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#1 With a Bullet Point: 6 Feats for Summon Monster & Summon Nature's Ally Spells $1.00
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#1 With a Bullet Point: 6 Feats for Summon Monster & Summon Nature\'s Ally Spells
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#1 With a Bullet Point: 6 Feats for Summon Monster & Summon Nature's Ally Spells
Publisher: Rogue Genius Games
by Thilo G. [Featured Reviewer]
Date Added: 11/21/2013 04:33:58

An Endzeitgeist.com review

All right, you know the drill by now - 3 pages, 1 page front cover, 1 page SRD, 1 page content - so let's take a look at these feats!

-Eldritch Community: When casting a spell with "communal" in the name, treat all creatures summoned with conjuration (summoning) in range (not "rage", as the pdf spells it once) if they were in range of the summon spell you used to call them.

-Eldritch Legion: Roll twice for random number of creature summons and take the better result.

-Eldritch Menagerie: Allows you to choose from the summon nature's ally-list when casting summon monster and vice versa. Nice!

-Hordetongue: When using conjuration (summoning) to summon creatures, choose a language -you can communicate with the creature via this tongue, even if they don't have the int required. Not sure I like this one - why not use animal companion-style tricks for dumb summoned creatures?

-Reinforcement: Sacrifice a conjuration (summoning)-spell to channel energy to heal 1d6 hp per level of the sacrificed spell or spell slot sacrificed. This channel effect can only heal your summoned creatures. Per se extremely cool - however, I'd be interested in whether this channel energy effect counts as channel energy for the purpose of being modified by feats reliant on channel energy or not. A rules nit-pick, but still a minor oversight.

-Rushed Summoning: Cast summon spells as 1 standard action instead of 1 round, but have your creatures only be able to take partial actions on the first round. Not sure I'm sold on that one - while the "summoning sickness" (anyone?) is nice, I do consider the balancing factor of relatively slow summons rather vital; after all, there are options to hasten the casting of standard action spells that can't be used with 1 round-casts.

Conclusion:

Editing and formatting are very good, but not perfect. I noticed a minor glitch or two. Layout adheres to SGG's 3-column landscape standard (taken over for now by Rogue Genius Games) and the pdf has no bookmarks, but needs none.

The feats herein are solid and offer some cool options for summoners and casters focused on getting lackeys on the field of battle. Overall, a nice selection and while I'm not sold on all of the feats, I still consider these a good deal - well worth 4 stars.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
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