Trading Feats for Spells,


Homebrew and House Rules


In you mind how much value can you put on a feat ? and is it enough to gain a spell with ?

for example

say you have a string of general feats which allow you to take spells from another class list.

Each new feat level is a prerequisite for the next feat level so that you would need to spend ALL your feats just on this feat sting to get the high end spells.

e.g.
Spell Feat 1
Choose a class, and choose a spell school. you can pick 2 spells from that school and cast 1 of them per day as a spell like ability. You can not use this feat to meet the prerequisites of spell casting prestige class. The level of the spell chosen must be level 1.
This feat may only be taken with a feat gained from character level.

Spell Feat 2
must be from the same class/school as you choose in spell feat 1. choose 2 spells from level 2 spells, you can cast 1/day.
etc

which means at 17th level you'd get to cast 1 9th level spell per day.
but it also means you've spent ALL previous feats to do this

Above is just an example and not playtested. but anyone got any thoughts on using a feat string to give any class a limited number of Theme'd spells since they all have to be from the same school.

maybe limited to a lower spell level ?


No. Far too powerful. I'd say feats should AT BEST buy you fourth-level spells, but they should be limited to for example a single school from a single class spell list. I could see something like this:

All these are limited to spells from the sor/wiz list, and all are cast as a sorcerer of level equal to the character. The cantrips 3+Cha per day (more than in 3.x, less than the unlimited ones in PF), while the rest are once per day only. This is not written into every feat as I don't care for wording right now.

Arcane Trick
Prerequisites: Spellcraft 1 rank
Benefit: Choose a school and a single cantrip from that school. You may cast it as a sorcerer of your level a number of times equal to 3 + Cha modifier per day.

Arcane Talent
Prerequisites: Spellcraft 3 ranks, Skill Focus (Spellcraft), Arcane Trick
Benefit: Choose a single first-level spell from the same school as the spell from Arcane Talent. You may cast it once per day. You also may choose one additional cantrip from the same school or, if there isn't one, from universal. You may cast it a number of times equal to 3 + Cha modifier.

Improved Arcane Talent
Prerequisites: Spellcraft 6 ranks, Skill Focus (Spellcraft), Arcane Trick, Arcane Talent
Benefit: Choose a single 2nd level spell and a single first level spell, both from the school chosen in Arcane Trick. You may cast these once per day each. You may also choose a cantrip from the sorcerer/wizard spell list, not limited in school.

Greater Arcane Talent
Prerequisites: Spellcraft 10 ranks, Skill Focus (Spellcraft), Arcane Trick, Arcane Talent, Improved Arcane Talent
Benefit: Choose a single 3rd level spell and a single 2nd level spell, both from the school chosen in Arcane Trick. You may cast these once per day each. You may also choose a cantrip and a first-level spell from the sorcerer/wizard spell list, not limited in school.

Supreme Arcane Talent
Prerequisites: Spellcraft 15 ranks, Skill Focus (Spellcraft), Arcane Trick, Arcane Talent, Improved Arcane Talent, Greater Arcane Talent
Benefit: Choose a single 4rd level spell and a single 3nd level spell, both from the school chosen in Arcane Trick. You may cast these once per day each. You may also choose a cantrip, a 1st level, and a 2nd level spell from the sorcerer/wizard spell list, not limited in school.

So, after spending these 5 feats, he has access to one 4th level spell, two spells each of 3, 2nd, 1st level and cantrips limited to a single school. He also has one 2nd level, two 1st level and 3 cantrips not limited in school

I think that's a quite fair price for the ability to cast spells like Dimension Door, Evards Black Tentacles and so on - even if you have to wait a few levels more than other people do. It's certainly far easier to do than to spend 7 levels of wizard to get.

If you want to be a full caster, choose a class that is a full caster. If you just want to dabble a bit in magic, feats might be designed to do the trick. A note though: Feats don't usually give any kind of supernatural abilities.


Well, I might allow it along the lines of a theme or sorcerer's bloodline, but would be requiring a character level at least as high as what a sorcerer would be to cast a spell stilled and silent and just one spell for each feat though allowing to use a higher level one to cast a lower level one seems acceptable.

I also think some ranks in knowledge(arcana) or spellcraft should be mandatory, perhaps :

spellcraft 4 + (2x spell level)

1st level spells at level 6, bless for celestial bloodline
2nd level spells at level 8, resist energy for celestial bloodline
3rd level spells at level 10, magic circle vs evil for celestial bloodline
etc..


intersting so basically you'd have them line up with the paladin/ranger spells/day but restict more due to the more powerful nature of arcane spells.

or

use a string of feats to buy what you'd get from a bloodline/school power for example
I could probaby live with that.

heh prob be as close as we'll get to a true full BAB arcane fighter


Phasics wrote:
intersting so basically you'd have them line up with the paladin/ranger spells/day but restict more due to the more powerful nature of arcane spells.

Restrict them more because they "only" cost feats. And of course they would have ASF, which would be about the only thing that keeps them from being too good feats.

EDIT: Thinking more about it, I think it's even too many of the lower-level spells. One additional two levels below seem more fair. So with the last feat, 4/3/2/1/1 spells per day.


stringburka wrote:
Phasics wrote:
intersting so basically you'd have them line up with the paladin/ranger spells/day but restict more due to the more powerful nature of arcane spells.
Restrict them more because they "only" cost feats. And of course they would have ASF, which would be about the only thing that keeps them from being too good feats.

what if you made the feats really specific

e.g.
spell feats that only let you choose divination spells.

as not all school spells are created equal
some of the less popular/powerful spell school could offer greater flavour at higher spell levels without creating too great an imbalence.

e.g.
A fighter who can also cast divination spells up to 6th-7th is not nearly as powerful as a fighter who could cast up to 6th-7th transmuation spells


Phasics wrote:
stringburka wrote:
Phasics wrote:
intersting so basically you'd have them line up with the paladin/ranger spells/day but restict more due to the more powerful nature of arcane spells.
Restrict them more because they "only" cost feats. And of course they would have ASF, which would be about the only thing that keeps them from being too good feats.

what if you made the feats really specific

e.g.
spell feats that only let you choose divination spells.

as not all school spells are created equal
some of the less popular/powerful spell school could offer greater flavour at higher spell levels without creating too great an imbalence.

e.g.
A fighter who can also cast divination spells up to 6th-7th is not nearly as powerful as a fighter who could cast up to 6th-7th transmuation spells

Forum ate my post, but in short, divination would be one of the best schools to focus in, together with abjuration, conjuration and transmutation. Necromancy and evocation at the bottom. Anyway, that was why I limited them to a single school. Most people will choose one of the four schools I listed unless only going for flavor - and if they don't care about power, it's not a big deal to be subpar.


stringburka wrote:
Phasics wrote:
stringburka wrote:
Phasics wrote:
intersting so basically you'd have them line up with the paladin/ranger spells/day but restict more due to the more powerful nature of arcane spells.
Restrict them more because they "only" cost feats. And of course they would have ASF, which would be about the only thing that keeps them from being too good feats.

what if you made the feats really specific

e.g.
spell feats that only let you choose divination spells.

as not all school spells are created equal
some of the less popular/powerful spell school could offer greater flavour at higher spell levels without creating too great an imbalence.

e.g.
A fighter who can also cast divination spells up to 6th-7th is not nearly as powerful as a fighter who could cast up to 6th-7th transmuation spells

Anyway, that was why I limited them to a single school.

heh not to be perdantic

but
didn't I write that in the OP :)

e.g.
Spell Feat 1
Choose a class, and choose a spell school.
Spell Feat 2
must be from the same class/school as you choose in spell feat 1

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