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Posted: Sun Jul 26, 2009 6:30 pm
by The Lunatic Fringe
Just wondering, but how are we going to treat the feats from ToN and ToF?

Posted: Sun Jul 26, 2009 6:55 pm
by IGTN
Undead creation feats scale already.

Most of the fiend feats are made for monsters, and either don't need to scale or scale already.

Posted: Sun Jul 26, 2009 7:07 pm
by virgil
Since Delay Spell can only delay a spell by up to five rounds, you already have a very real limit on how many can be running.

What's ToN/ToF?

Posted: Sun Jul 26, 2009 8:11 pm
by IGTN
virgileso wrote:What's ToN/ToF?
Necromancy and Fiends, Tomes of.

Posted: Sun Jul 26, 2009 8:28 pm
by schpeelah
The 5-round limit on Delay Spell means you can open the fight with 5-6 (depending on initiative) rounds worth of spellcasting, on the level where fights usually takes only one or two rounds - and you are giving this ability specifically to stealthy casters with free Still & Silent spells. This is strictly better than Quicken which is the top tier of power for metamagic feats.
In fact, what exactly do we want Delaying a spell to achieve? Mad Max style casually-walk-away-from-an-explosion kind of stunts? Traps that go off in a couple seconds?
Anyway, I propose the limit of 2 or 3 delayed spells and instead extending the maximum time of delay - 1 minute? 5? 10? Won't really matter mechanically.

Oh, and they are talking about Tome of Necromancy and Tome of Fiends.

Edit: Damn, ninja'd.

Posted: Sun Jul 26, 2009 8:40 pm
by JonSetanta
How about a feat that allows you to create temporary spell traps in a single round?
That would be greatly preferred to Delay, IMO

Posted: Sun Jul 26, 2009 9:10 pm
by virgil
Ah, that's what you mean. Not sure how to treat them, personally; as I still use them in my own game. From what I recall, most of the [Fiend] feats were still worth it because they gave scaling abilities that were individually more powerful than what the most of the [Combat] feats gave (just look at Large Size). Even the [Necromantic] feats give minions that are almost as powerful as cohorts, so they don't need an inherent scaling mechanic like the [Combat] & [Skill] ones do.

In fact, that was part of the reason I avoided some of the more powerful ideas I had for a feat with a progression. Looking at it, I think I'll just cross out the upper level power and split the next highest one.

Posted: Tue Jan 25, 2011 12:14 pm
by Hicks
Craft (Basket weaving)
19
You no longer suffer any penalty for using this skill underwater, as you are considered to be constantly under the effect of a freedom of movement spell.