Re: [3.5 Feats] Fey Heritage
Nice work, as always (though some feats that seem like they would need to have a FP cost don't...)
Re: [3.5 Feats] Fey Heritage
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Originally Posted by
Amechra
Nice work, as always
Thanks.
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(though some feats that seem like they would need to have a FP cost don't...)
Hmmm...Like what?
Re: [3.5 Feats] Fey Heritage
Any of the ones that have X number of uses based off of the number of Fey Heritage feats you have; you have the FP system in play that already accounts for the number of these feats you have, so you should just base the uses of that single pool.
Much like what you do with most of your other feat chains, for example.
As always, I must demand a way to connect this with, say, your Mage feats. Wasn't there one that made illusions?
Re: [3.5 Feats] Fey Heritage
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Originally Posted by
Amechra
Any of the ones that have X number of uses based off of the number of Fey Heritage feats you have; you have the FP system in play that already accounts for the number of these feats you have, so you should just base the uses of that single pool.
The reason that some have X uses per day is because I didn't want people to necessarily have to expend FP in order to use some of the feats, and also to be able to expend FP if they did want more uses.
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As always, I must demand a way to connect this with, say, your Mage feats. Wasn't there one that made illusions?
That's true, although this chain probably does a better job for illusion than the individual feat for Mage illusions. As for a feat that links the two, I'll think about it. After all, I already have plans to connect it to my next feat chain.
Re: [3.5 Feats] Fey Heritage
Lessee...
Fae Feritage is really powerful... Even compared to most other decent homebrew feats, this one is a complete no-brainer if you're playing a social character. I suggest either adding a suitable weakness or perhaps moving the powerfil Silent Image effect to the Glammer feat and put the personal Disguise Self effect to fae heritage
Glammer This, compared to its predecessor is pretty lame, really. Disguise Self is useful and Alter Self are pretty useful [admittedly, the latter being useful only for seeming to be an ogre]. Again, I suspect that it would seem more useful if Disguise self were part of Fae Heritage and this gaining Silent Image. Similarly useful would be putting in the ability to apply Disguise Self to other creatures.
Seemings: I like this, but i'm not really following. How on earth can you literally BECOME Fine in size via illusion? Plus, infinite shape changing seems abusable. Actual shape shifting might be more useful, or just making it actual illusion, possibly with a Phantasmal component to convince the victim if you need to.
Feycraft: Well... I can make leprechaun gold...honestly stumped as to what else to do with it. Too likely to get discovered before it's used for stuff like switching out people's weapons or armour. Wouldn't take it.
Unseelie Soldier: I can make my ally into a giant. Most useful thing I can come up with. Never really was clear if Polymorph allowed you to make armour and stuff, so this seems like a poor gamble most of the time and there's the hillarious chance that they'll suck worse than before you changed them as a result of being 25% real...
Fae Favour: Not really understanding but if wat i think i grasp is true, it's solid.
[un]Seelie Skin: Nice. I'm surprised it's not a core feature of fairies really.
Fae Presence: Very tasty. Worth taking. The Charm Person [not that I like the spell, it's too blanket] effect seems like it could be easily trimmed down to 1 or 10 minutes per feat without it being less than worthwhile.
Fae Charm: I honestly think this is a bit ridiculous. I reckon that any two of these would be worth a feat. The Charm Person duration is too long for my tastes. Move that to Dominon, perhaps for an FP, given how extreme it is. Perhaps you 1 hour per feat would be alright for this feat.
Fae Dominion: Free uses are worth it on its own. The Charm Monster is a nice upgrade. I'm not sure about Domination, it seems rather, well, Un-fae to me. By this point, the "You're my friend" aspect of the fae has gotten really, really powerful.
Fey Travel: Well, the teleport is useful. We need to know if it's provoking AoOs. It seems like it might, possibly mitigated by an FP. The FP costs of the extension option seems too expensive for the benefits you get. I wouldn't use it unless desperate. If it were 20 or 30 ft, it probably would use it, though.
Feylord's Heir: Smashing feat. Its awesome. The only thing I have against it is actually the rather limited scope of the previous feats. I know that charm, illusions and DR/Cold Iron are the common things in D&D but this has left rather limited options for brewers.
Clean up Feycraft and it might be a better option. The issue with it at the moment is that "Interaction" is a wonderfully vague term and will tend to cause everything to become unreal with great regularity. Just being of limited duration would be fine, maybe based on the Djinn's ability. Fairy stories usually do things like turning willow sticks into swords, so the unreal thing doesn't really make sense anyway.
Other fairy aspects include tying abilties to totems to make them more powerful but adding the possiblity of losing them [see most magic hats] and probably an ability to fly using a stick [more fairies than witches in older stories].
Border Goblins can create items of black iron, that might be a nice upgrade to feycraft.
Pass Without Trace seems to be missing, which is a shame and there's no option to control plants by any means.
Finally, Charm is all well and good but Suggestion has always seemed to be the better option for being manipulative and tricky. Doesn't it seem capricious and fairy-like to tell someone that their friend is hiding a gem from them?
Re: [3.5 Feats] Fey Heritage
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Originally Posted by
Mulletmanalive
Lessee...
Fae Feritage is really powerful... Even compared to most other decent homebrew feats, this one is a complete no-brainer if you're playing a social character. I suggest either adding a suitable weakness or perhaps moving the powerfil Silent Image effect to the Glammer feat and put the personal Disguise Self effect to fae heritage
Hmmm....Maybe I should just give the bonus to Intimidate, Bluff, and Diplomacy, if this feat is too powerful, although I don't think it is.
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Glammer This, compared to its predecessor is pretty lame, really. Disguise Self is useful and Alter Self are pretty useful [admittedly, the latter being useful only for seeming to be an ogre]. Again, I suspect that it would seem more useful if Disguise self were part of Fae Heritage and this gaining Silent Image. Similarly useful would be putting in the ability to apply Disguise Self to other creatures.
EH, I think it's fine as-is. However, I think you might be onto something with the Disguise Self for other creatures.
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Seemings: I like this, but i'm not really following. How on earth can you literally BECOME Fine in size via illusion? Plus, infinite shape changing seems abusable. Actual shape shifting might be more useful, or just making it actual illusion, possibly with a Phantasmal component to convince the victim if you need to.
It's illusion as-is. Also, with the at-will shapeshifting....you can turn into any creature with 1 HD or less....at 6th level minimum. Not that overpowered.
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Feycraft: Well... I can make leprechaun gold...honestly stumped as to what else to do with it. Too likely to get discovered before it's used for stuff like switching out people's weapons or armour. Wouldn't take it.
There's other uses for it. Lots of uses, actually.
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Unseelie Soldier: I can make my ally into a giant. Most useful thing I can come up with. Never really was clear if Polymorph allowed you to make armour and stuff, so this seems like a poor gamble most of the time and there's the hillarious chance that they'll suck worse than before you changed them as a result of being 25% real...
The idea with this is more like Squirrel->Seelie Soldier->Insert creature here that's way better than a squirrel. Really useful if you have a familiar.
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Fae Favour: Not really understanding but if wat i think i grasp is true, it's solid.
Good.
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[un]Seelie Skin: Nice. I'm surprised it's not a core feature of fairies really.
Yeah. Based this off folklore, like most of the feats. No matter the culture, cold iron's a good way to piss off the fey and damage them. Still, the reason it's probably not a core feature of the Fey type is that not all fey in all cultures.
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Fae Presence: Very tasty. Worth taking. The Charm Person [not that I like the spell, it's too blanket] effect seems like it could be easily trimmed down to 1 or 10 minutes per feat without it being less than worthwhile.
Fae Charm: I honestly think this is a bit ridiculous. I reckon that any two of these would be worth a feat. The Charm Person duration is too long for my tastes. Move that to Dominon, perhaps for an FP, given how extreme it is. Perhaps you 1 hour per feat would be alright for this feat.
Eh, I think I'll keep these as-is.
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Fae Dominion: Free uses are worth it on its own. The Charm Monster is a nice upgrade. I'm not sure about Domination, it seems rather, well, Un-fae to me. By this point, the "You're my friend" aspect of the fae has gotten really, really powerful.
That's sort of the point. Also, Fey aren't just charming. Many pretty much enslave mortals with their powers. Call it the Dark side of the fey.
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Fey Travel: Well, the teleport is useful. We need to know if it's provoking AoOs. It seems like it might, possibly mitigated by an FP. The FP costs of the extension option seems too expensive for the benefits you get. I wouldn't use it unless desperate. If it were 20 or 30 ft, it probably would use it, though.
Teleporting 20-30 ft at-will can be powerful. Which is why I allow it to be extended through FP. Still, maybe the FP extension should be changed to 1 FP per 20 ft?
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Feylord's Heir: Smashing feat. Its awesome. The only thing I have against it is actually the rather limited scope of the previous feats. I know that charm, illusions and DR/Cold Iron are the common things in D&D but this has left rather limited options for brewers.
Grazie.
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Clean up Feycraft and it might be a better option. The issue with it at the moment is that "Interaction" is a wonderfully vague term and will tend to cause everything to become unreal with great regularity. Just being of limited duration would be fine, maybe based on the Djinn's ability. Fairy stories usually do things like turning willow sticks into swords, so the unreal thing doesn't really make sense anyway.
Yeah, the willow stick-> sword thing is mainly an illusion thing, although I've never heard of stuff like that going down.
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Other fairy aspects include tying abilties to totems to make them more powerful but adding the possiblity of losing them [see most magic hats] and probably an ability to fly using a stick [more fairies than witches in older stories].
Actually, I've got a really good thing planned for tying together my next feat chain and this one, involving Fairy Courts.
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Border Goblins can create items of black iron, that might be a nice upgrade to feycraft.
No idea what this means. Unless you're talking about Bordertown, in which case I've only read a handful of short stories based off it.
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Pass Without Trace seems to be missing, which is a shame and there's no option to control plants by any means.
Not sure what you mean by Pass Without Trace is missing, but there's a reason for the lack of fey plant-love in here. For the most part, I based these feats mostly off of the most common traits of the Fey in general. Not all, or even most of the Fey out there are necessarily plant-lovers or even remotely plant-affiliated.
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Finally, Charm is all well and good but Suggestion has always seemed to be the better option for being manipulative and tricky. Doesn't it seem capricious and fairy-like to tell someone that their friend is hiding a gem from them?
There's something called a Bluff skill. It's used for lying. Which they get a boost to, with this feat chain.
Also, you seem to have not used the same spelling as I did for my feats. Were you just doing what you wanted, or are you British or something?
Re: [3.5 Feats] Fey Heritage
Most of these feats fit very well into the D&D version of the fey. The folklore tends to be wider and much more specific to each species, barring a very strong trend towards illusions, usually "switcheroo" [you think that's your sword but it's actually a stick!] and "pixie-leading" [now the field is a cage!] effects.
Fey Heritage: My issue is that you gain advantage on these things regardless of what fey you are related to, which makes little sense. Usually the critters are good at one or two things only, unless they're nobles or queens or something. Plus, Use Magic Device, Use Psionic Device and Iaijutsu Focus hardly need more help.
Seeming: It's still not clear how the heck i'm supposed to be able to fly and fit through tiny cracks by dint of illusion magic for Seeming
Feycraft: There are plenty of potential uses of faecraft but its unreliable and specifcally states that you get a save every tiime the object is interacted with. By anyone, meaning that it's almost always going to be partially real within three touches, less if we're talking about level appropriate situations. Mostly useless for armour, weapons, trade-ables, tools, climbing equipment, shelter etc.
If you want to see about 5 examples of "stick to sword, straw to gold, poo to lollypop" transmutation, check out Grimm's Fairytales, available free on Kindle. Except the poo one, that's a Tibetan folk story about a mischievous yogin named Uncle Tompa.
Seelie Soldier: The seelie soldier thing...I suppose the familiar transmute is fairly useful but the wording of the feat is confusing, messy and heck, refers to a second option that's not even there. Still needs fixing.
Seelie Skin: I actually mean that the trait seemed like it would have made more sense as part of Fey Heritage. Not common outside of North Europe, mind.
Fey Dominion:
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That's sort of the point. Also, Fey aren't just charming. Many pretty much enslave mortals with their powers. Call it the Dark side of the fey.
Yes...but that's a feature of nobles, which you've referenced having their own chain of feats and you've lumped it in with being charming, hence why there's a disconnect.
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Not sure what you mean by Pass Without Trace is missing, but there's a reason for the lack of fey plant-love in here. For the most part, I based these feats mostly off of the most common traits of the Fey in general. Not all, or even most of the Fey out there are necessarily plant-lovers or even remotely plant-affiliated.
Trouping fairies, the more "good" aligned ones, tend towards not leaving any trace of their passage [unlike, say, giants], despite moving in large groups. The fact that no feat grants this most fairy-ish of traits seems like an oversight, considering how strong the charm line is [stronger by far than the illusion]
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There's something called a Bluff skill. It's used for lying. Which they get a boost to, with this feat chain.
By the same logic, there is also the Diplomacy skill, making Charm Person unnecessary as there is a tasty boost to that from the above chain. Suggestion is able to cause you to act on something; no matter how nice that pool of acid/gently bubbling hot spring looks to your convinced victim, you're not going to convince them to take a dip in combat or without undressing...
Miscellany:
Border Goblins are one of the four type of goblin you'll find reference to in folklore books. They live in the border region between Scotland and England and are armed with black iron boots and iron lances. Redcap was one.
The fae thing is because it's the spelling used in most textbooks and references to fairies in medieval latin [see The Faerie Queen] and is a habit i've retained from Fae-o-matic.
Re: [3.5 Feats] Fey Heritage
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Originally Posted by
Mulletmanalive
Fey Heritage: My issue is that you gain advantage on these things regardless of what fey you are related to, which makes little sense. Usually the critters are good at one or two things only, unless they're nobles or queens or something. Plus, Use Magic Device, Use Psionic Device and Iaijutsu Focus hardly need more help.
...Yeah, thinking I should just limit it to Bluff, Diplomacy, and Intimidate, although UMD would fit in, if limited to items with illusion and enchantment effects.
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Seeming: It's still not clear how the heck i'm supposed to be able to fly and fit through tiny cracks by dint of illusion magic for Seeming
You don't! :smallsmile:
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Feycraft: There are plenty of potential uses of faecraft but its unreliable and specifcally states that you get a save every tiime the object is interacted with. By anyone, meaning that it's almost always going to be partially real within three touches, less if we're talking about level appropriate situations. Mostly useless for armour, weapons, trade-ables, tools, climbing equipment, shelter etc.
Maybe the check should just be limited to the first time.
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Seelie Soldier: The seelie soldier thing...I suppose the familiar transmute is fairly useful but the wording of the feat is confusing, messy and heck, refers to a second option that's not even there. Still needs fixing.
Oh, yeah. Originally was going to include a second option to boost allies.
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Seelie Skin: I actually mean that the trait seemed like it would have made more sense as part of Fey Heritage. Not common outside of North Europe, mind.
Not cold iron specifically, but there's a lot of fey who are repelled by metals of some sort that I decided to include it.
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Fey Dominion:
Yes...but that's a feature of nobles, which you've referenced having their own chain of feats and you've lumped it in with being charming, hence why there's a disconnect.
....There's way more than just nobles that are charming.
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By the same logic, there is also the Diplomacy skill, making Charm Person unnecessary as there is a tasty boost to that from the above chain. Suggestion is able to cause you to act on something; no matter how nice that pool of acid/gently bubbling hot spring looks to your convinced victim, you're not going to convince them to take a dip in combat or without undressing...
Doesn't really sound Feyish to try to enchant their enemy into a vat of acid. At best, they'd cloak it in illusion.
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Miscellany:
Border Goblins are one of the four type of goblin you'll find reference to in folklore books. They live in the border region between Scotland and England and are armed with black iron boots and iron lances. Redcap was one.
Interesting. What game effect do you think it'd have?
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The fae thing is because it's the spelling used in most textbooks and references to fairies in medieval latin [see The Faerie Queen] and is a habit i've retained from Fae-o-matic.
I've read a lot of texts and most that I've seen say Fey. Which is why I decided to use that spelling.
Re: [3.5 Feats] Fey Heritage
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Originally Posted by
Pyromancer999
...Yeah, thinking I should just limit it to Bluff, Diplomacy, and Intimidate, although UMD would fit in, if limited to items with illusion and enchantment effects.
That would be an unusual proviso.
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You don't! :smallsmile:
You do according to the feat as it is written. That's what i'm reviewing.
You know a deeper level of illusions than most mortals know. You may, as a standard action, turn into any creature with HD equal to 1/2 the number of Fey feats as though through the Polymorph spell, except you do not regain hit points when transforming, and it is treated as a spell of the Illusion school with the Glamer descriptor.
The Polymorph spell grants you the extraordinary abilities and stats of your new form. This is basically true in Pathfinder too. Hence, you'd be whatever new size you adopted [Fine] and able to Fly, Burrow or Climb with the same basic gifts.
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Maybe the check should just be limited to the first time.
Probably. Or not at all. It doesn't seem all that abusable to me unless you're never planning on returning to a city again...who's going to trade with someone who's known for trading in fairy gold or selling glammered rags?
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Oh, yeah. Originally was going to include a second option to boost allies.
I'll assume that the reference is edited out then. Also, you're gonna want to link in to Shadow Conjuration as being 25% real isn't an intuitive phrase. Could be to hit modifiers and all sorts...
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Not cold iron specifically, but there's a lot of fey who are repelled by metals of some sort that I decided to include it.
Might be interesting to offer a choice. Iron is northern Europe but there are American creatures that are vulnerable to stone, Chinese things are usually vulnerable to wood of some type, Japanese ones are driven off with paper whips, etc
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....There's way more than just nobles that are charming.
yes, but i've not seen domination or consuption of all free will by anything that wouldn't be "noble" if you choose to apply the whole "courts" redaction to fey creatures.
At no point did I say that only nobles were charming, quite the contrary.
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Doesn't really sound Feyish to try to enchant their enemy into a vat of acid. At best, they'd cloak it in illusion.
It's a basic example, from the PHB, in fact.
It certainly does seem fairy like to lure people off cliffs, into bogs, into fires etc. Easiest to achieve with Suggestion if you wish to stick with core.
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Interesting. What game effect do you think it'd have?
Permanent items? Better ability to wound other fey? Not disbelievable as long as it's iron [if you want to keep that in]
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I've read a lot of texts and most that I've seen say Fey. Which is why I decided to use that spelling.
I used to call then fairies but people kept wanting to know why i was studying homosexuals. Most of my books are fairly old, which may explain it. The pages i photocopied from Briggs used fairy and fae interchangably.
Re: [3.5 Feats] Fey Heritage
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Originally Posted by
Mulletmanalive
That would be an unusual proviso.
But that's what makes it all the more fun.
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You do according to the feat as it is written. That's what i'm reviewing.
You know a deeper level of illusions than most mortals know. You may, as a standard action, turn into any creature with HD equal to 1/2 the number of Fey feats as though through the Polymorph spell, except you do not regain hit points when transforming, and it is treated as a spell of the Illusion school with the Glamer descriptor.
The Polymorph spell grants you the extraordinary abilities and stats of your new form. This is basically true in Pathfinder too. Hence, you'd be whatever new size you adopted [Fine] and able to Fly, Burrow or Climb with the same basic gifts.
That's true. It's a sketchy line. The idea is that you're fooling people, and sort of reality itself in a way into thinking a creature is what it isn't.
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Might be interesting to offer a choice. Iron is northern Europe but there are American creatures that are vulnerable to stone, Chinese things are usually vulnerable to wood of some type, Japanese ones are driven off with paper whips, etc
That'd be more of a houseruled thing, I'd imagine.
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yes, but i've not seen domination or consuption of all free will by anything that wouldn't be "noble" if you choose to apply the whole "courts" redaction to fey creatures.
I have.
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At no point did I say that only nobles were charming, quite the contrary.
It's a basic example, from the PHB, in fact.
It certainly does seem fairy like to lure people off cliffs, into bogs, into fires etc. Easiest to achieve with Suggestion if you wish to stick with core.
The point is not doing it. Luring tends to be done more with illusions than enhantment.
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Permanent items? Better ability to wound other fey? Not disbelievable as long as it's iron [if you want to keep that in]
How about it just allows the creature to manipulate iron objects and change their material to Black Iron, which acts as Cold Iron for the purposes of bypassing damage reduction, plus acts as a Bane weapon towards Fey?
Re: [3.5 Feats] Fey Heritage
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Originally Posted by
Pyromancer999
But that's what makes it all the more fun.
True enough.
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That's true. It's a sketchy line. The idea is that you're fooling people, and sort of reality itself in a way into thinking a creature is what it isn't.
Probably still better to rewrite the feat so that your actual intentions are clear. There is the Seeming spell, which is pretty underwhelming for its level, and that does basically what you're sugesting here. Maybe reference that.
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That'd be more of a houseruled thing, I'd imagine.
Fair.
Ok, colour me intruiged. I'd like to read these tales. Only ones i can think of are Queens, Knights, Dryads and Baba Yaga and i'm always interested in widening my sourcs.
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The point is not doing it. Luring tends to be done more with illusions than enhantment.
I'll agree to disagree. mechanical level thing.
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How about it just allows the creature to manipulate iron objects and change their material to Black Iron, which acts as Cold Iron for the purposes of bypassing damage reduction, plus acts as a Bane weapon towards Fey?
There is a lot of lore [not necessarily fey related] for people with contaminated blood using their nature to hunt that which bore them. Manga loves this too...as does pretty much every other kind of fiction.
Hell yes, roll with that.
"You brought me into this world a changeling, mother, hated and despised. And then you ABANDONED ME! Prepare to die!"
Re: [3.5 Feats] Fey Heritage
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Originally Posted by
Mulletmanalive
Probably still better to rewrite the feat so that your actual intentions are clear. There is the Seeming spell, which is pretty underwhelming for its level, and that does basically what you're sugesting here. Maybe reference that.
What is the Seeming spell? Never heard of it.
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Ok, colour me intruiged. I'd like to read these tales. Only ones i can think of are Queens, Knights, Dryads and Baba Yaga and i'm always interested in widening my sourcs.
There's always a non-noble fey's beauty and similar examples, and many enslave a mortal's attentions or will for a short time to accomplish their aims, like the kelpie.
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There is a lot of lore [not necessarily fey related] for people with contaminated blood using their nature to hunt that which bore them. Manga loves this too...as does pretty much every other kind of fiction.
Hell yes, roll with that.
"You brought me into this world a changeling, mother, hated and despised. And then you ABANDONED ME! Prepare to die!"
Here's how I'm thinking that'd go:
Black Iron Adept[Fey]
Prerequisites: Fey Heritage, Glamours, Feycraft, 6th level
Benefit: You are descended from a Border Goblin, wielders and shapers of the material known as Black Iron. As a standard action, you may change the composition of any item made of iron in your possession into Black Iron for the rest of the encounter. This material acts as Cold Iron for the purpose of bypassing damage reduction, and also acts as a Bane(Fey) weapon. Any Fey creature without the [Goblinoid] subtype that comes into physical contact(such as through a touch attack against a creature with Black Iron Armor) with a Black Iron object(aside from a weapon) is automatically dealt 2d6 damage as though through a touch attack, and that bypasses damage reduction as though it were a weapon made from Cold Iron. Any Feycraft item you make may be treated as though it were made of Black Iron, so long as the original object was made of iron. By expending 1 FP, you may treat all creatures as Fey for the purpose of being affected by Black Iron for a number of rounds equal to the number of Fey feats you have.
How's that?
Re: [3.5 Feats] Fey Heritage
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Originally Posted by
Pyromancer999
What is the Seeming spell? Never heard of it.
Seeming is basically Disguise Self but for a bunch of other people. Veil is the more adaptable version, which would actually allow you to seem to be a bug.
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There's always a non-noble fey's beauty and similar examples, and many enslave a mortal's attentions or will for a short time to accomplish their aims, like the kelpie.
That sounds like Fascination rather than Domination. I've never heard of kelpie doing anything like that. Their MO is to look like something tempting, usually a nice horse, stick to you when you touch it and then drag you off and drown you.
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Here's how I'm thinking that'd go:
Black Iron Adept[Fey]
Prerequisites: Fey Heritage, Glamours, Feycraft, 6th level
Benefit: You are descended from a Border Goblin, wielders and shapers of the material known as Black Iron. As a standard action, you may change the composition of any item made of iron in your possession into Black Iron for the rest of the encounter. This material acts as Cold Iron for the purpose of bypassing damage reduction, and also acts as a Bane(Fey) weapon. Any Fey creature without the [Goblinoid] subtype that comes into physical contact(such as through a touch attack against a creature with Black Iron Armor) with a Black Iron object(aside from a weapon) is automatically dealt 2d6 damage as though through a touch attack, and that bypasses damage reduction as though it were a weapon made from Cold Iron. Any Feycraft item you make may be treated as though it were made of Black Iron, so long as the original object was made of iron. By expending 1 FP, you may treat all creatures as Fey for the purpose of being affected by Black Iron for a number of rounds equal to the number of Fey feats you have.
How's that?
That's pretty good. Assuming dunters have this ability, they're much more dangerous than WotC's pitiful attempts at redcaps.
Re: [3.5 Feats] Fey Heritage
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Originally Posted by
Mulletmanalive
Seeming is basically Disguise Self but for a bunch of other people.
Veil is the more adaptable version, which would actually allow you to seem to be a bug.
Eh, I'm looking for an illusory effect that acts as a pseudo-transformation spell.
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That sounds like Fascination rather than Domination. I've never heard of kelpie doing anything like that. Their MO is to look like something tempting, usually a nice horse, stick to you when you touch it and then drag you off and drown you.
It's a bit beyond Fascination, but less than true Domination. Still, there's others.
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That's pretty good. Assuming dunters have this ability, they're much more dangerous than WotC's pitiful attempts at redcaps.
What's a dunter?