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Feats for specialist wizards - a different incentive

the Jester

Legend
Hmm, just something else to add to this thread on the topic of enhancing specialists- specialist-specific prestige classes. I have several illusionist only prcs in my campaign; never have gotten around to others, but hey, you have to start somewhere. :)
 

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Roman

First Post
This thread definitely gets big thumbs up from me! :cool:

I am glad that my original thread inspired you to create these feats on this thread, since they are very flavourful.

Here is my contribution: (mind you - I am not terribly good at balancing, so feedback is appreciated)


My Strengths Define Me

Prerequisite: Transmutation Specialist or Spell Focus: Transmutation

Benefit: You can keep your ability score adjustments above or below average when you shift into a new form, but do not have to do so. For example, a Human Transmuter with Str. 8, Dex. 14 and Con. 15 changes into a Half-Orc. He can opt to keep his ability score adjustments relative to average in his new form (which would than have Str. 10, Dex 14 and Con 17) or to become an average Half-Orc (Str. 12, Dex. 10, Con 12.).


Lingering Enchantment

Prerequisite: Enchantment Specialist or Spell Focus: Enchantment

Benefit: Your Enchantment spells can have lingering effects after they expire. If you treated the subject of the spell well during the enchantment and did not make unreasonable demands you gain a +1 bonus to all charisma based rolls/checks against the subject. The bonus increases to +2 if the the subject was under enchantment for an hour, +3 if the subject was under enchantment for a day, to +4 if the the subject was under enchantment for a week, +5 if the the subject was under enchantment for a month and a maximum of +6 if the the subject was under enchantment for a year.
 
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Roman

First Post
the Jester said:
Hmm, just something else to add to this thread on the topic of enhancing specialists- specialist-specific prestige classes. I have several illusionist only prcs in my campaign; never have gotten around to others, but hey, you have to start somewhere. :)

These do exist:

Loremaster (for Diviners)
Arcane Trickster (for Illusionists)
Master Transmogrifist (for Transmuters)
Mentalist (for Enchanters)
True Necromancer (for Necromancers)
Thamaturgist (for Conjurers)

I am sure there is something similar for Evokers and Abjurers - the above are just what I can remember without looking anything up. It is true that these do not require the wizard to be a specialist, but they build on the theme of the specialists in question. I suppose it would be nice to have some for specialists only - probably would be best if there were at least two per specialist type - each highlighting a different aspect of the specialization.
 

Beholder Bob

First Post
Roman said:
My Strengths Define Me

Prerequisite: Transmutation Specialist or Spell Focus: Transmutation

Benefit: You can keep your ability score adjustments above or below average when you shift into a new form, but do not have to do so. For example, a Human Transmuter with Str. 8, Dex. 14 and Con. 15 changes into a Half-Orc. He can opt to keep his ability score adjustments relative to average in his new form (which would than have Str. 10, Dex 14 and Con 17) or to become an average Half-Orc (Str. 12, Dex. 10, Con 12.).


Lingering Enchantment

Prerequisite: Enchantment Specialist or Spell Focus: Enchantment

Benefit: Your Enchantment spells can have lingering effects after they expire. If you treated the subject of the spell well during the enchantment and did not make unreasonable demands you gain a +1 bonus to all charisma based rolls/checks against the subject. The bonus increases to +2 if the the subject was under enchantment for an hour, +3 if the subject was under enchantment for a day, to +4 if the the subject was under enchantment for a week, +5 if the the subject was under enchantment for a month and a maximum of +6 if the the subject was under enchantment for a year.

If I might, the following variants....

Shaper’s Gift (General, Magic)

Prerequisite: Transmutation Specialist or Spell Focus: Transmutation, 4+ ranks in the craft or profession of sculpting.

Benefit: You optimize the forms you take, such as by alter self and polymorph, increasing the physical statistics of the new form by a total of 1 point per 3 caster levels (i.e. a 6th level caster can adjust the statistics of the form he takes by 2 points, increasing strength by 2, or +1 to dexterity and constitution).

Lingering Enchantment (General, Magic)

Prerequisite: Enchantment Specialist or Spell Focus: Enchantment

Benefit: Subjects of your mind affecting enchantment spells that failed their saves remain partially subject to you for 1 day per level of the enchantment spell cast – these subjects begin 1 step friendlier when dealing with you. For example, a guard who fails his save against a charm monster spell cast by you (a 4th level spell), will be 1 step friendlier when dealing with you for the next 4 days.

Both are derived from your concept. The 1st is altered as it is of little difference to the typical specialist wizard unless they are warrior wizards, while the 2nd is altered to simplify it and give the benefit for the power of the spell (spell level) rather then the duration. That last part is simply my personal preference.

B:]B
 

Beholder Bob

First Post
Eye of the Storm (General, Magic) - Bob
Prerequisite: Evocation specialist or the feats Spell Focus & Greater Spell Focus w Evocation.

Benefit: When you are caught in the area of effect of evocation spells you cast, you save for ¼ damage and take ½ upon a failed save. Even evocation spells that do not allow saves (such as Ice Storm, 4th level evocation) allow a Reflex save. This does not apply to evocation spells cast by others or from those cast by magic items or special abilities.

Arcane Kinship (General, Magic) - Bob
Prerequisite: Enchantment specialist or the feats Spell Focus and Greater Spell Focus Enchantment.

Benefit: Your enchantment spells that target Humanoids also can affect Monstrous Humanoids and Giants.

Counting the work of Nifft and Roman, we have
2 Illusion
2 Divination
2 Abjuration
2 Conjuration
2 Necromancy
2 Evocation
3 Enchantment
2 Transmutation

Keep 'em coming!

B:]B
 

Roman

First Post
Beholder Bob said:
If I might, the following variants....

Shaper’s Gift (General, Magic)

Prerequisite: Transmutation Specialist or Spell Focus: Transmutation, 4+ ranks in the craft or profession of sculpting.

Benefit: You optimize the forms you take, such as by alter self and polymorph, increasing the physical statistics of the new form by a total of 1 point per 3 caster levels (i.e. a 6th level caster can adjust the statistics of the form he takes by 2 points, increasing strength by 2, or +1 to dexterity and constitution).

Lingering Enchantment (General, Magic)

Prerequisite: Enchantment Specialist or Spell Focus: Enchantment

Benefit: Subjects of your mind affecting enchantment spells that failed their saves remain partially subject to you for 1 day per level of the enchantment spell cast – these subjects begin 1 step friendlier when dealing with you. For example, a guard who fails his save against a charm monster spell cast by you (a 4th level spell), will be 1 step friendlier when dealing with you for the next 4 days.

Both are derived from your concept. The 1st is altered as it is of little difference to the typical specialist wizard unless they are warrior wizards, while the 2nd is altered to simplify it and give the benefit for the power of the spell (spell level) rather then the duration. That last part is simply my personal preference.

B:]B

Your changes to the feats are good - except perhaps we should add the 'Greater Spell Focus' as prerequisite on top of the normal 'Spell Focus' for the non-specialists.

So, now we need at least 7 more feats - 1 for each school except enchantment (though it never hurts to have more than 3 for each school).


Fake Death - Roman
Prerequisite: Necromancy specialist or Spell Focus: Necromancy & Greater Spell Focus: Necromancy
Benefit: You can convincingly fake death as a move action. The cause of death you fake is your choice but it must be plausible. For example, if you can successfully fake death from a stroke from the stress of combat, or you can fake death from an arrow if an arrow hits you, but you cannot fake death from a being pierced by a sword if there is nobody fighting you and no sword in sight.
A subsequent investigation of your body will not reveal that you are alive. While faking death you are in a stupor-like state and remain unaware of your surroundings, but you 'awaken' if something deals damage to your body or if you are in any way dying (such as suffocating after being thrown into a lake). You can fake death for as long as you like, but although physical functions, such as breathing or metabolism do not manifest themselves you can still die from lack of air, water or food after the normal amount of time, so if such processes set in you awaken automatically. Under normal circumstances you 'awaken' after the time you specified before faking death +/- 1d6 minutes.

I edited the post to improve the feat. The original version appears below:
Roman said:
Fake Death - Roman
Prerequisite: Necromancy specialist or Spell Focus: Necromancy & Greater Spell Focus: Necromancy
Benefit: You can convincingly fake death as a free action. A subsequent investigation of your body will not reveal that you are alive. While faking death you are in a stupor-like state and remain unaware of your surroundings, but 'awaken' if something deals damage to your body or if you are in any way really dying (such as suffocating after being thrown into a lake). Under normal circumstances you 'awaken' after the time you specified before faking death (within 1d6 time equivalent time units* of target time). You can fake death for as long as you like but although physical functions, such as breathing or metabolism do not manifest themselves you still die from lack of air, water or food after the normal amount of time.

*Equivalent time units are rounds if the time you spend faking death is best measured in rounds, minutes if the time spent is best measured in minutes, etc.
 
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Roman

First Post
Beholder Bob said:
Eye of the Storm (General, Magic) - Bob
Prerequisite: Evocation specialist or the feats Spell Focus & Greater Spell Focus w Evocation.

Benefit: When you are caught in the area of effect of evocation spells you cast, you save for ¼ damage and take ½ upon a failed save. Even evocation spells that do not allow saves (such as Ice Storm, 4th level evocation) allow a Reflex save. This does not apply to evocation spells cast by others or from those cast by magic items or special abilities.

Arcane Kinship (General, Magic) - Bob
Prerequisite: Enchantment specialist or the feats Spell Focus and Greater Spell Focus Enchantment.

Benefit: Your enchantment spells that target Humanoids also can affect Monstrous Humanoids and Giants.

B:]B

For Eye of the Storm I would suggest simply giving the caster the equivalent of improved evasion for all area of effect evocation spells that he/she casts with the stipulation that all get the reflex save - that means he she will not take any damage on a successful reflex save and only half damage on a failed save. That is not too powerful - it works only for evocation spells, only for the caster and only for his/her own spells.

More evocation feat ideas:

Concentrate Energy - Roman
Prerequisite: Evocation specialist or Spell Focus: Evocation & Greater Spell Focus: Evocation
Benefit: You can concentrate the energy of your area of effect spells from the evocation school. Your evocation area of effect spells can deal 1.5 times the normal damage to a single target, but cause only half damage to all other targets in the area of effect.

Shrink Area - Roman
Prerequisite: Evocation specialist or Spell Focus: Evocation & Greater Spell Focus: Evocation (this could probably be made into a separate feat for each specialist along the lines of spell focus - it would probably be too powerful to make it a single feat for all schools of magic)
Benefit: You can shrink the radius of your evocation spells to a minimum of half the normal radius.
 

Beholder Bob

First Post
Roman, cool feats! :cool:

Fake Death – I’m rather fond of this feat! It has a very 'master necromancer trick' feal to it! I’d make it a free action useable on another creatures initiative, even if you have already acted (so you can respond to the sword thrust by falling right after being stabbed, rather then on your next round). Also – what about death watch, or a person with healing examining you? Make it a 10 + your caster level healing check to identify if you are alive. As to avoiding deathwatch, allow the necromancer a Will save to avoid being identified as alive. Finally – if he is to escape detection, his metabolic functions must greatly slow, so perhaps add that his need for food, water, and air are reduced to 1/5 normal.

Concentrate Energy – is too good, it directly produces more potent effects similar to empower, making it a bit too good. I would make this a meta-magic with a 1 level adjustment. Given that, it certainly has the evoker feel – perhaps an Evoker meta-magic?

Shrink Area – is on the border of too good. There is a meta-magic (complete arcane, I believe), that allows the caster to ignore an ally in an area of effect. This is not quite as good, but does not require prior prep or a level adjustment. Hmm, I’m not sure if its too good for a general feat or not! The only alternative I’ve thought of is as per below – but it adds additional mechanics, while yours is easily applied w/no effort. By taking away the certainty (by requiring a spell craft check), it is made weaker by far then the meta-magic, and so can be used on the fly.

The caster can cast his evocation spells with a reduced dimension, but he must make a DC 20+2/step spell craft check to reduce the dimensions – each step equaling a reduction in a measurement by 5’, such as 5’ less. You can not make holes with this ability; merely lower the scale of the spell.

Eye of the Storm: I didn’t use improved reflexes only so that the evoker would have some protection from his spells w/out spells (such as ice storm). Otherwise I am using the mechanics of improved evasion, only a reflex save is always allowed.

Awesome! 1 extra necromancy and 2 evoker feats!

2 Illusion
2 Divination
2 Abjuration
2 Conjuration
3 Necromancy
4 Evocation
3 Enchantment
2 Transmutation

B:]B
 

Seeten

First Post
Re: Eye of the Storm:

There is a published feat called "Hole in the Middle" that allows you to drop a fireball right on yourself, and for your square to be missed.
 

Beholder Bob

First Post
Seeten said:
Re: Eye of the Storm:

There is a published feat called "Hole in the Middle" that allows you to drop a fireball right on yourself, and for your square to be missed.

Is it a general feat, or a meta magic?

B:]B
 

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