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RDP: Summoner Feats
$1.66 $1.33
Average Rating:3.8 / 5
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RDP: Summoner Feats
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RDP: Summoner Feats
Publisher: Gun Metal Games
by Sean H. [Featured Reviewer]
Date Added: 05/29/2006 00:00:00

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.<br><br> <b>LIKED</b>: Lots of options.<br><br><b>DISLIKED</b>: Almost too many options, a chart of the feats and their progression chain would have been helpful.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>

[4 of 5 Stars!]
RDP: Summoner Feats
Publisher: Gun Metal Games
by Chris G. [Featured Reviewer]
Date Added: 05/25/2006 00:00:00

Summoning Feats

Summoner Feats is a collection of new feats from Reality Deviant Publisher. The sixteen page PDF contains more then fifty feats so well more then any one character will ever need. The book is written by Ewan Conradie. The book is well book marked but it is missing a nice table that summaries the feats and prerequisites like can be found in the Player?s Handbook and other books that detail large amounts of feats. The Summoner Feats is a good collection of new feats that will aid a Summoner of either Arcane or Divine magic type. The feats have built in limitations. To use them one needs to make a spellcraft check each time and the character is only able to use them so many times per day. This might make the feats a little too limiting especially if the character is interested in getting a few of them. There are a good variety of feats here. Most of them are able to enhance summoned creatures and they are called infusion feats. There are feats that improve upon Augment Summo0ning which is nice to see. The infusion feats also have different levels of abilities. For instance they will offer a bigger bonus if the character takes Improved Infusion Summoning feat. For instance the Infusion Feat Nature?s Touch usually give the creatures summoned Fast Healing one for the duration they are around. With the Improved Infusion Summon Feat that improves to become Fast Healing two for the duration. Other Infusion feats allow the creatures summoned to get through certain types of damage reduction, have a resistance to a one of the five energy types, a bonus to all their saves, to be summoned as if they are affected by the haste spell, and many other options. Many of the feats are of a wide variety of power and prerequisites. This makes the selection good for low level and even characters of twenty first or higher can find Infusions Feats that will help them out. The organization with the lack of a general feat table could be better. The wide range of feats is good and they cover most of the ways one can increase a creature in power and adding on options. I am not as thrilled with the cost of having to spend a feat, needing to make a spell craft check, and limited to only a few times per day. It just seems there are too many restrictions on the feats but I can understand how one could fear that without them a Summoner dominating the day.

<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Very Satisfied<br>

[3 of 5 Stars!]
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