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*Pathfinder & Starfinder
Magical Apprentice - gaining spellcasting via feats.
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<blockquote data-quote="nonsi256" data-source="post: 5958386" data-attributes="member: 86164"><p>.</p><p>And what was accomplished (in my view) with these feats ?</p><p></p><p>1. With a single feat, you gain all the spellcasting capabilities of a spellcaster of 1/3 your character level (rounded down). Not that impressive, but useful if you go for buffs & utility (especially the latter).</p><p></p><p>2. Putting all your [HD-feats post-1st-level] into your chosen apprenticeship can push you as far as CL 11th by character level 18 – for the price of 6 feats, of course. It’s not OP, but it’s not negligible either. Retraining your 1st HD general feat for the sake of Practiced Spellcaster feat would make your spell effects count as being cast by CL 15.</p><p></p><p>3. The power/utility progression is steady, balanced and depends directly on how much resources you put into spellcasting.</p><p></p><p>4. This could make a decent alternative to multiclassing, for a player that so wishes. You could be a custom-made gish without compromising BAB, without the need of multiclassing or prestige classing, and without the need to invent additional rules/feats/features/classes.</p><p></p><p>5. You could become a MT by advancing as Wiz 4 / Cl 2 and putting a feat instead of a level, to count as Cl 3 (one could make it Wiz 3 / Cl 4, but the other way around seems more intuitive to me).</p><p></p><p>6. This gives, a GM who so desires, the option of doing away with PrCs. Any archetype that suddenly became unobtainable due to the loss of PrCs can be made available via specialized feats.</p><p></p><p>7. This gives, a group that so desires, the option of reducing that number of base classes dramatically. For instance, if you wish to use a fighter to role a forest warden (Ranger-esque), you could practice divine magic, TWF & archery, and take the <strong><a href="http://www.wizards.com/default.asp?x=dnd/re/20031118a" target="_blank">Wild Cohort</a></strong> feat (maybe also <strong><a href="http://dndtools.eu/feats/complete-adventurer--54/natural-bond--2030/" target="_blank">Natural Bond</a></strong>). I also see no reason to disallow a feat that would grant Turn Undead as a cleric of 3 levels below your character level. And if you wanna role an arcane warrior, just go arcane and select a handful of useful swift-action-casting combat spells (there’s also nothing to stop you from taking <strong><a href="http://dndtools.eu/feats/complete-arcane--55/obtain-familiar--2078/" target="_blank">Obtain Familiar</a></strong>). The point is that the combination of Wild Cohort, Turn Undead and custom-made spellcasting unfold s hundreds of different warrior types.</p><p></p><p>8. These feats are applicable even if vancian spellcasting is replaced with spellpoints, strain & tolerance or anything else that comes to mind – as long as CL are a factor.</p><p></p><p></p><p></p><p>So, what do you think ?</p></blockquote><p></p>
[QUOTE="nonsi256, post: 5958386, member: 86164"] . And what was accomplished (in my view) with these feats ? 1. With a single feat, you gain all the spellcasting capabilities of a spellcaster of 1/3 your character level (rounded down). Not that impressive, but useful if you go for buffs & utility (especially the latter). 2. Putting all your [HD-feats post-1st-level] into your chosen apprenticeship can push you as far as CL 11th by character level 18 – for the price of 6 feats, of course. It’s not OP, but it’s not negligible either. Retraining your 1st HD general feat for the sake of Practiced Spellcaster feat would make your spell effects count as being cast by CL 15. 3. The power/utility progression is steady, balanced and depends directly on how much resources you put into spellcasting. 4. This could make a decent alternative to multiclassing, for a player that so wishes. You could be a custom-made gish without compromising BAB, without the need of multiclassing or prestige classing, and without the need to invent additional rules/feats/features/classes. 5. You could become a MT by advancing as Wiz 4 / Cl 2 and putting a feat instead of a level, to count as Cl 3 (one could make it Wiz 3 / Cl 4, but the other way around seems more intuitive to me). 6. This gives, a GM who so desires, the option of doing away with PrCs. Any archetype that suddenly became unobtainable due to the loss of PrCs can be made available via specialized feats. 7. This gives, a group that so desires, the option of reducing that number of base classes dramatically. For instance, if you wish to use a fighter to role a forest warden (Ranger-esque), you could practice divine magic, TWF & archery, and take the [b][URL="http://www.wizards.com/default.asp?x=dnd/re/20031118a"]Wild Cohort[/URL][/b] feat (maybe also [b][URL="http://dndtools.eu/feats/complete-adventurer--54/natural-bond--2030/"]Natural Bond[/URL][/b]). I also see no reason to disallow a feat that would grant Turn Undead as a cleric of 3 levels below your character level. And if you wanna role an arcane warrior, just go arcane and select a handful of useful swift-action-casting combat spells (there’s also nothing to stop you from taking [b][URL="http://dndtools.eu/feats/complete-arcane--55/obtain-familiar--2078/"]Obtain Familiar[/URL][/b]). The point is that the combination of Wild Cohort, Turn Undead and custom-made spellcasting unfold s hundreds of different warrior types. 8. These feats are applicable even if vancian spellcasting is replaced with spellpoints, strain & tolerance or anything else that comes to mind – as long as CL are a factor. So, what do you think ? [/QUOTE]
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