[FEAT] Empower Supernatural Ability


Skills and Feats


The Domain/School/Bloodline powers are a nice addition for the spellcaster so that they can have at least a one at will to fall back on.

However I'd like to see a way to buff you supernatural abilities so they are more attractive/adaptable to the situtation.

Now this more specifically applies to the touch and ranged touch Su at 1st level.
These for the most part max out at 10d6+10 which is really below avg for the most part because A) its far from a sure thing (req attack roll with a crappy BAB at your back) B) even if you do land the hit the dmg is far from useful.

Now you can argue well yes but its meant to be a fall back not a front line weapon. Well I say can't the char have the option ?

The Idea is basically the character can apply a meta magic feat they know to ONE Su ability they have. The cost is 1 feat and the Su now take requires a full round action.

E.g
[FEAT] Empower Supernatural Ability
Prerequisites: Know 1 or more Meta magic Feats

Character with a Supernatural ability may apply any 1 meta magic feat he knows to the ability. This does not cost anything and may be used at will. However it increase the time of use from a standard action to a full round action. (Quicken Spell cannot be applied)

[FEAT] Greater Supernatural Ability
Prerequisites: Know 2 or more Meta magic Feats + Empower Supernatural Ability

Character may apply 2 meta magic abilities to the ONE supernatural ability he chose with Empower Supernatural Ability. The casting time is still a full round and charc may use it at will. (Quicken Spell Cannot be applied)

Mechanics Example on a 20th level char with Lightning Arc
Base 10d6+10
Empower Metamagic = 15d6+15
Enlarge Metamagic = 60 Feet Range
Extend Metamagic = not relevant
Heighten Metamagic = Improves SR DC
Maximise Metamagic = 70 Hp Dmg on a hit
Widen Metamagic = not relevant

With Greater Supernatural Ability
some common combo would be
Empower/Maximise = 105 HP dmg on Hit
Empower/Enlarge = 15d6+15 up to 60 Feet

Now for the cost of 4 feats (or two if you consider the metamagic are useful on regular spells) the best a lv20 char can do is 105HP dmg on a successful attack roll his regular spells would still offer better bang but the fallback isn't so pitiful.

Thoughts ?


no thoughts at all ?

Sovereign Court

Considering the amount of feats being burnt on it I don't see why it needs to be a full-round action. Slowing it down doesn't seem to suit the flavour of lighting arc or divine fire.

Otherwise - I like.


GeraintElberion wrote:

Considering the amount of feats being burnt on it I don't see why it needs to be a full-round action. Slowing it down doesn't seem to suit the flavour of lighting arc or divine fire.

Otherwise - I like.

Hrmmm fair call

how bout

Empower feat, add 1 metamagic you know for free to 1 supernatural ability, there is no other cost involved.

Greater feat, add 2 or more metamagic feats that you know to a supernatural ability. Doing so increases the time from 1 std action to 1 full round action ?


Phasics wrote:


Now this more specifically applies to the touch and ranged touch Su at 1st level.
These for the most part max out at 10d6+10 which is really below avg for the most part because A) its far from a sure thing (req attack roll with a crappy BAB at your back) B) even if you do land the hit the dmg is far from useful.

Please note that these max out at 1d6+10 at 20th level, however.

An ability that deals, for example "1d6 points of acid damage + 1 for every two caster levels you possess." (Acidic Ray, page 42) is not the same as an ability that deals '1d6+1 points of acid damage for every two caster levels you possess'

Same goes for all the others; Fire Bolt (page 179) "The fire bolt deals 1d6 points of fire damage +1 for every two caster levels you possess.", Sun's Touch (page 183) "dealing 1d8 points of positive energy damage +1 for every two caster levels you possess.", and so on.

They are basically made to be proportionate to 1st-level spells, but supernatural (and so, immune to SR) and at-will.

Just to point out.


The Wraith wrote:
Phasics wrote:


Now this more specifically applies to the touch and ranged touch Su at 1st level.
These for the most part max out at 10d6+10 which is really below avg for the most part because A) its far from a sure thing (req attack roll with a crappy BAB at your back) B) even if you do land the hit the dmg is far from useful.

Please note that these max out at 1d6+10 at 20th level, however.

An ability that deals, for example "1d6 points of acid damage + 1 for every two caster levels you possess." (Acidic Ray, page 42) is not the same as an ability that deals '1d6+1 points of acid damage for every two caster levels you possess'

Same goes for all the others; Fire Bolt (page 179) "The fire bolt deals 1d6 points of fire damage +1 for every two caster levels you possess.", Sun's Touch (page 183) "dealing 1d8 points of positive energy damage +1 for every two caster levels you possess.", and so on.

They are basically made to be proportionate to 1st-level spells, but supernatural (and so, immune to SR) and at-will.

Just to point out.

Well Grammatically without a comma I'd say thats open to interpretation

and in all seriousness whats the point of 1d6+10 at 20th level ? its what I'd classify as infinitely pointless. In fact pretty much pointless after about 5th level taken the way you've described.

But assuming for a moment it is as the way your written.

need one more feat to this

[FEAT] ANTI-SUCKINESS Supernatural Power

Any School/Domain/Bloodline Su power granted at 1st level that normally only gives 1d6, +1/2 caster level now grants 1d6+1/2 caster levels

Or I'll just get my DM to house rule it so its not lame and pointless ;)


I've been toying with the idea that we need something like...

[FEAT] Advanced Talent

Prerequisite: Any School/Domain/Bloodline Su power granted at 1st level that grants 1d6 +1/2 caster level damage.

Benefit: Your spellcaster talent now deals 1d6 per two caster-levels (maximum 5d6).

[FEAT] Superior Talent

Prerequisite: Any School/Domain/Bloodline Su power granted at 1st level that grants 1d6 +1/2 caster level damage, Advanced Talent

Benefit: Your spellcaster talent now deals 1d6 per two caster-levels (maximum 10d6).

These basically let you use your at-will attack as a Warlock does, but not exactly for free. An average 17.5 damage at 10th level for the first feat and an average of 35 damage at 20th level for both together as an at-will doesn't strike me as ludicrous. Sure, you're not going to carry around as many magic missile slots prepared, but that's still not bad because it just allows more utility spells to Do Interesting Things.


Anguish wrote:

I've been toying with the idea that we need something like...

[FEAT] Advanced Talent

Prerequisite: Any School/Domain/Bloodline Su power granted at 1st level that grants 1d6 +1/2 caster level damage.

Benefit: Your spellcaster talent now deals 1d6 per two caster-levels (maximum 5d6).

[FEAT] Superior Talent

Prerequisite: Any School/Domain/Bloodline Su power granted at 1st level that grants 1d6 +1/2 caster level damage, Advanced Talent

Benefit: Your spellcaster talent now deals 1d6 per two caster-levels (maximum 10d6).

These basically let you use your at-will attack as a Warlock does, but not exactly for free. An average 17.5 damage at 10th level for the first feat and an average of 35 damage at 20th level for both together as an at-will doesn't strike me as ludicrous. Sure, you're not going to carry around as many magic missile slots prepared, but that's still not bad because it just allows more utility spells to Do Interesting Things.

Keep in mind this isn't a magic missile and requires an attack roll to hit which means it can miss and against higher level critters with good touch AC you might not hit much at all. I venture to say 1 feat would be enough of a sacrifice for warlock style progression.

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