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    Default [3.5] Reserve Feat Brainstorming

    Ok, so, in honor of DragoonWraith's good ideas, and my Reserve Mage and Reservationist prestige classes, I thought it might be a good time to create some more reserve feats.

    Here, have a few I've been fiddling with:

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    Corpsewalk [Reserve]
    "And when the dead walk the land... the living will fill these coffins...
    Prerequisites: Able to cast 3rd level spells
    Benefits: As long as you have an undead spell of 3rd level or higher available to cast, you can take a full round action to animate a near-by corpse. This corpse animates as a zombie of hit dice equal to the level of the highest level evil spell you have available divided by two (rounded up). You may only control one such zombie at any time.
    As a secondary benefit, you gain a +1 competence bonus to your caster level when casting undead spells.

    Scorching Illumination [Reserve]
    And he said, "let there be light," and there was light.
    Prerequisites: Able to cast 3rd level spells
    Benefits: As long as you have a light spell of 3rd level or higher available to cast, you can create a burst of scorchingly brilliant illumination anywhere within 25 ft + 5 ft/level of the highest available light spell you have. The burst is 10 ft in diameter, and every creature caught within it must make a Fortitude save or be blinded for 1 round.
    As a secondary benefit, you gain a +1 competence bonus to your caster level when casting light spells.

    Shattering Word [Reserve]
    He spoke a word, and my blade just exploded! I never stood a chance.
    Prerequisites: Able to cast 2nd level spells
    Benefits: As long as you have a sonic spell of 2nd level or higher available to cast, you can speak a word and cause objects to suffer catastrophic disasters. You can deal an object damage up to the level of the highest level sonic spell you have available times two (so, from 2 damage up to 18). This damage ignores the object's hardness.
    As a secondary benefit, you gain a +1 competence bonus to your caster level when casting sonic spells.

    Guided Missile [Reserve]
    They'll never know what hit 'em.
    Prerequisites: Able to cast 2nd level spells
    Benefits: As long as you have a telekinesis spell of 2nd level or higher available to cast, you can gesture and hurl an object weighing no more than 10 lbs per level of the spell powering this feat at a distant target. Guided Missile does 1d6 damage per 10 lbs of the object, and requires a ranged attack roll to hit.
    As a secondary benefit, you gain a +1 competence bonus to your caster level when casting telekinesis spells.

    Shimmering Armor [Reserve]
    I swung my blade, and suddenly, he was surrounded by this golden armor that hadn't been there a moment ago!
    Prerequisites: Able to cast 1st level spells
    Benefits: As long as you have an abjuration spell of 1st level or higher available to cast, you can conjure shimmering plates of force to defend yourself from one attack. As an immediate action, you may gain an armor bonus to your AC equal to the level of the highest available abjuration spell you have against one attack. This armor bonus is made from force, meaning it applies to touch attacks and incorporeal attacks as well.
    As a secondary benefit, you gain a +1 competence bonus to your caster level when casting abjuration spells.

    Cloud of Bees [Reserve]
    He was just standing there, staring at the bandit, and then, with a flick of his wrist, a cloud of bees swarmed out of nowhere and coated the bandit, who screamed, "I'm covered in beees!!" until he died. It was horrible.
    Prerequisites: Able to cast 2nd level spells
    Benefits: As long as you have a summoning spell of 2nd level or higher available to cast, you can create a horde of bees to envelop your foes, stinging them to death. The target is allowed a Reflex save to avoid their stingy fate, and if failed, they suffer 1 point of damage per level of the highest available summoning spell you have, and must make a Fortitude save or suffer the effects of bee venom (1d4 Str/1d4 Str).
    As a secondary benefit, you gain a +1 competence bonus to your caster level when casting summoning spells.
    Note: This feat is ENTIRELY tongue-in-cheek.

    Enrage [Reserve]
    I was just shoutin' at him, that's normal!
    Jim, you're an apostle of peace. You threatened to rip his head off.
    Yeah, so? Everyone gets angry.

    Prerequisites: Able to cast 3rd level spells
    Benefits: As long as you have an enchantment spell of 3rd level or higher available to cast, you can induce a brutal rage in other creatures, forcing them to attack madly. The target must make a Will save, or go berserk, attacking any living creature in a wild rage. This rage lasts until they have made 1 attack per level of the highest available enchantment spell you have.
    As a secondary benefit, you gain a +1 competence bonus to your caster level when casting enchantment spells.

    Vanishing Act [Reserve]
    The mage just... he was there, and then he wasn't! I can't explain it!
    Prerequisites: Able to cast 2nd level spells
    Benefits: As long as you have a glamer spell of 2nd level or higher available to cast, you can vanish for a short time. As a swift action, you can disappear for a number of rounds equal to the level of the highest available glamer spell you have divided by three (round down, minimum 1 round).
    As a secondary benefit, you gain a +1 competence bonus to your caster level when casting glamer spells.

    Telekinetic Disarm [Reserve]
    I sprung out of hiding, and gave him the line about money or life. He just laughed, and suddenly, my blade was wrenched out of my hand and hurled into a distant bush. He asked, "what was that, again?"
    Prerequisites: Able to cast 1st level spells
    Benefits: As long as you have a telekinesis spell of 1st level or higher available to cast, you can disarm opponents with but a thought. You can disarm opponents with telekinetic force from up to 10 ft+5 ft/level of the the highest available telekinesis spell you have. You are treated as wielding a one-handed weapon, and always gain a +1+1/2 level the highest available telekinesis spell you have competence bonus on the disarm attempt. This does not provoke attacks of opportunity.
    As a secondary benefit, you gain a +1 competence bonus to your caster level when casting telekinesis spells.

    Bonechill [Reserve]
    Cooold.... soooo... cooold.... brrrrrr
    Prerequisites: Able to cast 1st level spells
    Benefits: As long as you have a cold spell of 1st level or higher available to cast, you can chill a foe to their very core. As a ranged touch attack with a bonus equal to 1/2 level the highest available cold spell you have, you can immobilize (as per the condition) the target for for a number of rounds equal to the of level the highest available cold spell you have. They get a Fort save to resist the effect.
    As a secondary benefit, you gain a +1 competence bonus to your caster level when casting cold spells.

    Skinscorch [Reserve]
    Dammit, that stings!
    Prerequisites: Able to cast 1st level spells
    Benefits: As long as you have a fire spell of 1st level or higher available to cast, you can inflict horrible burns on a touched creature. As a touch attack, you can inflict a persistent burn that deals the touched creature 1+1/2 the level the highest available fire spell you have fire damage, for a number of rounds equal to the of level the highest available fire spell you have.
    As a secondary benefit, you gain a +1 competence bonus to your caster level when casting fire spells.

    Deafening Roar [Reserve]
    What? WHAT?
    Prerequisites: Able to cast 1st level spells
    Benefits: As long as you have a sonic spell of 1st level or higher available to cast, you can create a momentary deafness in a targeted creature. The target gets a Fort save to resist the effects. If they fail, they are deafened for for a number of rounds equal to the of level the highest available sonic spell you have.
    As a secondary benefit, you gain a +1 competence bonus to your caster level when casting sonic spells.

    Slowing Shock [Reserve]
    Iii aammm soooo sllooowww....
    Prerequisites: Able to cast 1st level spells
    Benefits: As long as you have an electricity spell of 1st level or higher available to cast, you can forcibly slow a creature to a crawl. As a ranged touch attack, you can slow an opponent for 1/2 the level of the highest available electricity spell you have. They get a Fort save to resist the effects.
    As a secondary benefit, you gain a +1 competence bonus to your caster level when casting electricity spells.

    Blinding Spittle [Reserve]
    It burns! I'm blind! Augh god, IT BURNS!
    Prerequisites: Able to cast 1st level spells
    Benefits: As long as you have an acid spell of 1st level or higher available to cast, you can launch a blast of acid directly into your opponents eyes, blinding them temporarily. As a ranged touch attack, you can blind an opponent for for a number of rounds equal to the of level the highest available acid spell you have. They get a Fort save to resist the effects.
    As a secondary benefit, you gain a +1 competence bonus to your caster level when casting acid spells.



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    Bee Swarm [Reserve]
    It takes a great deal of willpower not to flinch under a swarm of bees. Fortunately, if you do, you won't get stung.
    Prerequisites: Ability to cast 2nd level spells
    Description: You can form bees from simplistic magic, causing them to swarm over a target within 30ft. If the target remain still, he suffers no damage; should he take as much as a 5ft step, he suffers 1d6 damage per level of the highest level Summoning spell the caster has available, and must make a Fortitude save or become Nauseated by the poison of the bees.
    As a secondary benefit, you gain a +1 competence bonus to your caster level when casting summoning spells.
    Credit: Mulletmanalive

    Windlash [Reserve]
    When a cold wind blows, it hurts.
    Prerequsites: Ability to cast 2nd level spells
    Description: You can whip a ring of stinging wind around yourself. Other characters within 5ft of you suffer 1d3 damage per level of the highest level [Air] spell you have memorised and all missile attacks made against you suffer an equal penalty to hit.
    As a secondary benefit, you gain a +1 competence bonus to your caster level when casting air spells.
    Credit: Mulletmanalive

    Numbing Ray [Reserve]
    I don't have to run fast, I just have to run faster than you
    Prerequisites Ability to cast 1st level spells
    Benefits As long as you have a cold spell of 2nd level or higher available to cast, you may make a ranged touch attack that creates a sheet of ice encasing the target. This sheet imposes a penalty to dexterity equal to 1+1/2 the level of the highest level [cold] spell you have prepared. For every 2 points of penalty added in this way the targets move speed is reduced by 5 feet and their flight maneuverability, if any, is lowered by one stage (perfect to good, good to average, etc....) These penalty's stack. As a full round action the a player targeted by this ray may attack the ice that coats them. The ice is effectively one inch thick for each point of penalty imposed, and the penalty is lessened by 1 point for each inch of ice removed in this manner.
    As a secondary benefit, you gain a +1 competence bonus to your caster level when casting cold spells.
    Credit: ryleah

    Smoulder: [Reserve]
    With a glance and a gesture, you ignite some exposed cloth or hair on the target. It's effects are minimal, save the panicked flailing needed to put it out.
    Prerequisites: Ability to cast 2nd level spells
    Description: As long as you have a 2nd level fire spell or higher available, you may ignite a small amount of the clothing of a target within 30ft. The material smoulders and burns more like it was wicking oil and is itself not damaged; it does, however, hurt a lot and most people panic the moment they notice. at the beginning of each of its turns, the victim takes 1 point of Fire damage per level of your highest level Fire spell. The fire can be extinguished as a Standard action; those choosing to ignore it must make a Will save to avoid being compelled to extinguish the flames.
    In addition, you gain +1 CL when casting spells with the Fire descriptor.
    Credit: Mulletmanalive

    Cuts Inside the Mind: [Reserve]
    You can create painful phantasmal wounds that are convincing enough that the body reacts to them, wasting healing magic.
    Prerequisites: 2nd level spells
    Description: As long as you have a 2nd level or higher Phantasm spell available to cast, you can create nasty wounds on the self image of a target within 60ft. The target gains 3 temporary damage per level of highest level Phantasm spell you have available; a Will save negates. Temporary damage are the inverse of Temporary hp. They are healed first, last for 1 minute and if the target is killed while still possessing temporary damage, they are merely unconscious. They remain this way until the damage time limit elapses and then can be roused based on their hp after the fact. Multiple applications of this feat do not stack, though their durations can overlap.
    In addition, you gain +1 CL when casting Phantasm spells.
    Credit: Mulletmanalive

    Motewall [Reserve]
    Missed me!
    Prerequisites able to cast third level spells
    BenefitsAs long as you have an abjuration spell of 3rd level or higher available to cast, you may create a wall-shaped patch of floating magical motes, which is 20 square feet per 3 levels of the spell prepared and lasts for 1 round per 3 levels of the spell prepared. This wall is very difficult to see and requires a spot check equal to the save DC for the spell it is based off of. The moats are inert unless a projectile or targeted spell passes through the field, at which point the condense to form a tiny wall of force precisely in front of the offending missile, negating the attack and cause reactive projectiles (alchemist's fires, tanglefoot bags, fireballs, etc) to react at the point at which they come into contact with the wall
    As a secondary benefit, you gain a +1 competence bonus to your caster level when casting abjuration spells.
    Credit: ryleah
    Last edited by arguskos; 2010-04-21 at 11:46 AM.

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    Kobold

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    Default Re: [3.5] Reserve Feat Brainstorming

    It seems that scorching illumination doesn't really have much to do with the spell level you have. Slightly larger range isn't impressive.

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    Default Re: [3.5] Reserve Feat Brainstorming

    Quote Originally Posted by FlamingKobold View Post
    It seems that scorching illumination doesn't really have much to do with the spell level you have. Slightly larger range isn't impressive.
    There are other reserve feats with similar effects. Also, saves on reserve feats are keyed to the spell level powering the feat.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: [3.5] Reserve Feat Brainstorming

    You realise that Corpsewalk is going to automatically produce a tougher than normal zombie, right? I'd lower it to 2nd level or possibly even 1st. It's a minimal benefit, suits necromancers, isn't inherently abusable and is actually less potent than the Necrocarnum Crown meld that can be suitably chakhra bound at 2nd level.

    Not entirely sure how you'd do it, but perhaps a Reserve feat that grants a minimal ability to project objects, such as with the Propel cantrip [you can fire a crossbow bolt without a crossbow]?

    Maybe one projectile per even numbered level? Or a bonus to hit equal to the Highest level spell of a given type you have memorised? Not sure because there isn't a "kinesis" subschool to tie it to.

    Reserve feats have an issue like Invocations in that they're keyed to a Standard action: perhaps creating a few that aren't so limited might grant a few minor things. An Immediate action to grant a bonus to AC would be very handy, for instance.

    Shimmering Armour: Temporary hp [in shielding] equal to the highest level Abjuration spell you've got left for one minute?
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    Default Re: [3.5] Reserve Feat Brainstorming

    Hmm. Decent point about Corpsewalk. However, who's going to take a feat, keyed off of [evil] spells, for a single crappy 2 HD zombie? That's... pretty ****ty, honestly. I'll change it to "the zombie has hit dice equal to the level of the spell powering this feat divided by 2 (rounded up)".

    As for more reserve feats, I can think of a couple along those lines.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: [3.5] Reserve Feat Brainstorming

    Double post, but, I've got Guided Missile and Shimmering Armor up.

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    Default Re: [3.5] Reserve Feat Brainstorming

    Shimmering Armor seems like something that would be used every round that the caster doesn't have a better use for their swift action. Now as I understand it, just about the only use casters have for swift actions is Quickened spells... which is a big deal, but not something they are going to do EVERY round, especially when they are just walking along, as is the case with an ambush.

    EDIT: In a bit of shameless semi-derailing, here are some very narrow scope reserve and reserve-like feats that I created for my Mepholk for people to look at while they are in the "reserve feat" mindset...
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    Acid Spray [Mepholk, Reserve]
    By drawing off a tiny portion of the energy of your prepared spells, you can transmute your musk to acid.
    Prerequisites: Con 13, Ability to cast a spell with the [Acid] Descriptor.
    Benefits: As long as you have a Acid spell to cast, if you choose during the firing, in addition to the normal effects, on a direct hit, your musk now deals 1d4 points of acid damage per spell level of the highest level remaining spell you have with the Acid descriptor (Or 1 point of acid damage if you only have Acid Glob or some other 0th level Acid spell that you can still cast that day).

    Holy Musk [Mepholk]
    You can imbue your musk with the disdain of your deity.
    Prerequisites: Con 13, CHA 13, Ability to Turn Undead
    Benefits:When spraying, you may take a free action before firing a given individual attack to imbue it with the power of your deity by expending one of your daily uses of Turn Undead. In addition to the normal effects, on a direct hit, it now deals 1d6 points of damage per level at which you turn undead positive energy damage (as per Holy Water, but without any splash damage). Note that if you can attack more than once per round with your musk, you can imbue EACH shot with this power, (although each one requires expending a separate use of your Turn Undead Power).
    Normal: Most undead are immune to your musk and it deals no hit point damage regardless of the target.

    Vile Musk [Mepholk]
    More is foul about your secretions than just the smell. They burn the flesh of the angels and other such champions of good.
    Prerequisites: Con 13, Cha 13, Ability to Rebuke Undead
    Benefits:When spraying, you may take a free action before firing a given individual attack to imbue it with the power of your deity by expending one of your daily uses of Rebuke Undead. In addition to the normal effects, on a direct hit, it now deals 1d6 points of damage per level at which you rebuke undead negative energy damage (as per Unholy Water, but without any splash damage). Note that if you can attack more than once per round with your musk, you can imbue EACH shot with this power, (although each one requires expending a separate use of your Rebuke Undead Power).
    Normal: Your musk deals no hit point damage regardless of the target.
    Last edited by DracoDei; 2010-04-17 at 11:50 AM.
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    Default Re: [3.5] Reserve Feat Brainstorming

    Quote Originally Posted by DracoDei View Post
    Shimmering Armor seems like something that would be used every round that the caster doesn't have a better use for their swift action. Now as I understand it, just about the only use casters have for swift actions is Quickened spells... which is a big deal, but not something they are going to do EVERY round, especially when they are just walking along, as is the case with an ambush.
    Well, abrupt jaunt is an immediate action as well, conflicting with Shimmering Armor. Many items are swift actions (meaning taking Shimmering will deprive them of that item usage).

    Also, it's a fairly minor AC boost. By the time you get a reasonable number (4 or better), you're level 7 at lowest, making Shimmering Armor fairly minor at best. Also, do recall it only applies to one attack, not a full attack.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: [3.5] Reserve Feat Brainstorming

    Quote Originally Posted by arguskos View Post
    Also, do recall it only applies to one attack, not a full attack.
    Ah, that is a key point...
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    Default Re: [3.5] Reserve Feat Brainstorming

    Quote Originally Posted by DracoDei View Post
    Ah, that is a key point...
    Yes, yes it is.

    In other news, does anyone have suggestions for more reserve feats?

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    Default Re: [3.5] Reserve Feat Brainstorming

    I think we were talking cross purposes on the Corpsewalk.

    Say i take it at level one [it's a 1st level reserve in this example]. I get a single zombie that i can order around and i still have a couple of spells i can use. If the zombie is destroyed [difficult with the thing's DR at this level] i can just animate another from suitable corpses.

    It may be one zombie at a time, but it's still a 1HD bulwark with DR 5/Slashing...

    I hit 3rd level, it becomes a 2HD zombie. I have a pretty powerful Bulwark, admittedly it's only going to delay a fighter but still, it'll slow a stabby rogue down and can grapple well.

    If it were scripted as you've already got it, i'd be getting the feat at 5th level and get a 3HD zombie...I can replace it the moment it's killed using any available corpse [the creation rules actually allow for this, though the Zombie creature type makes this confusing] so it's still kinda useful as a bodyguard.

    It's not a great feat but it's more useful than a Familiar at low levels and a bonus on casting of necromancy or Evil spells would be worth it at higher levels. I'd say that that 1HD zombie is worth a feat when you can get it...

    EDIT: Oh, and Bee Swarm: 4th level, calls a minor swarm of bees against a target within 30ft. Unless destroyed with damage equal to the reserve [Summoning], the bees will attack on your turn dealing 1d6 damage and forcing a save using the Reserve format or the target is nauseated.

    Enrage: not sure on level, As a Standard action make a Bluff check resisted with a level check. You may add a bonus on your bluff equal to your reserve [Enchantment]. If successful, your opponent will move towards you in an attempt to attack you in melee.
    Last edited by Mulletmanalive; 2010-04-17 at 12:20 PM.
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    Default Re: [3.5] Reserve Feat Brainstorming

    Can't take it before level 5. It requires 3rd level spells, and like all reserve feats, it doesn't work if you don't have a spell of the appropriate level or higher.

    So, in order to use Corpsewalk, you need to have a 3rd level or higher [evil] spell prepared and uncast at all times, and you get a 2 HD zombie in return. At level 5. This is not massively useful. Compare to Summon Elemental for similar power levels.

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    Default Re: [3.5] Reserve Feat Brainstorming

    Quote Originally Posted by arguskos View Post
    Can't take it before level 5. It requires 3rd level spells, and like all reserve feats, it doesn't work if you don't have a spell of the appropriate level or higher.

    So, in order to use Corpsewalk, you need to have a 3rd level or higher [evil] spell prepared and uncast at all times, and you get a 2 HD zombie in return. At level 5. This is not massively useful. Compare to Summon Elemental for similar power levels.
    This being the point.

    I had read it as being "Zombie with HD equal to the level of the highest level Evil spell you have prepared" Much more useful and would have worked pretty well as a 1st level spell reserve feat. Not overpowering but really handy.

    Hence why i was trying to encourage it as a level 1 reserve feat and apparently gave completely the wrong impression.

    I've added two more to the previous post btw
    Mine is not so much a Peter Pan Complex as a Peter Pan Doom Fortress and Underground LairTM!
    Fae-o-matic Want a fae from folklore stated? Give me the lore and I'll do it for you!
    Le Cirque Funeste Evil Fairy Circus! Ray Bradbury, refined down to snortable powder!

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    Default Re: [3.5] Reserve Feat Brainstorming

    Quote Originally Posted by Mulletmanalive View Post
    This being the point.

    I had read it as being "Zombie with HD equal to the level of the highest level Evil spell you have prepared" Much more useful and would have worked pretty well as a 1st level spell reserve feat. Not overpowering but really handy.

    Hence why i was trying to encourage it as a level 1 reserve feat and apparently gave completely the wrong impression.

    I've added two more to the previous post btw
    ...yeah, it sounded like you were saying "it's overpowered", and I was all "uh... no, it's not?" Thing is, there's no good animation effect at level 1 with the [evil] tag (or any at all, actually).

    I'll see about Bee Swarm and Enrage.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: [3.5] Reserve Feat Brainstorming

    Bee's are poison based, so I would recommend picking something else to match the crunch to the fluff.
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    Default Re: [3.5] Reserve Feat Brainstorming

    Quote Originally Posted by DracoDei View Post
    Bee's are poison based, so I would recommend picking something else to match the crunch to the fluff.
    I used bees for the singular reason of Bioshock.

    @Arguskos: It just says Evil spells, rather than Animation spells. If anything, i'd probably base it on Necromancy myself. At a 1:1 on spell level and HD, it's pretty much just a shield, even then. You're 11th level before you can get a large one, after all. I'd go 1:1 and lower the access. Holy crap, a level necromancer with undead?
    Last edited by Mulletmanalive; 2010-04-17 at 12:36 PM.
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    Default Re: [3.5] Reserve Feat Brainstorming

    Quote Originally Posted by DracoDei View Post
    Bee's are poison based, so I would recommend picking something else to match the crunch to the fluff.
    Actually, in something amusing, there is no Swarm of Bees in 3.5. I really wanted to make a graft that lets you shoot bees from your hand (think Bioshock) while screaming "I'M COVERED IN BEEES!!!!" but there's no swarm of bees in 3.5. I was saddened.

    Also, I'm like going to figure out something for Bee Swarm and Enrage. I like the feel, I don't like the mechanics so much. I'll fiddle for a few minutes, see what I come up with.

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    Default Re: [3.5] Reserve Feat Brainstorming

    They look cool, but...
    Quote Originally Posted by arguskos View Post
    Ok, so, in honor of DragoonWraith's good ideas
    Which ideas were those? I'm a little confused...

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    Default Re: [3.5] Reserve Feat Brainstorming

    Quote Originally Posted by DragoonWraith View Post
    They look cool, but...

    Which ideas were those? I'm a little confused...
    In the Reserve Mage thread, you suggested we should make some more reserve feats, especially an illusion based one (which I've yet to figure out something that makes me happy on).

    EDIT: Enrage, and Cloud of Bees are up.
    Last edited by arguskos; 2010-04-17 at 12:43 PM.

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    Default Illusion Reserve Feat

    How about one that allows you to go invisible for a number of rounds equal to the highest illusion spell preared divided by 3?

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    Default Re: Illusion Reserve Feat

    Quote Originally Posted by ryleah View Post
    How about one that allows you to go invisible for a number of rounds equal to the highest illusion spell preared divided by 3?
    Vanishing Act is up.

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    Default Re: [3.5] Reserve Feat Brainstorming

    hmmm...I was really going for a movement inhibitor with Bee-Swarm, but never mind. Here's my version...

    Bee Swarm:
    It takes a great deal of willpower not to flinch under a swarm of bees. Fortunately, if you do, you won't get stung.
    Prerequisites: Ability to cast 2nd level spells
    Description: You can form bees from simplistic magic, causing them to swarm over a target within 30ft. If the target remain still, he suffers no damage; should he take as much as a 5ft step, he suffers 1d6 damage per level of the highest level Summoning spell the caster has available, and must make a Fortitude save or become Nauseated by the poison of the bees.

    Basic blasty powers are always hugely useful as reserve effects. An especially useful one, probably about 5th or 6th level would be the ability to create a 10ft or so Wall of Fire knockoff to block corridors with.
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    Default Re: [3.5] Reserve Feat Brainstorming

    I did? I totally don't remember that. Annnnyway, hmm.

    Corpsewalk - Ditch [Evil], switch to Necromancy, IMO. Undead do not necessarily have to be evil...

    Guided Missile - Is there no descriptor you can add to make this make more sense? Having it be any Transmutation spell weakens the flavor and makes the requirement absurdly easy to fulfill, I think.

    As a question, if a spontaneous caster has Heighten Spell, can they claim to have a spell of the highest level they can cast (and still have spell slots left for) with the descriptors of any spell they know?

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    Default Re: [3.5] Reserve Feat Brainstorming

    Quote Originally Posted by DragoonWraith View Post
    Corpsewalk - Ditch [Evil], switch to Necromancy, IMO. Undead do not necessarily have to be evil...
    Hmm. While I usually agree about undead and the [evil] tag, for ease of introduction to other games, Animate Dead DOES have the [evil] tag by default, meaning it was the best fit. Also, giving it to Necromancy is the Guided Missile issue (as you mention below).

    Guided Missile - Is there no descriptor you can add to make this make more sense? Having it be any Transmutation spell weakens the flavor and makes the requirement absurdly easy to fulfill, I think.
    It's that or [Air], which is nigh useless.

    As a question, if a spontaneous caster has Heighten Spell, can they claim to have a spell of the highest level they can cast (and still have spell slots left for) with the descriptors of any spell they know?
    No, since Sorcerers are required to have a spell of the proper level on their SPELL LIST. That means Heighten doesn't work, because the spell isn't 8th level or whatever until cast. It's in the Reserve Feat entry in CMage, on page 37.

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    Default Re: [3.5] Reserve Feat Brainstorming

    Quote Originally Posted by DragoonWraith View Post
    As a question, if a spontaneous caster has Heighten Spell, can they claim to have a spell of the highest level they can cast (and still have spell slots left for) with the descriptors of any spell they know?
    I've always said "yes, but you'd have to spent a Full action to use the feat in that case; it takes time to apply the metamagic effect to the spell, albeit temporarily."
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    Default Re: [3.5] Reserve Feat Brainstorming

    Quote Originally Posted by Mulletmanalive View Post
    I've always said "yes, but you'd have to spent a Full action to use the feat in that case; it takes time to apply the metamagic effect to the spell, albeit temporarily."
    Again, it's actually clarified in the Reserve Feat section of CMage.

    Also, I'll add your Bee Swarm to the first post as another bee-related reserve feat.

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    Default Re: [3.5] Reserve Feat Brainstorming

    Ph3Ar mah Ah9031d3a aw30om3!!!!!111

    [Translation: I do believe that bees are excellent and should be feared...]

    As an incidental oddness, the feat grants a Reserve Mage abilities similar to a 4e controller.

    Windlash:
    When a cold wind blows, it hurts.
    Prerequsites: 2nd level spells
    Description: You can whip a ring of stinging wind around yourself. Other characters within 5ft of you suffer 1d3 damage per level of the highest level [Air] spell you have memorised and all missile attacks made against you suffer an equal penalty to hit.

    In addition, you gain a +1 bonus on CL when casting spells with the [Air] descriptor.
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    Default Re: [3.5] Reserve Feat Brainstorming

    THEY'RE IN MY [email protected]

    Ahem, anyway. God, what an awful movie.

    Maybe key Corpsewalk off of having any Necromancy spell that allows one to summon, call, animate, or raise an undead minion?

    For Guided Missile, any Transmutation spell with a telekinetic effect?
    Last edited by DragoonWraith; 2010-04-17 at 02:49 PM.

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    Default Re: [3.5] Reserve Feat Brainstorming

    Quote Originally Posted by DragoonWraith View Post
    Maybe key Corpsewalk off of having any Necromancy spell that allows one to summon, call, animate, or raise an undead minion?

    For Guided Missile, any Transmutation spell with a telekinetic effect?
    As much as I LIKE those ideas, they're not viable, since they're too up for debate between DMs and Players. We could do [Air] for Guided Missile (it's the feel anyways).

    Corpsewalk... eh, we can just do Necromancy. There's less good stuff in Necromancy than in Transmutation anyways. Also, I just checked, and there is already a Necromancy reserve (which is terrible, btw).

    Mulletmanalive, I like Windlash, but perhaps if we bump it to a more standard die size, like 1d4?

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    Default Re: [3.5] Reserve Feat Brainstorming

    It'd probably stand a d4, yeah. Might get a bit powerful with a d6...

    Nearly did that myself but got cold feet.
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