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  1. - Top - End - #1
    Ogre in the Playground
     
    OldWizardGuy

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    Default Spell Resistance (feat chain)

    Three guesses as to what these feats give you. There's debate about how useful SR is, so the numbers below could be bumped up or down, depending (or even consolidated into one feat). All the feats after the first are particularly helpful for monsters and monster PCs with some pre-existing amount of SR.

    Spell Resistance [General]
    Through special training, prior magical exposure, or sheer force of will, you have gained some measure of resistance to spells.

    Benefit
    You gain spell resistance equal to your character level +5.

    Special
    A fighter may select Spell Resistance as one of his fighter bonus feats.

    Improved Spell Resistance [General]

    Prerequisites
    Spell Resistance or innate spell resistance

    Benefit
    Your spell resistance increases to your character level +10.

    Special
    A fighter may select Improved Spell Resistance as one of his fighter bonus feats.
    Greater Spell Resistance
    Prerequisites

    Improved Spell Resistance, Spell Resistance or innate spell resistance

    Benefit
    Your spell resistance increases to your character level +15.

    Special
    A fighter may select Greater Spell Resistance as one of his fighter bonus feats.
    Adaptive Spell Resistance
    Prerequisites

    Spell Resistance or innate spell resistance

    Benefit
    Your spell resistance automatically lowers when you are the target of beneficial spells, with no action required on your part. You may choose not to lower it if you so wish.

    Special
    A fighter may select Adaptive Spell Resistance as one of his fighter bonus feats.
    EDIT: Since there's still healthy debate over the utility of spell resistance, here's some higher-powered feats.

    Spell Resistance [General]
    Through special training, prior magical exposure, or sheer force of will, you have gained some measure of resistance to spells.

    Benefit
    You gain spell resistance equal to your character level +5. At 6th level this improves to your character level +10. At 12th level this improves further to your character level +15.

    Special
    A fighter may select Spell Resistance as one of his fighter bonus feats.
    Alternatively (more powerful but less conventional scaling):

    Spell Resistance [General]
    Through special training, prior magical exposure, or sheer force of will, you have gained some measure of resistance to spells.

    Benefit
    You gain spell resistance equal to twice your character level.

    Special
    A fighter may select Spell Resistance as one of his fighter bonus feats.
    And finally:

    Adaptive Spell Resistance
    Prerequisites

    Spell Resistance or innate spell resistance

    Benefit
    Your spell resistance automatically lowers when you are the target of beneficial spells, with no action required on your part. You may choose not to lower it if you so wish.

    Additionally, your spell resistance applies against spells that do not allow spell resistance. You must be targeted by the spell (including ranged and melee touch attacks) or in the spell's area of effect (including cloudkill effects and the like) to be allowed a check, and do so with a -5 penalty to your effective spell resistance. This feat may or may not apply to other types of spells, at the DM's discretion.

    Special
    A fighter may select Adaptive Spell Resistance as one of his fighter bonus feats.
    Last edited by rferries; 2017-04-18 at 05:39 AM.

  2. - Top - End - #2
    Ogre in the Playground
     
    Deepbluediver's Avatar

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    Default Re: Spell Resistance (feat chain)

    4 Feats seems kind of expensive, even if this is mechanically attractive (if only because of how powerful spellcasting is).
    Quote Originally Posted by Rater202 View Post
    It's not called common because the sense is common, it's called common because it's about common things.
    Homebrew Extended Signature!

  3. - Top - End - #3
    Dwarf in the Playground
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    Default Re: Spell Resistance (feat chain)

    It is expensive, but on the other hand those four feats give you a 75% chance of resisting any SR-allowing hostile spell people throw at you, and let you ignore the rule that SR applies to beneficial spells even if your DM is strict with it (I have never known one who was).

    That's pretty solid.

    There's an epic feat to improve your spell resistance by a mere two points; the feats in this tree improve it by 5 per feat (except Adaptive, which improves it laterally). Arguably the epic feat is underpowered, but I don't think merely pricing this at four feats makes it cost too much for what it does.

  4. - Top - End - #4
    Ogre in the Playground
     
    Deepbluediver's Avatar

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    Default Re: Spell Resistance (feat chain)

    Quote Originally Posted by Beneath View Post
    It is expensive, but on the other hand those four feats give you a 75% chance of resisting any SR-allowing hostile spell people throw at you, and let you ignore the rule that SR applies to beneficial spells even if your DM is strict with it (I have never known one who was).

    That's pretty solid.
    It's often been pointed out, though, that the spells that allow for SR or saves are only a portion of the problem. There are plenty of broken spells that circumvent this entirely; it doesn't stop a Tier-1 class, just makes them think a little harder. If you're having a problem with spellcasters in your games, then 4 feats across multiple levels just to deal with SOME of their broken abilities is way to expensive IMO.

    Why not cut it down to one or two feats at most that scale?
    Quote Originally Posted by Rater202 View Post
    It's not called common because the sense is common, it's called common because it's about common things.
    Homebrew Extended Signature!

  5. - Top - End - #5
    Ogre in the Playground
     
    OldWizardGuy

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    Default Re: Spell Resistance (feat chain)

    Quote Originally Posted by Beneath View Post
    It is expensive, but on the other hand those four feats give you a 75% chance of resisting any SR-allowing hostile spell people throw at you, and let you ignore the rule that SR applies to beneficial spells even if your DM is strict with it (I have never known one who was).

    That's pretty solid.

    There's an epic feat to improve your spell resistance by a mere two points; the feats in this tree improve it by 5 per feat (except Adaptive, which improves it laterally). Arguably the epic feat is underpowered, but I don't think merely pricing this at four feats makes it cost too much for what it does.
    Quote Originally Posted by Deepbluediver View Post
    It's often been pointed out, though, that the spells that allow for SR or saves are only a portion of the problem. There are plenty of broken spells that circumvent this entirely; it doesn't stop a Tier-1 class, just makes them think a little harder. If you're having a problem with spellcasters in your games, then 4 feats across multiple levels just to deal with SOME of their broken abilities is way to expensive IMO.

    Why not cut it down to one or two feats at most that scale?
    Thank you both for your feedback! I've included some higher-power feats above.

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