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Ebondevil
06-20-2017, 10:54 AM
Reserve Feats were Introduced in Complete Mage (as far as I know), they draw upon the innate magic of a spellcaster and but do not Consume Energy, just provide at will benefits for the Caster.

These would in Essence give spellcasters more options, and allow them to be less reliant on Spell points.

I propose the damage dealing ones get introduced in a similar manner as the Warlocks Eldritch Blast, Giving casters an alternative means of attack. All Should be Toggle-able.
Their DC where used should probably be 10 + 1/2 caster level + Appropriate Stat modifier (Int/Wis/Cha)

Damaging Feats would not benefit from Metamagics, but would benefit from Spellpower.

Some Reserve Feat Examples

Acidic Splatter
Prerequisite: Able to Cast 2nd Level spells
Benefit: Replaces attack with ranged attack for 1d6 Acid damage / 2 caster levels, single Target, No Save
Grants +1 Caster level for Acid spells

Blade of Force
Prerequisite: Able to Cast 3rd Level spells
Benefits: Adds +1 Force Damage to weapon attacks / 2 caster levels
Grants +1 Caster level for Force spells

Clap of Thunder
Prerequisite: Able to Cast 3rd Level spells
Benefits: Replaces attack with melee attack for 1d6 Sonic damage / 2 caster levels, single Target, fort save or Deafened (perhaps Unable to cast spells for a few seconds)
Grants +1 Caster level for Sonic spells

Clutch of Earth (Might be tricky to code)
Prerequisite: Able to Cast 2nd Level spells
Benefits: Your Selected Target has their movement speed slowed by 10% / 2 caster levels, automatically triggered every 6 seconds, lasts for 6 seconds, fort save negates.
Grants +1 Caster level for Earth spells

Fiery Burst
Prerequisite: Able to Cast 2nd Level spells
Benefits: Replaces Attack with Ranged Attack that Explodes in a 5ft radius for 1d6 Fire damage / 2 caster Levels, Reflex save for half damage
Grants +1 Caster level for Fire spells

Invisible Needle
Prerequisite: Able to Cast 2nd Level spells
Benefits: Replaces Attack with Ranged Attack that Deals 1d4 Force damage / 2 caster Levels, No Save
Grants +1 Caster level for Force spells

Magic Disruption (Might be tricky to code)
Prerequisite: Able to Cast 3rd Level spells
Benefits: Mobs within 30ft need to make a Concentration Check to cast spells
Grants +1 Caster level for Abjuration spells

Storm Bolt
Prerequisite: Able to Cast 3rd Level spells
Benefits: Replaces Attack with Short Line of Electricty (similar to lightning bolt but shorter) for 1d6 Electrical damage / 2 caster Levels, Reflex Save for half damage
Grants +1 Caster level for Electricity spells

Wind Guided Arrows
Prerequisite: Able to Cast 3rd Level spells
Benefits: Your Ranged attacks get +2 to hit, Ranged attacks against you get -2 to hit
Grants +1 Caster level for Air spells

Winter's Blast
Prerequisite: Able to Cast 2nd Level spells
Benefits: Replaces Attack with Cone of Cold for 1d4 Cold damage / 2 caster Levels, Reflex Save for half damage
Grants +1 Caster level for Cold spells

cru121
06-20-2017, 11:03 AM
Imho these kinda overlap with SLAs.

Ebondevil
06-20-2017, 01:17 PM
Imho these kinda overlap with SLAs.

SLA's can have Metamagics applied to them, generally have a much longer cooldown than an attack, frequently longer cooldowns than the spells themselves, and cost Spell points.