The Genius Guide to Feats of Spellcasting (PFRPG) PDF (based on
2
reviews)
Super Genius Games
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Super Genius Games is proud to present our first Genius Guide to feats, Feats of Spellcasting!
New feats for spellcasters should mean more than new metamagic feats. Just as monks, fighters and rogues can use feats to adjust and modify their fighting styles; bards, clerics, druids, sorcerers and wizards should have a range of options that let them adapt their spellcasting ability. Spellcasters may wish to focus on learning new ways to use their elemental spells (such as with Caustic Hex), increase just one aspect of their spellcasting power (perhaps with Far Caster), or master a new kind of magic that only works after the caster’s blood has been spilled (with Blood Mage). While there are a few feats a non-spellcaster could qualify for and find useful (such as Arcane Defense and Sensitive), the focus of this product is giving spellcasters just as many ways to differentiate themselves from every other spellslinger as a rogue has to become different from common cutpurses.
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This seems great, I really like it as I read through it. It seems to me that the one review here hasn't read pathfinder much, because they seemed confused by the "bonds" that many classes get, for example a Wizard can choose a Familiar, or a special item that they can enchant and cast spells with, or a paladin can get an item or a mount.
Since mine was the only review, I'll clarify. We have examples of mounts or animal companions that are "your level -3" for example, but we do not, in the core rules, have examples of "you get a school at your caste level -3," or "you get a domain at your caster level -3," and I felt that introducing this is a bit confusing, considering there is no precedence for it.
We definitely did some new things with the feats in this product, and I can see that might not be to everyone's cup of tea. Doing things we felt were grounded in the principles behind the rules, balanced with the core rules, but really new (and thus without precedents) was one of the design goals for our first book of feats. Honestly, even though it's left as negative feedback I'm happy to see those comments, because I'd rather go too far with new ideas that not far enough.
But that very guideline makes criticisms we went too far totally fair, and if it turns out to be a common opinion, we will change our design goals. That's one of the reasons we're active on these boards (though I'm not as active as I wish I could be) – to get feedback directly from this awesome community, who are all playing the game we're supporting.
Since mine was the only review, I'll clarify. We have examples of mounts or animal companions that are "your level -3" for example, but we do not, in the core rules, have examples of "you get a school at your caste level -3," or "you get a domain at your caster level -3," and I felt that introducing this is a bit confusing, considering there is no precedence for it.
I apologize, that was my bad, I didn't notice that awkward wording. Please forgive me.
Oh, its not a problem, it probably could have been clearer in my original review. I don't mind discussing why I have the opinion I have, or to clarify anything I might have said poorly.
We definitely did some new things with the feats in this product, and I can see that might not be to everyone's cup of tea. Doing things we felt were grounded in the principles behind the rules, balanced with the core rules, but really new (and thus without precedents) was one of the design goals for our first book of feats. Honestly, even though it's left as negative feedback I'm happy to see those comments, because I'd rather go too far with new ideas that not far enough.
But that very guideline makes criticisms we went too far totally fair, and if it turns out to be a common opinion, we will change our design goals. That's one of the reasons we're active on these boards (though I'm not as active as I wish I could be) – to get feedback directly from this awesome community, who are all playing the game we're supporting.
I'm actually a big fan of how you guys are doing this, which is why I picked up a lot of your PDFs. I like the general direction you are going, and I've probably been happier with your 3rd party stuff than anything else I've seen for Pathfinder.
While I may not love the way some of the feats work, I don't get the feeling that you guys don't get the system, maybe just that I'm not sure that's the direction I'd want to go with it, which isn't a bad thing.
I'm actually a big fan of how you guys are doing this, which is why I picked up a lot of your PDFs. I like the general direction you are going, and I've probably been happier with your 3rd party stuff than anything else I've seen for Pathfinder.
ALL feed back is useful and appreciated. THAT feedback made my day!
feat books are always a mixed bag - there are always mechanics concerns, flavor issues, and power fears. So it boils down to how many gems are in the product. This genius guide is full of gems!
I just picked this up. I like alot of what is in there as usual with genious products. I would say that the blood mage, woodwose and necrothurge favor prepared casters a little more then i'd like (i'll always be a sorceror at heart), but I definately like much of it, and plan on using some of it for my npc's.
I do have one question regarding a line in the product. You say that a bonus feat is worth 2,500 to 10,000 gp. Where exactly do those numbers come from? I ask because i have always handed out small abilities that are much like feats as rewards in a game, and a numerical way to account for them as treasure would be useful to me as well as other GM's in my group.
The logic goes like this: gloves of arrow snaring give you access to the Snatch Arrows feat twice per day and costs 4,000 gp. Items with charges per day divide the base cost by (5 divided by charges per day). So the gloves run 40% of the cost of the feat without the charges, so the feat as a continuous bonus runs 10,000 gp.
The skill feats, at best, grant +4 to 2 skills. Skill bonuses costs bonus x bonus x 100 gp, so a +4 costs 1,600 gp, and two +4's cost (around) 3,200 gp. But you only get half that bonus at first, and a generous 20% reduction for that brings the price to 2,560 gp (or 2,500 for round numbers).
That's 2,500 gp for a cheap feat, and 10,000 for an expensive one. Those are ballparks that ignore some of the item creation rules, but they seem to work in the market of what players keep vs what they sell at 50% to buy better weapons and armor. When I give bonus feats as "treasure" (which I do in most games), I value it at 10,000 gp on the assumption it's a typical feat (5,000 gp as middle ground), with a x2 cost for not taking up a slot.
Note that Green Ronin's Advanced Gamemaster's Guide has guidelines for bonus feats as treasure as well. It's also pretty much 100% in-line with the standards you just gave, but, there you go. :)
Note that Green Ronin's Advanced Gamemaster's Guide has guidelines for bonus feats as treasure as well. It's also pretty much 100% in-line with the standards you just gave, but, there you go. :)
That's -probably- because I wrote Green Ronin's Advanced Gamemaster's Guide.