Kemrain
First Post
I've learned my lesson in regards to where to post EoMr material, even if it is House Rules related. What follows are ideas for Prestige Class abilities or Feats for EoMr characters. I'm posting them here to not only see if others find them interesting/fair/balanced, but to encourage others to post their ideas in this thread to share them with the community.
Names subject to change, nothing's permanant. As one might guess, I've been working on a Dispel Magic specialist PrC.
Dispelling Ease: When you successfully use Spellcraft to identify a spell being cast, the penalty to Counterspell a spell you do not know the Spell Lists for is -5 instead of -10. If you know some, but not all of the Spell Lists involved, you suffer no penalty instead of -5. If you fail to use Spellcraft to identify the spell, you suffer the full penalty.
Cheater's Break: When Dispelling, each 3 MP spent on Dispel enhancements costs you only 2 MP. You are still limited by your MP Limit normally.
Dispel Master: Prerequisite: Dispel Magic +10 ranks, Dispel Specialist. Using the Dispel Specialist feat costs a Move Action, not a Standard Action. You can cast a spell in the same round as using this ability, but you cannot cast a spell and a quickened spell- use of this ability counts as your Quickened spell per round.
Dispelling Familiarity: When Dispelling a spell containing Nouns or Verbs in which you have Spell Expertise or Spell Mastery you gain a +2/+4 bonus to your Dispel check, respectively. These bonuses do not stack with themselves, Mastery in Evoke and Fire will only give +4.
Overmastery Mastery: Overmastering costs only 5MP instead of 7. In addition, you suffer only a -2 penalty to Dispel checks when Overmastering, not -5.
Overcharged Dispel: When casting Dispel MAgic, and only Dispel Magic, your MP Limit is consitered 2 points higher, however, these points must be spent on Dispel Magic enhancements, and not General enhancements.
Deflective Will (bad name) [Su]: Prerequisite: Abjure Force. You gain a Deflection bonus to Armor Class equal to your Charisma Bonus. However, you must keep a reserve of MP equal to the cost of an equally powerful Deflection bonus purchased with Abjure Force to benefit from this ability. -
+1 bonus = 2MP
+2 bonus = 3MP
+3 bonus = 4MP
+4 bonus = 5MP
+5 bonus = 7MP
+6 bonus = 9MP
+7 bonus = 12MP
+8 bonus = 15MP
+9 bonus = 19MP
(Consitering doubling this cost, it seems too low)
Kinetic Combat: (Not 100% sure about the mechanics of this one, just thought if it.) Prerequisites: Create Force, Move Force, Force Expertise. By combining the Elemental Weapon enhancement of Create Force and the Combat Maneuvers of Move Force, you can create a Telekinetic weapon that deals Elemental Force damage, that you can attack with out to the range of the spell, making as many attacks in a round as you are normally allowed, as if making combat maneuvers. You get your Inteligence bonus to hit, but no extra damage from the Strength provided by Move Force. This functions as a spell you cast, with general enhancements working normally. Infuse Force can be used to give your Kinetic Weapon an Enhancement bonus to hit and damage.
More will come as I think of it. Please feel free to comment or add your own ideas. I want to see things done with the EoMr system that you couldn't do with standard DnD. We have a wonderful opportunity for creativity here, so don't let Ranger Wickett do all the work!
- Kemrain the Motivated.
Names subject to change, nothing's permanant. As one might guess, I've been working on a Dispel Magic specialist PrC.
Dispelling Ease: When you successfully use Spellcraft to identify a spell being cast, the penalty to Counterspell a spell you do not know the Spell Lists for is -5 instead of -10. If you know some, but not all of the Spell Lists involved, you suffer no penalty instead of -5. If you fail to use Spellcraft to identify the spell, you suffer the full penalty.
Cheater's Break: When Dispelling, each 3 MP spent on Dispel enhancements costs you only 2 MP. You are still limited by your MP Limit normally.
Dispel Master: Prerequisite: Dispel Magic +10 ranks, Dispel Specialist. Using the Dispel Specialist feat costs a Move Action, not a Standard Action. You can cast a spell in the same round as using this ability, but you cannot cast a spell and a quickened spell- use of this ability counts as your Quickened spell per round.
Dispelling Familiarity: When Dispelling a spell containing Nouns or Verbs in which you have Spell Expertise or Spell Mastery you gain a +2/+4 bonus to your Dispel check, respectively. These bonuses do not stack with themselves, Mastery in Evoke and Fire will only give +4.
Overmastery Mastery: Overmastering costs only 5MP instead of 7. In addition, you suffer only a -2 penalty to Dispel checks when Overmastering, not -5.
Overcharged Dispel: When casting Dispel MAgic, and only Dispel Magic, your MP Limit is consitered 2 points higher, however, these points must be spent on Dispel Magic enhancements, and not General enhancements.
Deflective Will (bad name) [Su]: Prerequisite: Abjure Force. You gain a Deflection bonus to Armor Class equal to your Charisma Bonus. However, you must keep a reserve of MP equal to the cost of an equally powerful Deflection bonus purchased with Abjure Force to benefit from this ability. -
+1 bonus = 2MP
+2 bonus = 3MP
+3 bonus = 4MP
+4 bonus = 5MP
+5 bonus = 7MP
+6 bonus = 9MP
+7 bonus = 12MP
+8 bonus = 15MP
+9 bonus = 19MP
(Consitering doubling this cost, it seems too low)
Kinetic Combat: (Not 100% sure about the mechanics of this one, just thought if it.) Prerequisites: Create Force, Move Force, Force Expertise. By combining the Elemental Weapon enhancement of Create Force and the Combat Maneuvers of Move Force, you can create a Telekinetic weapon that deals Elemental Force damage, that you can attack with out to the range of the spell, making as many attacks in a round as you are normally allowed, as if making combat maneuvers. You get your Inteligence bonus to hit, but no extra damage from the Strength provided by Move Force. This functions as a spell you cast, with general enhancements working normally. Infuse Force can be used to give your Kinetic Weapon an Enhancement bonus to hit and damage.
More will come as I think of it. Please feel free to comment or add your own ideas. I want to see things done with the EoMr system that you couldn't do with standard DnD. We have a wonderful opportunity for creativity here, so don't let Ranger Wickett do all the work!
- Kemrain the Motivated.
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