Please no more combat expertise!


Pathfinder First Edition General Discussion

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Kthulhu wrote:

I think every feat for spellcasters should be split into 24 different feats. One for each school, an only covering 3 spell levels.

No more Spell Penetration, it would instead be

Evocation Spell Penetration - levels 0-3
Improved Evocation Spell Penetration - levels 4-6
Greater Evocation Spell Penetration - levels 7-9

This should be applied across the board to all spellcaster feats. And of course, each of the weaker feats should be a prerequisite for the stronger feats.

Don't forget to add a str 13 prerequisite for wizards.


Joking aside, apparently the unchained have a chapter of feats that is supposed to help the fighter.

Shadow Lodge

Nicos wrote:
Kthulhu wrote:

I think every feat for spellcasters should be split into 24 different feats. One for each school, an only covering 3 spell levels.

No more Spell Penetration, it would instead be

Evocation Spell Penetration - levels 0-3
Improved Evocation Spell Penetration - levels 4-6
Greater Evocation Spell Penetration - levels 7-9

This should be applied across the board to all spellcaster feats. And of course, each of the weaker feats should be a prerequisite for the stronger feats.

Don't forget to add a str 13 prerequisite for wizards.

13 for the base feat

15 for the Improved version
17 for the Greater version

The schools will split these requirements among all the stats OTHER than INT.


Kthulhu wrote:

13 for the base feat

15 for the Improved version
17 for the Greater version

The schools will split these requirements among all the stats OTHER than INT.

Let's run with this:

Abjuration - Constitution, because Abjuration's all about making you harder to kill.

Conjuration - Strength, because you need to be able to show those summoned creatures how much of a tough guy you are.

Divination - Wisdom, because it grants you the perception to see the things divination can reveal.

Enchantment - Charisma, for obvious reasons.

Evocation - Strength, because Evocation's all about brute force.

Illusion - Charisma, since you need to be able to convince others of your tricks.

Necromancy - Constitution, because you to be pretty healthy to meddle with the energies of life and death.

Transmutation - Dexterity, because if you're going to be changing your form you need to be nice and flexible.

How's that?

Edit: There's a precedence for this as well. Remember 2nd ed. AD&D? If you wanted to be a specialist wizard you had to have a high secondary stat in addition to your Int. It broke down like this:

Abjurer - 15 Wis
Conjurer - 15 Con
Diviner - 16 Wis
Enchanter - 16 Cha
Illusionist - 16 Dex
Invoker - 16 Con
Necromancer - 16 Wis
Transmuter - 15 Dex


Xexyz wrote:

Conjuration - Strength, because you need to be able to show those summoned creatures how much of a tough guy you are.

It is a well-known fact that summoned creatures respect flexing. In fact, it is the only thing that they respect.

Asmodeus became the boss devil by out-flexing all the other devils. The empyreal lords flex better than all other angels. I could go on.

Shadow Lodge

Bro, do you even conjure?


What ho muscle wizard! Might you fancy us with a spell?


TarkXT wrote:
What ho muscle wizard! Might you fancy us with a spell?

Ho ho ho ho! Of course, young adventurer!

I cast FIST

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