Reserve Feats and SR

According to the Complete Mage, Reserve Feat powers are (SU) abilities, not (SP).

Anyone have any idea why? I would think that the ability to toss small fireballs at will would be something you have to concentrate on and penetrate SR to use.

I was thinking of house-ruling them to spell-like abilities, but I'd like some commentary.
 

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Beats me. Maybe it's to give casters something they can do in unfortunate conditions, like being swallowed by a T-rex in a rainstorm on a rocking boat.
 



mmu1 said:
Supernatural abilities are still magical, so AFAIK Spell Resistance still apllies.
Supernatural abilities are magical and go away in an antimagic field but are not subject to spell resistance, counterspells, or to being dispelled by dispel magic.
 


I think the whole point is that if you are facing the monster with impossible SR, then you can still have something useful to do during that combat other than going out and picking up the pizza for your group while they fight the thing.
 

epochrpg said:
I think the whole point is that if you are facing the monster with impossible SR, then you can still have something useful to do during that combat other than going out and picking up the pizza for your group while they fight the thing.
Weren't the orb created for this purpose?
 


epochrpg said:
I think the whole point is that if you are facing the monster with impossible SR, then you can still have something useful to do during that combat other than going out and picking up the pizza for your group while they fight the thing.
Casters have always had plenty of options when facing monsters with impossible SR. Summoning monsters, buffing allies for offense or defense, battlefield control (wall of stone, rock to mud, etc.), or legitimately indirect damage (telekinesis, earthquake). And don't overlook Knowledge skills to know what a creature's abilities and weaknesses are.
 

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