This guide is designed to help people create a caster focussed on summoning creatures to aid them both in combat and in social situations. I do appreciate that the best casters are generally good at lots of things, and focussing on one is suboptimal. However, focussing on one can be more enjoyable.
Also, there are a large number of guides about which monster to summon. Because there are several different spells that can be used to summon, I will include links to some previous links, but will not be including them myself. This guide is intended to be useful regardless of your summonable creatures. What has Come Before?
There have been several works on summoning done, but these have had most of the focus on the Summon Monster list. This guide focuses on other aspects, such as feats, prestige classes, tactics, etc… Previous work done includes:
This guide has been created with a public account. If you want to make changes, ask me for the password. Send an email to email@example.com, or PM me. I have included extra posts to allow for whatever may be added at a later time.
Well, the main reason you might consider summoning is because you think it’s cool. If this isn’t the case, then summoning isn’t the best option for you. But obviously, summoning has to offer some advantage over other spells, right? Well, here are some:
Summoned creatures almost always work. There is no concern about saving throws, spell resistance, hitting allies, etc… You summon, and the creature starts bashing. Or whatever else it wishes to do.
Summoned creatures can take the hits your allies would be taking instead. This means that your healer is less strained; your tanks are less in danger, and so on.
Summoned creatures can die, and you won’t care that much. This means that you can send them to scout for traps and the like, and, if they die, you can summon another one.
Summoned creatures offer versatility. Depending on your opponent, different creatures might be helpful in different situations. For example, if your opponent flies, you would most likely summon an air elemental rather than an earth elemental, even though the air elemental is physically weaker. Also, there are a large number of spell-like abilities, even of the same level as the summon spell. The versatility available through this is very potent.
There are a variety of options available for where you pull your spell lists from. I probably haven’t touched upon all of them here. But, in no particular order, the most common options for summoning include:
Wizard [SUP]PHB[/SUP]: The wizard has a large number of variant class features available to it, allowing it to summon as a standard action, gaining augment summoning for free, etc…
Cleric [SUP]PHB[/SUP]: The cleric is physically stronger than the wizard, and can wear armor. Since summoning is a full-round action, the ability to avoid some hits is exceptionally useful.
Druid [SUP]PHB[/SUP]: The druid has natural spell + wildshape to help avoid being hit, spontaneous casting of summoning spells, allowing the preparation of other spells, and better summons, due to the greenbound feat. The druid is often considered the best summoner available.
Psion [SUP]XPH[/SUP]: The psion is often considered a rather good summoner, comparable to the druid. While I consider the druid to be better, the psion is still rather effective. Unless requested, I am omitting psion-based feats and prestige classes from this guide.
Sorcerer [SUP]PHB[/SUP]: Spontaneous version of a wizard. Doesn’t get the substitute levels to make it viable, except for some at high levels, but at this point, you are better prestiging out.
Favoured Soul [SUP]CD[/SUP]: Spontaneous version of a cleric. Doesn’t get domains or anything similar, but it does still get the ability to wear armor. Domains don’t make that big a difference at higher levels, so this is a viable option for those who like spontaneous casting. However, at level 1, a cleric can get +3 to CL, which means an extra 3 rounds.
Spirit Shaman [SUP]CD[/SUP]: Spontaneous version of a druid. Druids already get spontaneous casting of the summoning spells, but the spirit shaman also gets the spirit guide, who can focus on the concentration-based spells while you cast more. There is some belief that spirit shamans are better summoners than druids, based on the larger amounts of spells that can be cast per day, and the spirit guide’s ability to concentrate on spells. At the very least, it is a better caster.
Archivist [SUP]HoH[/SUP]: Archivists have the option of learning any divine spell. So they can make use of spells like summon monster, planar ally spells, summon nature's ally spells, etc. They don't get any other class features, but SNA is good for the lower levels, and SM/planar ally is good at the higher levels.
Dread Necromancer [SUP]HoH[/SUP]: Dread Necromancers make good summoners at the lower levels, due to the summon undead chain, however, since this chain stops at Summon Undead 5, they aren't as effective at later levels.
There are many feats available to summoners, allowing them to improve the creatures summoned. There are several available only to those who summon using Summon Nature’s Ally, specifically Greenbound and Ashbound. If you are making a druid or spirit shaman who can use these feats, they are both exceptionally good. It is also important to point out that Greenbound and Rashemi feats are campaign specific and are broken. When I looked them up I realized that by RAI they're supposed to be DM's rewards to the players for doing something awesome. Talk to your DM if you want them!
These are feats available to all summoners, and will always apply (or, in the case of Beckon the Frost, can be applied when appropriate at no cost).
Augment Summoning [SUP]PHB[/SUP]: This is a must for any serious summoner. The only reason not to take it is if you get it for free somewhere else. (requires Spell Focus(Conjuration).)
Beckon the Frozen [SUP]Frostburn[/SUP]: A small boost to the damage your summons deal, and the cold subtype. It is optional to use, which is very important when fire is about. Also note that the extra damage is ignored if the opponent has any noteworthy cold resistance. (requires Spell Focus(Conjuration) and Augment Summoning.)
Summon Elemental [SUP]CM[/SUP]: The ability to spontaneously summon something as a standard action. Useful as a trap monkey, flank buddy, and a potential polymorph target. As written, these benefit from all your other Summoning Feats, however, you may wish to check with your DM. (requires the ability to cast 4th level spells.) (Thanks to BenSan for pointing out that, RAW, they benefit from your other summoning feats)
Extraordinary Concentration [SUP]CV[/SUP]: There are a couple of nice summon spells that rely on concentration. The cream of the crop is Summon Elemental Monolith. The ability to summon one of these, and then cast another spell is exceptionally handy. Ideally, you want to get this to a swift action, since summoning spells generally involve full-round actions. (requires concentration 15 ranks.) Note: This is kind of weird. It specifies that you can't keep concentration on two spells at once, which would indicate that you can still cast another spell, but can't concentrate on it. However, in the SRD, it specifies that you can't cast a spell while concentrating on another. RAW, you shouldn't be able to cast another spell, but RAI might suggest otherwise. If going by RAI, keep it as blue. If going by RAW, it changes to red.
Rashemi Elemental Summoning [SUP]UE[/SUP]: Makes your Earth Elementals and Air Elementals scarier. Summoning air elementals can now act as a blasting spell, thanks to the cone of colds. This can do considerably more than Meteor Swarm, the typical level 9 damage spell. (no prerequisites.)
Augment Elemental [SUP]Magic of Eberron[/SUP]: Your summoned elementals get a +2 enhancement bonus to attack and damage rolls, and temporary HP equal to twice their HD. For combat purposes, this is basically a second Augment Summoning on your elementals. Easy prerequisites (a few ranks of K: Planes). Suggested by BenSan.
Dragonmarked Summoner [SUP]Dragonmarked[/SUP]: Not really all that great, but it is a summon-enhancing feat. Summoned creatures get a small deflection bonus to AC based on the strength of your dragonmark. Very much Eberron-specific for obvious reasons. It's okay if you're already playing a dragonmarked character, but still not a top priority. Suggested by BenSan.
Demon Mastery [SUP]Fiendish Codex I[/SUP]: +1 caster level for summoning demons, +2 to Charisma checks for planar binding and similar spells involving demons. Might be useful for Malconvokers. Or maybe not. Suggested by BenSan.
There are several metamagic feats that boost summoning abilities. Most of these have low level adjustments, meaning you can still get decent summoned creature.
Imbued Summoning [SUP]PHB II[/SUP]: +1 level adjustment to give a free buff spell. Unfortunately, buffs that work off enhancement bonuses (i.e. Bull’s Strength) if you have Augment Summoning. (although dex-based, and mental buffs still work) (requires Spell Focus(Conjuration) and Augment Summoning.)
Extend Spell [SUP]PHB[/SUP]: +1 level adjustment to potentially carry the summoned creature into the next battle. (no prerequisites)
Rapid Spell [SUP]CD[/SUP]: +1 level adjustment to summon as a standard action. (no prerequisites)
Sudden Maximize [SUP]CA/Miniatures Handbook[/SUP]: Summon more of the lower list creatures. Usable 1/day. (requires any metamagic feat)
Metamagic School Focus [SUP]CM[/SUP]: Reduces metamagic costs, as long as you stick to one school. How about conjuration? You will most likely meet the prereq of SF(Conj), since it is also a prereq for Augment Summoning. (requires Conjurer level 1 or Spell Focus(Conjuration))
Rapid Metamagic [SUP]CM[/SUP]: For spontaneous casters who wish to summon with metamagic. (requires the ability to cast spontaneously, Spellcraft 12 ranks)
These feats have the prerequisite of being able to spontaneously cast Summon Nature’s Ally. This is limited to druids and spirit shamans.
Greenbound [SUP]LEoF[/SUP]: Makes animals that you summon a lot stronger, but you can’t use animal buffs on them. It is ridiculously good, until you get Animal Growth. At this point, greenbound is comparable to animal growthed summons. Once elementals start to appear Rashemi Elemental Summoning is superior. (requires the ability to spontaneously cast Summon Nature's Ally)
Ashbound [SUP]ECS[/SUP]: A bonus to hit, and a free extend effect. Allows summons to be useful earlier on, and allows them to last into the next battle later on. This is marked so high because of the free extend effect, making a druid summoner useful a lot earlier. (requires the ability to spontaneously cast Summon Nature's Ally)
These feats have the prerequisite of being able to cast arcane spells. As a result, it is limited to wizards and sorcerers.
Arcane Thesis [SUP]PHB II[/SUP]: All your metamagic feats involve a +1 level adjustment. This negates that. Only applies to one spell though. (requires the ability to cast arcane spells and 9 ranks in spellcraft)
Arcane Disciple [SUP]CD[/SUP]: The summoning domain adds some very useful spells to your spell list. Sorcerers may be better off taking the Domain Access alternate class feature from Complete Champion. Allows qualification for the Thaumaturgist. (requires the ability to cast arcane spells, knowledge(Religion) 4 ranks, spellcraft 4 ranks, and an alignment that matches your deity's alignment. The only deity that has this as a suitable domain is Thritherion, who is Chaotic Good.) Thanks to Chando for this suggestion.
Infernal Sorcerer Heritage [SUP]PHBII[/SUP]: +2 caster level for summoning evil outsiders. Can be taken at first level, but only by sorcerers. Suggested by Bonzai.
Celestial/Fiendish Summoning Specialist [SUP]Planar Handbook[/SUP]: Work with your DM to find another creature to add to your summon lists. Note that you are limited to one set of heritage feats, so choose carefully. Suggested by Bonzai.
Nexus Method [SUP]Dragon #319[/SUP], lets a Wizard swap out non-Conjuration spells for a Summon Monster of the same level or lower. It's wizards-only, and you have to be from the Solnor Compact in Greyhawk (But that can be changed). Suggested by Taeldrin Laesrash
These feats require a domain. As a result, they are pretty much exclusive to the cleric, although if you are using Complete Champion, a sorcerer can use them as well.
Domain Focus [SUP]Complete Divine[/SUP]: Domain spells you cast have a +1 CL. A level 1 Cleric can end up with summons that last 4 rounds with this feat and the right domains. Thanks to Bonzai for suggesting this.
There are a few prestige classes available for summoners; however, you may wish to just take a prestige class that boosts a caster’s abilities in general. The minimum level entry is the earliest level that you can take a level in this prestige class. For example, assuming the prerequisites are set up properly, a characters 6th level can be alienist.
Alienist [SUP]CArc[/SUP]: Don’t do it. You give up the ability to summon a lot of rather nice things, such as elementals. In return, you get the psuedonatural template instead of the fiendish/celestial ones, and an extra slot. The slot is nice, but the templates are roughly equal. Minimum level entry: 6
Mindbender [SUP]CArc[/SUP]: This is a 1-level dip only. The ability to telepathically command your summons without notifying your opponents what you’re doing is very helpful. Minimum level entry: 6
Master Specialist [SUP]CMage[/SUP]: Rather nice bonuses. Combined with the Rapid Summoning from Unearthed Arcana, the last ability means 3 quickened summons per day. Also grants some extra hit points and makes them harder to dispel. Minimum level entry: 4
Wild Soul [SUP]CMage[/SUP]: I haven’t tried this once, nor have I heard any opinions on it, but it adds some extra creatures to the Summon Monster list. One of these is the unicorn, which is a mini-cleric. So, it definitely has some use. Also allows the spontaneous casting of a bunch of spells, including Time Stop. minimum level entry: 6
Paragnostic Apostle [SUP]CChamp[/SUP]: The Call of Worlds ability grants fast healing to your summons, and there are a few boosts to any buff spells you cast on them. minimum level entry: 6
Thaumaturgist [SUP]DMG/SRD[/SUP]: Boosts summoning, and gives a planar cohort. Contingent Conjuration seems rather useful. Pretty much entirely for clerics. Minimum level entry: 8
Malconvoker [SUP]CScou[/SUP]: Removes the restriction of what clerics can summon, and makes it easier to summon evil things with Planar Binding. Also provides extra fiendish creatures when you summon them. Minimum level entry: 6
Moonspeaker [SUP]Races of Eberron[/SUP]: Offers some bonuses to druidic summoning, but gives up some wildshaping. Can be taken by clerics, but will require the Education feat or something similar to get past the prerequisites. Minimum level entry: 9
Shadowcraft Mage [SUP]Races of Stone[/SUP]: This is a variation of the normal build. With the third level ability, you can emulate Conjuration(summoning), Conjuration(creation) and Evocation spells with certain spells such as silent image. Look at the shadowcraft mage handbook for more advice on this prestige class. Minimum level 8
Constructor [SUP]link[/SUP]: Suggested by Tealgorthian, this prestige class gives additional forms for Astral Constructs to take, bonuses to their AC and features, and the ability to turn them, effectively, into visible unseen servants. Minimum entry level: 7
Fiendbinder [SUP]Tome of Magic[/SUP]: Suggested by Klode-me, this prestige class allows you to summon from a small selection of demons. I'm not too sure how good the class actually is, so, all I can really do is link you to the handbook: http://forums.gleemax.com/showthread.php?t=709926. Minimum entry: 7.
Also, there are some prestige classes that add some summoning spells to your spell lists, such as the Hathran (Player's Guide to Faerun). However, other than this feature, they do not offer any benefit to your summoning powers. In some cases, they add spells not normally available to you. Hathran allows for Druidic and Arcane Thaumaturgists. Thanks to Chando for this point.
The most obvious way to use a summoned creature is to get it to attack the opponent. However, this is only one method, and several other methods take advantage of the sheer versatility available to a summoner. Also, summon spells are quite usable outside of combat.
Scry ‘n’ Die: Use some scouting method, either with a rogue looking ahead or a scrying spell. Figure out the weaknesses of whatever you will soon be facing. You can then plan according to those weaknesses. A lot of summonable creatures can take advantage of specific weaknesses quite easily.
Aiding/Flanking: Summoned creatures of sufficient size can aid another, or flank. Flank means rogues get sneak attack. Aid another means allies get bonuses to hit or bonuses to AC.
Skills/Spell-like Abilities: The skills of some summoned creatures will be helpful to the party, especially if a key member of the party is currently down. Also, a lot of higher-level summons have spell-like abilities, which may even be comparable to spells of that level.
Meat Shield/Trapmonkey: Summon something that can take a beating and let the party do other things while your enemies beat up on the summoned critter. In a similar vein, let the summons trigger all the traps, while your party walks through unscathed.
Grapple/Trip: A lot of summonable creatures are going to be big and have really good strength. This makes them excellent grapplers and trippers.
Polymorph: This opens up a much larger number of options. By summoning, say, a small elemental, you can then cast polymorph on it and turn it into another elemental with an ability that you want. If anyone can find some uses for this that are not mentioned below, mention them, and I’ll (eventually) add them. Currently no options have been submitted, and I haven’t found any.
Scouting: Summons can be used as scouts, if the spell has a long enough duration. Especially useful with the higher level spells that use concentration, but don’t offer a maximum length to the valid time. Chain of eyes or tongues, can help this immensely. It is highly beneficial to know Terran, Aquan, Ignan and/or Auran, as elementals often serve as good scouts, and being able to speak their language allows you to save a spell. A dip in Mindbender gets around this, though.
Transport: Even at lower levels, you can find some flying/swimming mounts that allow forms of transport that are otherwise unavailable to the party.
There are a variety of creatures available to summon, and there are a large number of lists to choose from. Between Summon Monster, Summon Nature's Ally, Astral Construct, Summon Desert Ally, Summon Undead, Summon Swarm, and so on, the amount of possibilities of what you can summon is ridiculously large. So, rather than give individual lists, I have decided to include a list of what to look for. It is highly recommended to have sheets containing all the information about the individual summons. This will involve some additional paperwork, and some research before showing up.
High skills: These make great back-up rogues, or party nightwatchmen, or whatever else you need. The nightwatchmen thing has obvious limitations, due to the short duration of most summoning spells.
High Strength + Size bonuses: These make great grapplers, allowing them to easily remove opponents from combat. Ideally, these guys should also have large amounts of natural armor, and reasonable hit points, as they lose their dex while in a grapple.
High Strength + Large numbers of attacks: These make great damage-dealers. Once again, they should have reasonable armor and hit points, since they will probably take a few hits while they are on the field. Ideally, these creatures should have pounce, in case the opponent decides that he doesn't want to face them.
High Defensive Capabilities: These make excellent tanks to hide behind. Good constitution, good AC, damage reduction, energy resistance, etc… all help this role. The damage-dealing capabilities of these is less important, since they are designed to take damage, as opposed to dealing it.
Spell-like abilities and similar: Druids don’t get meteor swarm. Instead, they summon d3 storm elementals, and have them use their Thunder and Lightning ability. Similar, they don’t prepare any healing spells at level 4, instead they summon a unicorn. Spell-like abilities makes your summon spells a lot more versatile.
Any other unusual things: Earth Elementals have the earth glide ability. What’s the point of that, you might wonder… Well, an Earth Elemental can have a look through the dungeon wall to see what’s on the other side, come back, and tell you.
Large HD: Allows you to use the polymorph trick mentioned above.
Alternate Class Features/Racial Substitution Levels
There are a large number of boosts for wizards that make him a reasonable summoner, and a few racial substitution levels available to druids that boost their summoning power. These abilities aren't necessary, but they do help.
Rapid Summoning [SUP]UA[/SUP]: Summons as a standard action. It’s like rapid spell being applied to your summoning spells, but without the cost. Requires you to be a conjurer, and does not allow the immediate magic option from Player’s Handbook 2, since both require you to give up your familiar. Originally suggested by Bonzai.
Enhanced Summoning [SUP]UA[/SUP]: Gain the augment summoning feat instead of the scribe scroll feat. Also give up the 5th level feat for a +2 boost to resist attempts to dispel your summons. You may prefer to take Master Specialist at level 4, since the gain at 5th isn’t entirely notable, especially since you gain a bigger bonus at Master Specialist 7. Requires you to be a conjurer.
Spontaneous Summoning [SUP]UA[/SUP]: Allows you to give up a spell to cast a summon monster spell of a lower level. The lower level thing is kind of harsh, so you may prefer just to keep your extra spells. Requires you to be a conjurer, and give up your extra spell slot.
Focused Specialist [SUP]CMag[/SUP]: Allows you to cast more spells per day. But, it requires you to give up another school. Depends on how comfortably you feel casting from fewer schools. Remember that you need Conjuration (for obvious reasons), Transmutation (for spells like haste), Abjuration (for dispel magic) and Divination (‘cause you can’t give it up anyway). That leaves Evocation, Illusion, Enchantment and Necromancy. You will want to keep either evocation or illusion, so you can cast contingency. If you give up 3 schools, you will probably have to give up enchantment and necromancy. The remaining one will be either illusion or evocation. Requires you to be a specialist mage. I suggest Conjurer.
Domain Access [SUP]CChamp[/SUP]: You give up 1 spell known/spell level to gain access to a domain. You can only cast each domain spell once per day, but you still gain some different spells, as well as a boost to your caster level. Requires yo uto be a sorcerer.
Metamagic Specialist [SUP]PH2[/SUP]: Gain the ability to cast metamagic on the run, without increasing the casting time. Limits on times/day, so the rapid metamagic feat might be preferable, but you only give up your familiar.
Immediate Magic [SUP]PH2[/SUP]: While not related to summoning, this deserves special mention. The ability that a conjurer gets from this is very powerful, however, the ability to rapidly summon is often considered better for a summoner. You can only have one.
Beast Spirit [SUP]Races of Eberron[/SUP]: Gains the ability to give a boost to a summoned creature as a move action, and the ability to summon as a standard action. Also gives a couple of other handy features. Only available to shifter druids. Costs you your animal companion though.
Augment Nature’s Allies [SUP]Races of Destiny[/SUP]: Gain the effects of Augment Summoning. However, you don’t actually get Augment Summoning and it doesn’t stack with Augment Summoning. The feats have the advantage of acting as prerequisites for other feats. In any case, the fact that you lose 1 wildshape/day hurts until you have enough to last all day. If you are really worried, use one of the feat slots you saved to get Extra Wildshape. Only available to Half-orc druids.
Elemental Bond [SUP]Races of Wild[/SUP]: You give up access to earth spells, but gain early access to air elementals. Earth elementals make great scouts, and great warriors, so the drawback can be pretty noteworthy, however, the early access to air elementals is probably worth it. Only available to raptoran clerics.
Elemental Bond [SUP]Races of Stone[/SUP]: You give up the ability to summon elementals except the earth elemental, but moves the earth elemental up in the list. At higher levels, air elementals are the best fliers available, storm elementals can act as druidic meteor swarms, and water elementals are the best things to summon when you are underwater. If you are OK with sacrificing those abilities, than this ability is great. There are a few other creatures that he gives up, and a few other creatures that he gains access to, but these are the main ones. Only available to goliath druids.
Spontaneous Planar Summoning [SUP]PlH[/SUP]: Effectively, you add the Summon Monster spells to your spell lists, in exchange for only being able to summon certain things off the list, and one 6th level spell known. This wouldn't be too bad, except there are better things to be doing than taking your 6th level of sorcerer, yet alone 13th. If it was back at 8th level, tops, then I would consider it, but as is, you give up too much from prestige classes to make this worthwhile. Only available to sorcerors.
Elhonna's Brooch [sup]CC[/sup]: Dirt cheap. Gives your summons +1 hp/HD. You must worship Elhonna.
Nature's Children [sup]CC[/sup]: Dirt cheap. Gives you +1 CL for summoning. You must worship nature.
Metamagic Rod of Extend Spell: Extend Spell is one of the best metamagic feats out there effectively double the power of your duration spells. This is especially true for summons.
Ring of Mighty Summons [sup]CM[/sup]: 3/day, max hit points, but half duration. If your DM allows, use this to summon summon a bunch of smaller critters.
Ring of the Beast [sup]CC[/sup]: Your Summon Nature's Ally spells are treated as one level higher (III as IV, for example).
Strand of Prayer Beads: If you're a divine caster, the Bead of Karma means +4 or +8 rounds to the duration of your summons.
Summoner's Totem [sup]MIC[/sup]: This item makes Imbued Summoning [sup]PHB2[/sup] redundant. Although, while your DM may rule that Imbued Summoning copies the buff when you summon several smaller critters, Summoner's Totem explicitly states that it works only on single summoned creatures.
Worldmeet Glade [SUP]CMag[/SUP]: This is actually a magical location, but it gives a large number of bonuses which stack with everything else.
Conjurer 1 / Druid X Take Rapid Summoning and Enhanced Summoning alternate class features for the Conjurer, then just go regular Druid. RAW, this doesn't work, but you may be able to convince your DM. If you're allowed Precocious Apprentice trick then go...
Human Conjurer 1 / Druid 6 / Arcane Hierophant 10 / Mystic Theurge 3 and pick Precocious Apprentice and Education as your 1st level feats. Buy Summoner's Totem and surprise your enemies with invisible bears.
conjurer 3/master specialist 4/thaumaturgist 4/malconvoker 9 These are generally the best prestige classes available for a conjurer. Saru has put this forward as a good balance between the multiple classes.
Cleric 7/ Skypledged 3/ Contemplative 1/ Skypledged +7/ Contemplative +2 http://forums.gleemax.com/showpost.php? … stcount=75 Summons large amounts of rocs at higher levels, and has some suitable options at low levels. Focuses more on air elementals and birdies, so not for the type of campaign with low rooves.
Conj 2/Sor 1/Conj +2/UM 10/Mast Spec 5 http://forums.gleemax.com/showpost.php? … stcount=67 An attempt at using Ultimate Magus. This is probably not the best idea, but if people want to try and make an Ultimate Magus summoner, then here is a starting point. If people do try it, and it turns out to be good, please tell us. My opinion on this is entirely based on a theoretical standpoint. Although I would probably go Arcane Disciple (summoning) and Thaumaturgist instead of Master Specialist. You've already lost some CL from going UM, so malconvoker isn't so good.
Changeling Conjurer 3 / Master Specialist 4 / Recaster 5 (Races of Eberron) / Thaumaturgist 5 / Master Specialist 5-7 http://forums.gleemax.com/showpost.php? … stcount=85 Uses Recaster to qualify for Thaumaturgist. And also gets nice little bonuses such as sudden extends and sudden maximizes. Definitely a good lead-in.
Simple Moonspeaker Shifter Druid 8/Moonspeaker 12 -or- Shifter Druid 9/Moonspeaker 11 with Shifter Racial Sub and the Natural Bond feat to gain Rapid Summons for free http://forums.gleemax.com/showpost.php? … tcount=134 Exchanges wildshape for better summoning abilities.