New Feat Suggestions

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BlueAce417
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Re: New Feat Suggestions

Unread post by BlueAce417 »

Alrighty, I edited the feats listed and crossed out the ones that stood no chance
Caedis Littlefoot - The Scaled Seeker
Felgur Brighteyes - The Planar Seer
Marvin Brandywicket - The Crackpot Alchemist
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BlueAce417
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Re: New Feat Suggestions

Unread post by BlueAce417 »

A couple new feats for the grinder!

One of the Flames
Type of Feat: General
Prerequisite: Level 6
Class Prerequisite: Monk
Feat Restriction: Cannot choose One of the Waters, One of the Stones, One of the Storms.
Specifics: You have adopted the stance akin to the raging flames. Granting your unarmed attacks a bonus 1d6 points of fire damage and an attribute shift of (+2 strength, +2 dexterity, -2 constitution, -2 wisdom) while in this stance.
Use: Toggle.

One of the Waters
Type of Feat: General
Prerequisite: Level 6
Class Prerequisite: Monk
Feat Restriction: Cannot choose One of the Flames, One of the Stones, One of the Storms.
Specifics: You have adopted the stance akin to the passive waters. Granting your unarmed attacks a bonus 1d6 points of cold damage and an attribute shift of (+2 wisdom, +2 constitution, -2 strength, -2 dexterity) while in this stance.
Use: Toggle.

One of the Stones
Type of Feat: General
Prerequisite: Level 6
Class Prerequisite: Monk
Feat Restriction: Cannot choose One of the Flames, One of the Waters, One of the Storms.
Specifics: You have adopted the stance akin to the staunch stones. Granting your unarmed attacks a bonus 1d6 points of bludgeoning damage and an attribute shift of (+2 strength, +2 constitution, -2 dexterity, -2 wisdom) while in this stance.
Use: Toggle.

One of the Storms
Type of Feat: General
Prerequisite: Level 6
Class Prerequisite: Monk
Feat Restriction: Cannot choose One of the Flame, One of the Waters, or One of the Stones.
Specifics: You have adopted the stance akin to the chaotic lightning. Granting your unarmed attacks a bonus 1d6 points of electric damage and (+2 dexterity, +2 wisdom, -2 strength, -2 constitution) while in this stance.
Use: Toggle.

Oneness of Element
Type of Feat: General
Prerequisite: Level 14, One of Flames/Waters/Stones/Storms
Class Prerequisite: Monk
Specifics: You deal an extra d6 in addition to the 1d6 of fire, cold, bludgeoning, or electric damage you deal with your unarmed attacks. Your attribute shift increases as well, doubling in strengths and weaknesses while you remain in your chosen stance.
Use: Automatic.
Caedis Littlefoot - The Scaled Seeker
Felgur Brighteyes - The Planar Seer
Marvin Brandywicket - The Crackpot Alchemist
Karond
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Re: New Feat Suggestions

Unread post by Karond »

I don't think you need 4 feats like that. I mean, it's better if it's just one feat and worked out like the elemental path for Elemental Archers. They take one feat, and there is a subchoice within it for which effect will be given.

I looked at your changes, and I think you misunderstood what I meant with cannibalism. As it is now, it's two useless feats. I think it might be better if there was just one feat, and it looked like this:

Cannibalism

Prerequisites: non-good. Some other prerequisite (don't know. Minimum fortitude? minimum con? low requirements at least)

Effect: Cast cannibalism as a spell-like ability unlimited number of times per day. Cannibalism is a melee touch attack that does 20 physical damage, no save. If the target is killed by this attack, the character gains +2 regeneration for 3+con modifier minutes.


It does less damage than the reserve feats, so it's not really a substitute, but it can be nice for people that uhm...like raw meat.
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BlueAce417
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Re: New Feat Suggestions

Unread post by BlueAce417 »

Alrighty, and here's the Beckon replacement

Beckon the Elements
Type of Feat: General
Feat Restriction: Cannot choose Beckon the Frost, Beckon the Stone, Beckon the Storm.
Prerequisites: Augment Summoning, Spell Focus (Conjuration)
Benefit: Upon selection of Beckon the Elements, you may select one and only one of the four specified elements. Gaining strengths and weaknesses unto each and every one of your summoned creatures.
FIRE: When you summon a creature using any summon spell, the summoned creature gained the fire subtype (100% fire immunity, 50% cold vulnerability, and its natural attacks deal an additional 1d6 points of fire damage).
FROST: When you summon a creature using any summon spell, the summoned creature gains the cold subtype (100% cold immunity, 50% fire vulnerability, and its natural attacks deal an additional 1d6 points of cold damage).
EARTH: When you summon a creature using any summon spell, the summoned creature gained the stone subtype (+5 deflection AC and 5/ adamantine damage resistance, running and attack speed cut in half, natural attacks deal an additional 1d6 points of crushing damage).
STORM: When you summon a creature using any summon spell, the summoned creature gained the electric subtype (100% electricity immunity, 50% crush/slash/pierce vulnerability, and its natural attacks deal an additional 1d6 points of electricity damage).

Use: Automatic.
Affected Spells: Animate Dead, Create Undead, Epic Gate, Gate, Glass Doppleganger, Greater Create Undead, Greater Planar Binding, Lesser Planar Binding, Mordenkainen's Sword, Palemaster's Animated Dead, Palemaster's Summon Undead, Planar Ally, Planar Binding, Shadow Simulacrum, Summon Creature I-IX, Summon Fiendish Servant, The Dead Walk.[/strike]
###To replace the "Beckon the ____" feats.
Caedis Littlefoot - The Scaled Seeker
Felgur Brighteyes - The Planar Seer
Marvin Brandywicket - The Crackpot Alchemist
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BlueAce417
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Re: New Feat Suggestions

Unread post by BlueAce417 »

Been a while since I put anything up but with all the new updates I figured someone'd take a gander.

Note that the below is a list of feats I think will be interesting to add unto the world of Balrur's Gate. These are just suggestions, which can be ignored or rejected by the will of the individual whom reads them. These suggestions are subject to change by the will of the individuals whom make their voice heard.


Cadaverous Familiar
Type of Feat: Spellcasting
Prerequisite: Ability to summon a familiar, ability to cast 4th level arcane spells (Animate Dead spell)
Class Prerequisite: Wizard/Sorcerer
Specifics: With this feat, the familiar ritual is performed on the animated skeleton or zombie of a type of animal that can normally become a familiar. The familiar ceremony works normally, except that the creature is not actually summoned, and must be present and under your control. A skeletal or zombie familiar is just as intelligent as any other familiar. You still get the bonuses associated with that type of (living) familiar. As an undead creature, the cadaverous familiar can be turned or rebuked, but remember that it's hit dice is equal to your level.
Use: Usable
http://www.dandwiki.com/wiki/Cadaverous ... 3.5e_Feat)

Transient Door
Type of Feat: Spellcasting
Prerequisite: Ability to cast 2nd tier Invocations
Class Prerequisite: Warlock
Specifics: Changes the spell "Flee The Scene" to behave like dimension door. DC based on Spellcraft (since they don't get Search as a class skill).
Use: Automatic.

Many Palm
Type of Feat: Combat
Prerequisite: BAB 8+, Improved Unarmed Attack
Specifics: Combat style in which the user limits their damage output for more attacks per round. This combat style would incur a penalty of -4 Damage and -2 Attack to perform 2 additional unarmed attacks per round.
Use: Toggle.

Masochistic Rage
Type of Feat: Combat
Prerequisite: BAB 8+, Rage
Class Prerequisite: Barbarian
Specifics: When you rage, you may deal increased damage based on how much health you have lost in relationship to your maximum health. If you are below 75% health, you gain +2 Damage for the duration of your rage. If you are below 50% health, you gain +4 Damage and +2 Attack for the duration of your rage. If you are below 25% health, you gain +6 Damage, +4 Attack, and Fast Healing 2 for the duration on your rage.
Use: Automatic.

Insider Knowledge
Type of Feat: General
Prerequisite: 12 Lore (any)
Specifics: You are replete with knowledge beyond most of those on the outside. You gain +5 to whichever lore skill you have at or beyond 12 points.
Use: Automatic.

Cloth Expertise
Type of Feat: General
Prerequisite: Character level 8
Specifics: You have learned to be ever so nimble in your lack of protection. You gain +2 Dodge AC and +4 Tumble while wearing no armor and being unencumbered.
Use: Automatic
Caedis Littlefoot - The Scaled Seeker
Felgur Brighteyes - The Planar Seer
Marvin Brandywicket - The Crackpot Alchemist
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