Making elemental ray type powers better with feats


Homebrew and House Rules


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Inspired by this thread.

Magic Shooting Stule:

Through the years, many have studied the art of magic. Many find simple tricks they can use as training wheels to help them learn the practices of their school, family, god, or spirits, but most often they later abandon such tricks once the powers of the cosmos open up to them. But for some, they see these tricks as icons of their calling. These powers to them are not mere parlor tricks to impress the locals, but weapons equal to any sword when put in the hands of these specialists.

Feats:

Magic Shooting Style
Prerequisites: point blank shot; domain, bloodline, school, or spirit power, or revelation which does 1d6 +1/2levels elemental damage at a range, weapon focus in said power.
Benefit: When using the ability specified above and in this style, any opponent struck with this ability must make a fortitude save (DC 10+1/2lv+highest mental ability score) or take a -2 penalty on saves and to AC v. any spells you cast tied to this ability until the end of your next turn.

Magic Trick Shot
Prerequisites: Magic Shooting Style, CL 5
Benefits: When in magic shooting style enemies who fail their fort save apply the penalties to AC and saves against all attacks, and treat them as 2 higher against your related spells.

Magic Force Shot
Prerequisites: Magic Trick Shot, CL 9
Benefits: You do 1d6 damage/2 levels of the appropriate type when making a magic trick shot instead of 1d6+1/2 levels..

*for wizards "spells related to your ability" applies to spells prepared in bonus slots from their specialty school, and all duplicate spells prepared, but not all spells of their specialty school. For others it includes bloodline spells, spirit magic spells from the related spirit, domain spells (including ones in non-domain slots) and revelations.

The idea behind these feats is to make abilities like acid dart scale with level much better, so that at high levels you still might use these abilities. The damage boost is just to help keep up with resistance a bit, and the penalty on saves and to AC helps the whole party, and yourself even more. Of course, at 20th level doing 10d6+10 is easy with a wizard, but at lower levels you do enough damage to keep up with resistance, and make your fancier tricks easier while also helping the party.

Shamans and Oracles might not have any of these yet (I'm not sure) but I included them in case such abilities arise later.

EDIT:Thoughts? Is it too strong or too weak? Consider that its meant to be used alongside houserules where feats scale (like TWF and Combat Maneuvers).


That is a lot of prerequisites for the first feat in the chain. At least make the Weapon Focus less specific, like Weapon Focus (Ray), so that you can use it with more things. Also, I could have sworn that some of these powers do something slightly different from 1d6 base damage (for instance, 1d4), and would thus be excluded, although I can't remember off the top of my head which ones.

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I think they could use some work, but I do like the premise behind this.


UnArcaneElection wrote:

That is a lot of prerequisites for the first feat in the chain. At least make the Weapon Focus less specific, like Weapon Focus (Ray), so that you can use it with more things. Also, I could have sworn that some of these powers do something slightly different from 1d6 base damage (for instance, 1d4), and would thus be excluded, although I can't remember off the top of my head which ones.

Good points.

Weapon Focus should probably be replaced with CL 3. I don't want these powers to get stronger too early, as the first two levels they are pretty good abilities for increasing longevity, they just don't age well. As for the other powers, there are a few unintentional outliers (like telekinetic fist does 1d4 and arcane bolt does force instead of elemental) but all of the ranged damage ones like this should be included. I'm just not sure how to word it.

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