
B.T. |
As it stands, it's a poor choice for any character: +5 damage at level 20. I vote we awesome the hell out of this feat, give it some usefulness along with some coolness.
Here's my proposal:
Arcane Strike
As a standard action, make a melee attack. If the attack hits, you do not roll damage. Instead, make a Spellcraft check. You do damage equal to 1/2 your check result.
When you have a base attack bonus of +4, you do damage equal to your check result. When you have a base attack bonus of +8, you do damage equal to twice your check result. When you have a base attack bonus of +12, you do damage equal to three times your check result. When you have a base attack bonus of +16, you do damage equal to four times your check result.
Prerequisites: Spellcraft 1 rank, base attack bonus +1.
This, of course, hasn't been playtested, and I haven't really run the numbers through my head at all. Just a suggestion based on those Diamond Razor Emerald Ruby Mind Slicer things from ToB.

Tholas |
As it stands, it's a poor choice for any character: +5 damage at level 20. I vote we awesome the hell out of this feat, give it some usefulness along with some coolness.
True, Arcane Strike is a rather poor choice for a pure caster, but it really begins to shine when you want to play a Gish. With just five caster levels you get a unnamed +2 bonus to damage, same as the Weapon Specialization feat. Ok you loose your swift action but unless you took Dodge or Quicken Spell as a feat you normally won't miss it.
The classic Sorcerer 6/Fighter 4/Eldritch Knight X build would max out at +4 to hit. Imho that sounds pretty useful to me.
Arcane Strike
As a standard action, make a melee attack. If the attack hits, you do not roll damage. Instead, make a Spellcraft check. You do damage equal to 1/2 your check result.When you have a base attack bonus of +4, you do damage equal to your check result. When you have a base attack bonus of +8, you do damage equal to twice your check result. When you have a base attack bonus of +12, you do damage equal to three times your check result. When you have a base attack bonus of +16, you do damage equal to four times your check result.
Prerequisites: Spellcraft 1 rank, base attack bonus +1.
This, of course, hasn't been playtested, and I haven't really run the numbers through my head at all. Just a suggestion based on those Diamond Razor Emerald Ruby Mind Slicer things from ToB.
How is the attack roll calculated? Just plain BAB+Str or do weapon feats and enchantments come into play?
For an all day feature this seems pretty overpowered on first glance.Just an example:
Sorcerer 1/Fighter 4 with Int 16 could do 1d20+11 damage = 21.5 hp avg
Sorcerer 6/Fighter 4/Eldritch Knight 1 with Int 18 could do (1d20+18)*2 = 57 hp avg
Sorcerer 6/Fighter 4/Eldritch Knight 5 with Int 20 could do (1d20+23)*3 = 100.5 hp avg
Sorcerer 6/Fighter 4/Eldritch Knight 10 with Int 22 could do (1d20+28)*4 = 154 hp avg
Add Spring attack and you have a winner.

Psychic_Robot |

Again, hadn't run the numbers, so you're probably right. Maybe drop it to triple damage, or force it to be a full-round action. (I prefer the latter.) No enchantments or anything are factored in--JUST the Spellcraft check.
+5 unnamed damage would be okay on a scythe if crits still worked like they used to (unless I'm missing something), but no monsters are going to care. Also, one would have to be a mad fool NOT to take Quicken Spell.

Dennis da Ogre |

B.T. wrote:As it stands, it's a poor choice for any character: +5 damage at level 20. I vote we awesome the hell out of this feat, give it some usefulness along with some coolness.
True, Arcane Strike is a rather poor choice for a pure caster, but it really begins to shine when you want to play a Gish. With just five caster levels you get a unnamed +2 bonus to damage, same as the Weapon Specialization feat. Ok you loose your swift action but unless you took Dodge or Quicken Spell as a feat you normally won't miss it.
The classic Sorcerer 6/Fighter 4/Eldritch Knight X build would max out at +4 to hit. Imho that sounds pretty useful to me.
I like it pretty well with my Dragon Blooded sorcerer. He has a good dexterity and took weapon finesse so his claws do some decent damage now and with 2 attacks/ round at full BAB (albeit the sorcerer's lame BAB but at 6th level it's not too bad yet) he's made a difference in Melee.
Our group doesn't do the whole 15 minutes and out thing so everyone has to pull their weight the whole day.

Tholas |
Again, hadn't run the numbers, so you're probably right. Maybe drop it to triple damage, or force it to be a full-round action. (I prefer the latter.)
I'm pretty sure that it would be still too good either way. I have no time to run some numbers but my gut feeling is that the Gish in my above example couldn't do this ammount of damage with normal melee attacks.
No enchantments or anything are factored in--JUST the Spellcraft check.
It says in your text: "As a standard action, make a melee attack." What is that? Attack with or without a weapon? Against normal or touch AC? Do enchantements and buffs facor in or not? What about the critical range?
A Spellcraft check should be against something, just making a Skill roll and taking it for straight damage(or whatever else unrelated to the skills function) is not a concept I've ever seen in 3.5. How about:
Make a melee attack as a standard action, if you hit roll a spellcraft check against the targets touch AC of for bonus damage, for every X points you rolled over the targets touch AC you do an extra Y points of damage
X and Y remains to be determined.
+5 unnamed damage would be okay on a scythe if crits still worked like they used to (unless I'm missing something), but no monsters are going to care. Also, one would have to be a mad fool NOT to take Quicken Spell.
Imho every plus on damage is a good thing, regardeless of the weapons crit multiplier. Quicken Spell is a high level option only and more often than not used to cast two spells in a single round. Also it's use ist stricktly limited, especially for a Gish, if the char wants to have some of his high level slots left at the end of a fight.