Rules- Feats: Reserve Feats
Reserve Feats
Feat Requirements Benefits
- Acid Splatter 2nd level spells 2nd +acid spell throw orb of acid as standard as ranged touch attack. Range 5’/Spell LV, & deals 1d6/spell lv. +1 competence bonus to caster level with acid spells
- Blade of Force 3rd level spells. 3rd + force spell, melee weapon or ammo, as free with a touch, next attack deals +1 dam/spell LV. You gain +1 competence to caster level when casting a force spell.
- Borne Aloft 5th level spell. air spell 5th+can fly 30’ (perfect) as move action 1/R. begin & end turn supported. Can’t be used if in heavy armor or heavy load. Gain +1 competence to caster level with air spells.
- Clap of Thunder 3rd level spells 3rd +sonic spell in reserve, melee touch attack as standard 1d6 sonic per spell level (fort (DC 10 +spell level + Ability) deafened 1 R +1 competency bonus to CL of sonic spells.
- Clutch of Earth 2nd level spells 2nd + earth spell in reserve, standard reduce speed of target in 30, 1 round reduces land, burrow and climb speeds by 5’ per spell level to a minimum of 5’.
- Dimensional Jaunt 4th level spells. 4th + teleportation spell in reserve standard teleport yourself 5’/spell LV to a location you can see, +1 competency bonus to caster level of teleportation spells.
- Face Changer 3rd level Spells glamer spell of 3rd + in reserve use disguise self as full round action, 1M/spell level. Your glamer spells have a +1 competency bonus to caster level.
- Fiery Burst 2nd level spells. fire spell of 2nd +in reserve, as standard 30’ range 5’ radius burst fire 1d6/spell LV w/ reflex for 1/2, DC 10 + spell level + ability. Gain +1 competency bonus to caster level for fire spells.
- Hurricane Breath 2nd level spells air spell 2nd +, standard, range = 30, bull rush = 1d20 +spell Lv, +1 comp CL air.
- Invisible Needle 3rd level spells, 3rd + force spell in reserve, as standard ranged attack 5’/spell Lv 1d4 force/LV
- Magic Disruption 3rd level spells 3rd +abjuration spell in reserve, immediate action force foe casting make a concentration check DC 15 + spell LV or have spell’s DC & CL -2. abjuration spell competency +1 CL
- Mitigate Suffering 2nd level spells restoration/conjuration healing spell that cures ability damage in reserve, standard give self/ally temp ability points w/touch. 2 + 1/ spell LV for 10 M, +1 competency bonus to caster level with conjuration healing spells.
- Shadow Veil 2nd level spell 2nd +darkness spell in reserve, as standard foe in 30 will or treat all creatures & objects have concealment, All darkness spells +1 competency bonus to caster level.
- Storm Bolt 3rd level spells 3rd+ electricity spell in reserve as standard 20’ line of electricity 1d6/ spell, Level, Gain +1 competency to caster level with electricity spells.
- Summon Elemental 4th level spells 4th + summoning spell as 1 round action summon a small elemental (6th+ large, 8+ huge, must stay in 30’, 1R/Spell Lv.
- Sunlight Eyes 2nd level spells if 2nd + light spell in reserve as swift action see in any darkness 10’/ spell LV for 1 R or +1 competency to caster level bonus to light spells.
- Touch of Healing 2nd level spells conjuration healing spell 2nd + in reserve, as standard heal if ½ HP, 3 HP/ spell LV of You gain +1 competency CL w/ conjuration healing spells.
- Wind-Guided Arrows 3rd level spells if 3rd+ air spell in reserve as immediate ranged attack 10’ per spell LV give +2 or -2 to its attack roll. You gain a +1 to caster level of air spells.
- Winter’s Blast 2nd level spells if cold spell of 2nd +in reserve, as standard 15’ cone of cold 1d4/spell LV, the reflex ½ +1 CL of cold spells
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