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Thread: Half-Feats [Feats]
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2007-06-09, 04:39 AM (ISO 8601)
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Half-Feats [46 "Feats"]
[Half-Feats]
Half feats are new expansive character options, designed each to be of less worth than a half of feat but providing more options or subtle bonuses that you wish you could use - just would never be worth to expend a normal feat on. Whenever you obtain a half-feat over a normal feat you gain a second half-feat as well. The bonus half-feat does not provide another half-feat of it's own.
Whenever a class feature or similar effect would offer a specific type of feat, such as a Luck feat by the Fortune's Friends (Complete Scoundrel, pg. 38), you may choose the appropriate half-feat type and then gain any other half-feat of your choice with no restriction of type as long as you meet the requirements of that half-feat.
Luck feats and skill tricks originated from the Complete Scoundrel.
Able Armor Barer [Half-feat]
Benefit: The armor check penalty of all armor and shields you wear is lessened by 1.
Active Avoidance [Half-feat]
Benefit: Once a day you may choose a single target you have line of sight to. During that round, you do not provoke attacks of opportunity from that opponent. You provoke attacks of opportunities from other opponents as normal.
Adjusted Spellcaster [Half-feat]
Benefit: For the chosen spellcaster class, your caster level increases by 2. This cannot increase your caster level to any higher than your hit die. This does not effect your spells per day or spells known and increases your caster level only.
Special: The benefits of this feat do not stack with practiced spellcaster.
Special: You can gain this feat multiple times, even as a bonus half-feat to itself. Each time you must choose a different spellcasting class to which this feat applies.
Always Silent [Half-feat]
Benefit: Choose a spell you know or can cast of at least 2 levels lower than your max spell level. When you cast this spell, you may apply the silent spell metamagic feat spontaneously to it without increasing the casting time or spell level, even if you do not have the silent spell feat.
Special: You can gain this feat multiple times, even as a bonus half-feat to itself. Each time you take this feat it applies to a new spell.
Special: Whenever you gain an odd level (3,5,etc.) you may change the spell for which this feat applies to.
Always Stilled [Half-feat]
Benefit: Choose a spell you know or can cast of at least 2 levels lower than your max spell level. When you cast this spell, you may apply the still spell metamagic feat spontaneously to it without increasing the casting time or spell level, even if you do not have the still spell feat.
Special: You can gain this feat multiple times, even as a bonus half-feat to itself. Each time you take this feat it applies to a new spell.
Special: Whenever you gain an odd level (3,5,etc.) you may change the spell for which this feat applies to.
Battlefield Traverser [Half-feat]
Benefit: Whenever you forgo a standard action to take a move action in its place, you may gain an additional move action usable immediately. Moving at this rate fatigues, and exhausts you, as quickly as moving at a run would.
Broad of Mind [Half-feat]
Benefit: For the purposes of determining bonus skill points per level, your intelligence is considered 1 higher than it actually is.
Special: If this feat is taken at level 1, this bonus applies to your initial skill points.
Combatant [Half-feat] [Fighter]
Prerequisites: Base attack bonus of +5
Benefit: Your base attack bonus increases by 1 and you take a penalty of 1 to all attack and grapple checks.
Special: This does not allow your base attack bonus to exceed your hit die.
Special: You can gain this feat multiple times, even as a bonus half-feat to itself.
Distant Spellcaster [Half-feat]
Benefit: For the purpose of determining range of spells you cast, your level is treated as though it is 2 higher.
Special: This feat does not apply to spells under the effect of enlarge spell.
Exceptional Skill [Half-feat]
Benefit: When you obtain this feat, you gain 2 skill points usable immediately.
Special: You can gain this feat multiple times, even as a bonus half-feat to itself
Disclaimer: This feet is modeled after, and under half the power of, an official feat that already exists called Open Minded (from Complete Adventurer) which gives 5 skill points. Just so you know
Extend Telepathy [Half-feat]
Prerequisites: Telepathy
Benefit: Your telepathy range increases by 50 ft.
Special: You can gain this feat multiple times, even as a bonus half-feat to itself. Each time your telepathy range increases by another 50 ft.
Favored Class [Half-feat]
Benefit: Choose a class of which you have at least 2 levels of. That class becomes your favored class, replacing your race's normal favored class.
Focused Teleporter [Half-feat]
Prerequisites: Ability to cast teleport or to teleport as a spell like or supernatural ability.
Benefit: All rolls made to determine the teleport location is reduced by 2. Rolls of less than 1 are treated as 1 for the purpose of teleport.
Fortunate Fortitude [Half-feat]
Benefit: The first fortitude save you would make each day is considered a natural 20.
Fortunate Reflex [Half-feat]
Benefit: The first reflex save you would make each day is considered a natural 20.
Fortunate Will [Half-feat]
Benefit: The first will save you would make each day is considered a natural 20.
Fortunate Striking [Half-feat] [Fighter]
Benefit: The first successful attack you would make each day with each hand gains a bonus to its damage equal to half of your base attack bonus (rounded down).
Special: Two-handed weapons are considered to have used both hands for this attack but only provide the damage bonus for one of the hands.
Frontline [Half-feat][Fighter]
Benefit: You may move 10 feet before making a full attack. This movement provokes attacks of opportunity as normal.
You may not take a 5' step during the same round you use the benefits of this half feat.
Helpful [Half-feat]
Benefit: Whenever you aid other for a skill check or attack you provide a +4 bonus.
Normal: You give a +2 bonus when aiding another.
Improve Sudden [Half-feat]
Prerequisites: Either Sudden Still, Sudden Silent, or Sudden Extend
Benefit: Choose either sudden still, sudden silent, or sudden extend. You may use the chosen feat an additional time per day if you already have the chosen feat.
Special: You can gain this feat multiple times, even as a bonus half-feat to itself. Each time you take this feat it applies to a different feat.
Intermediary Spell [Half-feat] [Metamagic]
Benefits: A spell effected by intemediary spell deals its average total damage for all damage rolls instead of rolling, rounded down. For example, a level 9 wizard casting an intermediary fireball would deal 31 damage per effected target, or 9 times 3.5. An intermediary spell uses a spell slot 0 levels higher and also does not increase the casting time of spells its applied to by spontaneous casters. Other metamagic feats may still increase the casting time however.
Special: Ignore the effects of intermediary spell on a spell also under the effects of maximize spell.
Lasting Spellcaster [Half-feat]
Benefit: For the purpose of determining duration of spells you cast, your level is treated as though it is 2 higher.
Special: This feat does not apply to spells under the effect of extend spell.
Lingering Energy [Half-feat][Metamagic]
Prerequisites: Spellcraft 9 ranks
Benefit: Creatures who succeed on their saving throws against a spell with lingering energy applied to it are dealt 1 untyped damage that penetrates all damage reduction.
A lingering energy spell uses a spell slot 0 levels higher than the base spell.
Lucky [Half-feat] [Luck]
Prerequisites: Any luck feat.
Benefit: You gain another luck point each day.
Special: You can gain this feat multiple times, even as a bonus half-feat to itself
Mental Attunement [Half-feat]
Benefit: Choose a skill that has an ability modifier of either int or wis. That skill uses the opposite as its ability modifier (int to wis, and wis to int).
Special: You can gain this feat multiple times, even as a bonus half-feat to itself. Its effects do not stack. Each time you take this feat it applies to a new skill.
Minor Improved Initiative [Half-feat]
Benefit: You gain a +2 bonus on initiative checks.
Special: This feat does not stack with improved initiative.
Minor Skill Focus [Half-feat]
Benefit: Choose a skill, you get a +2 bonus on all checks involving that skill.
Special: This feat does not stack with skill focus.
Special: You can gain this feat multiple times, even as a bonus half-feat to itself. Its effects do not stack. Each time you take this feat it applies to a new skill.
Opportune [Half-feat] [Fighter]
Benefit: You may make an extra attack of opportunity each round.
Physical Attunement [Half-feat]
Benefit: Choose a skill that has an ability modifier of either dex or str. That skill uses the opposite as its ability modifier (str to dex, and dex to str).
Special: You can gain this feat multiple times, even as a bonus half-feat to itself. Its effects do not stack. Each time you take this feat it applies to a new skill.
Powered Familiar [Half-feat]
Prerequisites: A familiar as a class feature.
Benefit: For the purposes of familiar related effects, progression, and feats that are based on level such as improved familiar, your level is considered 1 higher.
Protected Caster [Half-feat]
Benefit: Your total arcane spell failure chance is reduced by 5%.
Quick Crafter [Half-feat]
Benefit: The time consumed in crafting items is reduced by half.
Quick of Foot [Half-feat]
Benefit: For the purposes of determining Armor Class bonuses, your dexterity is considered 1 higher than it actually is.
Shadow Distance [Half-feat]
Prerequisites: Shadow jump class feature
Benefit: Your total shadow jump distance increases by 20 ft.
Skill Mitigation [Half-feat]
Benefit: Whenever you roll a 5 or less on a skill check, you get a +1 bonus to that roll.
Special: You can gain this feat up to two times, even as a bonus half-feat to itself. Its effects stack.
Strong of Arm [Half-feat]
Benefit: For the purposes of determining bonus damage, your strength is considered 1 higher than it actually is.
Strong Mind [Half-feat]
Benefit: You gain a +2 bonus to saves against mind effecting spells or effects.
Talented [Half-feat]
Benefit: When you obtain this feat, choose a cross-class skill. This skill permanently becomes a class skill.
Special: You can gain this feat multiple times, even as a bonus half-feat to itself
Thick of Skin [Half-feat]
Benefit: For the purposes of determining bonus HP, your constitution is considered 1 higher than it actually is.
Trickster [Half-feat]
Benefit: Your max number of skill tricks is increased by 1.
True-Lifter [Half-feat]
Benefit: For the purposes of determining carrying capacity, your strength is considered 3 higher than it actually is.
Undying Will [Half-feat]
Benefit: You gain a +4 to saves versus death effects and are immune to power word, kill.
Utilitarian Caster [Half-feat]
Prerequisites: Caster level 6th of the chosen spellcasting class
Benefit: Triple the number of 0 level spell slots you have for the chosen spellcasting class.
Special: You can gain this feat multiple times, even as a bonus half-feat to itself. Each time you must choose a different spellcasting class to which this feat applies.
Variable Talents [Half-feat]
Benefit: You gain a skill point at the time of taking this feat and a bonus skill point every left after. These skills points can be spent only on skills with fewer than 4 ranks. You may not use these skill points for other purposes such as skill tricks.
Working Side [Half-feat]
Benefit: When you obtain this feat, you gain 5 skill points usable immediately. These skill points may only be placed into either the perform or profession skills.
Preexisting feats to consider becoming half feats:
Dash (Complete Warrior)
Toughness
Exotic Weapon Proficiency
Extra Spell (Complete Arcane)
Improved Two-Weapon Fighting*
Greater Two-Weapon Fighting*
and any other feat that is too extremely worthless or worthless on its own to really be taken.
*(If you feel that two-weapon fighting is too weak)
=======New Additions=======
Quicken Spell Receptivity [Half-feat]
Prerequisite: Spell Resistance
Benefit: You may lower your spell resistance as an immediate action.
Fortunate Striking [Half-feat][Fighter]
Prerequisite: Base attack bonus of +4 or greater
Benefit: The first 1 you roll for an attack each day is treated as a 20.
Multi-Dodge [Half-feat][Fighter]
Prerequisite: Dodge
Benefit: You may choose any number of targets for your dodge feat.
Spell Knowledge [Half-feat]
Prerequisites: Ability to cast spells spontaneously, ability to cast 3rd level spells
Benefit: You gain an additional three spells known. These spells must be atleast 2 levels lowers than your max spell level.
Special: These feat has no benefit for classes with a set spells known list, such as a beguiler.
Exceptional Skill [Half-feat]
Prerequisite: Four or more levels in a class with "2 + int modifier" skill points per level.
Benefit: You gain an additional 4 skill points, usable immediately.
Forever Spell [Half-feat][Metamagic]
Prerequisite: Extend Spell
Benefit: A spell modified by forever spell has its duration changed to permanent. Forever spell can only be applied to a spell with a duration of at least 24 hours per level. A forever spell uses a spell slot one level higher.Last edited by Reinboom; 2007-10-09 at 07:44 PM.
Avatar by Alarra
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2007-06-09, 12:50 PM (ISO 8601)
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Re: Half-Feats [Feats]
Unfortunately combatant may be more powerful than some regular feats...
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2007-06-09, 01:11 PM (ISO 8601)
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Re: Half-Feats [Feats]
It's worth pointing out that you can only take it once though. Or at least, it doesn't say it can be taken multiple times.
It IS too powerful for a regular feat, much less a half feat. Weapon focus gives you +1 to attack with a single weapon, so a feat that gives you +1 to attack all the time is power creeping ever higher. (you can argue that weapon focus is almost meaningless in the late game, but still).
What strikes me about the feat (half-feat...whatever o_O) is its usefullness to multiclass characters who want their BAB to grant them an extra attack. It's useful to monks for the same reason.
So what I would suggest for that feat, is to re-word it so your BAB COUNTS AS 1 point higher for determining number of attacks, without actually giving you the extra +1 to hit.
So your Rogue or Monk gets a second attack at level 7 instead of level 8, a and third attack at level 14 instead of 15. Your attack bonus remains the same numerically, you aren't more likely to hit, but you get your extra swings earlier in the game.
Worded like that, you might even allow the feat to be taken twice...
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2007-06-09, 04:06 PM (ISO 8601)
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Re: Half-Feats [Feats]
Oooh, shiny.
I'm on board with SilverClaw's suggestion for Combatant. Hmm, I'd even add Weapon Focus on to your list of half-feats.
Although I adore Always Silent and Always Stilled, I would prefer if the caster had the ability to change the spells so that the feat remains useful as the caster gains levels. Say, every time the caster gains access to a new level of spells, he can rechoose the spell for this.
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2007-06-09, 08:05 PM (ISO 8601)
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Re: Half-Feats [Feats]
I see the issues with Combatant more now, with looking at prestige classes more than anything. Weapon focus is generally taken by full BAB groups anyways, which this feat doesn't help, and this works alongside it otherwise.
Perhaps I should just ditch it altogether ran than make it complicated?
-- Added a moving around thing to still and silent.Last edited by Reinboom; 2007-06-09 at 08:06 PM.
Avatar by Alarra
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2007-06-09, 08:34 PM (ISO 8601)
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Re: Half-Feats [Feats]
I don't think it makes it all too complicated.
Here
Combatant [Half-feat]
Benefit: Your base attack bonus counts as 1 higher for the purposes of pre-requisites and additional attacks. This can not increase a base attack bonus to higher than your character level, and does not increase your actual attack bonus.
Special: You can gain this feat multiple times, but your BAB never counts as being higher than your character level.
There. Now if you're a fighter or paladin, you've got no reason to take it, but if you're a Rogue, Monk, Cleric, Bard... you get your secondary attacks one level sooner. You qualify for BAB based pre-reqs for prestige classes and feats a level sooner, or even faster if you take the feat multiple times, but still never sooner than a full BAB class would get it.
Game balance in terms of pre-reqs isn't thrown out the window, as you're still never better than a fighter of equal level. And you're not actually more likely to hit your opponent's, you just get secondary swings because you train in some martial interests
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2007-06-09, 08:37 PM (ISO 8601)
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Re: Half-Feats [Feats]
I liked it better before. Rogues should be able to fight better too, with some feats, with a couple of feats. Another thing is, if you have levels of fighter and a not-so-fighter class, you can use the fighter bonus feats to boost your BAB back up to full for the other class' loss.
Maybe instead make it so it requires a minimum BAB to get the feat? Meh.
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2007-06-09, 08:52 PM (ISO 8601)
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Re: Half-Feats [Feats]
Methinks SilverClaw's fix to Combatant works well enough.
Other than that...we have here a great idea. Might be hard to convince a DM to incorporate it, especially the kind that just breezes over classes and/or judges them based on how overpowere their concept is as opposed to how mechanically effective they are. Like the confused masses who think that Warmage is good.
Also, this is the homebrew forum's 5000th thread. Just pointing it out.This is Siggy...
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2007-06-10, 01:00 AM (ISO 8601)
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Re: Half-Feats [Feats]
Ok, I will use this then. Thanks SilverClaw.
However, there's the issue of, bonus attacks are at "-5" of the attack before it. +6/+1, +11/+6/+1, etc. So, what solution should be put in for raising? +5/+1, +10/+6/+1 ?, or, +5/+0, +10/+5/+0 ? With multiple... say 6
+5/+6/+1 vs... +5/+0/-5
It's clear which is more stable. Just before I change it, saying out my reasoning.Avatar by Alarra
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2007-06-10, 01:28 AM (ISO 8601)
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2007-06-10, 01:50 AM (ISO 8601)
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Re: Half-Feats [Feats]
Wow, cool idea.
Um, exceptional skill is kinda overpowered. Basically exceptional skill x 2 > Skill Focus.
In most situations at least. SF isn't limited by ranks though. So maybe it isn't...
And aren't there already normal feats that are worse than your silent and still half-feats? I'm probably wrong of course, but they look really powerful.Last edited by Icewalker; 2007-06-10 at 01:52 AM.
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2007-06-10, 02:30 AM (ISO 8601)
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Re: Half-Feats [Feats]
There's automatic silent and still spell. These allow you to replace a spell spontaneously and is limited to number of times a day. However, it can be to whatever you want. The above feats can only be applied to at least 2 levels lower than max and only a single spell. So they are different.
For the Exceptional Skill, there's a feat in complete adventurer that gives 5 skill points. Open minded I believe. And yes, these are limited by ranks. So even 2 of these together is worse than another already existing feat.
--- New half-feat ideas added above.Last edited by Reinboom; 2007-06-10 at 05:45 AM.
Avatar by Alarra
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2007-06-10, 08:35 AM (ISO 8601)
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Re: Half-Feats [Feats]
I don't know if I like these new treat-as-one-higher feats, if just because they could be completely worthless for up to 4 levels in some characters.
How about providing a similar benefit without referring to the ability score? Like this:
Thick of Skin: You gain half your HD in HP; affects future HD as well as past.
Quick of Foot: (Change to Dodge)
Strong of Arm: You gain +1 damage on your first attack each round.
Broad of Mind: You gain 2 + half your HD in skill points; affects future HD as well as past.
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2007-06-10, 08:47 AM (ISO 8601)
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Re: Half-Feats [Feats]
As half-feats, these may be sinking on too powerful. The idea with the minor boosts was looking at all the feats that require an odd modifier (13 int, combat expertise). This will open another ability point up for that fighter will still getting a bit of boost from having "more than 12". So they don't ever have to reach 14.
These weren't intended for the characters' primary stats, and you can't raise -every- ability score every 4 levels.
As a side note: most of my intentions with these aren't necessarily to be 'good', so to say, but to provide options while not being 'bad' either.Avatar by Alarra
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2007-06-11, 09:07 AM (ISO 8601)
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Re: Half-Feats [Feats]
Do two half-feats make a feat? say.... can I take two half feats at third level instead of a regular feat?
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2007-06-11, 09:24 AM (ISO 8601)
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Re: Half-Feats [Feats]
Yes, that is quite the idea of this project
Avatar by Alarra
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2007-06-11, 12:34 PM (ISO 8601)
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Re: Half-Feats [Feats]
Tower-Shield Proficiency = half-feat. Also, I would second reducing exceptional skill's effectiveness or eliminating the half-feat entirely; skill focus and all the other "+2 to 2 skills" feats don't need to be replaced.
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2007-06-11, 02:26 PM (ISO 8601)
Re: Half-Feats [Feats]
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2007-06-12, 04:05 AM (ISO 8601)
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Re: Half-Feats [Feats]
Except that 2 skill points don't raise the skills above your max rank. This isn't replacing them at all. Normally, you would only take the +2 skills to emphasize on something that you are already maxed in ranks in.
And may I also remind of Open-minded? It's a feat that gives 5 free skill points. An official feat.
I have more ideas for half-feats to add to my list above, I'll post them after I examine them a bit more.Avatar by Alarra
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2007-06-12, 10:14 AM (ISO 8601)
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Re: Half-Feats [Feats]
Except that 2 skill points don't raise the skills above your max rank. This isn't replacing them at all. Normally, you would only take the +2 skills to emphasize on something that you are already maxed in ranks in.
And may I also remind of Open-minded? It's a feat that gives 5 free skill points. An official feat.
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2007-06-12, 01:37 PM (ISO 8601)
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2007-06-15, 08:23 PM (ISO 8601)
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Re: Half-Feats [Feats]
Yeah, I like the idea of Half Feats (hell, I use a similar system in my (A)D&D Games). It makes me wonder whether it wouldn't have been better to assign some sort of point cost [i.e. 1 Full Feat = 4 Points] and let Characters purchase Feats and Half Feats that way, but this works well as a Plug In.
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2007-07-15, 08:30 PM (ISO 8601)
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Re: Half-Feats [Feats]
Added 8 new half feats I recently made and partially tested. On original post.
Avatar by Alarra
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2007-07-15, 09:54 PM (ISO 8601)
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Re: Half-Feats [Feats]
These are fun, little bonuses that you can get, great for those of us that know the importance of a feat, but can't find anything good to actually spend a feat on.
In fact, I might just use these on a character I'm developing. Two of these would do wonders more than Toughness, or whatever stupid thing I gave him.
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2007-07-23, 03:33 PM (ISO 8601)
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Re: Half-Feats [Feats]
Added 7 more half-feats.
Removed Combatant
Updated and adjusted the rules of half-feat and the description at the top.
Added formatting.
--
Edit: Added another.Last edited by Reinboom; 2007-07-23 at 03:55 PM.
Avatar by Alarra
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2007-07-23, 04:06 PM (ISO 8601)
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Re: Half-Feats [Feats]
Neat stuff, SweetRein. Keep them coming.
Last edited by Deepblue706; 2007-07-23 at 04:07 PM.
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2007-07-23, 05:44 PM (ISO 8601)
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Re: Half-Feats [Feats]
Some interesting additions. I've got a few questions, though:
For Fortunate [save], is there a reason you did just say that you automatically make the first save?
Enduring Flyer needs context. I have no idea what sort of flight you are talking about that's limited to 4 hours.
Is there a reason Adjusted Spellcaster is only +1 when Practiced Spellcaster is +4? If these are truly "half" feats, shouldn't it be +2?
Why'd you remove Combatant? I rather liked that one.
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2007-07-23, 06:22 PM (ISO 8601)
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Re: Half-Feats [Feats]
Combatant had two things I didn't like about it; First, it wasn't very streamlined. 2nd, it offered in that it could make obtaining certain prestige classes (ones that are gish specific) slightly too easy. I'll try to reconceive it later -- and silverclawshift's post still is there with it.
For the saves: It is easier to adjust to a natural 20 rather than an automatic success. It's impossible to know every feature (or ridiculous to), and this keeps design open and prevents some loophole I didn't see.
Adjusted Spellcaster: Yes, for it's use in small level loss builds, it still gives use to practiced spellcaster. I am still thinking over this one though, and it probably will end up as +2.
Flying: Mistake.Avatar by Alarra
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2007-07-26, 12:56 AM (ISO 8601)
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Re: Half-Feats [Feats]
Added a reworded Combatant and 4 new half-feats. I also reorganized the ones that where already there into alphabetical order.
Are there any other prestige classes with large variabled features (such as the shadow jump) that can be slightly improved as well?
Edit: *5 new. Just added intermediary spell in response to the In Defense of Evocation discussion reminding me the one thing I truly dislike about evocation spells personally—counting up a large dice pool.Last edited by Reinboom; 2007-07-26 at 06:44 AM.
Avatar by Alarra
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2007-07-31, 09:11 PM (ISO 8601)
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Re: Half-Feats [Feats]
Question about Minor Skill Focus. It doesn't stack with itself or Skill Focus, but does it stack with Feats like Alertness?
It is a joyful thing indeed to hold intimate converse with a man after one’s own heart, chatting without reserve about things of interest or the fleeting topics of the world; but such, alas, are few and far between.
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