Soooo I've noticed a few more feats that don't look too bad... though some might be leaning towards OP if unmodified. I'm having trouble discerning which is which, but they all look fun!
Most of these could open up some interesting multiclassing opportunities, I think.
Epic Heavy Armor Optimization - The capstone of the Heavy Armor Optimization feat tree, increases all bonuses given to +3 (up from +2).
Elemental Essence - Spend one wildshape to gain 20 rounds of +1d6 elemental damage and DR 5 against the selected element. Chooses between acid, cold, electricity and fire.
Daring Outlaw - Requires Grace 1 and Sneak Attack 2d6. Rogue, phantom and swashbuckler levels stack for the purposes of determining sneak attack damage.
Devoted Tracker - Requires Paladin level 5, Tracking, and Animal/Telthor Companion. Your companion gains Dash, Improved Evasion and +2 Dodge AC. Paladin levels from 5 onward count towards animal companion progression. If you have 15 or more levels of Paladin, your companion gains SR equal to 5 plus its HD.
Ember Guard Shape - Requires Elemental Shape and Druid level 25. Adds the Ember Guard elemental form: (Okay, this one probably needs toning down first.)
Immune to fire, poison, disease, critical hits, paralysis, and sneak attacks.
10 DR against acid and cold.
Vulnerable to cold? (Maybe the DR is supposed to be against electricity instead of cold?)
SR 24.
Darkvision.
Base damage is 11-18 bludgeoning, 1-6 fire.
Has a permanent fire shield effect, dealing 1-6 fire damage to melee attackers.
Exalted Companion - Requires Animal Companion. Instead of an animal companion, you have a good celestial or evil fiendish companion. Your companion gains the Celestial template if good or neutral and the Fiendish template if evil. This amounts to:
HD+5 spell resistance
DR 5/magic, increases to 10/magic at level 12.
+4 AB.
Darkvision.
Gains elemental DR 5, increases to 10 at level 8. Fiendish companions get DR against cold and fire damage, while celestial companions get DR against cold, electricity and acid damage.
Exalted Natural Attack - Requires BAB 5 and Wild Shape. Natural attacks (creature weapons) deal +1 Divine damage. Increases to 1-4 Magical damage against outsiders or undead.
Exalted Wild Shape - Requires BAB 6 and Wild Shape. Can transform into a celestial or fiendish template of your usual animal forms. (Same stat improvements as Exalted Companion, except for the absence of the +4 AB bonus.)
Martial Stalker - Requires Ki Power and 1 Fighter level. Your fighter and ninja levels stack for the purpose of determining the size of your ki pool and AC bonus. Can be selected as a fighter bonus feat.
Melodic Casting - Requires Perform 4, Spellcraft 4, and Bardic Music. If your base ranks in Perform exceed your base ranks in Concentration, the difference is added to your Concentration checks.
Sanctify Strikes - Requires Paladin level 8 and 15 Charisma. Your attacks deal +2 Divine damage.
Shared Fury - Requires Survival 4, Animal Companion, and either Rage or Frenzy. When you rage or frenzy, the effects are shared with your animal companion.
Skilled Offense - When attempting to attack a parrying opponent, your character level is added to the target's Parry DC.
Song of the Heart - Requires Bardic Music, Inspire Competence, and Perform 6. Inspiration effects are increased by +1. DCs for Cloud Mind, Fascinate, Song of Haven and Inspire Slowing are increased by +1. Countersong's SR bonus is increased by +1.
Toxic Gift - Requires Plant Shape. Spend one wildshape to gain CL*2 rounds of +1d4 acid damage.
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Tanlaus wrote: ↑Fri Dec 13, 2019 12:46 am
With daring outlaw all you’d need is 3 levels of rouge to have a pretty much full BAB sneak attacker that also has swashbuckler crit abilities.
Mmm, good point. I suppose it could be capped at a percentage of your rogue/phantom levels, but... maybe not such a great idea. (It gets worse, now that I think about it - 3 levels of Rogue, 8 levels of Assassin, and all you've lost is a little Dodge, a little Reflex, a bonus feat or two, and one sneak die in exchange for HIPS...
K'yon Oblodra wrote: ↑Fri Dec 13, 2019 3:12 am
That's a ton of feats, did you select them or was that just some random collection?
Honestly? I think I might have grabbed a good deal of the KCP feats that weren't already on the server. (Except some of the spellcasting stuff. Warlocks being able to cast spells while shapeshifting? Yeah, what could possibly go wrong?)
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That being said, most of the spellcasting feats that didn't look too powerful are already in the module. Also, this is all available on NW2DB's feat list.
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