Spores does automatic damage, buff an ally with Heroism, stun enemies with Stunning Screech, or if you can summon multiple vrocks you can have them all do Dance of Ruin together to create a gigantic AOE.At this level, Summon Monster and Summon Nature's Ally completely deviate.With just three options, Summon VIII isn't especially interesting. For instance, the evildoer can: Sic his/her pets or thugs on the hero (es) or runaway (s). Dire rats can get around easily to scout and retrieve things, but with only +1 to hit it's never doing to hit anything.Largely the same as the dire rat, but it gives up the movement types for Scent.Excellent swim speed and spectacular blindsight. Also note that many colored items are also links to the Paizo SRD.Summon Monster is allows you to summon a wide variety of extraplanar creatures capable of filling a variety of functions. They are powerful monsters that can be called into battle to fight by their Summoner. I think it IS possible to benefit from Summon Neutral Monster and Sacred Summons at the same time: The Sacred Summons feat reads: "When using summon monster to summon creatures whose alignment subtype or subtypes exactly match your aura, you may cast the spell as a standard action instead of with a casting time of 1 round.". I was needing a BBEG. The ability to summon any tiny animal means that Pathfinder's large collection of animals offers an impressively long list of potential summons. You also need to hit with the dire wolf's single mediocre attack to trigger Trip. With 60 ft. fly speed, perfect maneuverability, and small size, they can get around easily in tight areas. Grab and Gnaw provide excellent damage output while grappling, and Gnaw allows the eel to make an additional secondary bit for a little bit more damage.Four attacks is great, especially if you have something like Inspire Courage running to boost the attacks' damage. That makes lantern archons a perfect translator, replacing the need for spells like Comprehend Languages and Tongues for the brief duration of Summon Monster. When you can always summon a creature specialized to the situation, a generalist is a poor choice.A linear improvement on the lion and the tiger, dire lion doesn't add much additonal damage, but adds a bunch of extra attack bonus and hit points.120 ft. blindsight is great for finding hidden foes, but orcas are aquatic, their attacks are mediocre, and they don't speak, so at best they can find a hidden enemy and chomp at them impotently until you decide what else to do about them.Large elementals gain a second slam attack, making fire elementals a considerably more useful option because they now have twice as much opportunity to trigger Burn for ongoing damage against difficult foes. After a delay of 1 turn, 1d2 monsters appear and serve the magic-user faithfully until they depart when the duration ends, or they are killed.
Even after the spell's duration expires, the effect lasts 24 hours.Finally, the lantern archon's Spell-like Abilities, all of which are usable at will.
You choose which kind of creature to summon, and you can choose a different one each time you cast the spell.A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. The kind of monster that arrives is a Level 6 Monster. Phantom Beast) are a recurring element in the Final Fantasy series. The energy resistances and DR look tempting, but summoned animals will get similar protections from the alignment template granted by the spell. Summoning these creatures makes the summoning spell's type match your alignment. Air elementals remain the most relevant option for their ability to use Whirlwind to lift enemies into the air and drop them.Excellent in the water, the giant moray eel is a fantastic grappler. Turns out, evil creatures are generally more geared towards dealing death and destruction. Giant Scorpion and Grizzly Bear are both great for locking down single targets, but if you just need a pet fighter your best bet is the Hound Archon.Adding flight and improved stats makes the giant ant a decent threat. I keep asking my lawyers but they just look at me funny.In short, if a summoner's concerned about being corrupted by the fiends they summon, could they spend their free time summoning celestial monkeys in an orphanage to compensate?Nah, divine casters are RESTRICTED in the alignment of spells they can cast (cannot oppose their own While looking at a summoner build, I remembered the issue that the summon spells take the alignment of the creature summoned, making demon- or devil-summoning an evil act regardless of intent or context. Dropping a Swarm of Bats into an encounter can be hugely effective, even in high-level adventures where the damage isn't significant, because the bleed damage will force Concentration checks.Aeons are weird, mostly because of their inability to communicate verbally. When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. If the caster is evil-aligned he may choose the Summon Evil Monster …
At this stage the options start to become more diverse and interesting, and they become more useful as actual combat threats.When you first get Summon III, the Crocodile and Leopard are decent combat options.
The Voidworm is comparable to similar rings of summoning affinity at Summon 3, and the ring's good options don't come online until Summon 6 and 9.The few passable options here are situational or redundant.Few truly great options, but everything on the list is useful.A Rod of Lesser Metamagic (Extend) costs less, works on other spells, and doesn't add the ridiculous 30-foot distance limitation,The possible combinations here are massive.