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Lyle here.
Read, enjoyed, and reviewed.
I do have one question though. The Aerobics feats doesn't have a prerequisite of a fly speed. As is, the standard fly speed of a Human Summoner is 0 with no maneuverability. Taking this feat, you gain a 5ft fly speed with poor maneuverability.
Was there meant to be a prerequisite or was it meant to be a common-sense call by the player/DM? I'm leaning toward common-sense for this one...

Sigfried Trent |

Greetings Lyle, glad you liked it and thank you very much for the review.
Looks like I need to adjust that feat for clarity.
The original feat was intended both for characters who could fly themselves and those who could ride a flying mount and guide it to better performance. Thus it is intentional that it does not have a fly speed prerequisite.
The intent is not to grant a fly speed to characters that do not already have them. That would be far too much for a feat to do. I think in this case I had a preconception in mind when crafting the feat and it blinded me to on important perspective. Thats a tricky thing with design, you have to try and shake loose your preconceptions which is tricky with your own creations.
I'm not sure if I can find a citation for it in the core rules but I believe you can't increase attributes you don't yet have. For instance if I had something that increased my speed in all forms of movement by 5' that would not grant me forms of movement I didn't already have. Of course that is a much easier conclusion when it doesn't mention fly speed specifically.
Here is a revised version based on your feedback and we apologize for the confusion.
Aerobatics
You are at home in the air gaining maneuverability and speed.
Benefit: You or a flying mount you are riding improve flight maneuverability by one step and gain an additional 5’ of fly speed.
Special: This does not grant the ability to fly if you do not already have it.

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Actually i was a little bit disappointed in this pdf to be honest, it really wasn't what i expected from a "summoner feats" pdf. It seemed like far more of the feats were "general" feats or feats just thrown in to make up space. While some of the feats i understand are there so the eidolon can take them, the combat feats just seem like they should be in their own pdf (esp as many of them seem to be more useful for melee fighters). In general it felt like 2/3rds of the pdf was for other classes then the summoner itself, for example two of the feats are metamagic spells specific to wall spells? A spell the summoner only gets 4 of compared to other classes with far more and more useful wall spells? Why wasn't this in a general magic feat release instead?
All in all i found the pdf relatively useful, but not what i was hoping for...

Sigfried Trent |

All in all i found the pdf relatively useful, but not what i was hoping for...
I'm sorry to hear that Sorokat, but thanks very much for the feedback! While I might wish everyone was completely delighted, it's good to know what folks especially do or don't like for future efforts. In short, I'll try to do better! :)
Summoner is an odd class in that the eidolon is arguable much more powerful than the summoner is. For that reason a fair number of feats were intentionally included for the eidolon's use and the eidolon is a very melee focused critter unlike its master.
One of my philosophies for feats is that a good feat can be taken by as many characters as possible. The only feats that I will make that are tightly bound to a class are ones modifying a class ability exclusive to that class. Some reviewers like that the feats aren't class specific, and a bit less have been disappointed they aren't more focused.
Typically only about on quarter of the feats will be useful only to the specific class the book covers as they were invented to address the classes unique abilities. The bulk of them are feats I think would fit well with the strengths of the class or which offset its weaknesses. There are also generally one to three very general feats that I think are essentially "missing" from the pathfinder core feat set and which the class can easily qualify for. I think I need to minimize this last category of entry based on some of the feedback I've gotten.
I wanted to specifically mention the walls feats since you brought them up. I agree that other casters get a greater wall selection, but they also get a much better selection of alternative spells that deal damage or control monsters. The summoner has a pretty weak spell selection so the walls can be some of their better spells and are thus more likely to see use in game I also loved the way they can combine with the pit spells to essentially create your own battle field which was the inspiration for the Chess Master build.
Thanks again!
Sigfried