Feat and Spell Conversions / Additions to Pathfinder


Conversions


Hey again everyone. I was hoping to take this time and address a few potential spells/feats which I think could (and in some ways 'should') be added to the pathfinder books. I'll start with feats first and then explain why I suggest them, and then after that I will list several spells that I feel are appropriate to add into the spell lists for wizards, sorcerers, magus, and my own personal class/archtype: duskblade.

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Short Haft

Type: General, Fighter
Source: Player's Handbook II

Prerequisite: Proficiency with a reach weapon, Weapon Focus with a reach weapon, base attack bonus +3.

Benefit: As a swift action, you can choose to lose the benefit of wielding any reach weapon other than a spiked chain or a whip. In return, you can use that weapon to threaten and attack spaces adjacent to you. With another swift action you can give up this feat's benefit in order to regain the use of your weapon's superior reach.

Special: A fighter can select Short Haft as one of has fighter bonus feats.

Improved Buckler Defense

Type: General, Fighter
Source: Complete Warrior

Prerequisite: Shield Proficiency.

Benefit: When you attack with a weapon in your off-hand or with a two-handed weapon, you may still apply your buckler's shield bonus to your Armor Class.

Special: A fighter may select Improved Buckler Defense as one of his fighter bonus feats.

Normal: Without this feat, a character wielding a buckler who attacks with an off-hand or a two-handed weapon loses the buckler's shield bonus to AC until his or her next turn.

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I really do miss these feats, as they really did help to open up all kinds of wonderful weapon options for your characters, and I'm actually rather surprised that they haven't been added into pathfinder yet. I was curious to know if anyone considered these feats overpowered in anyway (I personally don't, but this forum is used for helping to properly 'convert' stuff over from 3.5 after all).

Now then, seeing as how we have the feats out of the way, lets move on to spells...

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Benign Transposition
Conjuration (Teleportation); Level 1
Casting Time 1 standard action
Components: V
Range: Medium (100 ft. + 10 feet/level)
Targets: Two willing creatures of up to large size
Duration: Instantaneous
Saving Throw: none; Spell Resist: no
Two target creatures, of which you can be one, instantly swap positions. Both subjects must be within range. Objects carried by the creatures (up to the creatures’ maximum loads) go with them, but other creatures do not, even if they are carried. The movement is instantaneous and does not provoke attacks of opportunity.

Combust
Evocation [Fire]; Level 2
Casting Time 1 standard action
Components: V, S
Range touch
Target touched creature
Duration instantaneous; see text
Saving Throw: Reflex partial; Spell Resist: yes
This spell makes a combustible object or a creature’s combustible equipment burst into flame, even if damp. If the target is a creature, the initial eruption of flame causes 1d8 points of fire damage per caster level (maximum10d8) with no saving throw. Further, the creature must make a DC 15 Reflex save or catch on fire. The object catches fire and takes 1d6 points of fire damage each round until consumed or someone puts out the fire.

Blinding Color Surge
Illusion (Glamer); Level 2
Casting Time 1 standard action
Components V, S
Range: Medium (100ft. + 10feet/level)
Targets you and one creature
Duration 1 round/level
Saving Throw: Will negates (see text); Spell Resist: yes
The color is stripped from the caster's body and turned into a lance of energy which hurls towards the target. The target must make a will save or be blinded for one round. Even if the target succeeds on its save, the caster gains the benefit of the invisibility spell for the duration of the spell.

Orb of Fire
Conjuration (Creation) [fire]; Level 4
Casting Time: 1 standard action
Components: V, S
Range close (25 ft. + 5 feet/2 levels)
Effect: One orb of fire
Duration: Instantaneous
Saving Throw: Fortitude partial, see text; Spell Resist: no
An orb of fire about 3 inches across shoots from your palm at its target dealing 1d6 points of fire damage per caster level (maximum 15d6). You must succeed on a ranged touch attack to hit your target. A creature struck by the orb takes damage and becomes dazed by the explosion for 1 round. A successful Fortitude save negates the dazed effect but does not reduce the damage.

Arc of Lightning
Conjuration (Creation) [Electricity]; Level 5
Casting Time 1 standard action
Components: V, S
Range close (25 ft. + 5 feet/2 levels)
Area a line between two creatures
Duration instantaneous
Saving Throw: Reflex half; Spell Resist: no
This bolt deals 1d6 points of electricity damage per caster level (maximum 15d6) to both creatures and to anything in the line between them. Both creatures must be in range, and you must be able to target them both (as if this spell had them as its targets). Draw the line from any corner in one creature’s space to any corner in the other’s space. The bolt affects all squares in this line.

Dimension Shuffle
Conjuration (Teleportation); Level 5
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 feet/2 levels)
Target one creature/level, no two more than 30 ft. apart
Duration instantaneous
Saving Throw: Will negates, see text; Spell Resist: yes
You instantly transfer any subject creature from its current location to any other spot within 30 ft. You must have line of sight to its new location. An unwilling creature can make a will save to negate this effect. The creature must be placed on solid ground capable of supporting its weight. If you attempt to place a creature within a solid object or into a space where it cannot fit, the spell fails.

Moonbow
Evocation [Electricity]; Level 5
Components: V, S
Casting Time 1 standard action
Range medium (100 ft. + 10 feet/level)
Effect: 3 motes of electricity
Duration instantaneous or up to 3 rounds; see text
Saving Throw: none; Spell Resist: yes
This spell conjures three glowing motes of electricity. You direct any number of the motes to fly off and strike targets within the spell’s range. Multiple motes can be fired at the same target, or each can be sent against a separate target. You must succeed on a ranged touch attack with a mote to strike a target. Any creature struck by a mote takes 1d6 points of electricity damage per two caster levels (maximum 10d6). If you do not immediately fire all the motes created by the spell, you can choose to fire as many of the remaining ones as you wish as a standard action during the next round. If a round passes in which you do not fire one of your motes, the spell ends and all remaining motes vanish.

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If anyone can't tell yet, all the spells I mentioned above are basically spells that i've considered for my 'Revised Duskblade' class featured in the "Pathfinder Duskblade Reborn and Revised" thread.

All the above spells seem like very fun, and surprisingly well balanced spells (though some might argue that point when they consider the power of 'Combust'). Personally, I really do enjoy some of the older spells from 3.5, and was sad to see that not all of them had been properly converted yet. I was curious to see if anyone thought that the above spells might also be considered to 'overpowered' or 'unfair' to convert into pathfinder. Again, opinions and advice are always welcome. Thanks again.

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