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Dungeons & Dragons Online: New Character Build - The Summoner

Updated Wed, Dec 23, 2009 by Dalmarus


Summoners are elven wizards who are masters of summoning fell beings from other planes to fight for them. When they're not scouring through ancient tomes in their quest to unlock further secrets of the ether, they're crawling through horror-infested tombs and dungeons in search of more tomes. Looking down their noses at those wizards they view as weak for not acquiring their own study materials, the Summoners of Ebberon train themselves continually to master the art of the bow and to cast spells while armored.


Despite wearing armor and effectively wielding the bow, the Summoner is not a hybrid class build. They are pure wizards and have full access to the most powerful spells in the game. Their biggest strength comes from the creatures they summon to fight their battles, and their massive spell point pools ensure they can do it often. Letting their pets absorb most of the damage allows these casters to attack from a distance with a bow, tossing in any spells when needed. As they progress through levels, they eventually gain the ability to wear light and medium armor, providing more protection than their previous robes. Further concentrated studying allows them to also reduce the resulting casting penalties by 10%.

Unlike other builds, this one depends on equipment to flesh out any lacking attributes. The ability to wear light and medium armor allows for a far better range of loot options than traditional wizards would ever get. Late in their progression, the player’s dexterity bonus (rather than strength) is used for determining melee weapon attack and damage bonuses. A fully leveled Summoner is a devastatingly dangerous foe to contend with.

Starting Abilities
Elf (28 pt) Elf (with Bonuses) Elf (32 pt)
Str 8
Str 8 Str 8
Dex 18
Dex 23 Dex 18
Con 8 Con 10 Con 12
Int 18 Int 23 Int 18
Wis 8 Wis 8
Wis 10
Cha 8
Cha 8
Cha 8

Ability Score Notes:
The Summoner is a class for extreme min/max players. It’s designed for solo play throughout the first half of the level spread, with more group play elements added as the character progresses. This means putting a lot of points into Dexterity for the added armor and ranged attack bonuses. Sure, you could take a point away from Dexterity and spread some of that love around (especially in the Constitution column), but trying to avoid being hit in the first place will work better in the long run. The reason for maxing out your Intelligence is simple - this build needs every last spell point they can lay their grubby little hands on.

(Below information based upon 28 point build, level 20)

Hit Points: 100

Armor Class: 17 + Items/spells

Saving Throws:
Fortitude: +6
Reflex: +12
Will: +11

Class/Race Features:
+2 bonus to Listen, Search, and Spot checks
+2 bonus to saves against enchantments
Immunity to Sleep
Martial Weapon Proficiency
Inscribe Scroll
Magical Training

Skills:
Balance +17
Concentration +24
Hide +6
Move Silently +6
Repair +29
Swim +9
Search +19
Spot +12.5
Jump +9
Tumble +17.5


Feats: Dodge, Mental Toughness, Light Armor Proficiency, Improved Mental Toughness, Medium Armor Proficiency, Combat Casting, Eschew Materials, Weapon Finesse, Maximize Spell, Point Blank Shot, Extend Spell, Enlarge Spell

Enhancements:
Elven Arcane Fluidity III
Elven Arcanum II
Elven Dexterity II
Wizard Concentration II
Wizard Elemental Manipulation IV
Wizard Energy of the Scholar IV
Wizard Intelligence III
Wizard Lineage of Elements III
Wizard Master of Magic
Wizard Subtle Spellcasting III
Wizard Wand Mastery IV


Spells
(DC 20 + spell level)
Spell Points: 1729

Level 1: Summon Monster I, Mage Armor, Burning Hands, Niac's Cold Ray, Sleep, Magic Missle, Ray of Enfeeblement, Protection From Evil, Shield, Repair Light Damage
Level 2: Summon Monster II, Web, Command Undead, Scorching Ray
Level 3: Summon Monster III, Deep Slumber, Fireball, Flame Arrow
Level 4: Summon Monster IV, Dimension Door, Stoneskin, Repair Critical Damage
Level 5: Summon Monster V, Cloudkill, Symbol of Pain, Prismatic Ray
Level 6: Summon Monster VI, Shadow Walk, Globe of Invulnerability, Acid Fog, Otiluke's Freezing Sphere
Level 7: Summon Monster VII, Prismatic Spray, Otto's Sphere of Dancing
Level 8: Summon Monster VIII, Otto's Irresistable Dance, Sunburst, Symbol of Death, Horrid Wilting, Mass Charm Monster, Polar Ray
Level 9: Summon Monster IX, Mass Hold Monster, Wail of the Banshee, Meteor Swarm, Dominate Monster

Spell Notes:
Always grab the newest Summon Monster spell as soon as it's available to assist the Summoner in his or her solo career. As the class continues to progress, Area of Effect spells are added into the mix, both for optimum group DPS and for dealing with multiple targets effectively when adventuring alone.



Detailed progression by level


Progression Notes:

  • Class choice will always be Wizard
  • Skill Choices are Balance, Concentration, Repair, Tumble, and Search. Any remaining points can be distributed however you see fit.

Level 1
Feats: Dodge, Mental Toughness
Enhancements: Elven Arcanum II, Wizard Concentration I, Wizard Elemental Manipulation I, Wizard Energy of the Scholar I

Level 2
Enhancements: Elven Arcane Fluidity I, Wizard Intelligence I

Level 3
Feats: Light Armor Proficiency
Enhancements: Elven Dexterity I, Wizard Lineage of Elements I, Wizard Wand Mastery I

Level 4
Ability Score: Dexterity +1
Enhancements:  Wizard Concentration II, Wizard Elemental Manipulation II

Level 5
Feat: Improved Mental Toughness
Enhancement: Elven Arcanum II, Wizard Energy of the Scholar II

Level 6
Feats: Medium Armor Proficiency
Enhancements: Elven Arcane Fluidity II

Level 7
Enhancement: Wizard Intelligence II

Level 8
Ability Score: Dexterity +1
Enhancements: Elven Dexterity II

Level 9
Feats: Combat Casting
Enhancement: Wizard Subtle Spellcasting I

Level 10
Feat: Eschew Materials
Enhancements: Elven Arcane Fluidity III

Level 11
Enhancements: Wizard Energy of the Scholar III, Wizard Wand Mastery II

Level 12
Ability Score: Intelligence +1
Feat: Weapon Finesse
Enhancements: Wizard Elemental Manipulation III

Level 13
Enhancements: Wizard Elemental Manipulation IV

Level 14
Enhancement: Wizard Subtle Spellcasting II, Wizard Wand Mastery III

Level 15
Feats: Maximize Spell, Point Blank Shot
Enhancement: Wizard Lineage of Elements II

Level 16
Ability Score: Constitution +1
Enhancements: Wizard Intelligence III

Level 17
Enhancements: Wizard Energy of the Scholar IV

Level 18
Feats: Extend Spell
Enhancements: Wizard Lineage of Elements III

Level 19
Enhancements: Wizard Wand Mastery IV

Level 20
Ability Score: Constitution +1
Feat: Enlarge Spell
Enhancements: Wizard Master of Magic, Wizard Subtle Spellcasting III


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