Chivalric Summoning (Feat): Difference between revisions

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m (Text replacement - "}}</onlyinclude> | Benefit" to "}}</onlyinclude> | Unlocks=<onlyinclude>{{#ifeq:{{{transcludesection|Unlocks}}} | Unlocks| }}</onlyinclude> | Benefit")
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{{Template:Feats
{{Template:Feats


| Category=[[Category:Epic Feats]][[Category:Cleric]][[Category:Sorcerer]][[Category:Wizard]][[Category:Summon Feats]]
| Category=[[Category:Summon Feats]][[Category:Undaunted Tier (16-20)]]


| Flavor=When you summon creatures to your side, they are exemplars of knightly mobility.
| Flavor=When you summon creatures to your side, they are exemplars of knightly mobility.


| Prerequisites=<onlyinclude>{{#ifeq:{{{transcludesection|Prerequisites}}}
| Prerequisites=<onlyinclude>{{#ifeq:{{{transcludesection|Prerequisites}}}
| Prerequisites|Character Level 13
| Prerequisites|Level 16
}}</onlyinclude>
}}</onlyinclude>


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}}</onlyinclude>
}}</onlyinclude>


| Benefit=Whenever you summon a creature or creatures with a summon spell you cast yourself, the summoned creature(s) may gain the [[Coursing Creature]] pattern.
| Benefit=Whenever you summon a creature or creatures with a summon monster or gate spell you cast yourself (which may include the use of a magic item), the summoned creature(s) may gain the following benefits:


* Once per encounter, the summoned creature with this feat can perform a [[Move Action]] using only a [[Swift Action]].
* The summoned creature with this feat gains a number of Coursing Dice equal 1 + the creature's CR divided by 5 (dropping fractions; thus 1 die for CRs 1 through 4, 2 dice for CRs 5 through 9, 3 dice for CRs 10 through 14, etc., to a maximum of 8 dice at CR 35 or higher).  Each Coursing Die is a d6 that can either be ''Expended'' to add a +1 bonus to a single d20 check that they roll (e.g. a to-hit roll, saving throw, skill check, etc.), or ''Rolled'' to increase the damage of a single attack or ability by the amount rolled.  All Coursing Dice may only be used once (either Expended or Rolled) each round.  Once spent, they are gone until the Coursing Dice pool refreshes at the start of the summoned creature's next turn. Coursing Dice damage is [[bonus damage]] and is therefore not multiplied on a critical hit, and is inflicted as the same damage type as the attack it is modifying, for purposes of overcoming DR and/or ER. If an attack inflicts more than one type of damage, the summoning player may choose damage type the rolled Coursing Dice inflict, from among those damage types.
Generally, there is no limitation on how many Summons-based feats can be applied simultaneously to a summoned creature (or creatures) that you cast yourself, other than the number of Summons-based feats you actually possess.  The caster can choose to apply (or not apply) each feat (or all such feats) at the time the summon monster spell is cast.  However, some feats specifically list other Summons-based feats that they are incompatible with. In such cases, only one of the conflicting patterns can be applied.


| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc|Summoned creatures gain the [[Coursing Creature]] pattern.
| ShortDesc|Summoned creature gains a pool of Coursing Dice each round, with which it may modify d20 rolls or improve its attack damage.
}}</onlyinclude>
}}</onlyinclude>


}}
}}

Latest revision as of 20:05, 11 June 2021


When you summon creatures to your side, they are exemplars of knightly mobility.

Prerequisites: Level 16

Benefit: Whenever you summon a creature or creatures with a summon monster or gate spell you cast yourself (which may include the use of a magic item), the summoned creature(s) may gain the following benefits:

  • Once per encounter, the summoned creature with this feat can perform a Move Action using only a Swift Action.
  • The summoned creature with this feat gains a number of Coursing Dice equal 1 + the creature's CR divided by 5 (dropping fractions; thus 1 die for CRs 1 through 4, 2 dice for CRs 5 through 9, 3 dice for CRs 10 through 14, etc., to a maximum of 8 dice at CR 35 or higher). Each Coursing Die is a d6 that can either be Expended to add a +1 bonus to a single d20 check that they roll (e.g. a to-hit roll, saving throw, skill check, etc.), or Rolled to increase the damage of a single attack or ability by the amount rolled. All Coursing Dice may only be used once (either Expended or Rolled) each round. Once spent, they are gone until the Coursing Dice pool refreshes at the start of the summoned creature's next turn. Coursing Dice damage is bonus damage and is therefore not multiplied on a critical hit, and is inflicted as the same damage type as the attack it is modifying, for purposes of overcoming DR and/or ER. If an attack inflicts more than one type of damage, the summoning player may choose damage type the rolled Coursing Dice inflict, from among those damage types.

Generally, there is no limitation on how many Summons-based feats can be applied simultaneously to a summoned creature (or creatures) that you cast yourself, other than the number of Summons-based feats you actually possess. The caster can choose to apply (or not apply) each feat (or all such feats) at the time the summon monster spell is cast. However, some feats specifically list other Summons-based feats that they are incompatible with. In such cases, only one of the conflicting patterns can be applied.