New Feat Suggestions

It Does What It Says on the Tin: Resolved Issues

Moderators: Moderator, Developer, DM

User avatar
BlueAce417
Posts: 173
Joined: Thu Jul 23, 2015 5:58 pm
Location: Pff, idk. Some sorta room, maybe?

New Feat Suggestions

Unread post by BlueAce417 »

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.

On a side note, these are some ideas I haphazardly think of from time to time. As they are not everything I can think of, they are the ones that stuck in memory.
General Feats
Beckon the Storm
Type of Feat: General
Feat Restriction: Cannot choose Beckon the Frost, Beckon the Stone, Beckon the Flame.
Creatures you summon are infused with electric energy and have the electric subtype.
Prerequisites: Augment Summoning, Spell Focus (Conjuration)
Benefit: 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.

Beckon the Stone
Type of Feat: General
Feat Restriction: Cannot choose Beckon the Frost, Beckon the Storm, Beckon the Flame.
Prerequisites: Augment Summoning, Spell Focus (Conjuration)
Benefit: 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).
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.

Beckon the Flame
Type of Feat: General
Feat Restriction: Cannot choose Beckon the Frost, Beckon the Stone, Beckon the Storm.
Prerequisites: Augment Summoning, Spell Focus (Conjuration)
Benefit: 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).
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.

***ALL ABOVE IS REPLACED

Cannibalism
Type of Feat: General
Prerequisites: Any non-good, +15 Constitution, +8 Fortitude
Benefit: You delve into the hunger burrowing into the back of your mind. A hunger of another, to sate it, you bite into a target and gain in strength. You gain the ability to use Cannibalism as a melee-touch spell-like ability which deals 20 piercing damage (no save) to any single target unlimited times per day, with a cooldown of 5 minutes. If the target is killed with this attack, the user gains +2 regeneration for (1d4+CON modifier) minutes.
Use: Selected.
*Edited for utilization
**Edited for a spell-like ability
***Edited to attributes
### I suggest to make it free to orcs, along with the blooded feat.

Entrepreneur
Type of Feat: General
Prerequisites: 12 appraise
Benefit: You now pay 10% less to merchants for their wares and sell 10% more.
Use: Automatic.


Extort
Type of Feat: General
Prerequisites: 12 intimidate
Benefit: You may now intimidate targets into giving you their gold. Much like pick-pocketing, but drawing attention to yourself.
Use: Selected

Spellcasting Feats
Shamanic Teachings
Type of Feat: Spellcasting
Prerequisites: any-Orc, +16 Wisdom, ability to cast 1st-level arcane or divine spells
Benefit: You have learned to take your knowledge with a grain of salt. You may now use Wisdom instead of Intelligence as your modifier to determine wizard spell bonuses.
Use: Automatic.

Improved Blood Magic
Type of Feat: Spellcasting
Prerequisites: Caster level 14, Blood Magic and/or Thicker Than Water
#((This is to differentiate between spirit shamans and blood magus'))
Specifics: You have learned how to improve upon your skills using blood magic and can now utilize the power of yours and others' blood to a more potent end. You now deal no longer damage to yourself when using either Blood Component, and/ or Blood Seeking Spell and 1d6 damage when using Blood Magic. Note that this does not allow you to remain undetected when using blood magic under watchful eyes, but only improve upon your profane arts.
Use: Automatic
**removed CL increase and half damage converted to no damage and blood magic damage to d6

Cantrip
Type of Feat: Spellcasting
Prerequisites: Ability to cast 1st-level arcane or divine spells
Specifics: You may cast spells from the spell level 0 without end.
#((Always thought it was strange how level 0 spells, known as cantrips, behaved like every other spell. This will change that.))
Use: Automatic

**Removed due to purpose

Sequencer
Type of Feat: Spellcasting
Prerequisites: Ability to cast 7th-level arcane or divine spells
Specifics: You may select 2 spells that may, why you cast Sequencer, fire off at the same time. You can only use this ability once per day. No meta-magic feats may be used in tandem with Sequencer.
Use: Selected.

**Removed for balance issues
Reserved Feats
Rune of Infested
Type of Feat: Reserved
Prerequisite: ability to cast 3rd-level spells.
You can channel magical energy into runes of necrotic energy.
Benefit: As long as you have a negative energy spell of 3rd level or higher available to cast, you can throw a negative rune. The rune affects a 10-foot-radius burst and deals 2d4 points of damage per level of that negative spell. A successful Fortitude save halves the damage. The rune lasts 30 seconds if no targets enter it's area of effect and this feat has a 30 second cooldown. Only one rune can be active (including runes from the other Rune of X feats).
Use: Selected
*Edited for balance

Rune of Righteousness
Type of Feat: Reserved
Prerequisite: ability to cast 3rd-level divine spells.
You can channel magical energy into runes of divine energy.
Benefit: As long as you have a divine energy spell of 3rd level or higher available to cast, you can throw a divine rune. The rune affects a 10-foot-radius burst and deals 2d4 points of damage per level of that divine spell. A successful Fortitude save halves the damage. The rune lasts 30 seconds if no targets enter it's area of effect and this feat has a 30 second cooldown. Only one rune can be active (including runes from the other Rune of X feats).
Use: Selected
*Edited for balance

Heaven's Glare
Type of Feat: Reserved
Prerequisite: ability to cast 3rd-level divine spells.
You channel your virtuous energies into a bolt divine energy.
Benefit: As long as you have a divine energy spell of 3rd level or higher available to cast, you can cast a vertical ray from above a target to inflict 1d4 per spell level. A successful Fortitude save halves the damage.
Use: Selected
*Edited for balance
Epic Feats
Energy Reserves
Type of Feat: Epic
Prerequisite: Level 21, 24 spellcraft, At least 1 reserve spell feat (Rune or otherwise)
Benefit: The effects of reserve spells are now cast as if effected by the Empower Spell Metamagic feat.
**Simplified but not changed

Calculated Cleave
Type of Feat: Epic
Prerequisite: level 21, Cleave, Greater Cleave, +16 Intelligence
Benefit: You have learned the best ways to take down multiple foes using a combination of tact and force. You may now add your intelligence modifier to your attack and damage of Cleave, in addition to whatever effects are currently in-place.
Use: Automatic.


Greater Sequencer
Type of Feat: Epic
Prerequisite: level 21, ability to cast 9th-level arcane or divine spells, 28 spellcraft, Sequencer
Benefit: You may now select 3 spells instead of 2.
Use: Automatic.

**Removed due to balance

Morbid Feast
Type of Feat: Epic
Prerequisite: level 21, 22 Consititution, Cannibalism
Benefit: You have learned how to eat the better parts of each corpse, now for each consumption, your Death-Knell spell-like ability can now be used infinite times per day with a cooldown of 5 minutes.

***Removed for redundancy

Epic Blood Magic
Type of Feat: Epic
Prerequisites: Caster level 21, Improved Blood Magic, Greater spell focus (any), Silent Spell
Specifics: You have reached a level of near-perfection using your ultimate knowledge of the blooded arts and may now cast spells using Blood Magic, Blood Component, and/ or Blood Seeking Spell without a sound and without losing health. Note that this does not allow you to remain undetected when using blood magic under watchful eyes, but only improve upon your profane arts.
Use: Automatic

*Edited for balance
**Removed due to redundancy

Epic Spell: Conflicted Domain
Type of Feat: Epic
Prerequisite: Level 21, 26 spellcraft, ability to cast 9th level spells
Class Prerequisite: Cleric
Specifics: The character can cast the Epic Spell Conflicted Domain.
School: Abjuration
Descriptors: Mind-effecting
Components: Verbal, Somatic
Range: touch
Area of Effect/ Target: single target
Duration: 10 rounds
Save: Will (DC+5)
Spell Resistance: Yes
Use: Selected

The caster locks their eyes upon a single target, if the target holds an opposite value to the cleric's domain, they must make a will save or die. If they succeed, they are fatigued severely from resisting such a powerful effect. An example would be a Water domain against a fire gensai or elemental. Or a Healing domain against undead. Should the cleric not possess a domain of an opposing value to the target, this spell would have no effect.

**Removed due to vagueness
##To be fair, it sounded better in theory than when I typed it out.

Epic Spell: Mortal Coil
Type of Feat: Epic
Prerequisite: Level 21, 26 spellcraft, ability to cast 9th level spells
Specifics: The character can cast the Epic Spell Mortal Coil.
School: Necromancy
Descriptors: death, evil, transformation
Components: verbal, somatic
Range: personal
Area of Effect/ Target: self
Duration: 1 round per caster level
Save: none (harmless)
Spell Resistance: no (harmless)
Use: selected

The caster extends dark magical energies around their extremities, coiling like snakes, and constricting until blood leaks. The snakes bestow the user unrelenting power for a price. For each round, the user loses 2+1d6 points of health (dealt as magic damage) but receives a thirst of unstable blood lust. Granting +8 to strength, dexterity, and constitution, a damage reduction of 20 / magic, and their spells sap life from their target equal to 1/4 of the damage they deal. Should the user die using this spell, the energy that consumed them, seeks the nearest individual within 20 feet and continues unto them for the remainder of the spell. The use of this spell is forbidden and shunned by any whom see it used, as its nature is parallel to that of demons.
**Reduced life drain to 2+1d6, removed vampiric regeneration

Epic Spell: Blood Lances
Type of Feat: Epic
Prerequisite: Level 21, 24 spellcraft, ability to cast 9th level spells
Class Prerequisite: Spirit Shaman, Blood Magus, or DM approval if outside the class requirement.
Specifics: The character can cast the Epic Spell Blood Lances.
School: Transmutation
Descriptors: blood
Components: verbal, somatic
Range: long (Ranged touch attack)
Area of Effect/ Target: single
Duration: instant
Save: Fortitude (+5)
Spell Resistance: no
Use: Selected

The user opens a wound from their hand, siphoning a pint of blood, and launches 3 large blood lances at the target from the siphoned blood. Each lance deals 15d10 points of damage to the target. Those hit with a lance must make a fortitude save versus a random disease. The damage dealt to one's self as they siphon their own blood is equal to 1/10 of their maximum health (as there are 10 pints of blood in the body).
**Edited to one target and removed custom DC

Epic Spell: Shrouded Haze
Type of Feat: Epic
Prerequisite: Level 21, 28 spellcraft, ability to cast 9th level spells
Specifics: The character can cast the Epic Spell Shrouded Haze
School: Illusion
Descriptors: dark, mind-effecting
Components: verbal, somatic
Range: personal
Area of Effect/ Target: all targets within 20 feet
Duration: 10 rounds
Save: Will (+5)
Spell Resistance: no
Use: selected

The user plants their feet into the ground and spreads forth a cloud of bewildering miasma, locking anyone foolish enough to enter the cloud (save for the one whom cast it) into a momentary haze. Effectively stunning those whom fail their will save for the duration of the spell.
**Removed sleep, nightmare, and fatigue effects; effects replaced with a stun
Heritage Feats
Angelic Heritage
Type of Feat: Heritage
Prerequisite: 1st level Heritage trait, any non-evil
Required for: Winged Grace, Heartfelt Warmth, Angelic Power, Angelic Legacy.
Specifics: You are one of the rare descendants of a mortally born angel. Your natural nature to remain pure and genuine was most likely due to your higher birth.
Effect: +2 to saves versus those of evil alignment.
Use: Automatic
**edited to 2 saves vs evil

Winged Grace (^)
Type of Feat: Heritage
Prerequisite: Angelic Heritage
Effect: You have taught yourself to utilize the natural healing powers of your birth, you gain the Vigor spell-like ability usable 3 times per day, the caster level equals the character level.
Use: Selected.
**Added caster level/character level effect

Angelic Power (^)
Type of Feat: Heritage
Prerequisite: Angelic Heritage
Effect: Your desire to aid others grows as you become more in-tune with your birth, allowing you to cast Restoration as per the cleric spell as a spell-like ability a number of times equal to (half the number of Angelic Heritage Feats+1) per day, with a caster level equal to your character level.
Use: Automatic.
**Replaced effect with Restoration spell-like ability

Heartfelt Warmth (^)
Type of Feat: Heritage
Prerequisite: Angelic Heritage and 6th level or higher
Effect: You cannot withhold your desire to help others, granting you the spell-like ability Cure Mass Serious Wounds, usable a number times equal to the number of Angelic Heritage feats you possess per day.
Use: Selected.
*Edited to switch Critical Wounds with Serious Wounds
**Edited casts per day

Angelic Legacy (^)
Type of Feat: Heritage
Prerequisite: Angelic Heritage and 9th level or higher
Effect: You have learned what it means to help others, and at the same time, what it means to protect them, Granting the Aura of Courage and Natural Leader persistent effects.
Use: Automatic
**Replaced effects with Aura of Courage and Natural Leader

Psychonically Gifted
Type of Feat: Heritage
Prerequisite: 1st level Heritage trait, +16 intelligence.
Required for: Inertial Barrier, Forceful Power, Hypnotic Gaze, Mental Legacy.
Specifics: You are one of the few of your race whose control of their mind is much higher than others. Perhaps of birth or perhaps of experimentation. Those granted this boon are typically a descendant of mindflayers or other psych-like creatures. As a result, you have access to some abilities those without this gift might not have.
Effect: +2 will saves versus mind effecting effects.
Use: Automatic
**Set will save to 2

Inertial Barrier (^)
Type of Feat: Heritage
Prerequisite: Psychonically Gifted
Effect: You put up a barrier of magical energy around yourself. Protecting you for 15/ magic DR to a maximum of 20 per number of feats listed with the Psychonically Gifted heritage + 5 points per character level. The barrier lasts for 5 rounds per Psychonically Gifted Feats. Damage caused by pure magic damage bypasses this resistance. This ability can be used a number equal to 1+0.5(number of Psychonically Gifted heritage feats rounded down) a day.
Use: Selected

Forceful Power (^)
Type of Feat: Heritage
Prerequisite: Psychonically Gifted
Effect: Your mind has sharpened beyond the point others may understand. Your caster level and DCs for mind effecting spells increase by 1
Use: Automatic
##I'll add effected spells later

Hypnotic Gaze (^)
Type of Feat: Heritage
Prerequisite: Psychonically Gifted and 6th level or higher
Effect: You force a single target to look deep into your eyes. Dampening their senses and manipulating their body. You gain the Dominate Person spell-like ability, usable three times per day. The caster level equals your character level.
Use: Selected

Mental Legacy (^)
Type of Feat: Heritage
Prerequisite: Psychonically Gifted and 14th level or higher
Effect: You gain complete and utter control of your mind and in addition, a power over the minds of others. Granting you the spell Weird as per the spell usable a number of times equal to (Half the number of Psychonically Gifted feats + 1) times per day, with a caster level equal to your character level.
Use: Automatic
*Edited for balance
**Increased requirements and replaced Mass Hold Person with Weird.
Background Feats
Demonized Pact
Type of Feat: Background
Prerequisite: Any non-good
Class Prerequisite: Warlock
Effects: +2 to saves vs poison. +2 to Bluff, -4 to diplomacy. (Since many invocations are generally relating to demons anyway, this will serve as a base. But in order for this system to work, Warlocks must be REQUIRED to select one of 3 pacts to access spells. Warlocks already created will still be able to cast, but will eventually have to ask a DM to add one of these to their character.) As you use your spells, your alignment will shift towards chaotic evil.
*Edited to fit RP

Devilish Pact
Type of Feat: Background
Prerequisite: Any non-good
Class Prerequisite: Warlock
Effect: +2 to saves vs poison. +2 to Bluff, -4 to diplomacy. (Since many invocations are generally relating to demons anyway, this will serve as a base. But in order for this system to work, Warlocks must be REQUIRED to select one of 3 pacts to access spells. Warlocks already created will still be able to cast, but will eventually have to ask a DM to add one of these to their character.) As you use your spells, your alignment will shift towards lawful evil. ((As I cannot think of proper differences between the standard warlock, Demon pact Warlocks, and Devil Pact Warlocks, I'll leave them the same, save for the alignment shift.
*Edited to fit RP

Unseelie Feyish Pact
Type of Feat: Background
Prerequisite: Any non-lawful, non-good
Class Prerequisite: Warlock
Effects: +2 to saves vs mind-effecting affects. +2 to spellcraft, -4 appraise. Warlock invocations relating to demons are instead changed to fey spells. The Dead Walk converts into Pixie Springs, which would summon a Pixie in place of an undead. And Hellspawn Grace would become Dryad Grace, which would turn the user into a Dryad for the duration of the spell. Granting qualities much like Dryads. As you use your spells your alignment will slowly shift towards chaotic evil.
*Edited to fit RP

Seelie Feyish Pact
Type of Feat: Background
Prerequisite: Any non-lawful, non-evil
Class Prerequisite: Warlock
Effects: +2 to saves vs mind-effecting affects. +2 to spellcraft, -4 appraise. Warlock invocations relating to demons are instead changed to fey spells. The Dead Walk converts into Pixie Springs, which would summon a Pixie in place of an undead. And Hellspawn Grace would become Dryad Grace, which would turn the user into a Dryad for the duration of the spell. Granting qualities much like Dryads. As you use your spells, your alignment will slowly shift toward chaotic good. ((The difference between Unseelie and Seelie will just be a difference of alignment as I am not the most familiar with the Fey as others may be. But I will have others comment what they think Unseelie and Seelie will get. For now, its the same on both))
*Edited to fit RP

Astronic Pact
Type of Feat: Background
Prerequisite: +16 intelligence
Class Prerequisite: Warlock
Effects: +2 to saves during the night, -2 to saves during the day. Warlock invocations relating to demons are instead changed to star spells. The Dead Walk converts into Contact of Night, which would summon a greater shadow in place of an undead. And Hellspawn grace would become Midnight Grace, which would turn the user into a Night Walker. Granting qualities much like a Night Walker. As you use your spells, your alignment will shift slowly towards chaotic evil.
*Edited to fit RP


#((Thank metaquad4 for these changes, very interesting points if I must say :D ))
Last edited by BlueAce417 on Tue Oct 27, 2015 11:29 am, edited 11 times in total.
Caedis Littlefoot - The Scaled Seeker
Felgur Brighteyes - The Planar Seer
Marvin Brandywicket - The Crackpot Alchemist
User avatar
metaquad4
Posts: 1532
Joined: Wed Jul 04, 2012 12:51 pm

Re: New Feat Suggestions

Unread post by metaquad4 »

So just skimming over this:

"Mental Legacy (^)
Type of Feat: Heritage
Prerequisite: Psychonically Gifted and 9th level or higher
Effect: You gain complete and utter control of your mind, granting you immunity to mind-effecting spells.
Use: Automatic"

This is a pretty overpowered feat, for such low requirements (immunity to mind effecting is quite useful), and for a general feat at all (even for an epic feat, obtainable by 'anyone'), I'd say. Maybe make it a "Mass Hold Monster". or some such spell as the other legacy feats are.

I'd change Rune of the Righteousness to 2d4, as it is using (pretty much) unresistable damage. Same with Heaven's Glare.

Cannibalism would be a bit odd, as monsters do not leave "corpses" in nwn2. Maybe make intelligent mobs drop a "corpse" token that can be used for this. (And none-intelligent mobs could drop a token that can be used by anyone to eat for a lesser effect (animals, beetles, etc). Maybe even make it so the token weighs a ton initially, but when you put it into a fire, it becomes a "cooked" version of the token, and weighs the same as a potion. Maybe eating uncooked meat forces a fort save vs disease too! (Going into a different idea here, but, I like where this feat goes!)

Epic Blood Magic requiring DM approval is a little odd. It would be a very minor "application", and I'm not sure that would be a good use of DM time. Just make it available to anyone, I'd say. Maybe cut out the extra caster-level from it, I don't think that is horribly OP though, considering it is KoS too.

Regarding the pact feats, maybe change to:
Demon Pact: X Benefits, your spells slowly shift you towards chaotic evil
Devil Pact: X Benefits, your spells slowly shift you towards lawful evil
Unseelie Fey Pact: X Benefits, your spells slowly shift you towards chaotic evil
Seelie Fey Pact: X Benefits, your spells slowly shift you towards chaotic good
Star Pact: X Benefits, your spells slowly shift you towards chaotic evil

Naturally, there would need to be a checker in place so that your character never goes outside chaotic or evil (from the spell shifts), but, scripts can be made for that.

Good ideas, though! Keep it going :)
aka aplethoraof (on discord too)
User avatar
BlueAce417
Posts: 173
Joined: Thu Jul 23, 2015 5:58 pm
Location: Pff, idk. Some sorta room, maybe?

Re: New Feat Suggestions

Unread post by BlueAce417 »

I like your ideas :D

Definitely some very dynamic points too.

As for the Epic Blood Magic feat, I thought it should need DM approval because I had thought it would require magical discovery to unlock something like that. :?

Also, I haven't the faintest clue what to do with 5 pacts. In terms of shifting spells. I'll post a New Spell Suggestions eventually to address it. But for now, its in the air, open for suggestions upon suggestions XD
Caedis Littlefoot - The Scaled Seeker
Felgur Brighteyes - The Planar Seer
Marvin Brandywicket - The Crackpot Alchemist
User avatar
metaquad4
Posts: 1532
Joined: Wed Jul 04, 2012 12:51 pm

Re: New Feat Suggestions

Unread post by metaquad4 »

Thanks! :)

Mmm, although, magical discoveries are usually for magic that well. . .you haven't discovered yet. This is simply improving an art you already know. Aside from that, well. . .DMs don't exactly have the most time in the world, I'd rather they spend more time on events for everyone, and plot. Less time should be spent on useless (please don't take offence for my use of this work ;P) applications (as, again, the character already knows about the magic they are improving, and as the previous feat implies have already improved it a fair bit). I doubt they like running through applications, anyway, but maybe a few do! ;)

I suggested those 5 pacts (Demonic, Devil, Fey (Unseelie and Seelie, as there are good and evil fey), and Star, as those are the 5 most "common" pact types (Of course, there are Slaad Pacts and such, but those can always be added, if demand is created for them). The reason I suggested moving alignments, is due to the fact that warlock magic in inherently corrupting in nature, and should slowly shift you towards the alignment of the being you pacted with, to reflect that, similar to how it is done with blood magus (And to add some measure of consequence for say. . .a goodie using a devil pact, or an evil character using a seelie fey pact.). Characters utilizing magic from a pact opposed to their alignment/nature should be wary when using the magic.
aka aplethoraof (on discord too)
User avatar
BlueAce417
Posts: 173
Joined: Thu Jul 23, 2015 5:58 pm
Location: Pff, idk. Some sorta room, maybe?

Re: New Feat Suggestions

Unread post by BlueAce417 »

I like that idea, perhaps they have a chance of causing harm to themselves? Maybe have a little of RP enforcement for what you select? ^FT^
Caedis Littlefoot - The Scaled Seeker
Felgur Brighteyes - The Planar Seer
Marvin Brandywicket - The Crackpot Alchemist
User avatar
metaquad4
Posts: 1532
Joined: Wed Jul 04, 2012 12:51 pm

Re: New Feat Suggestions

Unread post by metaquad4 »

Mmm. I don't know about warlock pacts actually causing physical harm to you (maybe they could each have a 3 level PRC, along the same lines of hellfire warlock. Something that boosts their power, but is tapping into a power than -definitely- no mortal can truly "handle". Kinda of like the "enth degree" of that pact's power.). They'd definitely cause "spiritual harm" (or, alignment changes), changes to the soul. Some might consider it "harm" to the soul IG-side, certainly.

Maybe it could cause physical strain if a DM moves you outside the warlock's required alignments (moved to LG, NG, LN, or TN). You'd have to use the power to slowly move back to your "warlock alignments" (whilst harming yourself), and then more use to your pact's alignment (when you get back into the warlock alignments, you arn't harming yourself anymore). That is certainly an idea.
Last edited by metaquad4 on Thu Oct 22, 2015 4:53 pm, edited 1 time in total.
aka aplethoraof (on discord too)
User avatar
BlueAce417
Posts: 173
Joined: Thu Jul 23, 2015 5:58 pm
Location: Pff, idk. Some sorta room, maybe?

Re: New Feat Suggestions

Unread post by BlueAce417 »

How about loss of potency? In addition of some form of damage to the soul?
Caedis Littlefoot - The Scaled Seeker
Felgur Brighteyes - The Planar Seer
Marvin Brandywicket - The Crackpot Alchemist
User avatar
metaquad4
Posts: 1532
Joined: Wed Jul 04, 2012 12:51 pm

Re: New Feat Suggestions

Unread post by metaquad4 »

Loss of potency? If they move outside the warlock alignments, as outlined in the second paragraph I wrote, you mean? Or just inherantly? (Definetly not just inherantly, as in "you choose warlock, now you have an automatic loss of potency". That would be really weird. Like, when you choose your ranger fighting style, you now deal less damage in that fighting style). And, next to say martial damage dealers, warlocks are pretty weak as is. (Try pitting a blaster warlock and a crossbow sniper. One will do more damage ;) )
aka aplethoraof (on discord too)
User avatar
BlueAce417
Posts: 173
Joined: Thu Jul 23, 2015 5:58 pm
Location: Pff, idk. Some sorta room, maybe?

Re: New Feat Suggestions

Unread post by BlueAce417 »

I was thinking more along the lines as losing DCs depending on how far you are from your prime alignment, but maybe thats a bit drastic '^.^
Caedis Littlefoot - The Scaled Seeker
Felgur Brighteyes - The Planar Seer
Marvin Brandywicket - The Crackpot Alchemist
User avatar
metaquad4
Posts: 1532
Joined: Wed Jul 04, 2012 12:51 pm

Re: New Feat Suggestions

Unread post by metaquad4 »

Yeah, I feel that might be a little too much. I'd say, physical harm (maybe something like your caster level/6) if you are outside an alignment that would allow you to pick warlock (any chaotic or evil), which would require you doing something and a DM catching you in the act should be enough. (Even that might be a bit much, though, the person would move towards their alignment anyway through constant use)

And aside from that, making people either "be wary" of their alignment when using corruptive magic not inherent to their alignment, or "diving into a totally different alignment with wanton use" should be more than enough.

Maybe make the alignment shifts based on warlock level, too. The more levels in warlock, the quicker the shifts are.
aka aplethoraof (on discord too)
User avatar
BlueAce417
Posts: 173
Joined: Thu Jul 23, 2015 5:58 pm
Location: Pff, idk. Some sorta room, maybe?

Re: New Feat Suggestions

Unread post by BlueAce417 »

That sounds reasonable, but I'm not sure how to put it into words on the feats list. Seems like an entirely DM driven feature, much like divine casters and THEIR alignment. Though rightfully so, I guess. Can have a lawful good cleric of Shar running around XD
Caedis Littlefoot - The Scaled Seeker
Felgur Brighteyes - The Planar Seer
Marvin Brandywicket - The Crackpot Alchemist
User avatar
metaquad4
Posts: 1532
Joined: Wed Jul 04, 2012 12:51 pm

Re: New Feat Suggestions

Unread post by metaquad4 »

So. . .this is an idea, I'm not sure how good of an idea it is, but, since we are tossing them out. . .

Still Blood Magic:
Requires: Epic Blood Magic (If this feat remains), Auto-Still 0-9, Auto-Silent 0-9 (Not even possible without a couple epic bonus feats, maybe cut out Auto-Silent if it doesn't make any sense.)

Combining your high understanding of blood magic, and your ability to cast all spells without somatic or verbal components, you are able to use blood magic without being noticed. (Your spells no longer trigger the "blood" vfx, and as such, it goes unnoticed.)

Regarding the pacts as well, personally, I do think any alignment should be able to create a pact with any creature. As long as the alignment shifts are put in mechanically, they will slowly corrupt themselves, thus allowing also for a character transition, rather than your character being one way, right from the get-go.
aka aplethoraof (on discord too)
User avatar
BlueAce417
Posts: 173
Joined: Thu Jul 23, 2015 5:58 pm
Location: Pff, idk. Some sorta room, maybe?

Re: New Feat Suggestions

Unread post by BlueAce417 »

That is a good point, when using Blood Magic, its YOUR BLOOD that is the component. We could raise the requirements a tad and set it to somatic, but I'm sure there would still be a verbal requirement. Idk, i'll get to editing it when i have more time later today :D
Caedis Littlefoot - The Scaled Seeker
Felgur Brighteyes - The Planar Seer
Marvin Brandywicket - The Crackpot Alchemist
skatness
Posts: 7
Joined: Wed May 29, 2013 5:14 am

Re: New Feat Suggestions

Unread post by skatness »

Shamanic Teachings
Type of Feat: Spellcasting
Prerequisites: any-Orc, +16 Wisdom, ability to cast 1st-level arcane or divine spells
Benefit: You have learned to take your knowledge with a grain of salt. You may now use Wisdom instead of Intelligence as your modifier to determine wizard spell bonuses.
Use: Automatic.


Yes please
Karond
Posts: 2221
Joined: Sat Jan 15, 2011 10:47 am
Location: Sweden

Re: New Feat Suggestions

Unread post by Karond »

Alright, here are some input of what I would say if this was a QC thing:

Beckon the stone/flame/storm: The effect is fine, but I would rather pool these into options for beckon the frozen rather than individual feats. Like, you get a choice. You can pick frozen, storm, stone or flame, but not two of them.

Cannibalism/Morbid Feast: No. It's important to gauge mechanical power in comparison to what is already there. In this case, there is a high con requirement plus an epic feat in the form of epic regeneration I. This provides virtually the same benefit, but far cheaper and with deathward, without penalty. One has to cut the duration down to only CON modifier +3 or something, and substantially change the feat. We can't have tokens dropping. Rather, why not make it a SLA like Death Knell? Say the ability does 20 dmg. If that kills the target, then you get the bonus. Infinite uses per day, 5 min cooldown.

Entrepreneur: No. The appraise skill already operates like this, with a varying percentage of +-30%.

Extort: No. Intimidate works like this for some quest NPCs. It's not plausible to edit a ton of NPCs just to make this a reality.

Shamanic Teachings: Hrm...it is interesting. The way it's worded, WIS becomes the matter for bonus spells, but to be able to cast you still need 19 INT for level 9 spells. So instead of focusing on one ability, you now need to focus on two. There doesn't appear to be any power plays out of it, so it could provide a cool new option, but I bet it's not too easy to code?

Improved Blood Magic/Epic Blood magic: No on CL increase. Yes on limiting damage. I actually think that you don't need two feats for this. Just one feat that eliminates damage for Blood Mages, and reduces it to like D6 for Blood Magic. It doesn't appear like something that's easy to code though, but maybe it is?

Cantrip: No, for the simple matter that it's a useless feat. Feats should have a use, or not be made at all.

Sequencer/greater sequencer: Absolutely not. It's a new level of OP-ness to fire 2-3 spells instantly at the same time. The greater version even eliminates the only drawback (losing one more slot). The same goes for defensive preparations, that rely on something to happen before they trigger. It's been voted down in the past.

Rune spells: Yeah, whatever. It's a bit like the other rune feats, which few ever even use. Low priority, but not balance breaking.

Energy Reserves: That's not what empowered means. Empowered on a D4 spell is D4*1.5. It's also easier to do that since it's a consistent buff, rather than a different buff for each reserve feat. I don't see a problem with this since it's an epic feat. Most of these spells do like 9D6, an average of 31.5 damage, which becomes like 48 damage with this feat. Negliable, but somewhat useful for the cost of two feats.

Calculated Cleave: No, that's just a bothersome thing to implement, if it even can be separated from normal attacks.

Epic Spell: Conflicted Domain: No. Look, you can't have any feat as vague as that. You need to be super specific. This feat has too many variables, needing different code for each domain the PC has as well as what it targets. That's a nightmare. It doesn't even have anything thoughtful in it. Skip this entirely.

Epic Spell: Mortal Coil: Not sure vamp reg is easy to implement as a property like that, but the rest certainly are I suppose. The life drain is problematic and probably requires a spell hook from each spell. Ugh. It's a cool idea, but not so good in practice. Plus, it just begs to be used by melee divines and pretty much only them were it not for the life drain (that is likely unrealistic to implement). Skip it.

Epic Spell: Blood Lances: Maybe. It's like Greater Ruin, doing more damage but being single use only. For simplicity, it's best if the spell just targets a single target, rather than variable targets, and acts as a fireball effect or such. Disease is at a fixed DC. If the VFX could be created, it could be nice. Obviously the massive damage is offset by it requiring 3 saves, one for each lance.

Epic Spell: Shrouded Haze: No to bypassing immunity to sleep. Sleep is hardcoded, it will wake people up as soon as they're damaged, thereby making the spell obsolete. The idea of an epic cloud is cool though. Perhaps it could just do daze? Daze doesn't limit movement. Stun would, but that may be too strong considering the damage here.

Angelic Heritage: Absolutely not. At best, +2 saves.

Winged Grace: Sure, but add that caster level is equal to character level. So, maximum of 25 rounds.

Angelic Power: Useless. Healing spells are capped in CL. Need to be something else.

Heartfelt Warmth: Actually fine, but you can just do that each feat with angelical heritage as a prerequisite improved the uses per day to +1. So, with warmth, power, legacy and grace, that's 4 uses per day.

Angelic Legacy: Kind of useless. You can just give them the feat "Aura of Courage" instead. That's not too good either. What if it provided "natural leader" as well?

Psychonically gifted: I think you mean +2.

Inertial barrier: Yeah, no. This seems awful to code, plus the duration isn't even mentioned. I guess one can make it 5 rounds per feat that lists psychonically gifted as a prerequisite, but honestly...it's marginal, and do we even want psionics?

Forceful Power: Hrm...yes, maybe. One needs to add a list of what spells are affected, but the cost is considerable at least.

Hypnotic gaze: I guess that's fine. Characterful.

Mental legacy: Sure. Not that strong though, considering the investment.

Warlock pacts: No on all of them. There is some movement going on with adding pacts for warlocks already by Rasael. This just buys into that, and isn't needed.
Post Reply

Return to “Solved Problems”