Avianmosquito
2017-08-14, 11:32 AM
Here below are a score of feats added in Aelsif.
Improved Weapon Finesse:
Requires weapon finesse. Weapon finesse now applies to all melee weapons.
Edge Alignment:
When using a slashing weapon, you can use dexterity instead of your strength score for damage, if it is higher.
Improved Edge Alignment:
Requires edge alignment. Edge alignment now applies to all melee weapons.
So what these are useful for is it allows you to convert entirely to using dex in melee with 2-4 feats depending on your weapon. Granted, that's 2-4 feats you wouldn't have to spend with strength, but allowing your melee and ranged attacks to all run off of one high ability and it being the ability that also affects your initiative, AC and reflex saves is very effective.
Armor Focus:
Requires proficiency with the selected armor. Choose a weight of armor (clothing, light, medium or heavy) you are proficient in. You gain +2 AC while wearing that armor.
Armor Specialization:
Requires proficiency with selected armor, focus with selected armor, fighter level 4th. Choose a weight of armor (clothing, light, medium or heavy) you have already selected focus on. You gain +2 DR while wearing that armor.
Shield Focus:
Requires proficiency with the selected shield. Choose a weight of shield (light, heavy, tower) you are proficient with. While wielding the selected shield, you gain +2 AC.
Shield Specialization:
Requires proficiency with the selected shield, focus with the selected shield, fighter level 4th. Choose a weight of shield (light, heavy, tower) you have focus in. While wielding the selected shield, you gain +2 to reflex saves.
I should note there ARE greater versions of all of these, but the purpose of them is pretty clear: Improving the effectiveness of armour and shields later on in the game. This is a requirement because in Aelsif you generally start at 5th level, and at higher D&D levels armour and shields are pretty much worthless. Aelsif does other things to make armour and shields more effective, like armour also providing DR and shields boosting reflex saves, but these help. Also, it's worth noting weapon focus is also now a +2.
Aimed Attack:
Requires intelligence 15. When making a single attack, an attack of opportunity or a single spell with a single attack roll, you can add your intelligence modifier to your attack roll in addition to other ability bonuses that may already apply.
Improved Aimed Attack:
Requires aimed attack and intelligence 17. When making an aimed attack, you can add your intelligence modifier to your damage roll in addition to other ability bonuses that may already apply.
Know it All:
Requires young adult age or older. You are very confident in your knowledge, even when it doesn't exist. +2 to all knowledge checks.
Comfort:
Requires young adult age or younger. When a character becomes too old for this feat, they must replace it with another. When resting for 8 hours or more, you and one other party member are healed an additional amount equal to your charisma modifier multiplied by your hit dice.
Spry:
Requires elder age or higher. You're still moving well, despite your age. Your base movement speed is now 30ft if it was 20ft, 20ft if it was 15ft, 15ft if it was 10ft, and 10ft if it was 5ft.
Quick feet:
Requires child age or younger. When a character becomes too old for this feat, they must replace it with another. You're very fast for your age. Your base movement speed is now 30ft if it was 20ft, 20ft if it was 15ft, 15ft if it was 10ft, and 10ft if it was 5ft.
Adorable:
Requires adolescent age or younger. When a character becomes too old for this feat, they must replace it with another. You're so cute nobody wants to hurt you. +2 to AC, except against mindless opponents.
Stubborn:
Requires adult age or higher. You've developed a tolerance for hardship. Being fatigued or shaken has no effect, but can still lead to exhaustion, fright or panic.
Go Down Swinging:
Requires middle age or younger. When a character becomes too old for this feat, they must replace it with another. When you are knocked unconscious or gain the dying status, you gain an attack of opportunity against every creature you threaten.
Non-Compliant:
Requires child age or higher. You are immune to compulsion effects.
These do not have improved versions. Aelsif uses some alternative age categories and does not use starting age. And yes, they do slow movement at the very high and very low ends significantly. It's also worth noting that Go Down Swinging pairs really well with Combat Reflexes, so it isn't wasted and you can hit *every* enemy within reach, and Non-Compliant does not prevent charms.
Last Stand:
Requires Con 13. You remain disabled when you would otherwise be unconscious, even while dying.
Power through:
Requires Con 15. When fatigued your strength is not penalized, and when exhausted your strength is only penalized by 2. Your dexterity is penalized as normal.
Against the World:
Requires Int 13. You gain +1 attack for every opponent you face, up to a maximum equal to your intelligence modifier. Unconscious or dead opponents do not count towards this total.
Notably, there are improved versions of these as well. Against the World is also a great feat to pair with Aimed Attack for high intelligence warriors. Last stand also pairs with Aelsif's -100% death rule, so your last stand lasts rather a lot longer than you'd think.
Improved Weapon Finesse:
Requires weapon finesse. Weapon finesse now applies to all melee weapons.
Edge Alignment:
When using a slashing weapon, you can use dexterity instead of your strength score for damage, if it is higher.
Improved Edge Alignment:
Requires edge alignment. Edge alignment now applies to all melee weapons.
So what these are useful for is it allows you to convert entirely to using dex in melee with 2-4 feats depending on your weapon. Granted, that's 2-4 feats you wouldn't have to spend with strength, but allowing your melee and ranged attacks to all run off of one high ability and it being the ability that also affects your initiative, AC and reflex saves is very effective.
Armor Focus:
Requires proficiency with the selected armor. Choose a weight of armor (clothing, light, medium or heavy) you are proficient in. You gain +2 AC while wearing that armor.
Armor Specialization:
Requires proficiency with selected armor, focus with selected armor, fighter level 4th. Choose a weight of armor (clothing, light, medium or heavy) you have already selected focus on. You gain +2 DR while wearing that armor.
Shield Focus:
Requires proficiency with the selected shield. Choose a weight of shield (light, heavy, tower) you are proficient with. While wielding the selected shield, you gain +2 AC.
Shield Specialization:
Requires proficiency with the selected shield, focus with the selected shield, fighter level 4th. Choose a weight of shield (light, heavy, tower) you have focus in. While wielding the selected shield, you gain +2 to reflex saves.
I should note there ARE greater versions of all of these, but the purpose of them is pretty clear: Improving the effectiveness of armour and shields later on in the game. This is a requirement because in Aelsif you generally start at 5th level, and at higher D&D levels armour and shields are pretty much worthless. Aelsif does other things to make armour and shields more effective, like armour also providing DR and shields boosting reflex saves, but these help. Also, it's worth noting weapon focus is also now a +2.
Aimed Attack:
Requires intelligence 15. When making a single attack, an attack of opportunity or a single spell with a single attack roll, you can add your intelligence modifier to your attack roll in addition to other ability bonuses that may already apply.
Improved Aimed Attack:
Requires aimed attack and intelligence 17. When making an aimed attack, you can add your intelligence modifier to your damage roll in addition to other ability bonuses that may already apply.
Know it All:
Requires young adult age or older. You are very confident in your knowledge, even when it doesn't exist. +2 to all knowledge checks.
Comfort:
Requires young adult age or younger. When a character becomes too old for this feat, they must replace it with another. When resting for 8 hours or more, you and one other party member are healed an additional amount equal to your charisma modifier multiplied by your hit dice.
Spry:
Requires elder age or higher. You're still moving well, despite your age. Your base movement speed is now 30ft if it was 20ft, 20ft if it was 15ft, 15ft if it was 10ft, and 10ft if it was 5ft.
Quick feet:
Requires child age or younger. When a character becomes too old for this feat, they must replace it with another. You're very fast for your age. Your base movement speed is now 30ft if it was 20ft, 20ft if it was 15ft, 15ft if it was 10ft, and 10ft if it was 5ft.
Adorable:
Requires adolescent age or younger. When a character becomes too old for this feat, they must replace it with another. You're so cute nobody wants to hurt you. +2 to AC, except against mindless opponents.
Stubborn:
Requires adult age or higher. You've developed a tolerance for hardship. Being fatigued or shaken has no effect, but can still lead to exhaustion, fright or panic.
Go Down Swinging:
Requires middle age or younger. When a character becomes too old for this feat, they must replace it with another. When you are knocked unconscious or gain the dying status, you gain an attack of opportunity against every creature you threaten.
Non-Compliant:
Requires child age or higher. You are immune to compulsion effects.
These do not have improved versions. Aelsif uses some alternative age categories and does not use starting age. And yes, they do slow movement at the very high and very low ends significantly. It's also worth noting that Go Down Swinging pairs really well with Combat Reflexes, so it isn't wasted and you can hit *every* enemy within reach, and Non-Compliant does not prevent charms.
Last Stand:
Requires Con 13. You remain disabled when you would otherwise be unconscious, even while dying.
Power through:
Requires Con 15. When fatigued your strength is not penalized, and when exhausted your strength is only penalized by 2. Your dexterity is penalized as normal.
Against the World:
Requires Int 13. You gain +1 attack for every opponent you face, up to a maximum equal to your intelligence modifier. Unconscious or dead opponents do not count towards this total.
Notably, there are improved versions of these as well. Against the World is also a great feat to pair with Aimed Attack for high intelligence warriors. Last stand also pairs with Aelsif's -100% death rule, so your last stand lasts rather a lot longer than you'd think.