Aquatic Summons (Feat)

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Your affinity with the sea allows you to summon creatures perfectly suited for the oceans depths.

Prerequisites: Level 6

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

  • Choose one liquid-based environment (salt water, fresh water, lava, etc.). Your summoned creature(s) can breathe normally in, and does not take ill Environmental Effects from, this liquid environment. Takes no penalties from fighting in its normal liquid environment, is never at risk of drowning or suffocation, and generally lives and works normally while submerged. This pattern does not convey any abilities to leave the liquid, except for the base abilities of the base creature.
  • Echolocation 30 ft., while entirely submerged within their chosen liquid environment.
  • Greater Swim 30 ft., usable in their chosen liquid environment.

Special: Druids who take this feat may apply its effects to their Animal Companion (in addition to any summoned creatures they cast themselves, of course). Applying, changing, or removing the effects of this feat may only be done after a full night's rest, and once applied, the effects persist until removed. Only one Summons-based feat may ever be applied to an Animal Companion at a time.

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.