to be approved.
class: wizard (conjurer) or just base wizard if the build would be more effective.
house rules: we will be using the spell point system from unearthed arcana.
alignment: any
concept: i'd like to be able to summon effective creatures with the various summoning spells, however i'm very open to other conjurer builds.
other: one pc is a human crusader (bo9s), one is going to be a monk or sword sage (bo9s) and the other is a cleric
the setting is a fantasy version of medevil europe

again thank you in advance for any help with this build.

MeklorIlavator
2007-06-07, 10:25 PM
Defiantly use the Wizard variant from complete Arcane, as it is much better than a Familiar (discard that if you really want one). If you really want summoning, I would suggest getting augment summoning (it works better with a druid) and extend spell. Otherwise, most Conjurationist are very close to the Batman Ideal, so battle field control and such.

For Prestige classes I would first take Master Specialist, as it is useful for any build, later going into archmage, but if you can find something better, the mnore power to you.

ShneekeyTheLost
2007-06-07, 10:45 PM
I would suggest Evocation as one of your banned schools. You've got damage with Conjuration anyways (cloudkill, acid fog, various elemental orb spells...) and you can grab Greater Shadow Conjuration later on to get the few useful evoc spells (like contingency)

As for your other school to ban, that's harder. Don't ban Illusion, that's too important. So is Transmutation. Enchantment is a maybe, but it's got a lot of battlefield control, but Conjuration has some battlefield control too, so it won't kill you. Necro has the always handy Enervation and your nasty save or die spells, so that's a tough one to give up. On the whole, Enchantment probably hurts the least to give up.

Okay, here's the deal:

Conjuration (Creation) effects ignore SR and can exist in AMF. This is a powerful advantage you can exploit to the fullest. This is things like Solid Fog to shut down mooks, Cloudkill to just kill them off, Stinking Cloud as a 3rd level battlefield control and Save or Loose spell.

Conjuration (Summoning) spells are nice, but they take a full round to get off, which is pretty damn long. If you can find a way to quicken it, then it might be handy. But until you get things like Gate... not so handy.

Conjuration (Transportation) these are things like Dimension Door and Teleport. Later on, you get to be the party's taxi cab. DimDoor is a 'later fools' kinda spell to keep you out of melee if you get jumped. Also very handy.

Fun Conjuration Spells By Level

1st: Grease. Oh the uses...

2nd: Glitterdust. See Invis + save or loose
Acid Arrow. Acid damage
Rope Trick. No ambushes at night

3rd: Stinking Cloud. Battlefield control, fort save or loose
Phantom Steed. Eventually extremely useful. hours/level, can eventually fly around

4th: Black Tentacles. Anti-wizard spell. Grapple FTL
DimDoor. See ya, wouldn't wanna be ya
Solid Fog. No save, No SR... you just stop right where you are.

5th: Cloudkill. Even if you make the save, you're still taking Con damage every round
Teleport. Congratulations, you're a taxi cab

6th: Acid Fog. Like solid fog, only 2d6 acid damage/rd while they're stuck in it

7th: Phase Door. Door? We don' need no stinkin' door
Teleport, Greater. Taxi cab just got more reliable
Plane Shift. Lets go D-Hopping

8th: Maze: Get lost. No, really... I mean it.

9th: Gate. Titan Chain
Teleportation Circle. Taxi Cab with cargo capacity

kpenguin
2007-06-07, 11:05 PM
Feats to take:
Spell Focus (Conjuration): just as a prerequisite
Augment Summoning: +4 to str and con speaks for itself
Imbue Summoning: Why summon a celestial stag beetle when you can summon an invisible, hasted, or stoneskinned celestial stag beetle?
Extend Spell: Because your friends don't stay long enough
Rapid Spell: Because it takes too long to call your friends

ZeroNumerous
2007-06-08, 04:57 AM
Defiantly use the Wizard variant from complete Arcane, as it is much better than a Familiar (discard that if you really want one).

Actually, I would suggest against this. Pick up a familiar and make it a Hummingbird. +2 initiative bonus. Now, pick up the first level spell Familiar Pocket. This will let your Hummingbird stay safe and secluded in a transdimensional pocket. Later, when you hit 11th level, pick up the Imbue Familiar with Spell-Like Ability. Now give it some Summon Monster [X] spells and let him help you out. Or give it battlefield control spells so you can do the summoning(with your augmented summoning feat, it should help immensely).

Conjurer
2007-06-08, 06:31 AM
Consider the Master Specialist prestige class from the Complete Mage.

I'll agree with ShneekeyTheLost: Ban Evocation & Enchantment. Enchantment hurts, but you still have plenty of options for Will saving spells in Necromancy & Ilussion.

Shneekey's spell list is also pretty good, but I'd add:

2nd Level: Incendiary Slime (just like grease... but flamable)
Web's also a fine spell
3rd Level: Caustic Smoke
5th Level: Dimension Jumper (Jump away 30' as a swift action once per round)
6th Level: Freezing Fog (Solid Fog plus damage plus force Balance checks to move at all)

Feats: Extend Spell, Sculpt Spell & Arcane Thesis (Solid Fog) are favorites of mine.

Rod of Metamagic

So I'd do it like this

Str 13, Dex 15, Con 16, Int 16, Wis 14, Cha 14 (great numbers)

1 Wiz (Sp. Focus: Conjuration, Augment Summoning)
2 Wiz
3 Wiz (Extend Spell)
4 MSp (+1 Int)
5 MSp
6 MSp (Sculpt Spell)
7 MSp
8 MSp (+1 Int)
9 MSp (Arcane Thesis: Spell of your choice)
10 MSp
11 MSp
12 MSp (Sp. Focus: Necro?; +1 Int)
13 MSp
14 Archmage (Mastery of Shaping?)

rollfrenzy
2007-06-08, 01:40 PM
I think you should do everthing you can to make the cleric in your group better. You should focus on supporting his character. Whoever that may be. :smallbiggrin:

Yechezkiel
2007-06-08, 02:20 PM
Feats to take:
Spell Focus (Conjuration): just as a prerequisite
Augment Summoning: +4 to str and con speaks for itself
Imbue Summoning: Why summon a celestial stag beetle when you can summon an invisible, hasted, or stoneskinned celestial stag beetle?
Extend Spell: Because your friends don't stay long enough
Rapid Spell: Because it takes too long to call your friends

Does Imbued Summoning make you burn two spells or is it giving your summon a free, unprepared buff spell?

Human Paragon 3
2007-06-08, 02:41 PM
I'd recomend using the summoning variant that summons specific individuals instead of a general monster. In a nutshell you make up a stat sheet and a name for each and every monster you intend to summon. Sounds harder than it actually is. I use index cards to keep them straight.

This provides you with two advantages: first, rolling up your summon's stats will often result in more powerful monsters. You will probably want to get you DM's permission on this.

The second advanatage is a fluff advantage- it's much more fun to whip out an index card and summon up Heavy Paw, your strongest Celestial Black Bear than just casting summon monster III and opening up the MM to the black bear entry. This will ultimately save you time and effort as well.

Summoning is a blast if you do it right- have fun!

Damionte
2007-06-08, 07:13 PM
Can we post attachments? I have a sample build around here somewhere for a conjurer. A wizard type one. I'm still working on a devine summoner build. so many options for a devien summuner I can't make up my mind.

Hmmmm I guess we can't. I'll upload it to Rustmonster.net later and link it from there.

Starsinger
2007-06-08, 08:18 PM
i was hoping to prove that the summon monster spells are useful as well .

concept: i'd like to be able to summon effective creatures with the various summoning spells, however i'm very open to other conjurer builds.

Do you really want ot be a Conjurer? I think Astral Construct, the psionic power, is a great summon spell, since you can tailor the summon to the situation. So, then I suggest making a Shaper, take Astral Construct as your 1st level power, and start summoning away! If that's not your cup due to flavor, ask your DM if you can reflavor yourself, and call yourself a wizard. Especially since you're using the Spell Point variant, so it won't be as drastic a change.

Cybren
2007-06-08, 08:26 PM
I'd recomend using the summoning variant that summons specific individuals instead of a general monster. In a nutshell you make up a stat sheet and a name for each and every monster you intend to summon. Sounds harder than it actually is. I use index cards to keep them straight.

This provides you with two advantages: first, rolling up your summon's stats will often result in more powerful monsters. You will probably want to get you DM's permission on this.

The second advanatage is a fluff advantage- it's much more fun to whip out an index card and summon up Heavy Paw, your strongest Celestial Black Bear than just casting summon monster III and opening up the MM to the black bear entry. This will ultimately save you time and effort as well.

Summoning is a blast if you do it right- have fun!

I think this idea is really nifty but, then again, I play pokemon.

ALOR
2007-06-09, 05:58 PM
I'd recomend using the summoning variant that summons specific individuals instead of a general monster. In a nutshell you make up a stat sheet and a name for each and every monster you intend to summon. Sounds harder than it actually is. I use index cards to keep them straight.


Wow thank you very much. I remember reading this a whle ago in a book and thought it was a great idea. i had forgotten all about it. It reminds me of FF2 and the summoner character in that game. if my DM will allow it i will deffinatly go for this. :smallbiggrin:

ok so i wanted to do multiple quotes on this post but i can't figure out how.
anyways thank you everyone for the coments so far.

kpenguin: what book are imube summoning and rapid spell in?