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Author Topic: Balancing 3.5  (Read 52873 times)
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Mister_Sinister
King Kong
****
Posts: 910


For some people, four walls are three too many.

rasheevkostya@hotmail.com
Email
« Reply #1000 on: September 08, 2008, 09:14:55 PM »

Alrighty, my feats. Not all of them are that good, and I admit I skimped on a fair few things, but here y'all are.

A few notes: I will edit these (one day) to incorporate my ideas on skill folding. This also made use of per-encounter spell points and power points. Also, this is OOOOLD, so bear that in mind, and don't slam me too harshly for being young and foolish.


Feat Fixes

Guide to Reading New Feats

   Any feat with the [Skill] tag improves with additional [Skill] feats. For every [Skill] feat you have, you gain an additional +2 to the bonuses provided by other [Skill] feats.
   Any feat with the [Fighter] tag is considered a fighter bonus feat, and frequently gives additional bonuses based on fighter levels.
   Any feat with the [Spell] tag can only be taken by a character that has a spell point reserve. Any feat with the [Psionic] tag can only be taken by a character that has a power point reserve. A feat with the [Spell/Psionic] tag can be taken by a character that either has a spell point or power point reserve. If a character has both of these abilities, the feat is considered to be both a [Spell] feat and a [Psionic] feat.
   Any feat with the [Meta] tag modifies the way a spell or power functions. Determining what [Meta] feats to apply to a character’s spells or powers is a free action, made before casting a spell.
   Any feat with the [Item Creation] tag is concerned with making magic items. To use this feat, use the magic item creation rules in the DMG.

Acrobatic [Skill]

Benefit: You get a +2 bonus on all Jump and Tumble checks.

Agile [Skill]

Benefit: You get a +2 bonus on all Balance and Escape Artist checks.

Alertness [Skill]

Benefit: You get a +2 bonus on all Listen and Spot checks.

Animal Affinity [Skill]

Benefit: You get a +2 bonus on all Handle Animal and Ride checks.

Antipsionic Magic [Spell]

Prerequisite: Mysteria 5 ranks
Benefit: You get a +2 bonus on caster level checks to overcome a psionic creature’s spell or power resistance. This bonus stacks with the bonus conferred by Casting Penetration and Greater Casting Penetration. Whenever a psionic creature attempts to dispel a spell you have cast, it receives a -2 penalty on its dispel check.
Special: A psionic creature cannot take this feat.

Antimagical Psionics [Psionic]

Prerequisite: Mysteria 5 ranks
Benefit: You get a +2 bonus on manifester level checks to overcome a spellcasting creature’s spell or

Armour Focus [Fighter]

Prerequisites: Proficiency with the chosen armour, base Fort save equal to the chosen armour’s armour check penalty
Benefit: Choose one type of armour you’re proficient with (such as chain shirt, breastplate etc). When wearing armour of this type, you gain a +1 armour bonus to your AC and your armour check penalty decreases by 1.
Fighter: A fighter taking this feat may instead increase the armour bonus by +1 for every 6 fighter levels he has, and the armour check penalty decreases by the same amount.
Special: You can take this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a different type of armour.

Armour Mobility [Fighter]

Prerequisites: Proficiency with the chosen armour, base Ref save equal to the chosen armour’s armour check penalty
Benefit: Choose one type of armour you’re proficient with (such as chain shirt, breastplate, etc). When wearing armour of this type, your maximum Dexterity bonus increases by 1 and your ACL is increased by 2.
Special: You can take this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a different type of armour.

Armour Proficiency [General]

Benefit: You are proficient with the next heaviest category of armour (the categories are light, medium and heavy). For example, if you were proficient with light armour, you are now proficient with light and medium armour. If you were proficient with no armour, you gain proficiency with light armour.
Special: You may take this feat multiple times. Its effects stack.

Athletic [Skill]

Benefit: You get a +2 bonus on all Athletics checks.

Attract Ally [Spell/Psionic]

Prerequisite: A spell point reserve and arcane caster level 1st; or a power point reserve and manifester level 1st
Benefit: If you have a power point reserve, you may spend 100 gp and perform a ritual lasting 1 hour to create a psicrystal. If you have a spell point reserve and arcane caster level, you may spend 100 gp and perform a ritual lasting 1 hour to summon a familiar.

Attract Companion [Spell]

Prerequisite: Druid level 1st
Benefit: You may spend 100gp and perform a ritual lasting 1 hour to summon an animal companion.

Augment Summoning [Spell]

Prerequisite: Casting Focus (conjuration)
Benefit: Each creature you summon with a conjuration (summoning) spell or effect gains a +4 enhancement bonus to Str and Con for the duration of the spell that summoned it.

Autonomous [Skill]

Benefit: You get a +2 bonus on all Autohypnosis and Knowledge (psionics) checks.

Blind-Fight [Fighter]

Benefit: In melee, every time you miss due to concealment, you can reroll your miss chance once per attack.
An invisible attacker gets no bonuses related to hitting you in melee. Namely, you don’t lose your Dex bonus to AC, and the attacker doesn’t get the usual +2 bonus for being invisible. This bonus still applies against ranged attacks, however (but your Dex bonus is still retained).
You take only half the usual penalties for not being able to see, thus allowing you to move through darkness and poor visibility at three-quarters your normal speed.
Fighter: A fighter who takes this feat may ignore 1% of any miss chance (including incorporeal miss chances, as well as spells such as blur or blink) for a melee attack per fighter level.

Blindsight [Fighter]

Prerequisites: BAB +4, Blind-Fight, Wis 19
Benefit: You gain blindsight out to 5ft.
Fighter: A fighter who takes this feat instead gains blindsight out to 5 feet per 5 fighter levels.

Body Fuel [Psionic/Spell]

Benefit: You can recover 2 power points or spell points by taking 1 point of ability burn damage. These power or spell points are returned to you as if you had rested.
Special: Only living creatures can use this feat. You can take advantage of this feat only in your own body.

Boost Astral Construct [Psionic]

Benefit: When you create an astral construct, you can give it one additional ability from any menu it already has an ability from.

Burrowing Power [Psionic, Meta]

Benefit: To use this feat, you must expend your psionic focus. You can attempt to manifest your powers against targets that are sheltered behind a wall or force effect, using the Astral Plane as a conduit for your power to travel through.
The strength and thickness of the barrier determine your chance of success. To bypass the barrier, you make a Psicraft check (DC 10 + barrier’s hardness + 1 per food of thickness, minimum 1). A barrier without a hardness score (such as a force effect) has hardness 20. All effects not noted as having a thickness have a thickness of less than 1 foot.
If a power requires line of sight, you must be aware of where your target is.
Using this feat increases the cost of the power by 2 power points. The total cost cannot exceed your manifester level.

Casting Focus [Spell/Psionic]

Prerequisite: Ability to cast spells of the chosen school or manifest powers of the chosen discipline
Benefit: Choose a school of magic or a psionic discipline. Whenever you cast a spell from that school or manifest a power of that discipline, increase the save DCs associated with that spell or power by 1.
Special: You may take this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a different school or discipline.

Casting Penetration [Spell/Psionic]

Benefit: You get a +2 bonus on caster or manifester level checks to overcome a creature’s spell or power resistance.

Casting Specialisation [Spell/Psionic]

Prerequisites: Weapon Focus (ray), caster or manifester level 4th
Benefit: When using rays or touch attack spells or powers, you deal additional damage equal to your key ability modifier.

Chain Power [Psionic, Meta]

Benefit: To use this feat, you must expend your psionic focus before manifesting a power. You can use this feat on any power that affects a single target and does acid, cold, fire, electricity or sonic damage. After striking the primary target, the power can ‘leap’ to a number of secondary targets equal to your manifester level (maximum 20). The secondary arcs each strike one target and deal half the damage of the original power, rolled separately. Each target receives a separate save if the power allows one, and the targets must all be within 30ft of each other. You do not have to affect the maximum number of targets.
Using this feat increases the cost of the power by 6 power points. The total cost cannot exceed your manifester level.

Chain Spell [Meta, Spell]

Benefit: You can apply this feat only to a spell that affects a single targets and does acid, cold, fire, electricity or sonic damage. After striking the primary target, the spell can ‘leap’ to a number of secondary targets equal to your caster level (maximum 20). The secondary arcs each strike one target and deal half the damage of the original spell, rolled separately. Each target receives a separate save the if the spell allows one, and the targets must all be within 30ft of each other. You do not have to affect the maximum number of targets.
A chain spell costs 6 spell points more than normal. The total cost cannot exceed your caster level.

Cleave [Fighter]

Prerequisites: Str 13, Power Attack
Benefit: If you deal a creature 30 or more damage with a single melee attack, after DR but before conversion,  you may make an extra melee attack against another creature within reach as a swift action. You cannot take a 5ft step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dealt 30 or more damage.
Fighter: A fighter may subtract his fighter level from the amount of damage he has to deal to make an extra attack with this feat.

Clever Riposte [Fighter]

Prerequisites: Combat Expertise, BAB +2
Benefit: Any time an opponent misses you with a melee attack or a melee touch attack by a margin less than or equal to the bonus that you received that round by fighting defensively or using the total defence action, you may make an attack of opportunity against that foe at your highest BAB.
A character with the Combat Reflexes feat can use this feat more than once per round, but no more than once per opponent per round. This feat does not grant additional attacks of opportunity.

Cloak Dance [General]

Prerequisites: Hide 10 ranks, Perform (dance) 2 ranks
Benefit: By spending a move action, you can gain concealment until your next round. By spending a full-round action, you can gain total concealment until your next action.

Combat Casting [Skill, Spell/Psionic]

Benefit: You get a +5 bonus on Concentration checks made to cast a spell or manifest a power, or use a spell-like or psi-like ability while on the defensive or while you are grappling or pinned.

Combat Expertise [Fighter]

Prerequisite: Int 13
Benefit: Whenever you fight defensively or use the total defence action, you may instead take a penalty of as much as -5 on your attack rolls and add the same number (+5 or less) as a dodge bonus to your AC. This number may not exceed your BAB. The changes to attack rolls and AC last until the beginning of your next action.
Fighter: A fighter may instead take up to his fighter level as a penalty on attack rolls and add the same number as a dodge bonus to his AC. This number may not exceed his BAB as normal, and lasts the same amount of time.

Combat Reflexes [Fighter]

Benefit: You may make additional attacks of opportunity every round equal to your Dexterity modifier. This does not allow you to make more than one attack of opportunity per opportunity. You may also make attacks of opportunity while flat-footed.
Fighter: A fighter may instead gain additional attacks of opportunity equal to his fighter level divided by 2.

Craft Cognisance Crystal [Item Creation]

Prerequisite: Caster or manifester level 3rd
Benefit: You can create any cognisance crystal you meet the other prerequisites for.

Craft Disposable Item [Item Creation]

Prerequisite: Caster or manifester level 3rd
Benefit: You can create any potion or dream tattoo that you meet other prerequisites for.

Craft Greater Item [Item Creation]

Prerequisite: Caster or manifester level 12th
Benefit: You can create any staff or psicrown that you meet the other prerequisites for.

Craft Least Item [Item Creation]

Prerequisite: Caster or manifester level 1st
Benefit: You may create any scroll or power stone that you meet the other prerequisites for.

Craft Lesser Item [Item Creation]

Prerequisite: Caster or manifester level 5th
Benefit: You can create any wand or dorje that you meet the other prerequisites for.

Craft Rod [Item Creation]

Prerequisite: Caster level 9th
Benefit: You can create any rod that you meet the other prerequisites for.

Craft Trinket [Item Creation]

Prerequisite: Caster or manifester level 3rd
Benefit: You can create any wondrous or universal item that you meet the other prerequisites for.

Deadly Precision [General]

Prerequisites: Dex 15, BAB +5
Benefit: Whenever you roll sneak attack damage, you may reroll any 1s that you roll. The second roll stands, even if it is another 1.

Deceitful [Skill]

Benefit: You get a +2 bonus on all Disguise and Forgery checks.

Deep Impact [Psionic]

Prerequisites: Str 13, Psychic Weapon, BAB +5
Benefit: You must expend your psionic focus prior to making a melee attack to use this feat. Your next melee attack is resolved as a touch attack.

Deflect Arrows [Fighter]

Prerequisites: Dex 13, Improved Unarmed Strike
Benefit: You must have at least one hand free to use this feat. When you are struck with a ranged weapon, you may deflect it, taking no damage from it, as an immediate action. You must be aware of the attack and not flat-footed. Unusually massive ranged attacks (such as boulders) and ranged attacks generated by spell or power effects cannot be deflected.
Fighter: A fighter with at least 5 fighter levels can use Weapon Focus instead of Improved Unarmed Strike to qualify for this feat, and must be holding the weapon he has Weapon Focus in to use this feat instead of having one hand empty.

Deft Hands [Skill]

Benefit: You get a +2 bonus on all Sleight of Hand and Use Rope checks.

Delay Power [Psionic, Meta]

Benefit: To use this feat, you must expend your psionic focus. A power with this feat does not take effect immediately. Instead, you choose one of three trigger mechanisms: a) the power takes effect when you use a standard action to activate it; b) it takes effect when a creature enters its area of effect (only powers with an area of effect can use this trigger condition); or c) it activates at the beginning of your turn after 5 rounds. If the conditions of one of the first two options are not met within 5 rounds, the power activates automatically on the fifth round. Only area and personal powers can be used with this feat.
Any decisions about the power are made when it is manifested. Any effects resolved by those the power affects are determined when the power resolves. A power used with this feat can be dispelled and detected normally.
Using this feat increases the cost of the power by 2 power points. The total cost cannot exceed your manifester level.

Delay Spell [Meta, Spell]

Benefit: A delayed spell does not take effect immediately. Instead, you choose one of three trigger mechanisms: a) the spell takes effect when you use a standard action to activate it; b) it takes effect when a creature enters its area of effect (only spells with an area of effect can use this trigger condition); or c) it activates at the beginning of your turn after 5 rounds. If the conditions of one of the first two options are not met within 5 rounds, the spell activates.
Any decisions about the spell are made when it is cast. Any effects resolved by those the spell affects are determined when the spell resolves. A spell affected by this feat can be dispelled and detected normally.
A delayed spell costs 2 spell points more than normal. The total cost cannot exceed your caster level.

Diehard [Fighter]

Prerequisite: Con 13
Benefit: You automatically become stable when you are between -1 and -9 hit points. Furthermore, when you are at between -1 and -9 hit points, you may choose to act as if you were disabled rather than dying. You must make this decision as soon as you reach this hit point total; if you choose not to act as if you were disabled, you fall unconscious immediately. All other rules of being disabled still apply.
Fighter: A fighter that has this feat may add his fighter level to the negative hit point total he must reach to die. For example, a 5th level fighter is considered to be dying between -1 and -14, and dies at -15.

Diligent [Skill]

Benefit: You get a +2 bonus on all Appraise and Decipher Script checks.

Disguise Spell [Meta, Spell]

Prerequisites: Bardic music, Perform 12 ranks
Benefit: A disguised spell cannot be identified by means of Mysteria checks. Additionally, the fact that you are casting a spell is not made obvious to observers, and its source is also not apparent. A disguised spell costs 2 more spell points. The total cost cannot exceed your caster level.

Dodge [Fighter]

Prerequisite: Dex 13
Benefit: You gain a +1 dodge bonus to AC against all attacks, or a +2 dodge bonus to AC against attacks from a single opponent which you designate at the start of your turn as a free action.

Enchant Armour or Weapon [Item Creation]

Prerequisite: Caster or manifester level 5th
Benefit: You can create any magical or psionic armour or weapon that you meet the other prerequisites for.

Empower Power [Psionic, Meta]

Benefit: To use this feat, you must expend your psionic focus. All variable, numeric effects of an empowered power are increased by 50%. Saving throws and opposed rolls are not affected, nor are powers without random variables. An augmented power can be empowered, with the augmentation applied first.
Using this feat increases the cost of the power by 2 power points. The total cost cannot exceed your manifester level.

Empower Spell [Meta, Spell]

Benefit: All variable, numeric effects of an empowered spell are increased by 50%. Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell costs 2 more spell points. The total cost cannot exceed your caster level.

Endurance [Fighter, Skill]

Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Con checks to continue running, Con checks to avoid nonlethal damage from a forced march, Con checks made to hold your breath, Con checks to avoid nonlethal damage from starvation or thirst, Fort saves to avoid nonlethal damage from hot or cold environments and Fort saves to resist damage from suffocation. You may also sleep in medium armour without becoming fatigued.

Energy Substitution [Meta, Spell]

Prerequisites: Any other [Meta] feat, Knowledge (arcana) 5 ranks
Benefit: Choose one type of energy: acid, cold, electricity, fire or sonic. When you apply this feat to a spell with the acid, cold, electricity, fire or sonic descriptor, the spell instead gains the chosen elemental descriptor, and does that type of damage instead. In all other respects, the altered spell works normally. An energy substituted spell costs the same number of power points it normally would.
Special: You can gain this feat multiple times. Each time, you must select a different type of energy.

Enlarge Power [Psionic, Meta]

Benefit: To use this feat, you must expend your psionic focus. You can alter a power with a range of close, medium or long to increase its ‘base’ range by 100%. This feat cannot affect powers not defined by distance, or that don’t have a range of close, medium or long.
Using this feat does not increase the cost of the power.

Enlarge Spell [Meta, Spell]

Benefit: You can alter a spell with a range of close, medium or long to increase its ‘base’ range by 100%. For example, a close range, enlarged spell now has a range of 50ft +5ft/level. This feat cannot affect spells not defined by distance, or that don’t have a range of close, medium or long. An enlarged spell costs no additional spell points.

Eschew Materials [Spell]

Benefit: You can cast any spell that has a material component costing 1gp or less without providing that component.

Exotic Weapon Proficiency [Fighter]

Prerequisite: BAB +1
Benefit: Choose an exotic weapon. You are now proficient in its use.
Fighter: A fighter may instead gain proficiency with a number of exotic weapons equal to his fighter level divided by 5 when he takes this feat. If more fighter levels are gained later, they contribute to this feat retroactively.

Expanded Knowledge [Psionic]

Prerequisite: Manifester level 3rd
Benefit: Add to your powers known list one additional power of any level up to one lower than the highest-level power you can manifest. You can choose any power, including powers from another discipline list or even from another class list.
Special: You may take this feat multiple times.

Extend Power [Psionic, Meta]

Benefit: To use this feat, you must expend your psionic focus. An extended power lasts twice as long as normal. A power with a duration of concentration, instantaneous or permanent is not affected.
Using this feat increases the cost of the power by 2 power points. The total cost cannot exceed your manifester level.

Extend Spell [Meta, Spell]

Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous or permanent is not affected. An extended spell costs 2 spell points more than normal. The total cost cannot exceed your caster level.

Eyes in the Back of Your Head [General]

Prerequisites: BAB +3, Wis 19
Benefit: Attackers do not gain the usual +2 attack bonus when flanking you.

Far Shot [Fighter]

Prerequisite: Point Blank Shot
Benefit: When you use a ranged weapon, its range increment is multiplied by 1.5. If the weapon is a thrown weapon, instead double its range increment.

Fell Shot [Psionic]

Prerequisites: Dex 13, Point Blank Shot, Psionic Shot, BAB +5
Benefit: To use this feat, you must expend your psionic focus before making a ranged attack. Your next ranged attack is resolved as a ranged touch attack.

Fleet of Foot [General]

Prerequisites: Dex 15, Run
Benefit: When you run or charge, you may make a single 90ft turn at any point during your movement, provided that you move at least 10 feet first. You cannot use this feat while wearing medium or heavy armour, or when carrying a medium or heavy load.

Forge Ring [Item Creation]

Prerequisite: Caster level 12th
Benefit: You can create any ring that you meet the other prerequisites for.

Great Cleave [Fighter]

Prerequisites: Str 13, Power Attack, Cleave
Benefit: If you deal a creature 40 or more damage with a single attack, after DR but before conversion, you may make an extra melee attack against another creature within reach as a free action. You cannot take a 5ft step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dealt 40 or more damage. You may use this ability up to twice per round
Fighter: A fighter with at least 5 fighter levels may instead use this ability a number of times per round equal to his Str bonus.

Great Fortitude [General]

Benefit: You gain a +2 bonus on Fort saves.

Greater Casting Focus [Spell/Psionic]

Prerequisite: Casting Focus (chosen school or discipline)
Benefit: The DC bonus granted by Casting Focus improves to +2.
Special: You may take this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to another school or discipline that you have taking Casting Focus for.

Greater Casting Penetration [Spell/Psionic]

Prerequisite: Casting Penetration
Benefit: The bonus provided by Casting Penetration improves to +4.

Greater Casting Specialisation [Spell/Psionic]

Prerequisites: Casting Specialisation, Weapon Focus (ray), caster or manifester level 12th
Benefit: You may add twice your key modifier to damage rolls with rays and touch spells or powers.

Greater Manyshot [Fighter]

Prerequisites: Dex 17, Manyshot, Point Blank Shot, Rapid Shot, BAB +6
Benefit: When using the Manyshot feat, you can fire each arrow at a different target. You make separate attack rolls for each arrow, regardless of whether you fire them at different targets or not. Your precision-based damage and additional damage from magical or psionic effects applies to each arrow fired, and if you score a critical hit with more than one arrow, they each do critical hit damage.

Greater Psionic Fist [Psionic]

Prerequisites: Str 13, Psionic Fist, BAB +5
Benefit: When you use the Psionic Fist feat, your unarmed attack or attack with a natural weapon deals an additional 4d6 damage instead of an extra 2d6.

Greater Psionic Shot [Psionic]

Prerequisites: Point Blank Shot, Psionic Shot, BAB +5
Benefit: When you use the Psionic Shot feat, your ranged attack deals an additional 4d6 damage instead of an extra 2d6.

Greater Psionic Weapon [Psionic]

Prerequisites: Str 13, Psionic Weapon, BAB +5
Benefit: When you use the Psionic Weapon feat, your melee attack deals an additional 4d6 damage instead of an extra 2d6.

Greater Two-Weapon Defence [Fighter]

Prerequisites: Dex 19, Improved Two-Weapon Defence, Improved Two-Weapon Fighting, Two-Weapon Defence, Two-Weapon Fighting, BAB +11
Benefit: You gain a +5 shield bonus to AC when fighting with a double weapon or two weapons. When fighting defensively or using total defence, this increases to +8.

Greater Two-Weapon Fighting [Fighter]

Prerequisites: Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, BAB +11
Benefit: Your penalties on attack rolls with each hand are further reduced, to -0 if your off-hand weapon is light, and -2 if it isn’t.

Heighten Spell [Meta, Spell]

Benefit: A heightened spell is cast for more spell points, and effectively becomes a spell of that level. For example, a magic missile spell heightened to 5th level is considered a 5th level spell for all purposes, but must be paid for as a 5th level spell. This is an exception to the usual rules for meta feats.

Hidden Talent [Psionic]

Benefit: You unlock the power of manifesting within yourself, gaining 2 power points. Additionally, you may learn any 1st level psion/wilder power, and use these power points to manifest it it. Your manifester level is considered to be 1, and save DCs are calculated from your choice of Int, Wis or Cha (the decision is made upon taking this feat and cannot later be changed).
Special: If you take levels in a manifester class, you lose the benefits of this feat. You still receive bonus power points for a high key ability modifier as normal.

Hold the Line [Fighter]

Prerequisites: Combat Reflexes, BAB +2
Benefit: You may make an AOO against a charging opponent who enters the area you threaten. This AOO happens before the charge attack is resolved.

Hostile Mind [General]

Prerequisites: Cha 15, character level 4th
Benefit: Whenever you are subject to a mind-affecting spell, power, spell-like ability or psi-like ability, the user of the spell or effect in question takes 1d6 points of damage per 2 character levels, with a Will save (DC 10 + ½ your character level + your Cha modifier) for half damage.

Improved Bull Rush [Fighter]

Prerequisites: Str 13, Power Attack
Benefit: You do not provoke an attack of opportunity from the defender when starting a bull rush. You get a +4 bonus on the check to push back your opponent, as well as avoid being pushed back.

Improved Critical [Fighter]

Prerequisite: Proficient with selected weapon, BAB +8
Benefit: When using the selected weapon, your threat range is doubled.
Fighter: A fighter may widen his threat range by an additional 1 for every 10 fighter levels he has.

Improved Disarm [Fighter]

Prerequisites: Int 13, Combat Expertise
Benefit: You do not provoke an attack of opportunity when you attempt to disarm your opponent. The opponent also does not get a chance to disarm you if you fail. You gain a +4 bonus on the opposed attack roll to disarm your opponent or to avoid being disarmed.

Improved Feint [Fighter]

Prerequisites: Int 13, Combat Expertise
Benefit: You may feint in combat as a move action.

Improved Grapple [Fighter]

Prerequisites: Dex 13 or Str 13
Benefit: You do not provoke an attack of opportunity for starting a grapple. You also gain a +4 bonus on grapple checks.

Improved Initiative [Fighter]

Benefit: You get a +4 bonus on initiative checks.

Improved Overrun [Fighter]

Prerequisites: Str 13, Power Attack
Benefit: When you attempt to overrun an opponent, the target may not choose to avoid you. You also get a +4 bonus on your check to knock down your opponent.

Improved Precise Shot [Fighter]

Prerequisites: Dex 19, Point Blank Shot, Precise Shot, BAB +11
Benefit: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their benefits normally.
Additionally, when firing into a grapple, you always strike the target you have chosen.
Fighter: A fighter with this feat can also ignore 1% of total concealment per fighter level when using ranged attacks, and a fighter of 12th level or higher may make ranged attacks against a target he is aware of with total cover.

Improved Psicrystal [Psionic]

Prerequisites: Attract Ally
Benefit: Your psicrystal gains an additional personality, becoming a blend of its old and new personalities. You receive the benefits of both personalities. Furthermore, your psicrystal’s manifester level is 1 higher.
Special: You can gain this feat multiple times. Its effects stack.

Improved Shield Bash [Fighter]

Prerequisite: Proficiency in a type of shields
Benefit: When you perform a shield bash, you may still apply your shield’s bonus to your AC.

Improved Sunder [Fighter]

Prerequisites: Str 13, Power Attack
Benefit: You do not provoke an attack of opportunity when you attempt to strike an object held or carried by an opponent, or to make a called attack. You also gain a +4 bonus on any attack rolls made to attack an object held or carried by another character, or to make a called attack.
Fighter: A fighter may ignore one-half his fighter level of an object’s hardness when sundering.

Improved Trip [Fighter]

Prerequisites: Int 13, Combat Expertise
Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent. You also receive a +4 bonus on checks made to trip your opponent or to avoid being tripped.
If you successfully trip your opponent, you may make a ‘follow-up’ attack at the same attack bonus as your touch attack.

Improved Two-Weapon Defence [Fighter]

Prerequisites: Dex 17, Two-Weapon Fighting, Two-Weapon Defence, BAB +6
Benefit: You gain a +3 shield bonus to AC when fighting with a double weapon or two weapons. When fighting defensively or using total defence, this increases to +5.

Improved Two-Weapon Fighting [Fighter]

Prerequisites: Dex 17, Two-Weapon Fighting, BAB +6
Benefit: You may make up to three attacks with your off-hand, taking a -5 and -10 penalty as normal, provided you have sufficient BAB to do so with your primary hand.

Improved Unarmed Strike [Fighter]

Benefit: You are considered armed even when unarmed. Your unarmed strikes deal 1d6 damage, and you can choose to deal lethal or nonlethal damage with your unarmed strikes.
Fighter: A fighter with this feat gets an additional +1 on damage rolls with unarmed strikes for every 4 fighter levels he has.

Inquisitor [Psionic]

Prerequisite: Wis 13, Sense Motive 5 ranks
Benefit: To use this feat, you must expend your psionic focus before making a Sense Motive check. You get a +10 bonus on your next Sense Motive check.

Investigator [Skill]

Benefit: You get a +2 bonus on all Gather Information and Search checks.

Iron Will [General]

Benefit: You get a +2 bonus on Will saves.

Jack of All Trades [General]

Prerequisite: Character level 6th
Benefit: You may use any skill untrained.

Knock-Down [Fighter]

Prerequisites: BAB +2, Improved Trip, Str 15
Benefit: Whenever you deal 10 or more damage to your opponent in melee, you may make a trip attempt against the same opponent as a swift action.

Leadership [General]

Prerequisite: Character level 6th
Benefit: You may attract a cohort and followers. Speak with your DM before selecting this feat and about what sort of cohort and followers you can obtain.

Lightning Reflexes [General]

Benefit: You get a +2 bonus on Reflex saves.

Magical Aptitude [Skill]

Benefit: You get a +2 bonus on all Spellcraft and Use Magic Device checks.

Magical Talent [Psionic]

Benefit: You unlock the power of casting within yourself, gaining 2 spell points. Additionally, you may learn any 1st level sorcerer/wizard spell, and use these power points to cast it. Your caster level is considered to be 1, and save DCs are calculated from your choice of Int, Wis or Cha (the decision is made upon taking this feat and cannot later be changed).
Special: If you take levels in a manifester class, you lose the benefits of this feat. You still receive bonus spell points from a high key ability modifier as normal.

Magic-Forged Body [Spell]

Benefit: You gain 2 hit points for every [Spell] feat you have. If you later gain additional [Spell] feats, you also gain additional hit points.

Manyshot [Fighter]

Prerequisites: Dex 17, Point Blank Shot, Rapid Shot, BAB +6
Benefit: As a standard action, you may fire two arrows at a single opponent within 30ft. Both arrows use the same attack roll (with a -4 penalty) to determine success and deal damage normally. Precision-based damage and additional damage from magical or dream effects, as well as weapon enchantments, is applied only once to both shots. If you score a critical hit, only the first arrow deals critical hit damage.
For every 5 points of BAB that you have above +6, you may fire one additional arrow, to a maximum of 4 arrows at +16. However, each arrow after the second adds a cumulative -2 penalty to your attack roll.
Fighter: For every 5 fighter levels you have, the range at which this feat can be used increases by 10ft.

Martial Weapon Proficiency [General]

Benefit: Choose a martial weapon. You gain proficiency in that weapon.
Special: You may take this feat multiple times, selecting an additional martial weapon to gain proficiency in each time.

Maximise Power [Psionic, Meta]

Benefit: You must expend your psionic focus to use this feat. All variable, numeric effects of a maximised power are maximised. Saving throws and opposed rolls are not affected. An empowered, maximised power gains the separate benefits of each feat: a power is maximised first, then empowered. Using this feat increases the cost of the power by 4 power points. The total cost cannot exceed your manifester level.

Maximise Spell [Meta, Spell]

Benefit: All variable, numeric effects of a maximised spell are maximised. For example, a maximised fireball deals 60 damage. Saving throws and opposed rolls are not affected. A maximised spell costs 4 spell points more than normal. An empowered, maximised spell gains the separate benefits of each feat: a spell is maximised first, then empowered.

Mental Leap [Psionic]

Prerequisites: Wis 13, Jump 5 ranks
Benefit: To use this feat, you must expend your psionic focus before attempting a Jump check. You get a +10 bonus on your next Jump check.

Mind Over Body [General]

Prerequisite: Con 13
Benefit: You heal a number of ability damage or ability burn points equal to 1 + your Con mod per day.

Mobility [Fighter]

Prerequisites: Dex 13, Dodge
Benefit: If you move at least 10ft, the dodge bonus granted by the Dodge feat increases by 1. Against attacks of opportunity, the bonus increases by 3.

Mounted Archery [Fighter]

Prerequisites: Ride 1 rank, Mounted Combat
Benefit: The penalty you take when using a ranged weapon while mounted is halved.

Mounted Combat [Fighter]

Prerequisite: Ride 1 rank
Benefit: When your mount is hit in combat, you may attempt a Ride check as an immediate action to negate this hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. Critical hits are considered to be 30+modifiers for this purpose.
Fighter: A fighter with at least 4 fighter levels can use this ability as a free action when it is not his turn, and may instead use this ability a number of times per round equal to his fighter level divided by 4.

« Last Edit: September 09, 2008, 07:11:40 AM by Mister_Sinister » Logged


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RobbyPants
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« Reply #1001 on: September 08, 2008, 09:19:20 PM »

I'll get them onto here ASAP. Watch this here post...
You mean the 1000th post?

Damn this thing's big.
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Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
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Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
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RobbyPants
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« Reply #1002 on: September 08, 2008, 10:39:52 PM »

Back in the WotC forums, OttoTheBugbear posted a fighter fix.  He added this ability (that I haven't seen in the Frank & K version) to the fighter.  Now it seems like as an Intimidate check, this could easily make for a very high DC.  What do you think about the ability in general?  Is it a good starting point for some fighter crowd control?

True Threat (ex): A fighter can make himself seem like the biggest threat on the battlefield, invoking a fight or flight response. He may make an intimidate check as a swift action to force any opponent within 60 ft. to target the fighter with its attacks. The creature he targets must make a modified level check (1d20 + level or HD + target's Wisdom bonus [if any] + target's modifiers on saves against fear). If a creature fails this check, it must attack the fighter to the exclusion of other targets, or it must flee the field of battle. The fighter must be the center of any area effects. The target creature may retry its saving throw each round at the end of its turn. If a creature is prevented from targeting the fighter, it becomes shaken until it flees or it can attack the fighter. If the creature can no longer see the fighter, or the fighter falls below 0 hit points, it may act normally. This does not affect mindless creatures, or dominated creatures. This is a [mind-affecting], [fear] effect and any creature that resists a fighter’s True Threat becomes immune to it for 24 hours.
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My balancing 3.5 compendium
Elemental mage test game

Quotes
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
JaronK
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« Reply #1003 on: September 08, 2008, 11:13:49 PM »

Ah yes, another attempt at taunting.  It's a possibility, but I actually don't like the concept.  Enemies should want to deal with the Fighter because not doing so is a bad thing, not because they're arbitrarily forced to do so. 

I'd actually prefer if there were more available abilities (and feats) similar to the Crusader's Shield Block, Shield Counter, and Iron Guard's Glare that make targetting anyone else a difficult proposition.

A feat that did something similar to IGG, available to melees, would be quite useful I'd say.  Certainly for the Sword and Board concept it works very well to have things like Shield Block... make them target you because targetting the people near you just won't help.

JaronK
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Psychic Robot
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« Reply #1004 on: September 08, 2008, 11:16:03 PM »

Bier, I believe that Nox adequately covered your responses.

However, please allow me to tell you that you're retarded if you think that 1:1 power attack is fine.  It's not.  It's crap.  2:1 is mandatory for melee characters to keep up in combat.
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DaveoftheRave
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« Reply #1005 on: September 08, 2008, 11:33:23 PM »

Quote
True Threat (ex):

I don't like the taunt mechanic either.

shaken/frightened/cowering etc. is fine, but mandatory actions aren't.  Too much of an MMO thing as well.

Just doesn't have the right feel for me.
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Shadowhowler
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« Reply #1006 on: September 08, 2008, 11:51:50 PM »



Fighter
Full BAB, All Good Saves, d10 HD
Class Skills:  As currently, plus Sense Motive, Spot, Listen, and Knowledge: History
1:  Bonus Feat, Weapon Aptitude
2:  Bonus Feat
3:  Art of War
4:  Bonus Feat
5:  Adaptable Feat
6:  Bonus Feat
7:  Battlefield Recon
8:  Bonus Feat
9:  Uncanny Dodge
10:  Bonus Feat, Adaptable Feat
11:  True Grit
12:  Bonus Feat
13:  Brace for Impact
14:  Bonus Feat
15:  Adaptable Feat
16:  Bonus Feat
17:  Improved Uncanny Dodge
18:  Bonus Feat
19:  Fearless
20:  Bonus Feat, Adaptable Feat

Bonus Feats: As currently

Weapon Aptitude: As the Warblade ability.

Art of War:  Fighters train extensively in the basic arts of combat.  Add 1/3 your Fighter class level to all opposed Trip, Disarm, Bull Rush, Sunder, Grapple, Feint, and Overrun checks.

Adaptable Feat:  Fighters train to be adaptable to the situation.  A 5th level Fighter may chose one feat from the Fighter Bonus feats list or any skill boosting feat that he qualifies for, but this feat is special.  It may not be used as a prerequisite for any PrCs, nor may it be used as a prerequisite for any other feat except for other Adaptable Feats.  At any time, a Fighter may spend one hour practicing and meditating.  At the end of this time, he may change his Adapable Feat to any other Fighter or Skill Boosting feat he qualifies for.  The Fighter gains a second Adaptable Feat at level 10, a third at 15, and a fourth at 20.

Battlefield Recon:  Fighters battle against a great many foes, and learn to identify them quickly.  A Fighter of 7th level or higher may add his class level to all Knowledge checks to identify creatures, and always counts as trained in any such knowledge check.

True Grit:  Fighters must learn to tough it out under fire.  A Fighter of 11th level or higher may add his constitution bonus to any save he has to make.

Brace for Impact:  Fighters learn to shrug off incredible injuries.  Once per encounter, a Fighter of 13th level or greater may, as an immediate action, gain a number of temporary hitpoints equal to his Fighter level times his constitution score.  These hitpoints last until the end of his next turn.

Fearless:  A high level Fighter has seen it all.  At 19th level, the Fighter is immune to fear.

 
 
I like the direction of this. Clean, easy... expands on what a Fighter already is and adds abilities that are in line with the idea.
 
I'm not a big fan of the Weapon Aptitude thing from the Warblade... but thats just my personal opinion based on fluff reasons. I know a lot of people like it, and it's fine mechanicly. I feel the same way about the Adptable Feats... but again, mechanicly fine.
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JaronK
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« Reply #1007 on: September 09, 2008, 12:13:23 AM »

I like it because it deals with the whole issue of "oh, yeah, I'm still using a +1 Spiked Chain.  I know everyone else has +3 weapons, but I don't want to sell my gear at half price to buy a better one, and all the +3 weapons that have dropped weren't spiked chains, and I've already got Weapon Specialization in them."  So, that helps.

But yeah, my goal was to expand on the Fighter concept while still keeping all the options open.

JaronK
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Bier
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« Reply #1008 on: September 09, 2008, 12:27:21 AM »

Bier, I believe that Nox adequately covered your responses.

However, please allow me to tell you that you're retarded if you think that 1:1 power attack is fine.  It's not.  It's crap.  2:1 is mandatory for melee characters to keep up in combat.
Eh, sorry, that's just your opinion and I don't agree with it.  I can tell  you I think you're retarded for thinking it neccessary, especially in a thread about rebalancing the classes, but you'd probably take it personally, and it'd be considered snarky, yes?

2:1 overpowers most melee combat, it's not neccessary for it.  especially since we are moving away from rocket tag (and most of the key spells that abuse it are known.).  The latter happens to include ANY spell which provides a Str bonus greater then +6, be it through size, enhancement, or form changing.  Giant size is defnitely one of those.  You call them buffing spells, optimizers call them spells which make melee useless.  Who needs Melee when you can hit just as well and don't need the BAB to do it?  It's "War Hulk" mentality.  Get a high enough Str and you don't need BAB.

heck, get the 'skillful' enhancement on a weapon, and you can give up BAB.

Other replies:

The sense motive check DC 15 was first published in OA.  COmplete Warrior was a reprint, I assume.

Power Attack doesn't work as well for lower BAB classes because top dmg is limited by BAB.  It doesn't matter if they can buff up higher...they'll never get +20 PA dmg.  And Uber buffing Psy warriors aren't going to be quite as powerful once Robby finishes up with his size and enhancement limitations and how they stack.

'BAB is sacred' is something along the lines of 'caster level is sacred'.  You don't let other things intrude on it.  Forgoing BAB for, say, Str, should be a BAD choice all the way around, just like losing caster levels is usually a bad choice.  No buffs should replace or make up for the loss of BAB, ultimately.  BAB should just be that good.  More attacks, attacks that hit for more...intertwining BAB and Power Attack as constant effects just creates synergy between them, and takes the guesswork out of the game for the gamble.  Highly skilled warriors will automatically do mroe dmg because they can hit for more and more extra dmg with their greater accuracy.

That's a GOOD thing.  And with Power attack modified to do that on every blow, it takes all the guesswork out.

But, thats me.  I happen to like the idea a lot.  Yes, you'll get max dmg...you should get max dmg.  But you won't get +20 on every attack that hits, at will...you actually have to hit them decisively to do it.  It's more like always finding the weak spot when you swing, or mini-crits on your normal attacks.  Overtime, you should get as much or more dmg with this then with any guesswork PA, barring crit multipliers which are nova situations, anyway.

Das Bier!
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« Reply #1009 on: September 09, 2008, 12:35:23 AM »

Bier, I believe that Nox adequately covered your responses.

However, please allow me to tell you that you're retarded if you think that 1:1 power attack is fine.  It's not.  It's crap.  2:1 is mandatory for melee characters to keep up in combat.
Eh, sorry, that's just your opinion and I don't agree with it.  I can tell  you I think you're retarded for thinking it neccessary, especially in a thread about rebalancing the classes, but you'd probably take it personally, and it'd be considered snarky, yes?

2:1 overpowers most melee combat, it's not neccessary for it.  especially since we are moving away from rocket tag (and most of the key spells that abuse it are known.).  The latter happens to include ANY spell which provides a Str bonus greater then +6, be it through size, enhancement, or form changing.  Giant size is defnitely one of those.  You call them buffing spells, optimizers call them spells which make melee useless.  Who needs Melee when you can hit just as well and don't need the BAB to do it?  It's "War Hulk" mentality.  Get a high enough Str and you don't need BAB.

heck, get the 'skillful' enhancement on a weapon, and you can give up BAB.

Other replies:

The sense motive check DC 15 was first published in OA.  COmplete Warrior was a reprint, I assume.

Power Attack doesn't work as well for lower BAB classes because top dmg is limited by BAB.  It doesn't matter if they can buff up higher...they'll never get +20 PA dmg.  And Uber buffing Psy warriors aren't going to be quite as powerful once Robby finishes up with his size and enhancement limitations and how they stack.
Power attack isn't the only place to get damage bonuses.  Psychic warriors are expending daily resources.  Someone shouln't be able to spend half their resources in a day in order to do better than a nonmagical class.  Epic Fail.
Quote
'BAB is sacred' is something along the lines of 'caster level is sacred'.  You don't let other things intrude on it.  Forgoing BAB for, say, Str, should be a BAD choice all the way around, just like losing caster levels is usually a bad choice.  No buffs should replace or make up for the loss of BAB, ultimately.  BAB should just be that good.  More attacks, attacks that hit for more...intertwining BAB and Power Attack as constant effects just creates synergy between them, and takes the guesswork out of the game for the gamble.  Highly skilled warriors will automatically do mroe dmg because they can hit for more and more extra dmg with their greater accuracy.

That's a GOOD thing.  And with Power attack modified to do that on every blow, it takes all the guesswork out.

But, thats me.  I happen to like the idea a lot.  Yes, you'll get max dmg...you should get max dmg.  But you won't get +20 on every attack that hits, at will...you actually have to hit them decisively to do it.  It's more like always finding the weak spot when you swing, or mini-crits on your normal attacks.  Overtime, you should get as much or more dmg with this then with any guesswork PA, barring crit multipliers which are nova situations, anyway.

Das Bier!
Please, cut the fetishes.
« Last Edit: September 09, 2008, 12:46:19 AM by ubernoob » Logged

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RabidPirateMan
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« Reply #1010 on: September 09, 2008, 12:47:46 AM »

Mah... to tell the truth, I like'd that posted fighter fix waaaaaaay back when... where the fighter got 5 Chameleon feats...  That seemed elegant and it stuck with the fighter's 'master of feats' fluff.

Fixing feats fixes the fighter like fixing spells fixes the wizard.

But I'm sure these abilities work too.  I don't want to interrupt the conversation Big Grin
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Psychic Robot
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« Reply #1011 on: September 09, 2008, 01:12:08 AM »

Eh, sorry, that's just your opinion and I don't agree with it.  I can tell  you I think you're retarded for thinking it neccessary, especially in a thread about rebalancing the classes, but you'd probably take it personally, and it'd be considered snarky, yes?
Do you enjoy the taste of fail?
Quote
2:1 overpowers most melee combat
Damage is all that melee combat has.  If they can't do damage, they're screwed.
Quote
Who needs Melee when you can hit just as well and don't need the BAB to do it? It's "War Hulk" mentality.  Get a high enough Str and you don't need BAB.
Ding-ding-ding, we have highlighted one of the problems with 3e.
Quote
heck, get the 'skillful' enhancement on a weapon, and you can give up BAB.
I'd rather not have to rely on my equipment, kthx.
Quote
Other replies:

The sense motive check DC 15 was first published in OA.  COmplete Warrior was a reprint, I assume.
Not Core, so IDC.
Quote
Power Attack doesn't work as well for lower BAB classes because top dmg is limited by BAB.  It doesn't matter if they can buff up higher...they'll never get +20 PA dmg.  And Uber buffing Psy warriors aren't going to be quite as powerful once Robby finishes up with his size and enhancement limitations and how they stack.
How often can they "uber buff"?  Once, maybe twice per day?
Quote
'BAB is sacred' is something along the lines of 'caster level is sacred'.  You don't let other things intrude on it.  Forgoing BAB for, say, Str, should be a BAD choice all the way around, just like losing caster levels is usually a bad choice.  No buffs should replace or make up for the loss of BAB, ultimately.  BAB should just be that good.  More attacks, attacks that hit for more...intertwining BAB and Power Attack as constant effects just creates synergy between them, and takes the guesswork out of the game for the gamble.  Highly skilled warriors will automatically do mroe dmg because they can hit for more and more extra dmg with their greater accuracy.
Bier, you're such a twat.  You say something reasonable, and then you spoil it all by being an idiot.  The first part of your post is good--BAB should be (relatively) as powerful as caster level.  This is solid conceptually.  And then you start pushing your fucktarded power attack replacement.  Huurgh, guess what?  High strength = higher attack bonus.  With your math clusterfuck power attack "fix," characters with high strength are still better than characters with high BAB.
Quote
That's a GOOD thing.  And with Power attack modified to do that on every blow, it takes all the guesswork out.
It's a huge pain in the ass.
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RabidPirateMan
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« Reply #1012 on: September 09, 2008, 02:34:15 AM »

Actually, I don't think BAB should be as powerful as spells.  A Wizard gets 5 feats throughout his wizardly career on top of full caster levels.  A fighter gets 11 feats and full BAB and full hit dice and full proficiencies and all the extra goodies we're giving him.  If BAB = Caster Level, Fighter is stuck with 5 feats; maybe less so because he gets more proficiencies.
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« Reply #1013 on: September 09, 2008, 02:36:15 AM »

Actually, I don't think BAB should be as powerful as spells.  A Wizard gets 5 feats throughout his wizardly career on top of full caster levels.  A fighter gets 11 feats and full BAB and full hit dice and full proficiencies and all the extra goodies we're giving him.  If BAB = Caster Level, Fighter is stuck with 5 feats; maybe less so because he gets more proficiencies.
Barbarians get no feats.
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JaronK
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« Reply #1014 on: September 09, 2008, 03:26:29 AM »

Well no, but Barbarians get things that are better, namely class features.

JaronK
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Psychic Robot
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« Reply #1015 on: September 09, 2008, 03:29:47 AM »

Yes, I suppose BAB shouldn't be quite as important as caster level, given that everyone gets BAB.  However, it should provide bonuses to people who have a high BAB--something outside of mere "extra attacks" or "more hitting."
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« Reply #1016 on: September 09, 2008, 03:34:26 AM »

That got me thinking. Why doesn't everyone have CL? I mean all classes grant 1/2 IL right? Why not CL too? As you become more and more "heroic" for lack of a better word, you should be able to defy physics, even naturally.

I'm not sure how it'd work out in the long run, but it's a concept that might work. Shrug
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JaronK
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« Reply #1017 on: September 09, 2008, 03:45:52 AM »

Well, I dunno about Caster Level per se, but certainly the non magical classes should be able to do things that stretch the boundries of the possible.  2nd level Rogues can already dodge fireballs that fill up the whole room they're in, and Epic Skillchecks already give examples of near magical use of skills.  I'd like to see more of that kind of thing... high level Rogues using Sleight of Hand to steal weapons that an enemy is holding for example, or Fighters stunning things that can't be stunned, or whatever.

JaronK
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« Reply #1018 on: September 09, 2008, 07:15:45 AM »

...And I ran out of space, so here's more. Check post #1000 (at least it's not NINE THOUSAND) for the rest.

Negotiator [Skill]

Benefit: You get a +2 bonus on all Diplomacy and Sense Motive checks.

Nimble Fingers [Skill]

Benefit: You get a +2 bonus on all Disable Device checks.

Open Minded [General]

Benefit: You gain 5 skill points.
Special: You may take this feat multiple times. Its effects stack.

Opportunity Power [Psionic, Meta]

Benefit: You must expend your psionic focus to use this feat. When you make an attack of opportunity, you can use any power you know with a range of touch, if you have at least one hand free. Manifesting an opportunity power is an immediate action.
You cannot use this feat with a touch power whose manifesting time is longer than 1 full-round action. Using this feat increases cost of the power by 6 power points. The total cost cannot exceed your manifester level.

Opportunity Spell [Meta, Spell]

Benefit: When you make an attack of opportunity, you can use an opportunity spell to make it, as long as you have at least one hand free. This feat can only be applied to a power with a range of touch. Casting an opportunity spell is an immediate action.
You cannot apply this feat to a touch spell whose casting time is longer than 1 full-round action. An opportunity spell costs 6 spell points more than normal. The total cost cannot exceed your caster level.

Overchannel [Psionic]

Benefit: When you manifest a power, you can increase your manifester level by 1, but by doing so you take 1d8 damage. At 8th level, you can increase your manifester level by 2 by taking 3d8 damage, and at 15th level, you can increase your manifester level by 3 by taking 5d8 damage.

Persistent Power [Meta, Psionic]

Prerequisite: Extend Power
Benefit: You must expend your psionic focus prior to manifesting a non-instantaneous power with a fixed or personal range (touch range is not considered fixed for this purpose), whose effects cannot be discharged. A persistent power has a duration of 24 hours. You need not concentrate on powers such as detect hostile intent to detect the presence or absence of the thing being detected, but you must still concentrate (as a standard action that does not provoke AOOs) to gain additional information. A persistent power costs 12 power points more than normal. The total cost cannot exceed your manifester level.

Persistent Spell [Meta, Spell]

Prerequisite: Extend Spell
Benefit: A persistent spell has a duration of 24 hours. The spell to be persisted must have a personal or fixed range (touch range is not considered fixed for this purpose). Spells of instantaneous duration cannot be affected by this feat, nor can spells whose effects can be discharged. You need not concentrate on spells such as detect thoughts to detect the presence or absence of the thing being detected, but you must still concentrate (as a standard action that does not provoke AOOs) to gain additional information. A persistent spell costs 12 spell points more than normal. The total cost cannot exceed your caster level.

Persuasive [Skill]

Benefit: You get a +2 bonus on all Bluff and Intimidate checks.

Point Blank Shot [Fighter]

Benefit: You get a +1 bonus to attack and damage rolls with ranged weapons at ranges of up to 30ft.
Fighter: For every 5 fighter levels you have, the bonus to rolls from this feat increases by 1, and the range at which it can be used increases by 5ft, to a maximum of 50ft.

Power Attack [Fighter]

Prerequisite: Str 13
Benefit: On your action, before making attack rolls for the round, you may choose to subtract up to your BAB from attack rolls, and add this amount as a bonus on melee damage rolls. If you are wielding a weapon in two hands, you may instead add 1.5 times this amount. Light manufactured weapons cannot be used with this feat.

Power Critical [Fighter]

Prerequisites: Weapon Focus (weapon to be chosen), BAB +4
Benefit: When using the chosen weapon, you receive a +4 bonus to confirm critical hits.
Fighter: A fighter receives an additional bonus equal to ¼ his fighter class levels to confirm critical hits with the chosen weapon.

Power of Faith [Meta, Psionic]

Prerequisite: Must follow a deity whose alignment is within one step of your own
Benefit: You must expend your psionic focus prior to manifesting a power to use this feat. One-half of the damage from that power (after any saves or reductions) is divine damage. A power of faith costs 4 power points more than normal. The total cost cannot exceed your manifester level.

Precise Shot [Fighter]

Prerequisite: Point Blank Shot
Benefit: You can fire a ranged weapon at an opponent engaged in melee without penalty. Additionally, extremities do not double their bonuses when you perform a called shot against them, and you only take one-half of the usual penalties.

Psicrystal Containment [Dream]

Prerequisites: Attract Ally, manifester level 3rd
Benefit: You can spend a full-round action psionically focusing your psicrystal. At any time when you need to expend your psionic focus, you may choose to expend your psicrystal’s psionic focus instead instead, as long as it is within 5ft of you. Psionically focusing your psicrystal is just like focusing yourself. A psicrystal cannot focus itself.

Psionic Affinity [Skill]

Benefit: You get a +2 bonus on all Knowledge (psionics) and Psicraft checks.

Psionic Body [Psionic]

Benefit: You gain 2 hit points for each psionic feat you have. If you later gain additional psionic feats, you also gain additional hit points.

Psionic Charge [Psionic]

Prerequisites: Dex 13, Speed of Thought
Benefit: You must expend your psionic focus prior to making a charge to use this feat. When you next charge, you may make one turn of up to 90 degrees during your movement. You must have line of sight to your opponent at the start of your charge.

Psionic Dodge [Psionic, Fighter]

Prerequisite: Dex 13
Benefit: While you are psionically focused, you gain a +2 dodge bonus to AC against all attacks, or a +3 dodge bonus to AC against attacks from a single opponent which you designate at the start of your turn as a free action.
Special: Psionic Dodge counts as Dodge for all purposes. You may not use this feat at the same time as Dodge.

Psionic Fist [Psionic]

Prerequisite: Str 13 or Dex 13
Benefit: You must expend your psionic focus prior to making an unarmed attack or an attack with a natural weapon to use this feat. Your next unarmed attack or natural weapon attack deals an additional 2d6 damage.

Psionic Meditation [Psionic]

Prerequisites: Wis 13, Concentration 7 ranks
Benefit: You may attempt to gain your psionic focus as a move action.

Psionic Shot [Psionic]

Prerequisite: Point Blank Shot
Benefit: You must expend your psionic focus prior to making a ranged attack. Your next ranged attack deals an additional 2d6 damage.

Psionic Talent [Psionic]

Benefit: You gain 2 power points, which are added to your ‘normal pool’.
Special: You may take this feat multiple times. For each time you take this feat, the number of power points you gain increases by 1 (3 extra for the second time, 4 extra for the third time, etc).

Psionic Weapon [Psionic]

Prerequisite: Str 13
Benefit: You must expend your psionic focus prior to making a melee attack with a manufactured weapon. Your next attack with a manufactured weapon deals an additional 2d6 damage.

Quick Draw [Fighter]

Prerequisite: BAB +1
Benefit: You may draw a weapon as a free action normally, and as a move action if it’s concealed. A character with this feat may use thrown weapons at the full normal rate of attacks.

Quicken Power [Psionic, Meta]

Benefit: You must expend your psionic focus prior to manifesting a power to use this feat. A quickened power is a swift action. Using this feat increases the cost of the power by 6 power points. The total cost cannot exceed your manifester level.

Quicken Spell [Meta, Spell]

Benefit: Casting a quickened spell is a swift action. A quickened spell costs 6 spell points more than normal. The total cost cannot exceed your caster level.

Rapid Metabolism [General]

Prerequisite: Con 13
Benefit: You naturally heal a number of hit points per day equal to your character level + double your Constitution modifier, even if you do not rest.

Rapid Reload [Fighter]

Prerequisite: Proficiency in crossbows
Benefit: You can reload a light or hand crossbow as a free action, and a heavy crossbow as a move action. A character with this feat may fire hand or light crossbows at the full normal rate of attacks.

Rapid Shot [Fighter]

Prerequisite: Dex 13, Point Blank Shot
Benefit: When using the full attack action with a ranged weapon, you may fire one additional shot. The additional attack is at your highest BAB, but all attacks this round take a -2 penalty.

Reach Power [Meta, Psionic]

Benefit: You must expend your psionic focus prior to manifesting a power with a range of touch to use this feat. That power now becomes a ray with a range of 30ft, requiring a ranged touch attack to hit. A reach power costs 4 power points more than normal. The total cost cannot exceed your manifester level.
Special: A power enhanced with this feat is not eligible to be persisted.

Reach Spell [Meta, Spell]

Benefit: You may apply this feat to any spell with a range of touch. The spell now becomes a ray with a range of 30ft, requiring a ranged touch attack to hit. A reach spell costs 4 spell points more than normal. The total cost cannot exceed your caster level.
Special: A spell enhanced with this power is not eligible to be persisted.

Repeat Power [Meta, Psionic]

Prerequisites: Any other [Meta] feat
Benefit: You must expend your psionic focus prior to manifesting a power which does not have a range of touch. That power is automatically manifested again at the beginning of your next round of actions. No matter where you are, the secondary power originates from the same location and affects the same area as the primary powerl. If the repeated power specifies a target, the secondary power targets the same target as the primary power if the target is within 30ft of his original position; otherwise, the secondary power fails. A repeated power costs 6 power points more than normal. The total cost cannot exceed your manifested level.

Repeat Spell [Meta, Spell]

Prerequisites: Any other [Meta] feat
Benefit: A repeated spell is automatically cast again at the beginning of your next round of actions. No matter where you are, the secondary spell originates from the same location and affects the same area as the primary spell. If the repeated spell specifies a target, the secondary spell targets the same target as the primary spell if the target is within 30ft of his original position; otherwise, the secondary spell fails. A repeated spell costs 6 spell points more than normal. The total cost cannot exceed your caster level.
Special: Spells with a range of touch cannot be modified by this feat.

Ride-By Attack [Fighter]

Prerequisites: Ride 1 rank, Mounted Combat
Benefit: When you are mounted and use the charge action, you may move, attack, then move again, provided that you do not move more than a normal double move would allow, and move in a straight line. You do not provoke attacks of opportunity for this movement.

Run [Fighter, Skill]

Benefit: When running, you move five times your normal speed, or four times if wearing medium or heavy armour or carrying a medium or heavy load. If you make a jump after a running start, you get a +4 bonus on your Jump check. You retain your Dex bonus to AC while running.

Self-Sufficient [Skill]

Benefit: You gain a +2 bonus on all Heal and Survival checks.

Shield Proficiency [General]

Benefit: You are proficient with the next heaviest category of shields (the categories are light, medium and tower). For example, if you were proficient with light shields, you are now proficient with light and heavy shields. If you were not proficient with any shields, you are now proficient with light shields.
Special: You may take this feat multiple times. Its effects stack.

Shot on the Run [Fighter]

Prerequisites: Dex 13, Dodge, Mobility, Point Blank Shot, BAB +4
Benefit: When making an attack or full attack with a ranged weapon, you may move both before and after your speed, provided that your total distance covered is not greater than your speed.

Sidestep Charge [Fighter]

Prerequisites: Dex 13, Dodge, BAB +4
Benefit: You gain a +4 circumstance bonus to AC against charge attacks. If a charging foe fails to hit you in the round they charge, you may make an immediate attack of opportunity against that opponent. You may not make more attacks of opportunity than normally allowed.

Silent Spell [Meta, Spell]

Benefit: A silent spell has no verbal component. A silent spell costs 1 spell point more than normal. The total cost cannot exceed your caster level.

Simple Weapons Proficiency [General]

Benefit: You are proficient in all simple weapons.

Skill Focus [Skill]

Benefit: Choose a skill. You get a +3 bonus on that skill.

Snatch Arrows [Fighter]

Prerequisites: Dex 15, Deflect Arrows, Improved Unarmed Strike
Benefit: When using the Deflect Arrows feat, you may catch the weapon instead of deflecting it. Thrown weapons may be thrown back at the attacker as an immediate action using your highest BAB, or kept for later use. You must have at least one hand free to use this feat.
Fighter: A fighter with at least 5 fighter levels can use Weapon Focus instead of Improved Unarmed Strike to qualify for this feat, but still needs to have an empty hand to use it. A fighter with at least 9 fighter levels can put away or drop a weapon he is holding as part of attempting this action.

Speed of Thought [Psionic]

Prerequisite: Wis 13
Benefit: As long as you maintain a dream state and are not wearing heavy armour, you gain a +10ft insight bonus to your speed.

Spell Learning [Spell]

Prerequisite: Caster level 3rd
Benefit: Add to your spells known list one additional spell of any level up to one lower than the highest-level spell you can cast. You can choose any spell, including spells from another class list.
Special: You may take this feat multiple times. A specialist wizard cannot learn prohibited spells using this feat. If you an arcane caster, you can only learn arcane spells; similarly, divine casters can only learn divine spells.

Spell Mastery [Spell]

Prerequisite: Ability to cast spells from a spellbook or similar item
Benefit: Choose a number of spells you know equal to your key ability modifier. You can now prepare these spells without using a spellbook (or similar item, if you use one).
Special: You may take this feat multiple times. Its effects stack.

Spell of Faith [Meta, Spell]

Prerequisite: Must follow a deity whose alignment is within one step of your own
Benefit: One-half of the damage from a spell of faith (after any saves or reductions) is divine damage. A spell of faith costs 4 spell points more than normal. The total cost cannot exceed your caster level.

Spell Talent [Spell]

Benefit: You gain 2 spell points, which are added to your ‘normal pool’
Special: You may take this feat multiple times. For each time you take this feat, the number of spell points you gain increases by 1 (3 extra for the second time, 4 extra for the third time, etc).

Spirited Charge [Fighter]

Prerequisites: Ride 1 rank, Mounted Combat, Ride-By Attack
Benefit: When you perform a mounted charge, you can deal double damage with a melee weapon, or triple damage with a lance.

Split Psionic Ray [Psionic, Meta]

Prerequisite: Any other [Meta] feat
Benefit: You must expend your psionic focus prior to manifesting a power whose effect is at least 1 ray to use this feat. You can split the ray or rays produced by that power into 2 identical copies of that ray. The rays can affect the same target or two different targets within no more than 30 ft of each other. Using this feat increases the cost of the power by 2 power points. The total cost cannot exceed your manifester level.

Split Ray
Prerequisite: Any other [Meta] feat
Benefit: You may apply this feat to any spell that produces a ray. The ray or rays produced by the spell split into 2 identical copies of the same ray. The rays can affect the same target or two different targets within no more than 30ft of each other. A split ray spell costs 2 spell points more than normal. The total cost cannot exceed your caster level.

Spring Attack [Fighter]

Prerequisites: Dex 13, Dodge, Mobility, BAB +4
Benefit: When making a melee attack or melee full attack, you may move before and after you attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender. You cannot use this feat when wearing heavy armour.

Stealthy [Skill]

Benefit: You gain a +2 bonus on all Stealth checks.

Still Spell [Meta, Spell]

Benefit: A stilled spell has no somatic component. A stilled spell costs 1 spell point more than normal. The total cannot exceed your caster level.

Strike of Vision [Psionic]

Prerequisites: BAB +6
Benefit: When you take this feat, choose either chaos, good, evil or law. This choice must match one of your alignment components. Once you’ve made this alignment choice, it cannot be changed.
To use this feat, you must expend your psionic focus. This round, your first successful melee or ranged attack is considered chaotic, good, evil or lawful-aligned for all purposes (based on your choice when you took this feat) and deals additional damage equal to your ranks in Concentration. This attack must strike a creature with an opposed alignment component to your choice (chaos is opposed by law, good is opposed by evil), otherwise it has no effect and is wasted.
Special: You may choose this feat up to two times, choosing the law-chaos component and the good-evil component.

Stunning Blow [Fighter]

Prerequisite: Dex 13, Wis 13, Improved Unarmed Strike, BAB +8
Benefit: You must declare that you are using this feat before rolling to attack. If your next unarmed melee attack hits, your opponent must make a Fort save (DC 10 + ½ your character level + your Str or Wis modifier, whichever is higher) or be stunned for 1 round. Any creature immune to critical hits cannot be stunned in this way.
Fighter: A fighter with at least 8 fighter levels may use Weapon Focus instead of Improved Unarmed Strike to qualify for this feat, and may use this feat when attacking with the chosen weapon.

Talented [Psionic]

Prerequisite: Overchannel
Benefit: You must expend your psionic focus before manifesting a power using the Overchannel feat to use this feat. You take no damage from the Overchannel feat, as long as the power is no higher than 3rd level.

Toughness [Fighter]

Prerequisite: Base Fort save +2
Benefit: You gain 1 hit point per level.
Special: You may take this feat multiple times. Its effects stack.

Trample [Fighter]

Prerequisites: Ride 1 rank, Mounted Combat
Benefit: When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make a single melee attack against any target you knock down, getting the normal benefits against a prone opponent.

Twin Power [Psionic, Meta]

Benefit: You must expend your psionic focus prior to manifesting a power to use this feat. A power affected by this feat takes effect twice, with variables rolled separately, and requiring separate saves if the power allows them. Using this feat increases the cost of the power by 6 power points. The total cost cannot exceed your manifester level.

Twin Spell [Meta, Spell]

Benefit: A twinned spell takes effect twice, with variables rolled separately, and requiring separate saves if the spell allows them. A twinned spell costs 6 spell points more than normal. The total cost cannot exceed your caster level.

Two-Weapon Defence [Fighter]

Prerequisite: Dex 15, Two-Weapon Fighting
Benefit: You gain a +1 shield bonus to AC when wielding two weapons or a double weapon. If you are fighting defensively or using total defence, this increases to +2.

Two-Weapon Fighting [Fighter]

Prerequisite: Dex 15
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for each hand lessens to -2 if the offhand weapon is light, and -4 if it is not.

Unavoidable Strike [Psionic]

Prerequisites: Str 13 or Dex 13, Psionic Fist, BAB +5
Benefit: You must expend your psionic focus prior to making an unarmed attack or an attack with a natural weapon to use this feat. Your next unarmed or natural weapon attack is resolved as a touch attack.

Unconditional Power [Psionic, Meta]

Benefit: You must expend your psionic focus prior to performing a personal range power, or a power that affects your person to use this feat. You may perform your next power even if you dazed, confused, nauseated, or stunned.  Using this feat increases the cost of the power by 8 power points. The total cost cannot exceed your manifester level.

Unconditional Spell [Meta, Spell]

Benefit: An unconditional spell can be cast normally even if you are dazed, confused, nauseated or stunned. An unconditional spell costs 8 spell points more than normal. The total cost cannot exceed your caster level.

Up the Walls [Psionic]

Prerequisite: Wis 13
Benefit: While you are psionically focused, you may take a part of any move action to traverse along a wall or other relatively smooth vertical surface, as long as you begin and end your move on a horizontal surface. Changing from wall to floor and back again costs no movement, and you treat the wall as normal floor for the purpose of how far you can move. Opponents on the ground can make attacks of opportunity against you if you are moving along a wall and within reach as normal.

Weapon Finesse [Fighter]

Prerequisite: Dex 13
Benefit: When using a light weapon, or any other weapon indicated as able to be used with this feat, you may add your Dex modifier to attack rolls instead of your Str modifier.

Weapon Focus [Fighter]

Prerequisite: Proficiency with weapon to be chosen, BAB +1
Benefit: Choose one weapon. Your receive a +1 bonus to attack and damage rolls when using that weapon, with an additional +1 for every 4 points of BAB you have.

Whirlwind Attack [Fighter]

Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, BAB +4
Benefit: When you use the full attack action, you may attack every foe within reach once instead of making your normal attacks.

Widen Power [Psionic, Meta]

Benefit: You must expend your psionic focus prior to performing a burst, line, emanation or spread-shaped power to use this feat. The power has an area twice as large as normal. Using this feat increases the cost of the power by 4 power points. The total cost of the power cannot exceed your manifester level.

Widen Spell [Meta, Spell]

Benefit: You can alter any burst, line, emanation or spread-shaped spell to have an area twice as large with this feat. For example, a widened fireball is now a 40ft-radius spread. A widened spell costs 4 spell points more than normal.

Wounding Attack [Psionic]

Prerequisite: BAB +6
Benefit: You must expend your psionic focus prior to performing a melee attack to use this feat. Your next attack deals 2 points of Con damage if it hits.
Logged


Everything I learned about DnD I learned from Frank Trollman at The Gaming Den... but nowadays, my work space is the New DnD Wiki.

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RobbyPants
Organ Grinder
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Posts: 7139



« Reply #1019 on: September 09, 2008, 07:43:35 AM »

Alrighty, my feats. Not all of them are that good, and I admit I skimped on a fair few things, but here y'all are.
<snip>
Wow.  I didn't realize you wrote up all of them!  I'll just hit on a few.

The Skill tag feats might actually work well, because in order to get a large benifit from them, you have to invest three or more feats.  I suppose three feats for +6 to six skills isn't that crazy.  You only get seven feats.

As for Cleave and Great Cleave, I like that you can cleave if you do enough damage.  This makes it useful at higher levels.  Still, it looks like you don't have anything in there for being able to cleave if you simply kill the opponent with less damage.  Also, I'm unsure what "conversion" is.  A house rule?  Lastly, you might want to put something in Great Cleave preventing a 3rd or later attack from striking an opponent you've already struck.

Toughness might just be simple enough to let it stack like you did.  Below level 10, it's weaker than the version I posted.  Beyond that, it's stronger, but how much will a difference of 10 HP make per feat spent at level 20?  Probably not much.

I still have work to do on my own feat rewrites, but I might have to borrow some ideas.  I'm assuing you don't mind becuase you posted them here?


I'd actually prefer if there were more available abilities (and feats) similar to the Crusader's Shield Block, Shield Counter, and Iron Guard's Glare that make targetting anyone else a difficult proposition.
The paladin variant OW4 made (that I'm probably going to use) has some nice abilities for the defensive specilization paladin.  One ability lets the paladin's square block line of effect, although the paladin's square itself is still targeted.  I think the usefulness of this will vary from battlefield to battlefield, but it's a step in the right direction.


However, please allow me to tell you that you're retarded if you think that 1:1 power attack is fine.  It's not.  It's crap.  2:1 is mandatory for melee characters to keep up in combat.
I also like 2:1 better in that you lose so much average damage (hit% * damage) every time you take a 5% penalty to hit.  I don't think Power Attack should always be the answer, but if it's too weak, it's never the answer.


I don't like the taunt mechanic either.

shaken/frightened/cowering etc. is fine, but mandatory actions aren't.  Too much of an MMO thing as well.

Just doesn't have the right feel for me.
I can see that.  Perhaps JaronK is on the right track by simply making enemies want to attack the fighter because he's so threatening based on his own merit.


That got me thinking. Why doesn't everyone have CL? I mean all classes grant 1/2 IL right? Why not CL too? As you become more and more "heroic" for lack of a better word, you should be able to defy physics, even naturally.

I'm not sure how it'd work out in the long run, but it's a concept that might work. Shrug
Someone else (Squirlloid, I think?) actually wanted full CL to help with multiclassing purposses.  He also wanted all save DCs to be 10 + 1/2 character level + stat mod, so all spell DCs would scale with level.  Thus a 10th level wizard casting Grease would have a DC of 15 + Int mod.  Even a Wizard 1/Fighter 9 would have the same save DC.  We discussed, but never came to a conclusion how to handle it quite a while back. 

I, personally, like the 1/2 CL idea for non-caster classes.  I like it so long as it's CL and not spells per day.  It's sort of like handing out a variation of Practiced Spellcaster.  I don't think it's that powerful in that you lose spells per day, possibly higher level spells, and spell DCs when you multiclass.  Even with a 1/2 CL boost from non-caster classes, you're still hit hard when you multiclass.

Now, the only thing to figure out is how you apply it if you have multiple casting classes.  I always figured you'd work each separately.  So a Fighter 4/Cleric 4/Wizard 6 would have a Cleric CL of 9 (4 + (1/2 * 10)) and a wizard CL of 10 (6 + (1/2 * 8 )).

I think Squirlloid might have been onto something, but it was a pretty big shift in thinking from what we're used to in 3.5.  If anyone's intrested, I can go back and try to find his posts.
« Last Edit: September 09, 2008, 07:45:56 AM by RobbyPants » Logged

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