Bullet06320
2017-06-26, 01:18 AM
originally posted on Brilliant Gameologists (https://web-beta.archive.org/web/20150616131109/brilliantgameologists.com/boards/index.php?topic=10603) by Endarire January 04, 2011
LOES (Level One Elemental Spammer OR Lil' Ol' Elemental Summoner) - A Handbook to Elemental Summoning
Don't get comfy on this plane. I'll be resummoning you in 24 seconds."
Disclaimer
Not to be confused with Lowe's (https://web-beta.archive.org/web/20150616152824/http://www.lowes.com/). Ahem.
Intro
Elementals, while a common part of the fantasy genre, feel underrepresented in D&D. This guide focuses on using a 3.5 Conjurer to summon Elementals. With a bit of effort, Archivists, Clerics, and Bards could do similar things, but Wizards generally make the best LOES. Note that the acronymn LOES is single and plural, like sheep. (Pathfinder changes some things, especially helping those relying on summonlings, but that is outside the scope of this guide.)
Elementals are also pure. They embody the essence of what makes up the fantasy universe; water, air, fire, and earth. D&D has other elementals, and even a song about them! (https://www.youtube.com/watch?v=zGM-wSKFBpo) Still, an Elemental's role is mostly as a meat shield, or a trap triggerer, or a means of lighting fires, or a means of dousing fires.
For a summoning-focused build, there will be plenty of times when summoning a non-Elemental is better than summoning an Elemental. That's just how it goes. For example, summon monster III can give you a Small Elemental or a Fiendish Dire Bat. The Dire Bat has 40' blindsense and can unquestionably carry a Medium or smaller rider. A Small Elemental may be able to set off a trap, but that's it.
SNA Greenbound and Rashemi Elemental Summoning Templates Handbook (https://web.archive.org/web/20141231183131/http://www.minmaxboards.com:80/index.php?topic=14245.0) Includes full stats for all core summon nature's ally creatures affected by Greenbound Summoning and Rashemi Elementals.
Greenbound & Ashbound SNA Summonling (http://antioch.snow-fall.com/files/members/Endarire/DnD/Greenbound%2C%20Ashbound%20Summonlings%201.34.zip) Includes full stats for all core summon nature's ally creatures affected by Greenbound Summoning or/and Ashbound.
IMarvinTPA's D&D Database: (http://www.imarvintpa.com/dndLive/index.php) Has short descriptions of seemingly every official spell and some unofficial. Also has short magic item descriptions, domains, and lots more!
Mastering-the-Malconvoker (http://www.giantitp.com/forums/showthread.php?528090-Mastering-the-Malconvoker) Treantmonk inspired this guide and this build. Thank you!
Malconvoker Report, Endarire's Edition (https://drive.google.com/open?id=0B5j6iD8ffNt7VFJfV0x3TFdjdFE) Lists the best creatures to bind with the planar binding series. Includes my revisions.
Practical Demonkeeping (A Summoner’s Guide to the Lower Plane) (https://web.archive.org/web/20131110162508/brilliantgameologists.com/boards/index.php?topic=5573.0) Sometimes, you want to summon demons, devils, and daemons. Malconvoker abilities typically work on these folk.
The Optimized Initiative Compilation
(https://web-beta.archive.org/web/20160307214929/http://brilliantgameologists.com/boards/index.php?topic=6000) Going first ensures you get a turn. Besides, the sooner you go, the more you can control!
Raising Caster Level: (https://web-beta.archive.org/web/20101023091946/http://community.wizards.com:80/go/thread/view/75882/19872350/Raising_Caster_Level?pg=1) CL affects your summonlings' duration, ability to be dispelled, and perhaps their HP also.
Rising Above
(A Summoner’s Guide to the Upper Planes) (http://www.giantitp.com/forums/showthread.php?527527-Rising-Above-(A-Summoner-s-Guide-to-the-Upper-Planes)) Sometimes, you want to summon celestials. Typically, Malconvoker abilities don't apply.
Summoning Handbook (http://www.giantitp.com/forums/showthread.php?527203-Summoning-Handbook) General advice to summoners
Treantmonk's Guide to Wizards: Being a God in D&D 3.5 (http://web.archive.org/web/20150401154620/http://brilliantgameologists.com:80/boards/index.php?topic=394.0) What more is there to say?
Walking the Line (A Summoner's Guide to the Middle Planes) (https://web.archive.org/web/20101121174931/brilliantgameologists.com/boards/index.php?topic=9997.0) Summoning neutral creatures. Typically, Malconvoker abilities don't apply. May this guide aid in the completion of Walking the Line.
How This Works
Ever want to have a pet elemental? Ever want to use the Summon Elemental reserve feat (Complete Mage 47) at a time when the elemental is a viable combatant?
Your dream is now a reality.
This build focuses on summoning creatures, especially Elementals. The term "Elemental" could refer to either creatures listed under "Elemental," or any creature of the Elemental type. I interpret "Elemental" to mean "Any creature with the Elemental type."
Summon monster (http://www.d20srd.org/srd/spells/summonMonsterIII.htm) seems to support my definition of "Elemental," since summon monster III says "Elemental, Small (any)," and there are no other summonable creatures of the Elemental type.
Ratings
BLUE: Excellent. Almost always the default choice.
NAVY: Generally solid. A worthy choice in most circumstances.
BLACK: A niche choice, or an ability that requires favorable DM interpretation to work well.
RED: Extremely niche, or utter crap. I cannot recommend this if there is something better available.
Races as Elemental Summoners
General Race Notes
Summoners are feat-heavy. There are so few classes that give worthy class features to summoners, and fewer still that progress casting while doing it.
These are your priorities, approximiately in this order:
-Bonus Feats. Summoning is feat-intensive!
-Bonus to Primary Casting Stat
-DEX or CON Bonus
-Other
Race Ratings
Aleithian Dwarf: Medium, -4 CHA, +2 CON/INT
A Dwarf made to be a Wizard! Woohoo! If this also had a bonus feat, I'd call it the race. As-is, it's generally better than a Gray Elf.
Gray Elf: Medium, -2 STR/CON, +2 DEX/INT
I like the +2 INT (which should stack with the Fire racial variant), but in most cases, I'd prefer the bonus feat.
Human: Medium, Bonus Feat
You get a bonus feat and bonus skill points.
Strongheart Halfling: Small, -2 STR, +2 DEX, Bonus Feat
You get a bonus feat, +2.DEX, Small size, and the ability to ride in your Elementals starting from L1. I prefer the Strongheart Halfling to Human because I'm less likely to get squished (+2 AC, +1 initiative, and +4 Hide, all else equal).
Base Classes as Elemental Summoners
Archivist (Heroes of Horror 82)
You can learn any divine spell (which turns out to be any spell with enough tricks) and you have more HP and a higher Fort save than a typical Conjurer, but fewer notable class features.
The main reason to be a summon-heavy Archivist is for summon nature's ally spells at low levels and summon monster at high levels. Archivist11's Dread Secret is a major plus.
Why the switch?
Summon nature's ally II can get yas a Small Elemental, while you'd need to wait 'til summon monster III for a Small Elemental. In general, SNA gets Elemental access a spell level or 2 sooner.
Until spell level 5, summon nature's ally gets you the meat shields. Starting at spell level 5, spell-like abilities gained from summon monster become more available and important.
(Cloistered) Cleric
You're in a similar situation to the Archivist. You potentially have a smaller spell selection, but no Dread Secret. The Cleric and Archivist have very similar PrC and feat options, though Clerics have native access to Divine Metamagic.
Druid
Druids do many if not most things well, but outside core, their Elemental summoning abilities are questionable. Druids are often excellent summoners, but other creatures gotten by summon nature's ally are often far better.
On the upside, summon nature's ally II can get you a Small Elemental, while you'd need to wait 'til summon monster III for a Small Elemental. In general, SNA gets Elemental access a spell level or 2 sooner.
Also, Druids can get Summon Elemental (Complete Mage 47), despite my initial misreading. It's still handy, but lacks the Malconvoker oomph that seems to justify this feat late-game.
That's the good news.
Druids miss out on native Malconvoker access, two major reasons to be an Elemental summoner. While they get the Ashbound feat (Eberron Campaign Setting 50), that's their only unique feature relating to Elemental summoning.
Wizard (Conjurer)
Very spiffy. You can take Abrupt Jaunt (Player's Handbook II 70) to almost ensure your survival. You can also access these Conjurer variants; Rapid Summoning, Enhanced Summoning, and Spontaneous Summoning. Those who really, really want to get more Conjuration spell slots should consider Focused Specialist (Complete Mage 34), though I'm rarely a fan.
Wizards also get access to spiffy arcane-only PrCs, including the Incantatrix (Player's Guide to Faerun 61), Master Specialist (Complete Mage 70), and Archmage.
Wizard (Other)
You get most the Wizard goodies, but not the Conjurer-only variants. If you're a Wizard who wants to emphasize Elemental summoning, why are you not a Conjurer?
Other Classes
Sorcerers, Bards, and some other classes can summon Elementals. Mechanically, there's no great reason for these classes to do so. Maybe you can convince me otherwise.
Abrupt Jaunt (Conjurer1, Lose Familiar, Player's Handbook II 70)
EFFECT: As an IMMEDIATE ACTION, teleport up to 10' away. You can teleport outside line of effect with this! Usable INT bonus times/day!
This prevents you from being hit and lets you jaunt through floors, walls, doors, walls of force, prismatic spheres, and any place where your teleportation magic normally works.
Probably not allowed by your local DM, and for good reason! Were this a Conjurer10 ability, it would probably still be worthwhile!
Domain Granted Power (Wizard5/10/15/20, Lose Bonus Feat, Complete Champion 52)
EFFECT: Gain the granted power of one Cleric domain. Use your Wizard level instead of your Cleric level for level-dependent effects.
I prefer Domain Granted Power: Travel for contingent freedom of movement 5 rounds/day. It helps prevent me from stepping in my own spells, and is insurance against my enemies. If your DM doesn't frequently use movement impairing effects, get something else.
Enhanced Summoning (Conjurer1, Lose Scribe Scroll)
EFFECT: Gain Augment Summoning and skip the feat prereq. Booyah!
Competes with Martial Wizard for Scribe Scroll.
Focused Specialist (Specialist Wizard1, Lose 1 extra school, Lose 1 general spell slot/spell level, Gain 2 specialty slots/spell level, Complete Mage 34)
EFFECT: Gain more specialist slots (assumedly Conjuration slots for summoning and crowd control) and lose generalist slots.
I know this means more spells/day, but I like my generalist slots! As a Conjurer, I want Transmutation spells, too!
Still, many consider the sacrifice worthwhile; thus, my ranking.
Martial Wizard (Wizard1/5/10/15/20, Lose Scribe Scroll and Wizard Bonus Feats, Gain Fighter Bonus Feats)
EFFECT: If you're wise, you use this to take Improved Initiative, Battle Jump, or a high importance prereq.
Martial Wizard still allows you to trade your Wizard1/5/10/15/20 for other things, like Domain Granted Power (Complete Champion 52) or reserve feats as if they were Wizard feats.
Competes with Enhanced Summoning for Scribe Scroll.
Planar Wizard (Wizard10, Lose Wizard10 Bonus Feat Planar Handbook 36)
EFFECT: All your spells gain an alignment descriptor (Chaotic/Evil/Good/Lawful), regardless of your alignment. Gain slight bonuses to DC and SR breaching against creatures of the opposing alignment.
Choose the [Evil] descriptor. It's the best of the bunch for you. That way, you can apply Malconvoker goodies to Elementals you summon. Like it or not, this is the ONLY way by the rules as written for you to do so.
Ask your DM if you can instead skip this step and just let your Malconvoker abilities apply to Elementals. If not and you still want to combine yummy Malconvoker stuff with Elementals, this is the only way.
Rapid Summoning (Conjurer1, Lose Familiar)
EFFECT: You cast summon monster spells as standard actions, but your summonlings can only take a standard action on their first turn.
Worth it for rapid reinforcement. You must be a diehard summoner to choose this over Abrupt Jaunt if both are allowed.
Archmage - Requires Knowledge (Arcana) 15 Ranks, Spellcraft 15 Ranks, Skill Focus: Spellcraft and Spell Focus: Conjuration x2, and- just be a Conjurer, already!
NOTABLE BENEFITS:
-Mastery of Shaping: Poke holes in your crowd control spells!
-Spell-like Ability: time stop is one of my faves. No one can counterspell you!
-Spell Power: +1 CL helps.
NOTABLE DRAWBACKS:
-3 feats to enter seems much. For you, Spell Focus: Conjuration is assumed. With Master Conjurer, you get Skill Focus: Spellcraft.
-Late entry. Entering at level 14 at soonest means that most games won't reach here.
-Each special ability costs you at least one spell slot. At least you can pay in specialty slots!
EXPIRATION DATE
-As many levels as you find useful. Most likely, that's 1, 2, or 3.
Incantatrix - Requires Concentration 4 Ranks, Knowledge (Arcana) 8 Ranks, Spellcraft 8 Ranks, Iron Will, a metamagic feat, and opposing one additional school like a specialist Wizard does
BEFORE YOU ENTER
-Ask your DM whether you can still cast spells you know from the school you forbid upon entering Incantatrix. The rules are unclear on this.
NOTABLE BENEFITS:
-Metamagic feats at levels 1, 4, 7, and 10.
-Cooperative Spell: With a Spellcraft check, use your metamagic feats on allies' spells without affecting the spell slot level. Works best with Persistent Spell.
-Metamagic Effect: With a Spellcraft check, use your metamagic feats on ANY spells or ongoing magic effects without affecting the spell slot level. Works best with Persistent Spell.
NOTABLE DRAWBACKS:
-You oppose another school. It's unclear whether you can still cast spells you know from that school. Losing 4 schools hurts for a Focused Specialist.
-No abilities specifically for summoners (hence the rating), but this PrC is better in almost all ways than straight Wizard or Sorcerer!
EXPIRATION DATE
-As many levels as you find useful. Most likely, that's 1, 3, 4, 7, or 10.
Malconvoker (Complete Scoundrel 48) - Requires a Non-Evil Alignment, Bluff 4 Ranks, Knowledge (Planes) 4 Ranks, Augment Summoning, Spell Focus: Conjuration, ability to speak Celestial & Infernal, and the ability to cast summon monster III
BEFORE YOU ENTER
-Ask your DM whether the Malconvoker's summoning enhancers work on all Elementals as well as Evil creatures. If so, this PrC is blue. Since you're so focused on summoning, Malconvoker is at least navy.
-Read and understand Treantmonk's Mastering-the-Malconvoker (http://www.giantitp.com/forums/showthread.php?528090-Mastering-the-Malconvoker).
NOTABLE BENEFITS:
-If you pass a Bluff check, your Evil summons are Extended. At L4, these summons also get +2 weapon damage and +2 HP/HD. At L5, you summon one additional Evil creature.
NOTABLE DRAWBACKS:
-You lose a caster level @1! You must greatly want in to accept this loss!
-By default, Malconvoker abilities don't apply to all your Elementals. Instead, they apply only to Belkers, Elemental Grues, and Living Holocausts. See the Favorite Summonlings section for details.
EXPIRATION DATE
-5. If you want to focus on calling elementals too, 8.
Master Conjurer (Complete Mage 70) - Requires Knowledge (Arcana) 5 Ranks, Spellcraft 5 Ranks, Spell Focus: Conjuration, ability to cast L2 arcane spells, and you must be a Conjurer
BEFORE YOU ENTER
-Ask your DM if you're using Complete Mage errata. If not, you can learn any Conjuration spell of a level you can cast at Master Conjurer2/5/8.
NOTABLE BENEFITS:
-L1: Skill Focus: Spellcraft. Whee!
-L4: Summonlings and called creatures get +your CL in HP
-L6: +1 Conjuration CL
-L9: +1 Conjuration CL
-L10: 3/day cast a standard action Conjuration spell as a swift action.
NOTABLE DRAWBACKS:
-Master Conjurer is pretty good for a dip, but not for the long haul, unless you take all 10 levels and greatly want the L10 ability.
-With access to all of D&D 3.5, you have these other PrCs competing for your time.
EXPIRATION DATE
-1 for Skill Focus: Spellcraft, 4 for the Minor School Esoterica, or L10 for the 3/day Quicken. I recommend 1, or if your guys greatly would like the HP, then 4.
Paragnostic Apostle (Complete Champion 94) - Requires Knowledge (Arcana) 5 Ranks, Knowledge (Planes) 6 Ranks, Knowledge (Religion) 5 Ranks, Spell Focus: Conjuration, ability to use L3 spells or spell-like abilities, and you must be part of the Paragnostic Assembly (Complete Champion 72)
BEFORE YOU ENTER
-Ask your DM about the Paragnostic Assembly (Complete Champion 72). Sometimes, DMs enforce organization reqs.
-Does the fast healing stack with a creature's existing fast healing?
NOTABLE BENEFITS:
-L1: Your Conjuration (Summoning) summonlings get fast healing 2. This increases by 1/3CL (max fast healing 5).
-L2: If you have Knowledge (Engineering) 5 ranks, your spells that grant an armor bonus to AC give +2 armor AC. I consider it meh, but some people want to use mage armor or greater mage armor (Spell Compendium 136) on their summonlings or themselves.
-With Heighten Spell and Metamagic School Focus (Complete Mage 46), you can enter this PrC at L3!
NOTABLE DRAWBACKS:
-There's only one compelling ability for you. Oh well.
EXPIRATION DATE
-1 for most people. 2 for AC enthusiasts.
LOES (Level One Elemental Spammer OR Lil' Ol' Elemental Summoner) - A Handbook to Elemental Summoning
Don't get comfy on this plane. I'll be resummoning you in 24 seconds."
Disclaimer
Not to be confused with Lowe's (https://web-beta.archive.org/web/20150616152824/http://www.lowes.com/). Ahem.
Intro
Elementals, while a common part of the fantasy genre, feel underrepresented in D&D. This guide focuses on using a 3.5 Conjurer to summon Elementals. With a bit of effort, Archivists, Clerics, and Bards could do similar things, but Wizards generally make the best LOES. Note that the acronymn LOES is single and plural, like sheep. (Pathfinder changes some things, especially helping those relying on summonlings, but that is outside the scope of this guide.)
Elementals are also pure. They embody the essence of what makes up the fantasy universe; water, air, fire, and earth. D&D has other elementals, and even a song about them! (https://www.youtube.com/watch?v=zGM-wSKFBpo) Still, an Elemental's role is mostly as a meat shield, or a trap triggerer, or a means of lighting fires, or a means of dousing fires.
For a summoning-focused build, there will be plenty of times when summoning a non-Elemental is better than summoning an Elemental. That's just how it goes. For example, summon monster III can give you a Small Elemental or a Fiendish Dire Bat. The Dire Bat has 40' blindsense and can unquestionably carry a Medium or smaller rider. A Small Elemental may be able to set off a trap, but that's it.
SNA Greenbound and Rashemi Elemental Summoning Templates Handbook (https://web.archive.org/web/20141231183131/http://www.minmaxboards.com:80/index.php?topic=14245.0) Includes full stats for all core summon nature's ally creatures affected by Greenbound Summoning and Rashemi Elementals.
Greenbound & Ashbound SNA Summonling (http://antioch.snow-fall.com/files/members/Endarire/DnD/Greenbound%2C%20Ashbound%20Summonlings%201.34.zip) Includes full stats for all core summon nature's ally creatures affected by Greenbound Summoning or/and Ashbound.
IMarvinTPA's D&D Database: (http://www.imarvintpa.com/dndLive/index.php) Has short descriptions of seemingly every official spell and some unofficial. Also has short magic item descriptions, domains, and lots more!
Mastering-the-Malconvoker (http://www.giantitp.com/forums/showthread.php?528090-Mastering-the-Malconvoker) Treantmonk inspired this guide and this build. Thank you!
Malconvoker Report, Endarire's Edition (https://drive.google.com/open?id=0B5j6iD8ffNt7VFJfV0x3TFdjdFE) Lists the best creatures to bind with the planar binding series. Includes my revisions.
Practical Demonkeeping (A Summoner’s Guide to the Lower Plane) (https://web.archive.org/web/20131110162508/brilliantgameologists.com/boards/index.php?topic=5573.0) Sometimes, you want to summon demons, devils, and daemons. Malconvoker abilities typically work on these folk.
The Optimized Initiative Compilation
(https://web-beta.archive.org/web/20160307214929/http://brilliantgameologists.com/boards/index.php?topic=6000) Going first ensures you get a turn. Besides, the sooner you go, the more you can control!
Raising Caster Level: (https://web-beta.archive.org/web/20101023091946/http://community.wizards.com:80/go/thread/view/75882/19872350/Raising_Caster_Level?pg=1) CL affects your summonlings' duration, ability to be dispelled, and perhaps their HP also.
Rising Above
(A Summoner’s Guide to the Upper Planes) (http://www.giantitp.com/forums/showthread.php?527527-Rising-Above-(A-Summoner-s-Guide-to-the-Upper-Planes)) Sometimes, you want to summon celestials. Typically, Malconvoker abilities don't apply.
Summoning Handbook (http://www.giantitp.com/forums/showthread.php?527203-Summoning-Handbook) General advice to summoners
Treantmonk's Guide to Wizards: Being a God in D&D 3.5 (http://web.archive.org/web/20150401154620/http://brilliantgameologists.com:80/boards/index.php?topic=394.0) What more is there to say?
Walking the Line (A Summoner's Guide to the Middle Planes) (https://web.archive.org/web/20101121174931/brilliantgameologists.com/boards/index.php?topic=9997.0) Summoning neutral creatures. Typically, Malconvoker abilities don't apply. May this guide aid in the completion of Walking the Line.
How This Works
Ever want to have a pet elemental? Ever want to use the Summon Elemental reserve feat (Complete Mage 47) at a time when the elemental is a viable combatant?
Your dream is now a reality.
This build focuses on summoning creatures, especially Elementals. The term "Elemental" could refer to either creatures listed under "Elemental," or any creature of the Elemental type. I interpret "Elemental" to mean "Any creature with the Elemental type."
Summon monster (http://www.d20srd.org/srd/spells/summonMonsterIII.htm) seems to support my definition of "Elemental," since summon monster III says "Elemental, Small (any)," and there are no other summonable creatures of the Elemental type.
Ratings
BLUE: Excellent. Almost always the default choice.
NAVY: Generally solid. A worthy choice in most circumstances.
BLACK: A niche choice, or an ability that requires favorable DM interpretation to work well.
RED: Extremely niche, or utter crap. I cannot recommend this if there is something better available.
Races as Elemental Summoners
General Race Notes
Summoners are feat-heavy. There are so few classes that give worthy class features to summoners, and fewer still that progress casting while doing it.
These are your priorities, approximiately in this order:
-Bonus Feats. Summoning is feat-intensive!
-Bonus to Primary Casting Stat
-DEX or CON Bonus
-Other
Race Ratings
Aleithian Dwarf: Medium, -4 CHA, +2 CON/INT
A Dwarf made to be a Wizard! Woohoo! If this also had a bonus feat, I'd call it the race. As-is, it's generally better than a Gray Elf.
Gray Elf: Medium, -2 STR/CON, +2 DEX/INT
I like the +2 INT (which should stack with the Fire racial variant), but in most cases, I'd prefer the bonus feat.
Human: Medium, Bonus Feat
You get a bonus feat and bonus skill points.
Strongheart Halfling: Small, -2 STR, +2 DEX, Bonus Feat
You get a bonus feat, +2.DEX, Small size, and the ability to ride in your Elementals starting from L1. I prefer the Strongheart Halfling to Human because I'm less likely to get squished (+2 AC, +1 initiative, and +4 Hide, all else equal).
Base Classes as Elemental Summoners
Archivist (Heroes of Horror 82)
You can learn any divine spell (which turns out to be any spell with enough tricks) and you have more HP and a higher Fort save than a typical Conjurer, but fewer notable class features.
The main reason to be a summon-heavy Archivist is for summon nature's ally spells at low levels and summon monster at high levels. Archivist11's Dread Secret is a major plus.
Why the switch?
Summon nature's ally II can get yas a Small Elemental, while you'd need to wait 'til summon monster III for a Small Elemental. In general, SNA gets Elemental access a spell level or 2 sooner.
Until spell level 5, summon nature's ally gets you the meat shields. Starting at spell level 5, spell-like abilities gained from summon monster become more available and important.
(Cloistered) Cleric
You're in a similar situation to the Archivist. You potentially have a smaller spell selection, but no Dread Secret. The Cleric and Archivist have very similar PrC and feat options, though Clerics have native access to Divine Metamagic.
Druid
Druids do many if not most things well, but outside core, their Elemental summoning abilities are questionable. Druids are often excellent summoners, but other creatures gotten by summon nature's ally are often far better.
On the upside, summon nature's ally II can get you a Small Elemental, while you'd need to wait 'til summon monster III for a Small Elemental. In general, SNA gets Elemental access a spell level or 2 sooner.
Also, Druids can get Summon Elemental (Complete Mage 47), despite my initial misreading. It's still handy, but lacks the Malconvoker oomph that seems to justify this feat late-game.
That's the good news.
Druids miss out on native Malconvoker access, two major reasons to be an Elemental summoner. While they get the Ashbound feat (Eberron Campaign Setting 50), that's their only unique feature relating to Elemental summoning.
Wizard (Conjurer)
Very spiffy. You can take Abrupt Jaunt (Player's Handbook II 70) to almost ensure your survival. You can also access these Conjurer variants; Rapid Summoning, Enhanced Summoning, and Spontaneous Summoning. Those who really, really want to get more Conjuration spell slots should consider Focused Specialist (Complete Mage 34), though I'm rarely a fan.
Wizards also get access to spiffy arcane-only PrCs, including the Incantatrix (Player's Guide to Faerun 61), Master Specialist (Complete Mage 70), and Archmage.
Wizard (Other)
You get most the Wizard goodies, but not the Conjurer-only variants. If you're a Wizard who wants to emphasize Elemental summoning, why are you not a Conjurer?
Other Classes
Sorcerers, Bards, and some other classes can summon Elementals. Mechanically, there's no great reason for these classes to do so. Maybe you can convince me otherwise.
Abrupt Jaunt (Conjurer1, Lose Familiar, Player's Handbook II 70)
EFFECT: As an IMMEDIATE ACTION, teleport up to 10' away. You can teleport outside line of effect with this! Usable INT bonus times/day!
This prevents you from being hit and lets you jaunt through floors, walls, doors, walls of force, prismatic spheres, and any place where your teleportation magic normally works.
Probably not allowed by your local DM, and for good reason! Were this a Conjurer10 ability, it would probably still be worthwhile!
Domain Granted Power (Wizard5/10/15/20, Lose Bonus Feat, Complete Champion 52)
EFFECT: Gain the granted power of one Cleric domain. Use your Wizard level instead of your Cleric level for level-dependent effects.
I prefer Domain Granted Power: Travel for contingent freedom of movement 5 rounds/day. It helps prevent me from stepping in my own spells, and is insurance against my enemies. If your DM doesn't frequently use movement impairing effects, get something else.
Enhanced Summoning (Conjurer1, Lose Scribe Scroll)
EFFECT: Gain Augment Summoning and skip the feat prereq. Booyah!
Competes with Martial Wizard for Scribe Scroll.
Focused Specialist (Specialist Wizard1, Lose 1 extra school, Lose 1 general spell slot/spell level, Gain 2 specialty slots/spell level, Complete Mage 34)
EFFECT: Gain more specialist slots (assumedly Conjuration slots for summoning and crowd control) and lose generalist slots.
I know this means more spells/day, but I like my generalist slots! As a Conjurer, I want Transmutation spells, too!
Still, many consider the sacrifice worthwhile; thus, my ranking.
Martial Wizard (Wizard1/5/10/15/20, Lose Scribe Scroll and Wizard Bonus Feats, Gain Fighter Bonus Feats)
EFFECT: If you're wise, you use this to take Improved Initiative, Battle Jump, or a high importance prereq.
Martial Wizard still allows you to trade your Wizard1/5/10/15/20 for other things, like Domain Granted Power (Complete Champion 52) or reserve feats as if they were Wizard feats.
Competes with Enhanced Summoning for Scribe Scroll.
Planar Wizard (Wizard10, Lose Wizard10 Bonus Feat Planar Handbook 36)
EFFECT: All your spells gain an alignment descriptor (Chaotic/Evil/Good/Lawful), regardless of your alignment. Gain slight bonuses to DC and SR breaching against creatures of the opposing alignment.
Choose the [Evil] descriptor. It's the best of the bunch for you. That way, you can apply Malconvoker goodies to Elementals you summon. Like it or not, this is the ONLY way by the rules as written for you to do so.
Ask your DM if you can instead skip this step and just let your Malconvoker abilities apply to Elementals. If not and you still want to combine yummy Malconvoker stuff with Elementals, this is the only way.
Rapid Summoning (Conjurer1, Lose Familiar)
EFFECT: You cast summon monster spells as standard actions, but your summonlings can only take a standard action on their first turn.
Worth it for rapid reinforcement. You must be a diehard summoner to choose this over Abrupt Jaunt if both are allowed.
Archmage - Requires Knowledge (Arcana) 15 Ranks, Spellcraft 15 Ranks, Skill Focus: Spellcraft and Spell Focus: Conjuration x2, and- just be a Conjurer, already!
NOTABLE BENEFITS:
-Mastery of Shaping: Poke holes in your crowd control spells!
-Spell-like Ability: time stop is one of my faves. No one can counterspell you!
-Spell Power: +1 CL helps.
NOTABLE DRAWBACKS:
-3 feats to enter seems much. For you, Spell Focus: Conjuration is assumed. With Master Conjurer, you get Skill Focus: Spellcraft.
-Late entry. Entering at level 14 at soonest means that most games won't reach here.
-Each special ability costs you at least one spell slot. At least you can pay in specialty slots!
EXPIRATION DATE
-As many levels as you find useful. Most likely, that's 1, 2, or 3.
Incantatrix - Requires Concentration 4 Ranks, Knowledge (Arcana) 8 Ranks, Spellcraft 8 Ranks, Iron Will, a metamagic feat, and opposing one additional school like a specialist Wizard does
BEFORE YOU ENTER
-Ask your DM whether you can still cast spells you know from the school you forbid upon entering Incantatrix. The rules are unclear on this.
NOTABLE BENEFITS:
-Metamagic feats at levels 1, 4, 7, and 10.
-Cooperative Spell: With a Spellcraft check, use your metamagic feats on allies' spells without affecting the spell slot level. Works best with Persistent Spell.
-Metamagic Effect: With a Spellcraft check, use your metamagic feats on ANY spells or ongoing magic effects without affecting the spell slot level. Works best with Persistent Spell.
NOTABLE DRAWBACKS:
-You oppose another school. It's unclear whether you can still cast spells you know from that school. Losing 4 schools hurts for a Focused Specialist.
-No abilities specifically for summoners (hence the rating), but this PrC is better in almost all ways than straight Wizard or Sorcerer!
EXPIRATION DATE
-As many levels as you find useful. Most likely, that's 1, 3, 4, 7, or 10.
Malconvoker (Complete Scoundrel 48) - Requires a Non-Evil Alignment, Bluff 4 Ranks, Knowledge (Planes) 4 Ranks, Augment Summoning, Spell Focus: Conjuration, ability to speak Celestial & Infernal, and the ability to cast summon monster III
BEFORE YOU ENTER
-Ask your DM whether the Malconvoker's summoning enhancers work on all Elementals as well as Evil creatures. If so, this PrC is blue. Since you're so focused on summoning, Malconvoker is at least navy.
-Read and understand Treantmonk's Mastering-the-Malconvoker (http://www.giantitp.com/forums/showthread.php?528090-Mastering-the-Malconvoker).
NOTABLE BENEFITS:
-If you pass a Bluff check, your Evil summons are Extended. At L4, these summons also get +2 weapon damage and +2 HP/HD. At L5, you summon one additional Evil creature.
NOTABLE DRAWBACKS:
-You lose a caster level @1! You must greatly want in to accept this loss!
-By default, Malconvoker abilities don't apply to all your Elementals. Instead, they apply only to Belkers, Elemental Grues, and Living Holocausts. See the Favorite Summonlings section for details.
EXPIRATION DATE
-5. If you want to focus on calling elementals too, 8.
Master Conjurer (Complete Mage 70) - Requires Knowledge (Arcana) 5 Ranks, Spellcraft 5 Ranks, Spell Focus: Conjuration, ability to cast L2 arcane spells, and you must be a Conjurer
BEFORE YOU ENTER
-Ask your DM if you're using Complete Mage errata. If not, you can learn any Conjuration spell of a level you can cast at Master Conjurer2/5/8.
NOTABLE BENEFITS:
-L1: Skill Focus: Spellcraft. Whee!
-L4: Summonlings and called creatures get +your CL in HP
-L6: +1 Conjuration CL
-L9: +1 Conjuration CL
-L10: 3/day cast a standard action Conjuration spell as a swift action.
NOTABLE DRAWBACKS:
-Master Conjurer is pretty good for a dip, but not for the long haul, unless you take all 10 levels and greatly want the L10 ability.
-With access to all of D&D 3.5, you have these other PrCs competing for your time.
EXPIRATION DATE
-1 for Skill Focus: Spellcraft, 4 for the Minor School Esoterica, or L10 for the 3/day Quicken. I recommend 1, or if your guys greatly would like the HP, then 4.
Paragnostic Apostle (Complete Champion 94) - Requires Knowledge (Arcana) 5 Ranks, Knowledge (Planes) 6 Ranks, Knowledge (Religion) 5 Ranks, Spell Focus: Conjuration, ability to use L3 spells or spell-like abilities, and you must be part of the Paragnostic Assembly (Complete Champion 72)
BEFORE YOU ENTER
-Ask your DM about the Paragnostic Assembly (Complete Champion 72). Sometimes, DMs enforce organization reqs.
-Does the fast healing stack with a creature's existing fast healing?
NOTABLE BENEFITS:
-L1: Your Conjuration (Summoning) summonlings get fast healing 2. This increases by 1/3CL (max fast healing 5).
-L2: If you have Knowledge (Engineering) 5 ranks, your spells that grant an armor bonus to AC give +2 armor AC. I consider it meh, but some people want to use mage armor or greater mage armor (Spell Compendium 136) on their summonlings or themselves.
-With Heighten Spell and Metamagic School Focus (Complete Mage 46), you can enter this PrC at L3!
NOTABLE DRAWBACKS:
-There's only one compelling ability for you. Oh well.
EXPIRATION DATE
-1 for most people. 2 for AC enthusiasts.