I have some questions now about Feats to be sure how they work!<br/><br/><hr/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Sunlight Summons <br/>Your summoned minions shine with the power of the sun.<br/>Prerequisites: Spell Focus (conjuration), able to cast summon nature's ally.<br/>Benefit: Creatures that you summon shed light as a light spell. They are immune to blinding or dazzling effects, and their natural weapons are treated as magical for overcoming damage reduction.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><hr/><br/>The way I read this is the summon creatures could even over come 'DR/ Adamantine'.<em>Would that be correct?</em><br/><br/><hr/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Planar Wild Shape <br/>You can infuse your wild shape with planar strength.<br/>Prerequisite: Wild shape class feature, Knowledge (planes) 5 ranks.<br/>Benefit: When you use wild shape to take the form of an animal, you can expend an additional daily use of your wild shape class feature to add the celestial template or fiendish template to your animal form. (Good druids must use the celestial template, while evil druids must use the fiendish template.) If your form has the celestial template and you score a critical threat against an evil creature while using your form's natural weapons, you gain a +2 bonus on the attack roll to confirm the critical hit. The same bonus applies if your form has the fiendish template and you score a critical threat against a good creature.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Simple Template: Celestial <br/>Senses The creature gains darkvision 60 ft.<br/>Defensive Abilities The creature gains damage reduction and energy resistance as noted on Table: Celestial Creature Defense.<br/>SR The creature gains spell resistance equal to its new CR +5<br/>Special Attacks The creature may smite evil 1/day as a swift action (it adds its Cha bonus to attack rolls, and a damage bonus equal to its HD against evil foes; smite persists until the target is dead or the celestial creature rests).<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><hr/>InLust you commented that this may change? That kinda scares me!! I take a feat expecting it to be usable the way its intended and stated if this would be different in your setting I would like to know how before taking it. I could suddenly realize that instead of being useful it won't work at all or the way intended and be wasted. We have very limited feats and that hurts! if you want to let me know privately how this would work that is good as well!<br/><br/><em>BTW for the setting as you have it and how tough it is supposed to be why not give everyone and extra feat or 2 to show that? I have found in tough settings extra feats are often far more useful then even higher attributes!!</em><br/><br/><hr/><em>I wanted to be sure of this. If I take craft scroll I do NOT need to use UMD for the scrolls I craft only those outside my class?<em><br/></em></em><hr/><br/><br/>Phaia