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Thread: Reserve Feats

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    Firbolg in the Playground
     
    Milo v3's Avatar

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    Default Reserve Feats

    I love reserve feats but noticed that their are none on this site.
    They are extremely rare I guess (Probably because DM's ban them).

    So any Homebrew Reserve Feats
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    Default Re: Reserve Feats

    Hi there.
    There is an old thread related to designing reserve feats here.

    Also, below is a bunch of reserve feats I have designed. They might be on the weak side though, I havenīt got time to get them "PEACHed" yet.

    Shadowy Bite
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    Your mastery of shadow spells allows you to create quasi-real effects.
    Prerequisite: Ability to cast 3rd-level Illusion (shadow) spells.
    Benefit: As long as you have a shadow spell of 3rd level or higher available to cast, you can create effect similar to either Acidic Splatter, Fiery Burst, Storm Bolt, or Winterīs Blast. Treat the level of your highest-level shadow spell you have available to cast as your highest-level spell relevant for the particular reserve feat you are simulating for determining all variables. However, all the effects created by Shadowy Bite are only 10% real and all targets succeeding a Will saving throw only take 10% of damage. If the simulated effect allows a saving throw, this saving throw applies to Shadowy Bite as well.
    As a secondary benefit, you gain a +1 competence bonus to your caster level when casting shadow spells.


    Unnerving Touch
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    Your touch briefly wreaks havoc in the mind of your target.
    Prerequisite: Ability to cast 4th-level compulsion spells.
    Benefit: As long as you have a compulsion spell of 4th level or higher available to cast, any creature you hit with a melee touch attack becomes confused for 1 round. If the subject succeeds on a Will saving throw he is under the effect of rage (as the Barbarian class feature described in PHB) for 1 round instead. This is an enchantment (compulsion) mind-affectign effect.
    As a secondary benefit, you gain a +1 competence bonus to your caster level when casting compulsion spells.


    Frightful Phantasm
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    Your mastery of phantasms allows you to instill frightful images in your enemies minds.
    Prerequisite: Ability to cast 4th-level phantasm spells.
    Benefit: As long as you have a phantasm spell of 4th level or higher available to cast, you can instill a phantasmal image in the mind of a creature within 30 feet. If the subject fails a Will saving throw, he becomes shaken for a number of rounds equal to the level of the highest-level phantasm spell you have available to cast. The subject can reduce this duration to 1 round with a successful Will save. If you use this ability on an already shaken creature, it becomes frightened instead. You can not cause a state of fear worse than frightened with this ability. This is a fear, mind-affectign effect.
    As a secondary benefit, you gain a +1 competence bonus to your caster level when casting phantasm spells.


    Strenght Syphon
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    Your mastery of necromancy allows you to sap vitality from your enemies.
    Prerequisite: Ability to cast 4th-level necromancy spells.
    Benefit: As long as you have a necromancy spell of 4th level or higher available to cast, any living creature you hit with a melee touch attack becomes exhausted for 1 round. If the subject succeeds on a Fortitude saving throw, it is instead fatigued for 1 round.
    As a secondary benefit, you gain a +1 competence bonus to your caster level when casting necromancy spells.
    Last edited by DEMON; 2011-03-24 at 04:06 AM. Reason: URL corrected
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    Quote Originally Posted by Buufreak View Post
    Cookie cutter racial cheese aside, we should probably keep an eye on the whole "Dwarf only" bit of the OP. But hey, that's just me. Everyone feel free to throw out more op tricks that are 100% topic irrelevant. :P

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    Milo v3's Avatar

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    Default Re: Reserve Feats

    I like them and thanks for the link.
    I like your reserve feats. They aren't underpowered their more balanced then Wotc reserve feats in my oppinion.

    I do think that Strength Syphon's power should be dependent of the level of the highest necromancy spell ready.
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    Default Re: Reserve Feats

    Quote Originally Posted by Milo v3 View Post
    I do think that Strength Syphon's power should be dependent of the level of the highest necromancy spell ready.
    Actually, that feat is a very close rip-off of Drowning Glance. Just not limited to once per day per target but requiring a melee touch attack.
    Though I had also considered changing it to resemble Sickening Grasp instead (i.e. target Fatigued for highest-level-of-necromancy-spells-available rounds on a failed save and 1 round on successful save) or going for a completely different, but sensible effect (like -2 on STR-, CON- and DEX-based checks for highest-level-of-necromancy-spells-available rounds on a failed save and 1 round on successful save).
    Last edited by DEMON; 2011-03-24 at 07:57 AM. Reason: typo
    Fantabulous Duskblade avatar by linklele, for which I am eternally grateful.
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    Quote Originally Posted by Buufreak View Post
    Cookie cutter racial cheese aside, we should probably keep an eye on the whole "Dwarf only" bit of the OP. But hey, that's just me. Everyone feel free to throw out more op tricks that are 100% topic irrelevant. :P

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    Default Re: Reserve Feats

    No Feats, but arguskos did make the Reserve Mage PrC, which is very cool.
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