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By Ewan Conradie

NOTICE OF COPYRIGHT
This PDF utilizes and expands on Open Gaming Content found in the System Reference
Document. Summoner Feats is copyright 2006 Reality Deviant Publications.

DESIGNATION OF OPEN GAMING CONTENT

All of the text of this PDF is presented as open game content. If you are not a game
publisher, this in no way affects you or your campaign. However if you are a game
publisher, the previous statement gives you and other publishers permission to use this
material as long as you follow the open game license (see the end of this PDF).

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.

Included within the 50 feats is a new kind of


Conjurer Variant
While many different classes have mastered the
feat, the infusion feat, which can grant your
arts of summoning, only the specialist wizard,
summoned creatures additional benefits and
the conjurer, can truly be called a master of the
make them more useful, particularly at higher
infusion summoning arts.
levels. Within this selection of feats there’s
bound to be something that can spice up your
summoning spells or help build a versatile Infusion Summoning
and powerful summoning character. A specialist wizard (conjurer) that gives up
his ability to select either item creation or
metamagic feats as bonus feats, instead gains
Infusion Feats the ability to select an infusion feat (not
Infusion feats are a special kind of feat
including Improved and Greater Infusion
that allows a caster casting a conjuration
Summoning) when gaining a bonus feat. 2
(summoning) spell to infuse the summoned
creature with additional power. Using
infusion feats takes no additional casting Feats
time, although the use of these feats is limited
in other ways. Acid Resistance [Infusion]
Your summoned creatures are resistance to the
A caster can only use an infusion feat to touch of acid.
enhance a conjuration (summoning) spell Prerequisites: Spellcraft 8 ranks, any two
once per day for every four caster levels that infusion feats, Improved Infusion Summoning.
the caster possesses (minimum 1 per day, to Benefit: Creatures summoned with
a maximum of 5 per day at 20th level). In conjuration (summoning) spells that you cast
addition, within this limit a caster is required gain acid resistance 10.
to make a Spellcraft check to successfully Special: If you have the Greater Infusion
infuse a creature with the properties of a Summoning feat, then the acid resistance
particular infusion feat. The Spellcraft DCs increases to 20.
are listed in the table below:

Infusion Feat Spellcraft DC

No prerequisite 15 + Spell Level

Improved Infusion Summoning prerequisite 20 + Spell Level

Greater Infusion Summoning prerequisite 25 + Spell Level


Feats

Acute Senses [Infusion] Special: If you possess the Greater Infusion


The senses of summoned creatures are Summoning feat, the duration of the Air
heightened so that they can detect the presence Brother feat increases to half your caster
of the hidden and unseen. level and maneuverability improves to good.
Benefit: Summoned creatures gain the Creatures with the earth subtype may not be
blindsense ability out to a range of 30 ft. infused with the Air Brother feat.
This ability functions for the duration of the
summoning spell. Blind Summoning [General]
Special: If you possess the Improved Infusion If you elect to not choose the creature or
Summoning feat, then the range of the creatures you summon, you can cast your
blindsense ability increases to 60 ft. summon spells quicker than normal.
Prerequisites: Summoning Focus.
Adamantine Skin [Infusion] Benefit: When casting a conjuration
You can infuse the properties of adamantine (summoning) spell you can elect to forgo
into the skin of summoned creatures, protecting your choice of which creature or creatures
them against the blows of weapons. is summoned in favor of casting the spell as
Prerequisites: Spellcraft 13 ranks, any three a standard action rather than a full-round
infusion feats, one of which must have Improved action. The summoned creature or creatures
Infusion Summoning as a prerequisite, Greater is randomly selected from the list of eligible
Infusion Summoning, Improved Infusion creatures (see Appendix for summoning
Summoning. tables).
Benefit: Summoned creatures brought forth Normal: Summoning spells have a casting
via your conjuration (summoning) spells time of 1 round rather than 1 standard
gain damage reduction 10/adamantine. This action.
3 infusion can only prevent damage equal to 5 Special: This feat can only be used with
times the summoned creature’s HD before it conjuration (summoning) spells that
is spent, up to a maximum of 100 points of are tiered like monster summoning I or
damage. This damage reduction overlaps with summon nature’s ally III.
any other damage reduction that the creature
may possess when summoned - the creature Break Protection [General]
gets the benefit of the best damage reduction in Your summoned creatures are powerful
a given situation. enough to break through and destroy
protective spells that hedge them out.
Air Brother [Infusion] Prerequisites: Overcome Protection.
The power of the elemental plane of air fills your Benefit: Creatures summoned by you are
creatures and grants them the gift of flight. capable of breaking through protective
Prerequisites: Spellcraft 8 ranks, any two spells such as protection from evil/
infusion feats, Improved Infusion Summoning. good/law/chaos spells and magic circle
Benefit: For one round per four caster levels against evil/good/law/chaos spells,
you possess (minimum 1 round) summoned dispelling these spells if they succeed.
creatures gain a fly speed of 30 ft. with average Once during the duration of a conjuration
manueverability. The use of this infusion need (summoning) spell, a summoned creature
not be continuous rounds, and creatures can use can, as a standard action, attempt to break a
this ability at any time during the summoning protective spell around a warded creature.
spell’s duration (activating and deactivating as a
free action). If airborne at the end of their turn The summoned creature must attempt a
and if they cannot continue to fly due to spent dispel check with a modifier equal to its HD
duration of the infusion, summoned creatures (maximum +10). If the check succeeds, the
plummet to the ground and suffer falling spell is dispelled and the warding broken. If
damage. the check fails, the summoned creature can
still attempt to attack protected creatures
through the use of the Overcome Protection
feat.
Feats

Cold Resistance [Infusion] Should a summoned creature move further


Your summoned creatures are resistance to than 5 ft. from the caster at any time after it is
the touch of frost. summoned it loses all these bonuses, even if it
Prerequisites: Spellcraft 8 ranks, any returns within 5 ft. of the caster at a later stage.
two infusion feats, Improved Infusion
Summoning. Divergent Summoning [General]
Benefit: Creatures summoned with You are capable of summoning a wide variety of
conjuration (summoning) spells that you cast different creatures to aid you.
gain cold resistance 10. Prerequisites: Summoning Focus.
Special: If you have the Greater Infusion Benefit: When summoning multiple creatures
Summoning feat, then the cold resistance you can select two different types of creatures
increases to 20. Creatures with the fire to summon. You cannot summon diametrically
subtype cannot be infused with this feat. opposed creatures when using this feat, such as
fiendish and celestial creatures, good and evil
Creature Bond [General] creatures, lawful and chaotic creatures, fire and
You are capable of forming a special bond water creatures or earth and air creatures.
with one of your summoned creatures. Normal: You can only select creatures of the
Prerequisites: Favored Creatures, same kind when summoning multiple creatures.
Summoning Focus. Special: This feat can only be used with
Benefit: When using the Favored Creatures conjuration (summoning) spells that are tiered
feat, you may select one of your summoned like monster summoning I or summon nature’s
creatures to form a special bond with. Any ally III.
beneficial spell cast on yourself either through
your own casting or that of another caster Double Infusion [General]
automatically affects your bonded creature as You can infuse your summoning spells with two 4
if the spell had been cast on it as well. infusions.
Prerequisites: Spellcraft 13 ranks, any
This feat can only be used if the bonded three infusion feats, one of which must
creature is within 20 ft. of the caster at have Improved Infusion Summoning as a
the time the beneficial spell is cast, and all prerequisite, Greater Infusion Summoning,
beneficial spells are lost should the bonded Improved Infusion Summoning.
creature move further than 20 ft. away from Benefit: When summoning creatures, you
the caster, even if it returns to within 20 ft. of can infuse your summoned creatures with the
the caster at a later stage. benefits of two infusion feats in a single casting.
Special: This feat can only be used with You are still required to make a Spellcraft check
conjuration (summoning) spells that are for each infusion used during the casting of a
tiered like monster summoning I or summon conjuration (summoning) spell, and the use of
nature’s ally III. this feat requires two of your infusion uses for
the day.
Defend the Caster [General] Normal: Summoned creatures can normally
Creatures summoned to defend you fight only benefit from a single infusion when
ferociously at your side and are impeccable in summoned.
their defence.
Prerequisites: Spell Focus (conjuration).
Benefit: Any creature summoned to any
square within 5 ft. of the caster gains a +2
morale bonus on attack and damage rolls,
+2 resistance bonus on Will saves against
enchantment spells and effects and a +2
dodge bonus to AC.
Feats

Dragon’s Breath [Infusion] Your summoned creatures can move in


Creatures summoned by your spells are infused this manner for one round per four caster
with the mighty power of dragons. levels you possess (minimum 1 round).
Prerequisites: Spellcraft 13 ranks, any three These rounds need not be continuous, and
infusion feats, one of which must have Improved creatures can earth glide at any time during
Infusion Summoning as a prerequisite, Greater the duration of the spell that summoned
Infusion Summoning, Improved Infusion them (activating and deactivating as a free
Summoning. action). Any creature that ends its turn
Benefit: Upon taking this feat, select a dragon within or partially within earth and can no
variety. When summoning a single or multiple longer earth glide on the following round is
creatures, each summoned creature gains a instantly killed.
breath weapon attack similar to that of the Special: If you possess the Greater Infusion
dragon variety chosen (see table). Creatures so Summoning feat, then the duration of the
infused can use this dragon breath only once, earth gilde ability increases to half your
and it deals 1d8 hp of damage per 4 HD the caster level. Creatures with the air subtype
summoned creature possesses (minimum 1d8 can not be infused with the Earth Brother
hp damage). A successful Reflex save (DC equals feat.
10 + ½ summoned creature’s HD + summoned
creature’s Constitution modifier) reduces the Electricity Resistance [Infusion]
damage by half. Your summoned creatures are resistance to
Special: You can gain this feat multiple times. the spark of electricity.
Its effects do not stack. Each time you take Prerequisites: Spellcraft 8 ranks, any
this feat, you must select a different variety of two infusion feats, Improved Infusion
dragon. Creatures summoned with the swarm Summoning.
5 subtype can not be infused with the Dragon’s Benefit: Creatures summoned with
Breath feat. conjuration (summoning) spells that you
cast gain electricity resistance 10.
Earth Brother [Infusion] Special: If you have the Greater Infusion
Creatures summoned are one with the earth and Summoning feat, then the electricity
can move through it with ease. resistance increases to 20.
Prerequisites: Spellcraft 8 ranks, any two
infusion feats, Improved Infusion Summoning. Epic Infusion [Epic]
Benefit: Your summoned creatures are infused You wield the power to infuse your creatures
with the power of earth elementals and can earth with magic beyond mortal comprehension.
glide just like elementals can (and similarly Prerequisites: Spellcraft 24 ranks, any
suffer the effects of move earth spells cast on three infusion feats, one of which must
them). have Improved Infusion Summoning
as a prerequisite, Greater Infusion
Dragon Variety Breath Weapon
Summoning, Improved Infusion
Black 60-foot line of acid Summoning.
Blue 60-foot line of lightning Benefit: You have the ability to
Green 30-foot cone of corrosive (acid gas) infuse creatures with the power of any
beneficial targeted or personal range
Red 30-foot cone of fire
non-epic spell when summoning them.
White 30-foot cone of cold These infusions last for half the duration
Brass 60-foot line of fire of the spell that summoned them,
Bronze 60-foot line of lightning irrespective of the normal duration of
Copper 60-foot line of acid the infused spell. Creatures infused in
this manner can activate or deactivate
Gold 30-foot cone of fire the infusion at any stage as a free action
Silver 30-foot cone of cold and the duration need not be continuous
rounds.
Feats

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 Favored Creatures [General]


Summoning feat, this infusion gains even You have a select number of creatures that
greater power. In addition to the benefit you are especially good at summoning.
described above, summoned creatures are Prerequisites: Summoning Focus.
encased in sheets of cold ice and frost. Any Benefit: Select a single creature from the
creature striking one of your summoned creature list of each tiered summoning spell
creatures with a natural or manufactured you know (and will know in the future).
weapon automatically takes 1d6 points of These creatures are your favored creatures.
cold damage from the frost surrounding the When summoning a favored creature or
summoned creature. Creatures summoned with creatures, these creatures are summoned
the fire subtype can not be infused with the with temporary hp equal to your caster level.
Essence of Frost feat. Special: This feat can only be used with
conjuration (summoning) spells that are
Ethereal Jump [Infusion] tiered like monster summoning I or summon
Your creatures move quickly between the nature’s ally III.
Material and Ethereal planes, making them
difficult to strike and harm. Ferocious Charge [Infusion]
Prerequisites: Spellcraft 13 ranks, any Summoned creatures are infused with
three infusion feats, one of which must ferocious charging power.
have Improved Infusion Summoning as a Benefit: Any creatures summoned via a
prerequisite, Greater Infusion Summoning, conjuration (summoning) spell gains an
Improved Infusion Summoning. additional +2 bonus on attack rolls when
Benefit: Summoned creatures can blink charging.
between the Material and Ethereal Planes for Special: If you possess the Improved
7 one round per four caster levels you possess Infusion Summoning feat, then your
(minimum 1 round). This functions just like summoned creatures also gain a +4 bonus on
the blink spell, although the effect cannot be damage rolls related to an attack taken at the
dispelled (the summoned creatures can still end of a charge action. Creatures summoned
be dispelled). A creature can elect to blink at with the swarm subtype can not be infused
any time during the spell’s duration up to the with the Ferocious Charge feat.
maximum number of rounds and the rounds
need not be continuous. This is a free action to Fire Resistance [Infusion]
activate and deactivate. Your summoned creatures are resistance to
the burn of fire.
Extra Infusion [General] Prerequisites: Spellcraft 8 ranks, any
You may use your infusion feats a greater two infusion feats, Improved Infusion
number of times. Summoning.
Prerequisites: Any infusion feat. Benefit: Creatures summoned with
Benefit: Each time you take this feat you may conjuration (summoning) spells that you
use infusion feats one additional time per day. cast gain fire resistance 10.
Normal: Without this feat, you can only Special: If you have the Greater Infusion
use infusion feats to enhance a conjuration Summoning feat, then the fire resistance
(summoning) spell once per day for every increases to 20. Creatures with the cold
four caster levels that the caster possesses subtype cannot be infused with this feat.
(minimum 1 per day, to a maximum of 5 per
day at 20th level).
Special: You can gain Extra Infusion multiple
times. Each time you take this feat, you can use
infusion feats one additional time per day.
Feats

Greater Augment Summoning


[General] Improved Augment Summoning
You can summon creatures with exceptional [General]
toughness and strength, the paragons of their You can summon creatures with exceptional
toughness and strength.
8
kind.
Prerequisites: Spellcraft 20 ranks, Prerequisites: Spellcraft 12 ranks, Augment
Augment Summoning, Improved Augment Summoning, Spell Focus (conjuration).
Summoning, Spell Focus (conjuration). Benefit: Each creature you summon with
Benefit: Each creature you summon with a conjuration (summoning) spell gains a
a conjuration (summoning) spell gains a +6 enhancement bonus to Strength and
+8 enhancement bonus to Strength and Constitution for the duration of the spell that
Constitution for the duration of the spell summoned it. This bonus replaces the bonus
that summoned it. This bonus replaces the granted by the Augment Summoning feat.
bonus granted by the Improved Augment
Summoning feat. Improved Infusion Summoning [General]
You can infuse your summoned creatures with
Greater Infusion Summoning [General] even greater power.
Your summoned creatures become even more Prerequisites: Spellcraft 8 ranks, any two
powerful as you gain the ability to infuse them infusion feats.
with more powerful abilities. Benefit: Upon taking this feat, each infusion
Prerequisites: Spellcraft 13 ranks, any feat that you possess increases in power as
three infusion feats, one of which must described under the individual infusion feat’s
have Improved Infusion Summoning as a description. This benefit only applies to infusion
prerequisite, Improved Infusion Summoning. feats that do not have this feat as a prerequisite.
Benefit: Upon taking this feat, each infusion Additionally, you may use infusion feats one
feat you possess that has Improved Infusion additional time per day.
Summoning as a prerequisite increases in
power as described under the individual
infusion feat’s description. This benefit only
applies to infusion feats that have Improved
Infusion Summoning. Additionally, you may
use infusion feats one additional time per day.
Feats

Improved Substitute Summoning Overcome Protection [General]


[General] Your summoned creatures are capable of
Your substitute creatures are summoned with overcoming magical protections that hedge
the power to shake off the binds that hold those them out.
they replace. Benefit: Instead of recoiling from creatures
Prerequisites: Break Protection, Divergent protected by protection from evil/good/
Summoning, Overcome Protection, Substitute law/chaos spells or being unable to enter
Summoning, Summoning Focus. areas warded by magic circle against evil/
Benefit: When using substitute creatures to good/law/chaos spells, your summoned
replace those on the battlefield, each substitute creatures are entitled to a Will save to
creature is entitled to a dispel check to dispel the overcome this protection and attack
magic of one spell that is currently affecting it by normally. The DC for the save is equal to 10
virtue of being a substitute. The modifier for this + the protective spell’s level + the primary
check is equal to the substitute creature’s HD spellcasting ability score modifier of the
(maximum +10). caster of the protective spell. If the save fails
Special: This feat can only be used with the summoned creature can’t follow through
conjuration (summoning) spells that are tiered with the attack, that part of the creature’s
like monster summoning I or summon nature’s action is lost and the summoned creature is
ally III. hedged out normally for the duration of the
summoning spell that summoned it. If the
Infusion Mastery [General] save succeeds, the summoned creature can
You may use a single infusion feat a greater attack the warded creature normally for the
number of times. duration of the spell that summoned it.
Prerequisites: Any infusion feat, Extra Normal: Summoned creatures are not
9 Infusion. capable of bodily contact with creatures
Benefit: Each time you take this feat you must protected by spells such as protection from
select a single infusion feat that you possess. You evil or magic circle against good.
may use that infusion feat four additional times
per day. These four uses are in addition to those Pack Fighting [General]
granted based on caster level and other feats. Multiple summoned creatures work together
Normal: Without this feat, you can only as a pack, fighting effectively when together.
use infusion feats to enhance a conjuration Benefit: When summoning multiple
(summoning) spell once per day for every four creatures of the same kind via a single
caster levels that the caster possesses (minimum casting of a spell, the creatures are capable
1 per day, to a maximum of 5 per day at 20th of fighting well together in a pack. As long
level). as two creatures summoned in this manner
Special: You can gain Infusion Mastery remain within 15 ft. of each other, they gain
multiple times. Each time you take this feat, a +4 dodge bonus to AC to avoid attacks
you must apply it to a new infusion feat that you of opportunity when moving through
know. threatened areas. In addition, when flanking,
creatures summoned in this manner gain a
Nature’s Touch [Infusion] +4 flanking bonus to attack rolls.
Summoned creatures are gifted with nature’s Normal: Creatures that flank a foe only
healing touch and quickly recover from wounds. gain a +2 flanking bonus to attack rolls.
Benefit: Any creature summoned using this
infusion gains fast healing 1 for the duration of
the spell that summoned it.
Special: If you have the Improved Infusion
Summoning feat then the summoned creatures
gain fast healing 2.
Feats

Pack Leader [General] to manufactured weapons as well. Summoned


When facing a single opponent, you are creatures with the good subtype can not be
capable of guiding your summoned creatures infused by the Pierce Good feat.
in combat to greater effect
Prerequisites: Pack Fighting. Pierce Magic [Infusion]
Benefit: As a standard action you can guide Your summoned creatures are infused with the
your summoned creatures to fight more power to overcome the magical protections of
effectively in a pack against a single creature. creatures.
If all creatures summoned using the Pack Benefit: Any creature you summon has its
Fighting feat attack the same foe in any given natural weapons treated as magic for the
round, that foe takes a –2 penalty to attack purposes of overcoming damage reduction.
rolls, damage rolls and AC against your Special: If you have the Improved Infusion
summoned creatures for one round. Summoning feat, then this infusion applies to
manufactured weapons as well.
Pierce Adamantine [Infusion]
Your summoned creatures are infused with Pierce Silver [Infusion]
the power to overcome even the hardiest Your summoned creatures are infused with the
creatures. power to overcome the protections of creatures
Prerequisites: Spellcraft 8 ranks, any such as lycanthropes.
two infusion feats, Improved Infusion Benefit: Any creature you summon has
Summoning. its natural weapons treated as silver for the
Benefit: Any creature you summon has purposes of overcoming damage reduction.
its natural weapons treated as adamantine Special: If you have the Improved Infusion
for the purposes of overcoming damage Summoning feat, then this infusion applies to
reduction. manufactured weapons as well. 10
Special: If you have the Greater Infusion
Summoning feat, then this infusion applies to Powerful Body [Infusion]
manufactured weapons as well. You infuse your summoned creatures with great
skill and strength making them stronger at
Pierce Evil [Infusion] holding on to foes.
Your summoned creatures are infused with Benefit: Your summoned creatures are
the power to overcome the protections of evil hardened at fighting while grappling, granting
creatures. them a +1 bonus on attacks to initiate a grapple
Benefit: Any creature you summon has attack and a +2 bonus on grapple checks.
its natural weapons treated as good for the Creatures with the improved grab special ability
purposes of overcoming damage reduction. do not benefit from this feat.
Special: If you have the Improved Infusion Special: If you have the Improved Infusion
Summoning feat, then this infusion applies to Summoning feat, the bonus to attack rolls
manufactured weapons as well. Summoned to initiate a grapple increases to +2, and
creatures with the evil subtype cannot be summoned creatures gain a +4 bonus to grapple
infused with the Pierce Evil feat. checks. Creatures summoned with the swarm
subtype can not be infused by the Powerful
Pierce Good [Infusion] Body feat.
Your summoned creatures are infused with
the power to overcome the protections of good Resilience [Infusion]
creatures. Creatures you summon are imbued with the
Benefit: Any creature you summon has resilience of nature that allows them a greater
its natural weapons treated as evil for the chance of overcoming adversity.
purposes of overcoming damage reduction. Benefit: Summoned creatures infused with
Special: If you have the Improved Infusion this feat gain a +2 resistance bonus to all saving
Summoning feat, then this infusion applies throws.
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

These creatures can be summoned to a different Prerequisites: Spellcraft 24 ranks, any


location on the battlefield. Creatures moved in three infusion feats, one of which must
this manner can take normal actions on their have Improved Infusion Summoning as
turns and don’t suffer attacks of opportunity a prerequisite, Epic Infusion, Essence of
for the movement. Moving creatures in this Electricity, Greater Infusion Summoning,
manner is similar to re-summoning a creature Improved Infusion Summoning.
into a different location within the range of the Benefit: Your summoned creatures gain
conjuration (summoning) spell. immunity to electricity.

Touch of Venom [Infusion] True Fire [Epic, Infusion]


Summoned creatures under your command Your creatures are summoned with fire
secrete dangerous toxins that can poison your burning in their souls, making them immune
enemies. to its effects.
Prerequisites: Spellcraft 8 ranks, any two Prerequisites: Spellcraft 24 ranks, any
infusion feats, Improved Infusion Summoning. three infusion feats, one of which must
Benefit: Any creature summoned using this have Improved Infusion Summoning as a
feat gains a limited ability to poison other prerequisite, Epic Infusion, Essence of Fire,
creatures. On a successful attack with a natural Greater Infusion Summoning, Improved
or manufactured weapon, the creature struck Infusion Summoning.
must succeed at a Fortitude save (DC equal to Benefit: Your summoned creatures gain
the 10 + ½ the summoned creature’s HD + the immunity to fire.
summoned creature’s Constitution modifier) Special: Creatures summoned with the cold
or be poisoned. The initial and secondary subtype can not be infused with the True Fire
damage is 1d3 points of Constitution damage. feat.
13 Summoned creature with this infusion can only
use this ability once and must state they are True Frost [Epic, Infusion]
using it before any attack rolls are made. If the Your creatures are summoned coated in frost
attack misses, the infusion is used up. and ice, making them immune to its effects.
Special: If you possess the Greater Infusion Prerequisites: Spellcraft 24 ranks, any
Summoning feat then the poison damage three infusion feats, one of which must
increases to 1d4 points on Constitution have Improved Infusion Summoning as a
damage, and the save DC increases by 2 (an prerequisite, Epic Infusion, Essence of Frost,
enhancement bonus). Greater Infusion Summoning, Improved
Infusion Summoning.
True Acid [Epic, Infusion] Benefit: Your summoned creatures gain
Your creatures are summoned with acid immunity to cold.
coursing through their veins, making them Special: Creatures summoned with the fire
immune to its effects. subtype can not be infused with the True
Prerequisites: Spellcraft 24 ranks, any three Frost feat.
infusion feats, one of which must have Improved
Infusion Summoning as a prerequisite, Epic
Infusion, Essence of Acid, Greater Infusion
Summoning, Improved Infusion Summoning.
Benefit: Your summoned creatures gain
immunity to acid.

True Electricity [Epic, Infusion]


Your creatures are summoned with electricity
crackling over their skin, making them immune
to its effects.
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.

Warding Anchor [General]


When summoning multiple creatures to
your aid, you can protect one of them against
dispelling.
Prerequisites: Spell Focus (conjuration),
Summoning Anchor.
Benefit: When you summon multiple
creatures with a single spell you can select 14
a single creature amongst their number.
Who cannot be dispelled. All other creatures
summoned are still subject to normal
dispelling although with the bonus granted by
the Summoning Anchor feat.

Water Brother [Infusion]


Your summoned creatures are at home in the
water.
Benefit: Creatures that you summon are
capable of breathing underwater and gain a
swim speed of 30 ft.
Special: If you have the Improved Infusion
Summoning feat, creatures summoned using
this feat gain a +1 bonus on attack rolls when
fighting underwater, and their swim speed
increases to 40 ft.
Special: Creatures with the fire subtype can
not be infused with the Water Brother feat.
Open gaming License

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2. The License: This License applies to any Open Game of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook,
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