
Sandal Fury |

Long story short, one of my old characters is now a minor god. And what's a god without a Divine Fighting Technique? So I threw this together, trying to keep it somewhat in line with other divine fighting technique feats (though I'm pretty sure it's a bit better in that regard; the initial benefit basically gives you the benefit of three feats).
Equilibirum
Initial Benefit: You gain the benefits of Two-Weapon Fighting and Double Slice, though only with two-bladed swords, and you may use your spellcasting ability modifier, instead of your strength modifier, to modify any attacks you make with a two-bladed sword. Additonally, you can wield a two bladed sword as a one-handed weapon. At the start of your turn, you decide whether you are going to wield the sword as a one-handed or two-handed weapon. When you wield it as a one-handed weapon, your other hand is free, and you cannot use the sword as a double weapon.
For the purposes of qualifying for feats that have Two-Weapon Fighting as a prerequisite, you may use your caster level in place of your base attack bonus, and your spellcasting ability score in place of your dexterity score; however, until you meet the actual prerequisites of these feats, you only gain their benefits in conjunction with two-bladed swords.
Advanced Prerequisites: Improved Two-Weapon Fighting, Weapon Focus (two-bladed sword), caster level 10th
Advanced Benefit: You can now apply your spellcasting ability modifier to damage rolls with two-bladed swords. As a swift action, you may expend a spell slot or prepared spell to treat your caster level as your base attack bonus for a number of rounds equal to double the level of the spell expended, though only when attacking with a two-bladed sword. Whenever you use a spell or ability that adds a temporary enhancement bonus or special ability to a weapon (such as greater magic weapon, and inquisitor's bane ability, or a warpriest's sacred weapon ability), you may apply the benefits to both ends of a two-bladed sword simultaneously. However, the effect expires twice as quickly, as appropriate for that spell or ability. For instance, the duration of greater magic weapon would become 30 minutes/level, a warpriest would expend two rounds' worth of his sacred weapon ability per round, etc.
Looking for any critique or suggestions. The last part of the advanced benefit might be a bit vaguely worded, but pretty much anytime someone would use this feat, I would be the GM, so I could easily shut down any attempted rules lawyering originating from my poor wording.
inb4 joke about "balance" and "equilibrium."

Lady-J |
looks good i would remove this tho However, the effect expires twice as quickly, as appropriate for that spell or ability. For instance, the duration of greater magic weapon would become 30 minutes/level, a warpriest would expend two rounds' worth of his sacred weapon ability per round, etc. rounds for those class abilities are already limited enough and with the prerequisites being as they are it seems pretty unnecessary

Lady-J |
Lady-J wrote:also whats the point of the ability to make the weapon a 1h weapon?Just so a magus can get some use out of it.
make it so they count as having a free hand for the purposes of casting while using the weapon there are several archetypes that do this or some similar ability wouldn't break anything opening that option up to normal magus character

Kaouse |

Sandal Fury wrote:make it so they count as having a free hand for the purposes of casting while using the weapon there are several archetypes that do this or some similar ability wouldn't break anything opening that option up to normal magus characterLady-J wrote:also whats the point of the ability to make the weapon a 1h weapon?Just so a magus can get some use out of it.
Spell Combat literally requires the Magus to be wielding a "light or one-handed weapon" in addition to needing a hand free. Even if he had something like Joguntrip from the Titan Mauler or w/e that allows him to wield 2-handed weapons in one hand, it still wouldn't allow him to use Spell Combat with said weapons.

Sandal Fury |

Lady-J wrote:Spell Combat literally requires the Magus to be wielding a "light or one-handed weapon" in addition to needing a hand free. Even if he had something like Joguntrip from the Titan Mauler or w/e that allows him to wield 2-handed weapons in one hand, it still wouldn't allow him to use Spell Combat with said weapons.Sandal Fury wrote:make it so they count as having a free hand for the purposes of casting while using the weapon there are several archetypes that do this or some similar ability wouldn't break anything opening that option up to normal magus characterLady-J wrote:also whats the point of the ability to make the weapon a 1h weapon?Just so a magus can get some use out of it.
That, and I don't want a magus getting a two-weapon full attack AND spell combat. That's a bit much! The "one-handed clause" was basically copy-pasted from Quarterstaff Mastery for that purpose.

Lady-J |
Lady-J wrote:Spell Combat literally requires the Magus to be wielding a "light or one-handed weapon" in addition to needing a hand free. Even if he had something like Joguntrip from the Titan Mauler or w/e that allows him to wield 2-handed weapons in one hand, it still wouldn't allow him to use Spell Combat with said weapons.Sandal Fury wrote:make it so they count as having a free hand for the purposes of casting while using the weapon there are several archetypes that do this or some similar ability wouldn't break anything opening that option up to normal magus characterLady-J wrote:also whats the point of the ability to make the weapon a 1h weapon?Just so a magus can get some use out of it.
maybe count it as a 1h weapon for the purposes of? im just thinking it would make a really cool concept to allow them to use it as a double weapon while still maintaining spell combat/strike so they can have some really cool darth maul moments