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A Very Abstract Question (0 level spell vs. feat)
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<blockquote data-quote="ARandomGod" data-source="post: 1758782" data-attributes="member: 17296"><p>Well,</p><p>Guidance might be over the top.</p><p>Let's look... It takes a standard action, and says: The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. </p><p></p><p>No, since it requires a standard action first I don't think it's TOO good. Although I can see it being pretty good for, say, a rogue. That's almost a guaranteed +1 to any open locks or disable device or search roll. But there are already feats that grant +2 to two of those at a time... So not too good, even unlimited times per day.</p><p></p><p>The level 0 cure spell, heal one point... THAT would need to be limited by times per day. Obviously.</p><p></p><p>Detect magic at will would be pretty powerful. But I've given that one to sorc's for free before, and it wasn't overpowered.</p><p></p><p>I don't think light would be overpowered at all. Unless, for some reason your campaign is going to be based around how many torches/sunrods the humans carry into a dungeon.</p><p></p><p>Ray of Frost and Acid Orb. You mentioned these and others have expressed some concern about unlimited access to them, so let's look objectively. What do they do.</p><p></p><p>1d3 points of elemental damage. They use a ray, so a ranged touch attack. They would provoke an attack of opportunity. </p><p></p><p>Fists do d3 damage (medium character). Melee attack. Rocks (not bullets, just rocks from the ground) do d3 damage for a medium character. Ranged, but not ranged touch.</p><p></p><p>Both those are physical damage, and free. I'd say this is closer to throwing rocks. So what are you getting for a feat that lets you do this unlimited times per day? Well, you would be getting range. 25 feet with no penalty, but not beyond 25 feat (unless you were a caster and this feat stacked....) Normally the range on throwing is 10 feet, so you get an additional 15 feet at no penalty. But normally you can also throw 30 feet or more if you need to. You'd get d3 damage, which is better than normal if you are weak or if you're average strength for a small character. If you've got even +1 to strength then it is less damage for anyone (small is d2, d2+1 IS better than d3). </p><p></p><p>You'd be changing the type of damage to elemental... either acid or cold. I don't see this as a big plus or minus.</p><p></p><p>You're also getting this damage as ranged touch attack, so you'd ignore most forms of armor. That's pretty good. Is it an entire feat worth of good though?</p><p></p><p>I personally don't think that it's too much for a feat. After all, it's a pretty weak attack. Sure, as mentioned above it strengthens the attack of some characters, but those characters are already making some pretty weak attacks.... I think that it would be a good feat for some, but for most it wouldn't be worth taking the feat for other than flavor.</p><p></p><p>And, a feat that many people wouldn't consider really worthwhile I couldn't consider overpowered.</p></blockquote><p></p>
[QUOTE="ARandomGod, post: 1758782, member: 17296"] Well, Guidance might be over the top. Let's look... It takes a standard action, and says: The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. No, since it requires a standard action first I don't think it's TOO good. Although I can see it being pretty good for, say, a rogue. That's almost a guaranteed +1 to any open locks or disable device or search roll. But there are already feats that grant +2 to two of those at a time... So not too good, even unlimited times per day. The level 0 cure spell, heal one point... THAT would need to be limited by times per day. Obviously. Detect magic at will would be pretty powerful. But I've given that one to sorc's for free before, and it wasn't overpowered. I don't think light would be overpowered at all. Unless, for some reason your campaign is going to be based around how many torches/sunrods the humans carry into a dungeon. Ray of Frost and Acid Orb. You mentioned these and others have expressed some concern about unlimited access to them, so let's look objectively. What do they do. 1d3 points of elemental damage. They use a ray, so a ranged touch attack. They would provoke an attack of opportunity. Fists do d3 damage (medium character). Melee attack. Rocks (not bullets, just rocks from the ground) do d3 damage for a medium character. Ranged, but not ranged touch. Both those are physical damage, and free. I'd say this is closer to throwing rocks. So what are you getting for a feat that lets you do this unlimited times per day? Well, you would be getting range. 25 feet with no penalty, but not beyond 25 feat (unless you were a caster and this feat stacked....) Normally the range on throwing is 10 feet, so you get an additional 15 feet at no penalty. But normally you can also throw 30 feet or more if you need to. You'd get d3 damage, which is better than normal if you are weak or if you're average strength for a small character. If you've got even +1 to strength then it is less damage for anyone (small is d2, d2+1 IS better than d3). You'd be changing the type of damage to elemental... either acid or cold. I don't see this as a big plus or minus. You're also getting this damage as ranged touch attack, so you'd ignore most forms of armor. That's pretty good. Is it an entire feat worth of good though? I personally don't think that it's too much for a feat. After all, it's a pretty weak attack. Sure, as mentioned above it strengthens the attack of some characters, but those characters are already making some pretty weak attacks.... I think that it would be a good feat for some, but for most it wouldn't be worth taking the feat for other than flavor. And, a feat that many people wouldn't consider really worthwhile I couldn't consider overpowered. [/QUOTE]
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