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<blockquote data-quote="Jack Simth" data-source="post: 4226343" data-attributes="member: 29252"><p>Some of the reserve feats' usefulness depends on party makeup.</p><p></p><p>See, if the party Wizard Permanencies Arcane Sight (at 12th), or even just Detect Magic (9th), and one of you picks up Summon Elemental, than you don't actually need a trapfinder - a medium earth elemental weighs enough that it'll trigger any mechanical traps you would, and the Detect Magic/Arcane Sight will find any magical traps that are more discriminatory (unless they're specifically warded against such tactics). Really handy when you don't have a proper trapfinder in the party (it's also a standard-action summon, so it can still be very handy even if you do have a proper Rogue). Combine with one of the ranged damage reserve feats (such as Fiery Burst or Invisible Needle (for the longer range at higher levels)) and you can disable basically any trap, without any iffy roll required (Finding Trap: No roll of consequence, as it doesn't mechanically matter if the elemental "dies", and you'll find all the magical traps; Fiery Burst will eventually disable any trap not outright immune by way of destroying it directly).</p><p></p><p>Dimensional Jaunt is useful for a Wizard who needs a "get out of grapple" card - it's a Su ability, so no concentration check or AoO needed. No components at all, so it can even be used while Pinned. Also handy when combined with a Wand of Invisibility when you want to get past barriers while leaving them intact.</p><p></p><p>Then there's the vampiric dagger / Summon Elemental healing... but that's rather evil, and not really all that cost effective when it comes down to it.</p><p></p><p>Mostly, though, Reserve feats don't so much increase character power as extend it (Minor Shapeshift notwithstanding). They turn Wizards into weak Warlocks with a costly "burst" ability.</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 4226343, member: 29252"] Some of the reserve feats' usefulness depends on party makeup. See, if the party Wizard Permanencies Arcane Sight (at 12th), or even just Detect Magic (9th), and one of you picks up Summon Elemental, than you don't actually need a trapfinder - a medium earth elemental weighs enough that it'll trigger any mechanical traps you would, and the Detect Magic/Arcane Sight will find any magical traps that are more discriminatory (unless they're specifically warded against such tactics). Really handy when you don't have a proper trapfinder in the party (it's also a standard-action summon, so it can still be very handy even if you do have a proper Rogue). Combine with one of the ranged damage reserve feats (such as Fiery Burst or Invisible Needle (for the longer range at higher levels)) and you can disable basically any trap, without any iffy roll required (Finding Trap: No roll of consequence, as it doesn't mechanically matter if the elemental "dies", and you'll find all the magical traps; Fiery Burst will eventually disable any trap not outright immune by way of destroying it directly). Dimensional Jaunt is useful for a Wizard who needs a "get out of grapple" card - it's a Su ability, so no concentration check or AoO needed. No components at all, so it can even be used while Pinned. Also handy when combined with a Wand of Invisibility when you want to get past barriers while leaving them intact. Then there's the vampiric dagger / Summon Elemental healing... but that's rather evil, and not really all that cost effective when it comes down to it. Mostly, though, Reserve feats don't so much increase character power as extend it (Minor Shapeshift notwithstanding). They turn Wizards into weak Warlocks with a costly "burst" ability. [/QUOTE]
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