Can these feats be "broken"? [Archive] - Wizards Community

Post/Author/DateTimePost
FeceMan

01-18-07, 10:14 AM
Yes, I'm posting this again because everyone seems to be looking at it on the skills/feats board but not talking.

I'm sure these are broken in some way (or ways), so I'm depending on you guys to break them for me.

I did kinda go overboard in the transmuter section, but I know a lot of people are disappointed by the polymorph subschool, so I figured that it would be good to give it a boost.

Also, I did steal some of these from UA, 'cause those variants kinda sucked.
Abjurers
Aura of Resistance (Ex): Once per day, the character can generate a protective aura that shields against both physical and magical attacks. When the character generates this field, she gains a deflection bonus to her Armor Class and a resistance bonus on all saving throws equal to her primary casting statistic modifier. This ability requires a standard action to activate, and each use protects against only one attack or spell. Once activated, the protective aura lasts for 1 minute per character level or until the character is attacked or required to make a saving throw, whichever comes first.

The character gains one additional use of this ability at fifth character level and every five character levels thereafter. Prerequisites: Abjuration specialist.

Expedient Aura: The character can activate her aura of resistance ability as an immediate action. Prerequisites: Aura of resistance, caster level 5, abjuration specialist.

Expedient Resistance: The character can use the resistance to energy ability as an immediate action. In addition, the character can choose an additional two energy types against which the target(s) of the ability is resistant. Prerequisites: Resistance to energy, caster level 5, abjuration specialist.

Improved Aura of Resistance: When using the aura of resistance ability, the bonuses last for three attacks rather than one. Prerequisites: Aura of resistance, caster level 10, abjuration specialist.

Improved Dispelling: The bonuses gained from the dispeller ability each increase to a +4 bonus. Prerequisites: Skilled dispeller, caster level 10, abjuration specialist.

Improved Resistance to Energy: When using the resistance to energy ability, the character can target one additional creature at fourth level and every four levels thereafter. In addition, the character can choose an additional two energy types against which the target(s) of the ability is resistant. Prerequisites: Resistance to energy, abjuration specialist.

Resistance to Energy (Su): Once per day, the character can create a mystical shield that grants herself or any one creature that she touches limited protection against a chosen energy type (acid, cold, electricity, fire, or sonic). The affected creature gains resistance equal to 5 plus the character’s character level against the chosen energy type. Activating this ability is a standard action. Once activated, the protection lasts for 1 hour per two character levels. This protection overlaps with (and does not stack with) the effects of spells such as resist energy.

The character gains one additional use of this ability at fifth character level and every five character levels thereafter. Prerequisites: Abjuration specialist.

Skilled Dispeller: The character gains a +2 bonus on Spellcraft checks to identify the spells being cast by other creatures (this bonus stacks with the Spellcraft bonus the character receives for specializing in a school of magic). In addition, the character gains a +2 bonus on dispelling and counterspelling checks. Prerequisites: Abjuration specialist.

Conjurers
Enduring Summon: One summoned creature of the character’s choice has its duration extended to 10 minutes per caster level. The character may not have more than one creature with this extended duration, even if the caster would normally summon more than one creature with one casting of a spell. Prerequisites: Conjuration specialist.

Enhanced Summoning: The character’s summoned creatures gain +2 Strength, Dexterity, and Constitution. These bonuses stack with those granted by feats such as augment summoning. In addition, the DC to dispel them increases by 2. Prerequisites: Conjuration specialist.

Improved Summoning: The character’s summoned creatures gain +4 Strength and Dexterity and +2 Constitution. These bonuses stack with those granted by feats such as augment summoning and the enhanced summoning ability. The summoned creatures’ natural armor improves by +2. In addition, the DC to dispel summoned creatures increases by 2. This stacks with the +2 DC gained from the enhanced summoning ability. Prerequisites: Enhanced summoning, caster level 5, conjuration specialist.

Rapid Summoning (Ex): When casting a conjuration spell with a casting time of one full round, the character instead casts it as a standard action. Prerequisites: Conjuration specialist.

Diviners
Enhanced Awareness: The character adds Sense Motive to her list of class skills. In addition, she gains minor benefits when casting certain divination spells.

The character needs only to study an item for 10 minutes (rather than 1 hour) when casting identify.

An arcane eye cast by the character travels at 25 feet per round when studying its surroundings (rather than 10 feet per round).

Add +1 to the saving throw DCs of the character's divination spells. (This bonus stacks with the bonus from the Spell Focus and Greater Spell Focus feats.) Prerequisites: Divination specialist.

Extraordinary Divination: The character reduces the time required to cast all divination (scrying) spells that have a casting time of more than one minute to one minute. Divination spells that have casting times measured in days or hours (greater than one hour) have their casting time reduced by ½. In addition, the character requires no inexpensive material components when casting divination spells. Prerequisites: Caster level 5, divination specialist.

Improved Awareness: The character gains an insight bonus to Spot , Listen, and Sense Motive checks equal to ½ her character level. The character also gains a +2 bonus to initiative; this bonus stacks with bonuses such as those granted by the Improved Initiative feat. In addition, once per day, the character may reroll her initiative score, taking the better of the two. Prerequisites: Enhanced awareness, divination specialist.

Prescience: The character can add an insight bonus equal to her primary casting statistic modifier to any attack roll, saving throw, skill check, or level check she makes. The character can use this ability once per day, plus one additional time per day at fifth character level and every five character levels thereafter. Using this ability is a free action that can be taken out of turn if needed, but the character must choose to use this ability before the die roll is made. In addition, the character may reroll one die roll per day before the result(s) of the roll are known; she must take the result of the second roll if she does, even if it is worse. Prerequisites: Divination specialist.

Enchanters
Convincing Speaker: The character gains a +2 bonus on all Charisma checks. In addition, any targets of an enchantment spell that would normally receive a bonus on their saving throw due to being threatened do not receive this bonus. Prerequisites: Caster level 5, enchantment specialist.

Improved Convincing Speaker: The character gains an additional +2 bonus on all Charisma checks; this stacks with the bonus from the convincing speaker ability. In addition, any targets of an enchantment spell that would normally receive a bonus on their saving throw due to being attacked do not receive this bonus. Prerequisites: Convincing speaker, caster level 10, enchantment specialist.

Push the Weak Mind: The character can use suggestion as a spell-like ability once per day. The DC is equal to 13 + primary statistic modifier. At fourth level, he can use the ability as though it were affected by the Quicken Spell-Like Ability feat. In addition, add +1 to the saving throw DCs of the character's enchantment spells. (This bonus stacks with the bonus from the Spell Focus and Greater Spell Focus feats.) Prerequisites: Enchantment specialist.

Social Proficiency: The character adds Bluff, Diplomacy, Gather Information, and Intimidate to her class skills. In addition, the character gains a +2 competence bonus to these skills at fifth class level. This bonus improves by +2 at fifth character level and every five character levels thereafter. Prerequisites: Enchantment specialist.

Evokers
Evocation Spellsurge: Once per day, the character can cast any evocation spell as though it were modified by the Empower Spell and Maximize Spell metamagic feats without increasing the spell’s casting time or using a higher-level spell slot to cast it. He may use this ability one additional time per day at fifth character level and every five character levels thereafter. In addition, when using this ability, the caster gains a +2 bonus for overcoming spell resistance with his evocation spells. (This bonus stacks with the bonuses from Spell Penetration and Greater Spell Penetration.) Prerequisites: Evocation specialist.

Energy Exchange: Once per day as a free action, the character can cast any evocation spell with an energy descriptor as though it were a spell of another energy type (acid, cold, electricity, or sonic). The character gains an additional use of this ability at fifth level and every five levels thereafter. Prerequisites: Evocation specialist.

Improved Overcome Resistance: The character treats his target’s energy resistance(s) as if it were 25 lower than normal, to a minimum of 0. This ability supersedes that of the overcome resistance ability. In addition, creatures with an energy immunity (or immunities) take ½ damage from the character’s evocation spells that do energy damage to which the creature is normally immune. Prerequisites: Overcome resistance, caster level 10, evocation specialist.

Overcome Resistance: The character treats his target’s energy resistance(s) as if it were 10 lower than normal, to a minimum of 0. Creatures with an energy immunity (or immunities) are not affected by this ability. Prerequisites: Evocation specialist.

Potent Evocation: The character’s evocation spells with an energy descriptor do +1 point of damage per die. Prerequisites: Caster level 5, evocation specialist.

Necromancers
Artisan Animator: The cost for creating undead via the animate dead spell is reduced by 20%, rounded up. In addition, the character can cast animate dead once per day without material components. Prerequisites: Caster level 5, necromancer specialist.

Master Animator: The undead the character creates or summons have a +4 bonus to Strength and Dexterity and gain two hitpoints per HD. Prerequisites: Necromancer specialist.

Undead Legion: The character can control up to 4 HD of undead per caster level instead of 2 HD per caster level. Prerequisites: Necromancer specialist.

Undead Minion: The character gains a skeleton or zombie servant, similar to a familiar. (The base creature is a human warrior.) The necromancer’s ally has 1 HD per character level of its master. (Unlike a familiar, the necromancer’s ally’s hitpoints do not depend on the master’s.) For every three levels the character has, the undead companion gains a +1 bonus to its Strength and Dexterity scores. The necromancer’s ally counts as a familiar and thus gains all the bonuses of being one, including the ability to be affected by feats for familiars; however, its intelligence does not change. In addition, the necromancer’s ally gains improved toughness as a bonus feat. Prerequisites: Familiar, necromancer specialist.

Transmuters
Greater Polymorph Specialist (Attack): When assuming another form through the use of a spell from the polymorph subschool, the character retains his own base attack bonus if it is higher than that of the new form. Prerequisites: Polymorph specialist, improved polymorph specialist (any two), caster level 10, transmutation specialist.

Greater Polymorph Specialist (Mind): When assuming another form through the use of a spell from the polymorph subschool, the character retains his own Charisma, Intelligence, and Wisdom scores if they are higher than those of the new form. He cannot, however, cast spells in the new form. Prerequisites: Polymorph specialist, improved polymorph specialist (any two), caster level 10, transmutation specialist.

Improved Manipulate Form: Any transmutation spell that gives a bonus (or bonuses) to a creature’s statistics cast by the character has this bonus (or bonuses) improved by +4. In addition, any statistical penalties given by the spell are reduced by 2 (to a minimum of 0). These bonuses stack with those from the manipulate form ability. Prerequisites: Manipulate form, caster level 5, transmutation specialist.

Improved Polymorph Specialist (Armament): When assuming another form through the use of a spell from the polymorph subschool, the new form’s primary natural attack(s) are treated as though the new form was one size category larger.

In addition, any spell that the character casts from the polymorph subschool that gives bonus hitpoints grants an additional 10% of those hitpoints (rounded down); this bonus stacks with that from the polymorph specialist ability and other improved polymorph specialist abilities. Prerequisites: Polymorph specialist, caster level 5, transmutation specialist.

Improved Polymorph Specialist (Natural Armor): When assuming another form through the use of a spell from the polymorph subschool, the character’s natural armor in the new form improves by +3.

In addition, any spell that the character casts from the polymorph subschool that gives bonus hitpoints grants an additional 10% of those hitpoints (rounded down); this bonus stacks with that from the polymorph specialist ability. Prerequisites: Polymorph specialist, caster level 5, transmutation specialist.

Improved Polymorph Specialist (Physique): When assuming another form through the use of a spell from the polymorph subschool, the new form’s Strength and Dexterity scores improve by +4.

In addition, any spell that the character casts from the polymorph subschool that gives bonus hitpoints grants an additional 10% of those hitpoints (rounded down); this bonus stacks with that from the polymorph specialist ability and other improved polymorph specialist abilities. Prerequisites: Polymorph specialist, caster level 5, transmutation specialist.

Improved Polymorph Specialist (Speed): When assuming another form through the use of a spell from the polymorph subschool, the new form’s movement speeds increase by 10 feet.

In addition, any spell that the character casts from the polymorph subschool that gives bonus hitpoints grants an additional 10% of those hitpoints (rounded down); this bonus stacks with that from the polymorph specialist ability and other improved polymorph specialist abilities. Prerequisites: Polymorph specialist, caster level 5, transmutation specialist.

Lasting Transmutation: The character’s transmutation spells continue affecting a target for an additional round if they are dispelled. At tenth character level, they last for two rounds. Prerequisites: Transmutation specialist.

Manipulate Form: Any transmutation spell that gives a bonus (or bonuses) to a creature’s statistics cast by the character has this bonus (or bonuses) improved by +2. In addition, any statistical penalties given by the spell are reduced by 2 (to a minimum of 0). Prerequisites: Caster level 5, transmutation specialist.

Polymorph Specialist: Any spell that the character casts from the polymorph subschool that gives bonus hitpoints grants an additional 10% of those hitpoints (rounded down). Prerequisites: Transmutation specialist.

Superior Polymorph Specialist (Spells): When assuming another form through the use of a spell from the polymorph subschool, the character retains his ability to cast spells of up to third level. If the character is in a form that would normally lack the ability to cast spells—for instance, it lacks arms—he can substitute various noises and gestures appropriate to the form as a substitute for these components, such as grunting, stomping, etc.

The character can also use any material components or focuses he possesses, even if such items are melded within his current form. He cannot use magic items while in a form that could not ordinarily use them, however. Should a form lack the ability to generate noise via vocal chords, appropriate noise must be made to substitute for the verbal components; a character doing so still suffers the penalties to spellcasting in the event that he becomes deafened or silenced. Prerequisites: Polymorph specialist, improved polymorph specialist (any two), greater polymorph specialist (mind), caster level 12, transmutation specialist.
Maat_Mons

01-19-07, 03:48 AM
I can’t find anything broken among those feats. On another note, 4 times your caster level is the normal number of hit dice of undead you can control, so Undead Legion, as it stands, does nothing.
FeceMan

01-19-07, 04:11 PM
I can’t find anything broken among those feats. On another note, 4 times your caster level is the normal number of hit dice of undead you can control, so Undead Legion, as it stands, does nothing.
D'oh.
jameswilliamogle

01-19-07, 04:16 PM
Unless you are controlling them via "Control Undead", where the limit normally is 2XHD.