Illeist |
24 people marked this as FAQ candidate. Answered in the FAQ. |
Ferocious Summons, from the ARG, is a half-orc feat that requires Augment Summoning and gives your summons ferocity, meaning that they can remain conscious through their negative hit points. This effectively gives everything you summon at least 14 more hit points.
Unfortunately, the rules say otherwise. According to the summoning subschool text, "A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower[.]" So, by RAW, Ferocious Summons does absolutely nothing. Any chance we can get some errata on that one?
Jadeite |
Jadeite wrote:Did they fix Prone Shooter?Not yet.
So why should we expect Ferocious Summons to be fixed? It's neither imbalanced not unclear in what it does. It's just a feat that grants summons an ability that they will never use.
The only question that stands is: Does it work on eidolons. That would make the feat rather useful. Considering the wording is different from Augment Summoning, I'd say it does.Drejk |
Well, at least summon will be able to take a standard or move action every round where it remains while unsummoned... :P
Seriously: We can only guess that RAI for this ability was to override the usuall summons "disappear at 0 hp" rule but the current wording does not support it because ferocity in itself prevent losing consciousness while dying while the summoned creatures never actually have dying condition as they vanish before they become dying.
FAQed for future errata.