Elder-Basilisk
First Post
Spatzimaus said:ALTERED REPERTOIRE (General)
Prerequisite: Sorcerer or Bard
Instead of applying the caster's CHA bonus to number of spells per day, it is applied to the number of spells known. Items or spells providing temporary increases (or poisons or spells which decrease CHA) do not affect this.
(so yes, it'll give you 4 or 5 new known spells, at the price of reducing your spells/day by an even larger amount.)
This is an interesting option, but IMO this should be a houseruled alternate subclass (like specialist wizard) instead of a feat. Doing this would completely change the way the bard class works (esepcially with all of the levels where he only gets his cha bonus spells in spells/day). It would also dramatically change the sorceror--especially at high levels when a sorceror's charisma is often 30+.
Personally, I think that this is too good for a feat although I think it's a dramatic enough change that it would need playtesting to really know if it would work. In any event though, it should probably only be selectable at level one and it needs to be specified whether long-term charisma boosts (like a cloak of charisma) effect it--and if they do whether the a sorceror loses the bonus known spells if he takes off the cloak. . . .
EXPANDED SPELLS(General)
Prerequisite: Bard, Paladin, Ranger, or Psychic Warrior
Choose four spells on the spell list of the "parent" class (Sorcerer, Cleric, Druid, and Psion, respectively) to be added to the caster's spell list, at a level one higher than for the parent class.
Bards and Psychic Warriors do not automatically know the spells, but may select these as known spells/powers when given the opportunity to select new spells/powers. Paladins and Rangers may memorize the new spells freely.
(need a better name for this one)
Nope. For most spells it would work fine but you'd always get the bard gunning for Cone of Cold, Shield, or Polymorph Self (or other) or the psychic warrior adding a powers that were intentionally left off of his list because they'd be too advantageous for a higher hit point, higher BAB, higer AC class.
Changing spell lists should be a domain of prestige classes like the Eldritch Master rather than feats.
SPELL FINESSE (General)
Prerequisite: Spellcasters only, INT 15+, WIS 15+, or CHA 15+
The caster may, at the time of casting, reduce his caster level by 2 to increase Save DC by 1. This may be done multiple times per spell, although caster level can never be reduced below what is needed to obtain the spell.
(This one is a balance nightmare, I know, since there are spells that don't really need caster level, but I'm trying to make a Power Attack for casters)
Balance nightmare it is--do you really want to see DC 29+int bonus disintegrate spells (16+9 (since the minimum caster level is 11) +4 greater spell focus), DC 31+int bonus polymorph others, or DC 27 +int bonus fireballs (Since the damage caps at level 10, why cast it at a higher clvl (except to beat SR)). This feat would reverse the normal rule that the higher level the spell, the harder it is to save against and would make low level spells impossible to save against instead (DC 34+int bonus color sprays at 20th level).
The power attack for casters is. . . . Power Attack with a touch spell.
ENHANCE SPELL (Metamagic)
Caster level is increased by 2 for Enhanced spell. This is done after level-based caps have been applied (which allows a Fireball to reach 12d6, for example, or a Dispel Magic to be caster level 12). Save DC also increases by 1. Prepare as a spell two levels higher.
(I just wanted one metamagic for people who can't decide. It's like 1/4th of a Extend Spell, 1/4th an Enlarge, half an Empower, and one level of Heighten (except it doesn't help against a Globe of Invuln.); 2.5 for the price of 2. It also makes Dispel Magic a bit stronger. If you're not sure on the power, I haven't clarified whether the +2 works against SR.)
This would definitely be an interesting metamagic feat. I like it.
IMPROVED COMBAT REFLEXES (Combat)
Prerequisite: Combat Reflexes
The player may perform multiple Attacks of Opportunity on a single target; each attack must be in response to a separate opportunity. These attacks follow the character's normal attack progression, as if he were taking a Full Attack option. In addition, the movement of an enemy with Spring Attack can draw an Attack of Opportunity, at a -4 attack penalty (in addition to the -4 provided by Mobility).
(That is, if I get 4 AoOs per round and my attack bonus is +14/+9/+4, my first AoO on you is at the full +14. If I choose to take a second on you, it's at +9, and a third would be at +4. I can't take more than those three, and it's worse than getting the full +14 against 4 different opponents)
I think this is probably balanced but it shouldn't negate the no AoOs benefit of spring attack. There aren't any feats at the moment which allow bad guys to negate the players' feats and it should stay that way. (The possible exception is Close Quarters Fighting vs. OA's Improved Grapple but OA is really its own game and portions of it don't mesh well with standard D&D anyways (Iajutsu Focus/Iajutsu master anyone?)).
This should have a prerequisite BAB of at least 6+ too. It's a high powered feat and more significantly, it couldn't be used before that anyway.
SHARPSHOOTER (Combat)
Prerequisites: Blind-Fight, DEX 13+
The player has been trained to attack with only a glimpse of the target and around obstacles. Cover and Concealment are treated as one level lower (except that Total Cover or Concealment is never reduced).
There's already a Sharpshooting feat in Sword and Fist (although it's not as good as this one--it only gives +2 to hit targets which have cover). You might want to change the name to avoid confusion.
Despite the name, however, the wording gives no indication that this is for ranged attacks only. Is that your intent? (It would be quite useful for meleers as well--perhaps more so since blindfight is more useful to meleers).
You might also want to require 5 ranks of spot, a wisdom of 13+, or alertness. Those would fit with the theme quite well.
POLEARM FIGHTING (Combat)
When using any rigid weapon with extended reach (spears, polearms, but not whips or spiked chains) you may attack any enemies inside the user's natural reach with the shaft of the weapon instead of your normal attack. The shaft does 1d6 bludgeoning damage (x2 crit), although it may be fitted with a spike to turn into a piercing weapon, increasing the threat range to 19-20/x2. A strike with a magical shaft keeps the weapon's Enhancement bonus to the attack roll but does no extra damage; no other special abilities affect the shaft. When using the Defending ability, the attack penalty applies to attacks with all parts of the weapon.
(Note that this lets you threaten adjacent squares, so you can take AoOs as people close on you, but if they're heading towards you the AoO takes place on the inner square, where you can't use the weapon head.)
This seems like a reasonable feat. I'd make two changes though.
First 19-20/x2 is usually the crit range for slashing weapons like swords or daggers. 20/x3 is usually the crit range for spears.
Second, I'd use game terms rather than just descriptive terms for the qualifications. "Large, inflexible, hafted weapons" would be a better way to express this (it would also keep this feat from working with the heavy lance which is good).
IMPROVED POLEARM FIGHTING (Combat)
Prerequisite: Polearm Fighting
Weapons that may be used by the Polearm Fighting Feat (spears and polearms) may be gripped closer to the head, reducing the reach of the weapon by the natural reach of the wielder (to a minimum of 5') at will. The weapon may also be used as a double weapon; the shaft (statistics listed in the Polearm Fighting Feat) may be used as an off-hand weapon, and is always considered to be a light weapon; the normal penalties for two-weapon fighting apply. [/B]
This seems like it would be reasonably balanced as well. (Although the glaive would become the weapon of choice for double weapon wielders--as it would have reach for the first round of combat and would deal as much damage as a double sword or double axe on a full attack but would deal more damage on attacks of opportunity and partial attacks).