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This PDF utilizes and expands on Open Gaming Content found in the System Reference
Document. Summoner Feats is copyright 2006 Reality Deviant Publications.
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Table of Contents
Table of Contents ........................................................................................... 1
About this PDF ............................................................................................2
Infusion Feats ................................................................................................2
Feats ...............................................................................................................3
Open Gaming License .....................................................................................15
CREDITS
Interior Artwork: Jason Walton
Layout and Graphic Design: David Jarvis
Game Mechanics: Mark Gedak and Ewan Conradie
Proofreading: Kurt Phillips and Mark Gedak
Introduction
About this PDF Infusion feats are also unique in that they are
Summoning spells are a favourite of many tiered feats. In other words, possessing either
players and DMs alike. Whether you play a Improved Infusion Summoning or Greater
cleric, wizard, druid, bard or ranger, the extra Infusion Summoning increases the power
creatures summoned can often have a lot and abilities of a particular infusion feat.
of utility both in combat and out of combat. Unless otherwise noted, infusions last for the
This pdf presents a selection of more than 50 duration of the spell that summoned the infused
feats that can expand the repertoire of any creatures.
summoning character or specialist conjurer.
You need not have the infused spell prepared Essence of Electricity [Infusion]
to infuse a creature, but it must be a spell that You infuse your summoned creatures with
you can cast and, if the infused spell would power from the elemental plane of air.
normally require a material or XP component, Prerequisites: Spellcraft 6 ranks.
you must provide it with the casting of the Benefit: The attacks of all your summoned
conjuration (summoning) spell that uses the creatures (both natural and manufactured)
infusion. crackle with electricity that causes an additional
1d6 points of electricity damage on a successful
Example: An epic level druid casts summon hit.
nature’s ally IX to summon three rocs. In an Special: If you possess the Improved Infusion
effort to boost their power, the druid infuses Summoning feat, this infusion gains even
her summoning spell with the power of the greater power. In addition to the benefit
animal growth spell. The summoned rocs described above, summoned creatures are
are summoned as colossal rocs, and gain sheathed in a layer of crackling electricity
all the normal benefits of the animal growth when summoned. Any creature striking one
spell. Similarly, on a later casting of another of your summoned creatures with a natural or
spell the druid infuses a celestial charger manufactured weapon automatically takes 1d6
unicorn with the power of a true seeing spell. points of electricity damage from the electricity
In order to infuse the unicorn with the true surrounding the summoned creature.
seeing spell, the epic druid must provide the
material component when casting summon Essence of Fire [Infusion]
nature’s ally IX. You infuse your summoned creatures with
power from the elemental plane of fire.
Essence of Acid [Infusion] Prerequisites: Spellcraft 6 ranks.
You infuse your summoned creatures with
6
Benefit: The attacks of all your summoned
power from the elemental plane of earth. creatures (both natural and manufactured) burn
Prerequisites: Spellcraft 6 ranks. with elemental fire that causes an additional 1d6
Benefit: The attacks of all your summoned points of fire damage on a successful hit.
creatures (both natural and manufactured) Special: If you possess the Improved Infusion
are covered in corrosive acid that causes an Summoning feat, this infusion gains even
additional 1d6 points of acid damage on a greater power. In addition to the benefit
successful hit. described above, summoned creatures are
Special: If you possess the Improved wreathed in fire and flame when summoned.
Infusion Summoning feat, this infusion Any creature striking one of your summoned
gains even greater power. In addition to the creatures with a natural or manufactured
benefit described above, summoned creatures weapon automatically takes 1d6 points of
are covered in a slimy corrosive acid when fire damage from the flames surrounding the
summoned. Any creature striking one of summoned creature. Creatures with the cold
your summoned creatures with a natural subtype can not be infused with the Essence of
weapon automatically takes 1d6 points of acid Fire feat.
damage from the corrosive goo surrounding
the summoned creature. If struck by a magic Essence of Frost [Infusion]
weapon, the weapon must succeed at a You infuse your summoned creatures with
Reflex save (DC equal to 10 + ½ summoned power from the elemental plane of water.
creatures’s HD + summoned creature’s Prerequisites: Spellcraft 6 ranks.
Constitution modifier) or take 1d6 points of Benefit: The attacks of all your summoned
damage; mundane weapons receive no save. creatures (both natural and manufactured)
The weapon’s hardness does not reduce this are imbued with elemental frost and cold that
damage. causes an additional 1d6 points of cold damage
on a successful hit.
Feats
Special: If you possess the Improved Infusion The summoned creature must state that it is
Summoning feat the resistance bonus to saving planning to use this ability before the attack
throws increases to +4. roll is made. If the attack misses, the infusion
is used up.
Resist Magic [Infusion] Special: If you possess the Greater Infusion
Your summoned creatures are capable of Summoning feat, the Strength damage
resisting spells and the effects of spells. increases to 1d6 points of damage.
Prerequisites: Spellcraft 13 ranks, any three
infusion feats, one of which must have Improved Spirit Summon [Infusion]
Infusion Summoning as a prerequisite, Greater You can summon creatures so that they
Infusion Summoning, Improved Infusion appear unseen between your enemies.
Summoning. Prerequisites: Spellcraft 13 ranks, any
Benefit: Each of your summoned creatures three infusion feats, one of which must
gains spell resistance equal to your caster level. have Improved Infusion Summoning as a
prerequisite, Greater Infusion Summoning,
Shadow Essence [Infusion] Improved Infusion Summoning.
The plane of shadow infuses your summoned Benefit: When summoning a single creature
creatures with draining power. using this feat, it is summoned invisible, as
Prerequisites: Spellcraft 8 ranks, any two if affected by a greater invisibility spell. The
infusion feats, Improved Infusion Summoning. invisibility lasts for one round per four caster
Benefit: Summoned creatures gain the levels you possess (minimum 1 round).
ability to drain Strength just like a shadow. A The infused creature can use this infusion
summoned creature can use this ability only at any time (activate and deactivate as a
once, and drains 1d4 points of Strength on a free action), and the duration need not be
11 single successful attack (a normal attack with continuous rounds. This infusion cannot be
either a natural or manufactured weapon). used when summoning multiple creatures.
There is no save to prevent this damage.
Feats
Substitute Summoning [General] One of the badgers was the subject of a doom
You are adept at making the most of the power spell, so the hippogriff substituted in its place is
that summoned your creatures, and can use it now also under the influence of the same spell.
to alternate between creature types, gaining
the advantage of both creatures. Summoning Anchor [General]
Prerequisites: Divergent Summoning. You are capable of anchoring your summoned
Benefit: When summoning two different creatures firmly to the Material Plane, making
types of creatures using the Divergent them more difficult to dispel.
Summoning feat, you can elect to instead Prerequisites: Spell Focus (conjuration).
summon multiple creatures of one kind Benefit: Creatures you summon are resistant
only, holding creatures of the other kind in to magical dispelling. Increase the DCs of any
reserve as substitutes. Once, as a standard dispel checks against your summoned creatures
action, at any time during the duration of by 4.
your summoning spell, you may replace
your summoned creatures with those of the Summoning Focus [General]
second kind you chose when casting the spell. You grow more powerful in summoning
Creatures summoned in this manner have the creatures, allowing you to summon more
same percentage of hit points as the creatures creatures than you could normally.
they replace, and are affected by the same Benefit: When summoning multiple creatures
spells that are affecting the creatures they are using this feat you can automatically summon
replacing, and appear in the same positions one additional creature of any kind that you are
as the creatures they are replacing (including capable of summoning.
appearing grappled). Special: Summoning Focus can only be used
Special: This feat can only be used with with conjuration (summoning) spells that
conjuration (summoning) spells that are summon all creatures at the same time. 12
tiered like monster summoning I or summon
nature’s ally III. Swift Striking [Infusion]
Your summoned creatures move and attack
Example: A 7th level wizard casts summon quicker than normal.
monster IV and elects to use Divergent Prerequisites: Spellcraft 13 ranks, any three
Summoning and Substitute Summoning. The infusion feats, one of which must have Improved
wizard selects the celestial dire badger and Infusion Summoning as a prerequisite, Greater
the celestial hippogriff as his creatures of Infusion Summoning, Improved Infusion
choice. Normally with Divergent Summoning Summoning.
the wizard would be able to summon both Benefit: All the creatures you summon in a
creatures at the same time. Since the wizard single casting are affected as if a haste spell
is facing a creature with potential flying had been cast on them. This infusion lasts for a
capability, the wizard summons the celestial number of rounds equal to half your caster level
badgers first to attack the enemy while it’s on (minimum 1 round). Creatures can activate and
the ground using the celestial hippogriffs as deactivate this infusion as a free action, and
his reserves. can use it at any time during the summoning
spell’s duration. The haste effect need not be
During the battle the enemy creature takes to continuous rounds.
flight and the celestial badgers are no longer
capable of attacking it. The wizard uses a Tactical Summoning [General]
standard action to replace all his celestial You can control your creatures on the battlefield
badgers with celestial hippogriffs which are with exceptional skill and tactical expertise.
capable of pursuing the flying enemy. Each Prerequisites: Pack Fighting.
celestial hippogriff has the same percentage of Benefit: Once per day as a standard action you
hp as the celestial badgers had, and is affected can select two of your summoned creatures on
by the same spells in effect on the badgers. the battlefield.
Feats
Versatility [Infusion]
The creatures you summon have extraordinary
talent in the areas of your choice.
Benefit: Upon summoning single or multiple
creatures, chose a single skill. All summoned
creatures gain a +4 competence bonus to this
particular skill. The creature need not possess
this skill to gain the bonus, and is considered
trained in a particular skill if required. Only
skills suitable to a creature of its kind and type
can be selected. This competence bonus lasts
for the duration of the summoning spell.
Special: If you possess the Improved
Infusion Summoning feat, then you may
select two skills instead of one to gain the +4
competence bonus.
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