Help with some home brew feats.
I have been pretty open with regard to my players home brewing feats, classes, races, gear, etc. provided they are fair, but these are some feats my players sent me for approval that are awesome ideas but feel over powered and or abuseable. I would like some help keeping the core function of them but making them level for use in a standard 3.5 campaign. Thanks; “Combine Spells” is kind of long, sorry, our wizard is a bit long-winded.
Improved Critical, Power Critical and Weapon Focus in any ranged weapon.
Critical Aim functions much like power attack, but instead of sacrificing attack bonus for extra damage, an archer, crossbowman etc. may sacrifice attack bonus for a higher critical multiplier
On your turn, before taking any attack rolls, choose to subtract an even number from your attack roll (This number may not exceed your base attack bonus.) and add half that number to the critical multiplier. After making the adjustments to your modifiers, you may make a make a single attack as a full round action. If it hits This attack counts as an automatic critical threat.
Any two Metamagic feats, and the ability to cast 3rd level spells.
Combine Spells functions somewhat like Quicken Spell in that it allows the caster to cast multiple spells per round however unlike Quicken the spells are cast simultaneously and dynamically alter and or enhance each other.
Taking this feat implies that the caster has spent time experimenting with lower level spells and has become adept at combining spells to create new and deadly or beneficial effects. Using this ability to its fullest potential takes an equal ensure of magical talent and creativity.
A druid for example may want to use a combination Gust of Wind (level 2) and Contagion (level 3) to disease and knock prone foes in a 60 foot line. To do so, the druid must have both spells prepared, and must be able to cast level 5 spells since the combination of the two spell levels adds up to 5. The combination of the two spells does not need to be prepared as a level 5 spell however, this may be done on the fly. Both the preparation of Gust of Wind and that of Contagion are expended and cast simultaneously. The save DC for this combination would be calculated thus: (10 + combined spell level 5 + the druid’s wisdom modifier)
An example for a spontaneous caster would be this: an evil sorcerer who finds it amusing to combine Viscid Glob (level 4), Burning Hands (level 1), and Acid Spash, (level 0), and watch his victim writhe in agony as he is glued to the floor by a sticky mass of flaming, acidic goo. The sorcerer must be able to cast level 5 spells, and must expend casts per day from levels 4, 1, and 0. (The save DC = 10 + combined spell level 5 + the sorcerer’s Cha. Modifier.)
Note: The spell levels of the combined spells when added together may never exceed the maximum spell level to which the caster has access.
Creating spell combinations is difficult and somewhat similar to preparing spells from a borrowed or stolen spell book in that one is not always certain what the outcome will be. Because of this the first time a caster with this ability tries a given combination he must roll a Spellcraft check equal to 10 + the combined spell levels of the combination. A failed skill check implies that something went wrong in the casting of the spell. This all spells to fail and ends the spell caster’s turn. (All spell preparations / casts per day are expended regardless of the outcome.)