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 Kingdoms of Kalamar feats, balanced for 3.5E?
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warlockco
Master of Realmslore

USA
1695 Posts

Posted - 21 Jan 2005 :  11:20:24  Show Profile  Visit warlockco's Homepage Send warlockco a Private Message  Reply with Quote  Delete Topic
Trying to determine if some feats from Kingdoms of Kalamar Player's Guide are balanced for 3.5E, since the book is a 3.0E book.
They seem balanced to me, but want to see what a few other people say.

Awareness [General]
You are perceptive in combat.
Prerequisite: Dex 13+, Dodge, Lightning Reflexes.
Benefit: You cannot be the target of a sneak attack from a flanking character. Only an attacker who catches you flat-footed (or if you are somehow otherwise unable to apply your Dex bonus to AC) may sneak attack you.



Envelope the Wall [Metamagic]
Your spells overcome Spell Resistance by spilling around an opponent's magic defense.
Prerequisite: Spellcaster level 1+.
Benefit: You may increase the level at which you cast a spell, gaining a +2 (for each level you raise the spell). Thus, a Fireball (a 3rd level spell) cast with a 5th level slot adds +4 to your die roll to see if you penetrate the spell resistance of a target.



Irresistible Spell [Metamagic]
Nobody can resist your spells.
Prerequisite: Spellcaster level 7+, Envelope the Wall, Maximize Spell.
Benefit: Spells you cast that normally allow a saving throw do not allow a saving throw. An irresistible spell uses up a spell slot four levels higher than the spell's actual level.




Not too sure about this, since any spellcaster worth their salt should be able to pull this one off.

Miser with Magic [Metamagic]
Your character draws upon the minimum amount of magical energy needed to cast a spell.
Prerequisite: Spellcaster level 7+.
Benefit: You can make a Spellcraft roll to retain the use of a spell after you cast it. The Spellcraft DC is 10 + twice the spell's level. If you succeed, you managed to conserve enough magical energy, from this and other spells you have cast, that the spell (or spell slots for sorcerers) is not considered spent and may be used again. You may only use this ability on a number of spell levels equal to the ability score modifier to the type of spells you cast (Charisma for sorcerer or bard spells, for example).
Special: If you fail the roll by 5 or more, you spent insufficient energy to cast the spell at all. You lose the spell or the spell slot and the spell has no effect.

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