Summoner feats, here you go


Homebrew and House Rules


Because of this thread
I have decided to make some summoner feats in my spare time. note these are not just with the summoner class in mind, but anyone who uses summons regularly. I may create an archtype or two. If you are interested I did create one archtype before... where was it... Oh, Here it is
Well without further ado, here are the feats I've come up with for summoners.

Trait: Queen Bee:

Trait: Queen Bee
Fluff:For at least part of your childhood you had to rely on animals or summoned creatures to raise you or protect you from harm.

Actual ability:Summoned creatures not only attack your enemy but will also defend you if you are attacked.


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Feat: Telepathic Link:

Feat: Telepathic link: Augment summoning, Superior summons, Trait: Queen Bee
A person with this feat can communicate telepathically with any creature that they have summoned, directing them as they could as if speaking with words that the creature could understand.
Drawback: If you have creatures summoned that have a higher intelligence than you, or have more creatures summoned than your intelligence bonus, you may lose control over the hive. (roll a d100, 50% or higher you regain control; lower you lose control) If you lose control which ever creature takes control of the hive can direct all of your summoned creatures and they will obey as if he/it were the original summoner. This control lasts until the creature with control dies or is unsummoned.

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Feat: Hive mind:
Feat: Hive mind
Requirements: 13 int, Augment summoning, Superior summons, Trait: Queen Bee
As telepathic link but with no drawback.

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Feat:Colony:
Feat: Colony
Requirements: Augment summoning, at least one teamwork feat, at least one combat feat
Summoned creatures can take advantage of either one combat or teamwork feat that the creator has.

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Feat: natural Arcana:
Feat: Natural Arcana
Requirements: Ability to cast summon monster or summon natures ally as a spell or spell like ability
A person with this feat can summon creatures from the summon nature’s ally or summon monsters list regardless of which spell he casts.

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Feat: Elemental Summoning:
Feat: Elemental Summoning
Requirements: Augment summoning, spell focus evocation? (whichever one the blasty on is lol)
Sacrifice a spell with elemental components of any level. For one round summoned creatures gain 1d6 elemental damage to their attacks for every level of spell sacrificed. (1d6 for 1st level spells, 9d6 for 9th level spells)

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Feat:Thirsty Summons:
Feat: Thirsty summons
Requirements: Spell focus necromancy
Summoned monsters feed off of the life force of creatures that they attack. If they forgo doing damage, for every attack that hits they steal 1 point of a random ability score (roll 1d6 1=str, 6=chr etc) and gain one extra round to the time that they are summoned.

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Feat: Hungry Summons:
Feat: Hungry summons
Requirements: Thirsty summons
Summoned creatures steal life with their attacks. Any attack made with natural weapons does damage as normal and heals the summoned creature that amount of health. In addition, with each hit they gain one round to the time that they are summoned. (This bonus does not stack with hungry summons)

Also I would like to add, While typing the last one I typo'd and almost made it hungry summos... hehe

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