Summoner Feats by Reality Deviant Publications is exactly what it says, a collection of fifty-seven (if I counted correctly) new summoning focused feats. The entire work is open content if such is a factor in your purchasing.
This product introduces a new type of feat, the Infusion Feat, which allows a summoner to ?infuse? a summoned being (or beings) with additional powers. This is limited by a number of factors:
First, the summoner must have the feat and the more powerful Infusions are at the end of a chain of feats (most which have a prerequisite of multiple ranks of spellcraft as well, locking lower level casters out).
Second, a caster can only use one Infusion per day, per four levels in a spell-casting class she has.
And, Third, it requires a successful Spellcraft check that is tiered both by the power of the feat used and the level of spell it is applied to.
As an option, it is suggested that Conjurer specialist wizards can trade their ability to gain bonus item creation or metamagic feats for Infusion feats. If you are using these feats, this is a good way to bring them into the campaign.
The Infusions provide summoned creatures with additional abilities, such as resistance to energy, or the ability to overcome damage reduction as if their natural attack were silver or provides a short duration spell effect (such as fly or haste). Others allow more flexibility in summoning (such as using one summon spell to summon two types of creatures). While they do raise the power of summoned creatures, the restrictions listed above act as a balancing factor, making the summoner think both tactically and strategically to get the best effect out of their summoned creatures.
Should you wish to give summoners more options (and a little more power) in your campaign, this product is well worth a look.
LIKED: Lots of options.
DISLIKED: Almost too many options, a chart of the feats and their progression chain would have been helpful.
QUALITY: Very Good