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<blockquote data-quote="reichtfeld" data-source="post: 786583" data-attributes="member: 10264"><p>I gave it a 4. A druid is much-better suited taking alternative feats than taking this for Summon Nature's Ally. And arcane casters are much better off taking damn near anything else also. Even if the character was designed around summoning this feat wouldn't be very attractive to me in comparison with others. Augment Summoning for +1 attack and a few hitpoints or Extend Spell for double duration? Item creation for wands and staves to provide more summoning firepower? Hopefully 3.5e gives summoning a bit more oomph, but as things currently stand I feel that quantity and duration over quality is what counts with summoned creatures; they are best used to set up flanks, to aid PCs for defense or attack (if they can take commands), and cluster on casters or archers for most of a summoner's career. If you feel that no other feat can serve you and you're all into summoning then go ahead, but I'd put this on the bottom half of a list, probably even behind Spell Girding to help creatures from being dispelled during or after casting. One thing a summoner would be well to have is Chain Spell. Use that to buff up your minions to good effect after conjuring multiple creatures with your highest summonings for a round or two. Feats other than Augment Summoning can let you do it longer, faster, tougher, and better with versatility for other spells and strategies as well. I wouldn't give it a 4 except that it's a good starting concept. Something as specialized as summoning deserves more or it's overshadowed by feats far more powerful and versatile.</p></blockquote><p></p>
[QUOTE="reichtfeld, post: 786583, member: 10264"] I gave it a 4. A druid is much-better suited taking alternative feats than taking this for Summon Nature's Ally. And arcane casters are much better off taking damn near anything else also. Even if the character was designed around summoning this feat wouldn't be very attractive to me in comparison with others. Augment Summoning for +1 attack and a few hitpoints or Extend Spell for double duration? Item creation for wands and staves to provide more summoning firepower? Hopefully 3.5e gives summoning a bit more oomph, but as things currently stand I feel that quantity and duration over quality is what counts with summoned creatures; they are best used to set up flanks, to aid PCs for defense or attack (if they can take commands), and cluster on casters or archers for most of a summoner's career. If you feel that no other feat can serve you and you're all into summoning then go ahead, but I'd put this on the bottom half of a list, probably even behind Spell Girding to help creatures from being dispelled during or after casting. One thing a summoner would be well to have is Chain Spell. Use that to buff up your minions to good effect after conjuring multiple creatures with your highest summonings for a round or two. Feats other than Augment Summoning can let you do it longer, faster, tougher, and better with versatility for other spells and strategies as well. I wouldn't give it a 4 except that it's a good starting concept. Something as specialized as summoning deserves more or it's overshadowed by feats far more powerful and versatile. [/QUOTE]
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