Skeleton Summoner (Feat)
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The walking dead respond to your call.
Prerequisites: Level 6
Benefit: When you summon a creature with a spell you cast yourself (which may include the use of a magic item), you may grant it the following abilities:
- Darkvision 60 ft.
- Creature becomes mindless (Intelligence score of 0), but gains the following:
- (Mindless) Immune (no effect): all mind-affecting effects (charms, compulsions, fear, morale effects, patterns, and phantasms)
- Creature gains the 'Undead' type, and the following:
- (Undead 1) Immune (no effect): diseases (infected, diseased, blighted), poisons (tainted, poisoned, blighted), ability damage (dilution, damage, drain), and essence damage (suppression, omission, destruction)
- (Undead 4) Immune (no effect): any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
- Quick Feint (Su): As a swift action, this creature can perform a Bluff check to feint in combat, causing opponents to be flat-footed against the skeleton's next attack. The DC of this check is equal to the target's Maneuver Defense. The creature gains the Bluff skill at a value equal to its "All other skills" value + 2, unless it already has the Bluff skill from some other source, in which case, only the highest available skill bonus is used (i.e., they are not added together).
- NOTE: Summoned creatures do not typically get a swift action during their turns; they only get a standard action. You can either reduce the standard down to a swift to perform this, or 'gift' them your own swift action to use.
- Step In and Strike (Su): Up to once per round, prior to making any attack, whether melee or ranged, this creature can perform a bonus 5-foot step as a free action. This does not provoke attacks of opportunity, is not limited by having already moved, and does not prevent them from taking a normal 5-foot step if they are allowed to do so.
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.