daremetoidareyo
2018-01-11, 01:39 PM
I've been toying around with character schemes and have found nuggets along that rabbit hole that I think are worthy of further consideration. So I'm posting them here to see if ya'll might have some fun extrapolating these oddities.
Arcane mastery
Arcane mastery
Prerequisite Ability to cast arcane spells or use spelllike abilities (including invocations)
Benefit You can take 10 on caster level checks (as if the caster level check was a skill check). You can use this feat even while under stress.
Do you think that you can reason that you can apply a luck reroll for a skill to an arcane mastery spell that you take 10 on?
Do you think that you can apply a generic bonus to skill checks (from a spell or something) to your caster level take 10 check?
Wildmage + arcane mastery
Wild Magic: A wild mage casts spells differently from any other arcane spellcaster. She reduces her caster level by 3 for all spells she casts from now on. However, every time she casts a spell, her use of wild magic adds 1d6 to her adjusted caster level. For example, an 8th-level sorcerer/1st-level wild mage has a base caster level of 6th, not 9th, but her actual caster level varies from 7th to 12th for every spell she casts. Caster level affects all level-based variables of a spell, including spell penetration checks.
Do you think you can reason that the d6 you roll to determine your caster level of a spell can be a "caster level check"? (thereby adding 10 to your caster level?)
What type of ability is Wild Magic? Does it qualify for ability focus feats, or spell like or supernatural boosting feats?
Ship's Mage
Ship's Mage
You form a potent supernatural bond with a ship. Your spells have a more potent effect when cast aboard this ship. Those spellcasters who possess this feat are greatly favored as ship crew.
Prerequisite Spellcraft 4 ranks, Profession (sailor) 2 ranks
Benefit Add +1 to the caster level of all spells cast while you are aboard a ship that is familiar to you. In addition, spells you cast while aboard a ship that is familiar to you deal no damage to that ship. It takes one week of living and working aboard a ship to become familiar with it. You can only be familiar with one ship at a time; the familiarity with a particular ship fades should you become familiar with another ship. Additionally, should you remain away from the ship you are familiar with for more than a month, that familiarity fades as well.
How do get a "ship" on land to carry me around in? What can I do with that?
Transmuter 5 ACF
Spell Versatility (Ex) (http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm#spellVersatility)
A 5th-level transmuter using this variant can adapt magic of other schools to his own style of spellcasting. For every five class levels that the transmuter gains, he can select one spell of any spell level that he has access to and treat it as if it were a transmutation spell. This means, for example, that the specialist can learn the spell normally and even prepare it as a bonus spell from the transmutation school. This spell can even be from a school that he has chosen as a prohibited school. Once a spell is chosen to be affected by this ability, it cannot be changed.
For example, a transmutation specialist using this variant has selected abjuration and necromancy as his prohibited schools. At 5th level, he gains access to 3rd-level spells. He chooses dispel magic and forever after treats dispel magic as if were a transmutation spell.
If applied to an abjuration spell, you can push warding spells against a creature to repel them because that prohibition only exists for abjuration spells. What spells work best?
I found hand of the faithful, which is nice. what else.
Do schools keep their subschool?
If applied to a illusion spell, they can't disbelieve it. I don't know if the the subschools further interact with this. What can we do with this?
If applied to an enchantment charm spell, it isn't mind effecting unless the charm spell specifically claims that it is. What can we do with this?
Transmuter 5 + hand of the faithful
You create an immobile zone of warding that is permeable to those of your religion but repels all others. Creatures that have the same deity as you, or are wearing the holy symbol of your deity, can enter and move within the warded area unhindered. Other creatures that try to enter or move within the area must make a Fortitude save each round or be stunned for 1 round. If the creature's only action is to try to move completely out of the area, the ward does not hinder it. Once a creature succeeds on its saving throw, it is no longer affected by that casting of hand of the faithful.
If you get your caster level up there, you can chase people around the field. How can we use this?
Elder Giant Magic + PC of the giant type
Creatures of the giant type can also use this feat to improve spell-like abilities, and they gain a + 4 competence bonus on Concentration cheeks made to use the feat.
The earliest that you can take the feat is level 6. ...And psilike abilities count as spell like abilities. What giant race available has the coolest use of this ability?
Mastery of Madness
Whenever you summon a celestial or fiendish creature with a spell, spell-like ability, or magic item, you can choose instead to summon a pseudonatural version of that creature (see the pseudonatural template in Complete Arcane, reproduced in abbreviated form below). When you use this ability, you must succeed on a caster level check (DC 15 + spell level) to avoid opening a small temporary rift to Xoriat, which affects the spell as if it were cast on a plane with the wild magic trait (roll d% on the table on page 150 in the Dungeon Master's Guide to determine the effect).
Can you take a 1 on a caster level check to open that rift on purpose?
Is there any way to get the celestial or fiendish creature template onto a summon ability? Does calling your familiar count?\
Arcane mastery
Arcane mastery
Prerequisite Ability to cast arcane spells or use spelllike abilities (including invocations)
Benefit You can take 10 on caster level checks (as if the caster level check was a skill check). You can use this feat even while under stress.
Do you think that you can reason that you can apply a luck reroll for a skill to an arcane mastery spell that you take 10 on?
Do you think that you can apply a generic bonus to skill checks (from a spell or something) to your caster level take 10 check?
Wildmage + arcane mastery
Wild Magic: A wild mage casts spells differently from any other arcane spellcaster. She reduces her caster level by 3 for all spells she casts from now on. However, every time she casts a spell, her use of wild magic adds 1d6 to her adjusted caster level. For example, an 8th-level sorcerer/1st-level wild mage has a base caster level of 6th, not 9th, but her actual caster level varies from 7th to 12th for every spell she casts. Caster level affects all level-based variables of a spell, including spell penetration checks.
Do you think you can reason that the d6 you roll to determine your caster level of a spell can be a "caster level check"? (thereby adding 10 to your caster level?)
What type of ability is Wild Magic? Does it qualify for ability focus feats, or spell like or supernatural boosting feats?
Ship's Mage
Ship's Mage
You form a potent supernatural bond with a ship. Your spells have a more potent effect when cast aboard this ship. Those spellcasters who possess this feat are greatly favored as ship crew.
Prerequisite Spellcraft 4 ranks, Profession (sailor) 2 ranks
Benefit Add +1 to the caster level of all spells cast while you are aboard a ship that is familiar to you. In addition, spells you cast while aboard a ship that is familiar to you deal no damage to that ship. It takes one week of living and working aboard a ship to become familiar with it. You can only be familiar with one ship at a time; the familiarity with a particular ship fades should you become familiar with another ship. Additionally, should you remain away from the ship you are familiar with for more than a month, that familiarity fades as well.
How do get a "ship" on land to carry me around in? What can I do with that?
Transmuter 5 ACF
Spell Versatility (Ex) (http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm#spellVersatility)
A 5th-level transmuter using this variant can adapt magic of other schools to his own style of spellcasting. For every five class levels that the transmuter gains, he can select one spell of any spell level that he has access to and treat it as if it were a transmutation spell. This means, for example, that the specialist can learn the spell normally and even prepare it as a bonus spell from the transmutation school. This spell can even be from a school that he has chosen as a prohibited school. Once a spell is chosen to be affected by this ability, it cannot be changed.
For example, a transmutation specialist using this variant has selected abjuration and necromancy as his prohibited schools. At 5th level, he gains access to 3rd-level spells. He chooses dispel magic and forever after treats dispel magic as if were a transmutation spell.
If applied to an abjuration spell, you can push warding spells against a creature to repel them because that prohibition only exists for abjuration spells. What spells work best?
I found hand of the faithful, which is nice. what else.
Do schools keep their subschool?
If applied to a illusion spell, they can't disbelieve it. I don't know if the the subschools further interact with this. What can we do with this?
If applied to an enchantment charm spell, it isn't mind effecting unless the charm spell specifically claims that it is. What can we do with this?
Transmuter 5 + hand of the faithful
You create an immobile zone of warding that is permeable to those of your religion but repels all others. Creatures that have the same deity as you, or are wearing the holy symbol of your deity, can enter and move within the warded area unhindered. Other creatures that try to enter or move within the area must make a Fortitude save each round or be stunned for 1 round. If the creature's only action is to try to move completely out of the area, the ward does not hinder it. Once a creature succeeds on its saving throw, it is no longer affected by that casting of hand of the faithful.
If you get your caster level up there, you can chase people around the field. How can we use this?
Elder Giant Magic + PC of the giant type
Creatures of the giant type can also use this feat to improve spell-like abilities, and they gain a + 4 competence bonus on Concentration cheeks made to use the feat.
The earliest that you can take the feat is level 6. ...And psilike abilities count as spell like abilities. What giant race available has the coolest use of this ability?
Mastery of Madness
Whenever you summon a celestial or fiendish creature with a spell, spell-like ability, or magic item, you can choose instead to summon a pseudonatural version of that creature (see the pseudonatural template in Complete Arcane, reproduced in abbreviated form below). When you use this ability, you must succeed on a caster level check (DC 15 + spell level) to avoid opening a small temporary rift to Xoriat, which affects the spell as if it were cast on a plane with the wild magic trait (roll d% on the table on page 150 in the Dungeon Master's Guide to determine the effect).
Can you take a 1 on a caster level check to open that rift on purpose?
Is there any way to get the celestial or fiendish creature template onto a summon ability? Does calling your familiar count?\