Ultimate Summoner (3.5e Optimized Character Build)

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Introduction[edit]

This is the person who makes all the monsters they summon so much more powerful than they normally are.

References[edit]

3.5e PHB, 3.5e DMG

Game Rule Components[edit]

Spells, Powers, Soulmelds, Stances, etc...[edit]

Items[edit]

None really needed

Progression[edit]

Starting Ability Scores (Before Racial Adjustments): You'll want a high Intelligence and high Wisdom (at least 17) for this one.

Race: Human

Alignment Any nongood

ECL Class Base
Attack Bonus
Saving Throws Feats Class
Features
Special
Fort Ref Will
1st Wizard 1 +0 +0 +0 +2 Extend Spell, Tattoo Focus Summon Familiar, Scribe Scroll Max out Spellcraft, Know(Arcana), and Know(Religion). Specialize in Conjuration (Do NOT prohibit Transmutation)
2nd Wizard 1, Cleric 1 +0 +2 +0 +4 Turn/Rebuke Undead Continue to max out Spellcraft, Know(Arcana), and Know(Religion). (Plant or Elemental domains suggested)
3rd Wizard 2, Cleric 1 +1 +2 +0 +5 Maximize Spell Continue maxing out Spellcraft, Know(Arcana), and Know(Religion).
4th Wizard 2, Cleric 2 +2 +3 +0 +6 Continue maxing out Spellcraft. Ability Score increase +1 Int
5th Wizard 3, Cleric 2 +2 +4 +1 +6 Continue maxing out Spellcraft.
6th Wizard 3, Cleric 3 +3 +4 +2 +6 Empower Spell
7th Wizard 3, Cleric 3, Mystic Theurge 1 +3 +4 +2 +8 +1 Arcane casting/+1 Divine casting
8th Wizard 3, Cleric 3, Mystic Theurge 2 +4 +4 +2 +9 +1 Arcane casting/+1 Divine casting Ability Score increase +1 Int
9th Wizard 3, Cleric 3, Mystic Theurge 2, Red Wizard 1 +4 +4 +2 +11 Spell Focus (Conjuration) Enhanced Specialization, Specialist Defense +1, +1 Arcane casting Do NOT prohibit Transmutation
10th Wizard 3, Cleric 3, Mystic Theurge 2, Red Wizard 2 +5 +4 +2 +12 Spell Power +1, +1 Arcane casting
11th Wizard 3, Cleric 3, Mystic Theurge 3, Red Wizard 2 +5 +5 +3 +12 +1 Arcane casting/ +1 Divine Casting
12th Wizard 3, Cleric 3, Mystic Theurge 4, Red Wizard 2 +5 +5 +3 +13 Greater Spell Focus (Conjuration) +1 Arcane casting/ +1 Divine Casting Ability Score increase +1 Int
13th Wizard 3, Cleric 3, Mystic Theurge 4, Red Wizard 2, Thaumaturgist 1 +5 +5 +3 +15 Improved Ally, +1 Any Casting Increase your Wizard Casting
14th Wizard 3, Cleric 3, Mystic Theurge 4, Red Wizard 2, Thaumaturgist 2 +6 +5 +3 +16 Augment Summoning, +1 Any Casting Increase your Wizard Casting
15th Wizard 3, Cleric 3, Mystic Theurge 4, Red Wizard 2, Thaumaturgist 3 +6 +6 +4 +16 Feat Extended Summoning, +1 Any Casting Increase your Wizard Casting
16th Wizard 3, Cleric 3, Mystic Theurge 4, Red Wizard 3, Thaumaturgist 3 +6 +7 +5 +16 Specialist Defense +2, +1 Arcane Casting Ability Score increase +1 Int
17th Wizard 3, Cleric 3, Mystic Theurge 4, Red Wizard 4, Thaumaturgist 3 +7 +7 +5 +17 Spell Power +2, +1 Arcane Casting
18th Wizard 3, Cleric 3, Mystic Theurge 4, Red Wizard 5, Thaumaturgist 3 +7 +7 +5 +17 Feat Bonus Feat, Circle Leader, +1 Arcane Casting For the Bonus Feat choose Spell Mastery, and master your best Summoning and Enhancement Spells
19th Wizard 3, Cleric 3, Mystic Theurge 4, Red Wizard 6, Thaumaturgist 3 +8 +8 +6 +18 Spell Power +3, +1 Arcane Casting

Other Components[edit]

Highlights[edit]

Basically what this does is it lets you conjure as a Lv 19 Wizard (though your other spells are cast as a Lv 16), and your summons get +4 Strength and Constitution as well as staying summoned twice as long as normal (four times if you Extend the spell).

Munchkin-Size Me[edit]

Spell-Storing Weapons and Rings are always excellent for the extra Summon.

Metamagic Rods help, especially Extend, which would get up to three of your Summons to last up to eight times as long.

Side Notes[edit]

The reason why you don't want to prohibit Transmutation is because you can use many of those spells to enhance your summoned monsters, also healing it with your cleric spells isn't a bad idea

By choosing a Plant or Elemental domains, it allows you to control and/or turn monsters, which may be useful

With the Spell Mastery, you can summon monsters even when you've lost your spellbook.

Limitations[edit]

Unless the DM says otherwise, your character has to have been born in Thay.

Your Reflex Save isn't great

DM Counters[edit]

Antimagic would make them almost helpless, as well as silence spells (unless they take the Silent Spell feat), also, enemies that are adept at banishing would give the Summoner a hard time.


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