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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 05-02-2008, 02:37 AM   Top  -  End  -  #1
Kizara
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Default 3.5 D&D Feat Revisions and Additions

From my Tome of House Rules v1.54

A note on symbols:

* designates an element I am not happy with and requires further work
** designates a change that is largely based on flavor and setting, instead of balance reasons.

PHB

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Complete Divine

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Complete Arcane

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Complete Adventurer

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Complete Warrior

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New Feats:

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Feedback, critique and such encouraged.
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Old 05-03-2008, 05:00 AM   Top  -  End  -  #2
Kizara
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Default Re: 3.5 D&D Feat Revisions and Additions

No feedback whatsoever eh?

This was a fairly massive amount of work, I would assume someone would have something to say about at least part of it.
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Old 05-03-2008, 05:36 AM   Top  -  End  -  #3
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Default Re: 3.5 D&D Feat Revisions and Additions

I fear you may have just run headlong into the ever present TL;DR factor.

Interesting series of tweaks, but I've long since given up on trying to fix D&D feats as written. K/Frank scaling feats FTW! (Link to PDF of their work)

Last edited by bosssmiley : 05-03-2008 at 06:26 AM. Reason: link to explanation of TL;DR added
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Old 05-03-2008, 05:44 AM   Top  -  End  -  #4
Kizara
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Default Re: 3.5 D&D Feat Revisions and Additions

Quote:
Originally Posted by bosssmiley View Post
I fear you may have just run headlong into the ever present TL;DR factor.

Interesting series of tweaks, but I've long since given up on trying to fix D&D feats as written. K/Frank scaling feats FTW! (Link to PDF of their work)
TL/DR factor?
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Old 05-03-2008, 07:21 PM   Top  -  End  -  #5
kme
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Default Re: 3.5 D&D Feat Revisions and Additions

Hmm, I like your fixes a lot. I think i will be using them in near future.

One potentially unnecessary question: Is there some kind of hidden benefit from Master Whirlwind Attack ? Or is it just for overkill when fighting mooks ?
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Old 05-03-2008, 07:25 PM   Top  -  End  -  #6
Kizara
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Default Re: 3.5 D&D Feat Revisions and Additions

Quote:
Originally Posted by kme View Post
Hmm, I like your fixes a lot. I think i will be using them in near future.

One potentially unnecessary question: Is there some kind of hidden benefit from Master Whirlwind Attack ? Or is it just for overkill when fighting mooks ?
Thank you.

Well, you can make Whirlwind attacks for your Cleave attacks, and then Cleave off of enemies that are taking out by your whirlwind attack. Add in Supreme Cleave and its mildly crazy. Honestly though, it's mainly a cool way to get massive overkill. I'll probably still never bother to take it. It might work for an elite NPC warrior-type though.
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Old 05-03-2008, 07:42 PM   Top  -  End  -  #7
Eurus
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Default Re: 3.5 D&D Feat Revisions and Additions

So... You attack a mook, drop him, use your Cleave attack to make a Whirlwind Attack, drop another mook with that one, Cleave activates again, you whirlwind attack again... Repeat until everyone within melee reach is dead? What happens if you drop two mooks with one Whirlwind Attack? Do you get two more, regardless of if either of them drop another mook?

I actually can't recall what Supreme Cleave does at the moment... Is that the one that lets you take the 5-foot step before Cleave attacks? Because if so, combining Supreme Cleave with Whirlwind Attack would put the Dervish to shame... XD
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Old 05-03-2008, 07:49 PM   Top  -  End  -  #8
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Default Re: 3.5 D&D Feat Revisions and Additions

Quote:
Originally Posted by Eurus View Post
So... You attack a mook, drop him, use your Cleave attack to make a Whirlwind Attack, drop another mook with that one, Cleave activates again, you whirlwind attack again... Repeat until everyone within melee reach is dead? What happens if you drop two mooks with one Whirlwind Attack? Do you get two more, regardless of if either of them drop another mook?
Essentially. Each time you drop someone it procs again, so you may whirlwind like 5 or more times in the right circumstances.


Quote:
I actually can't recall what Supreme Cleave does at the moment... Is that the one that lets you take the 5-foot step before Cleave attacks? Because if so, combining Supreme Cleave with Whirlwind Attack would put the Dervish to shame... XD
Its a frenzy beserker class ability, and yes that's essentially what it does. And your right, that becomes crazy in the right situation, but is basically undoable outside of gestalt as it requires like 15 feats.
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Old 05-04-2008, 05:01 AM   Top  -  End  -  #9
kme
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Default Re: 3.5 D&D Feat Revisions and Additions

Ah, now its much more clear, and cooler .
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Old 05-04-2008, 10:31 PM   Top  -  End  -  #10
Kizara
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Default Re: 3.5 D&D Feat Revisions and Additions

Some additions:

Shield Focus [General]

Prerequisites: BAB 1+, proficiency with shields.

Benefit: Choose a type of shield, such as large or small. Your AC bonus from that type of shield is increased by 1. Also, you gain +1 to attack rolls with that type of shield.


Shield Specialization [General]

Prerequisites: BAB 3+, proficiency with shields.

Benefit: You gain double the base AC bonus from large and small shields. In other words, small shields now grant you +2 AC and large shields grant you +4.

Note: This only applies to the original base value of the shield. Abilities that increase this value (such as Shield Focus) stack additively with this feat. Thus, someone with this feat and Shield focus would have a +5 bonus to AC from his shield.


Shield Mastery [General]

Prerequisites: Fighter level 8+, Shield Focus, Shield Specialization

Benefit: Choose a type of shield, that you have taken Shield Focus for. You gain the following benefits:
-You gain your shield’s AC bonus to your Reflex saves against effects that allow Reflex saves for half damage.
-You gain DR 2/- if you specialized in small shields, and DR 4/- if you specialized in large shields. You have this DR against any attack that your shield’s AC bonus applies.
-Your shield is considered 1 size large for the purposes of disarm attempts or how much damage it deals in a shield bash attack.

....................

Note: Shield Specialization used to be called Shield Mastery. Also, I revised Improved Shield bash to give +4 to attack with shield bash attacks.

Last edited by Kizara : 05-12-2008 at 12:30 AM.
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Old 05-11-2008, 09:22 PM   Top  -  End  -  #11
weishan
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Default Re: 3.5 D&D Feat Revisions and Additions

What's innate resistance?
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Old 05-11-2008, 10:47 PM   Top  -  End  -  #12
Cirigan
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Default Re: 3.5 D&D Feat Revisions and Additions

Quote:
Originally Posted by Kizara View Post
Some additions:

Shield Focus [General]

Prerequisites: BAB 1+, proficiency with shields.

Benefit: Choose a type of shield, such as large or small. Your AC bonus from that type of shield is increased by 1. Also, you gain +1 to attack rolls with that type of shield.


Shield Specialization [General]

Prerequisites: BAB 3+, proficiency with shields.

Benefit: You gain double the base AC bonus from large and small shields. In other words, small shields now grant you +2 AC and large shields grant you +4.


Shield Mastery [General]

Prerequisites: Fighter level 8+, Shield Focus, Shield Specialization

Benefit: Choose a type of shield, that you have taken Shield Focus for. You gain the following benefits:
-You gain your shield’s AC bonus to your Reflex saves against effects that allow Reflex saves for half damage.
-You gain DR 2/- if you specialized in small shields, and DR 4/- if you specialized in large shields. You have this DR against any attack that your shield’s AC bonus applies.
-Your shield is considered 1 size large for the purposes of disarm attempts or how much damage it deals in a shield bash attack.

....................

Note: Shield Specialization used to be called Shield Mastery. Also, I revised Improved Shield bash to give +4 to attack with shield bash attacks.
how would these work out for stacking?
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Old 05-12-2008, 12:28 AM   Top  -  End  -  #13
Kizara
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Default Re: 3.5 D&D Feat Revisions and Additions

Quote:
Originally Posted by weishan View Post
What's innate resistance?
Innate Resistance is a concept I have introduced with my class revisions.

Here is the thread where this was done:

http://www.giantitp.com/forums/showthread.php?t=78162

Here is the explanation of the ability from my Tome:

Innate Resistance:

This special ability of certain melee classes maintains one progression. That is, if you have multiple melee classes granting you this ability, you add up the total levels giving you the ability, and add 2 to that number to determine your SR. If you have racial SR (for instance, because you are drow) or SR from another class ability, add 2 to that value. Aside from adding a static bonus of 2, this ability never stacks with other sources of SR.
.................
Please see the above linked thread for some insight and discussion of this.

Quote:
Originally Posted by Cirigan
how would these work out for stacking?
Sorry, I have updated those in my Tome to clarify this, but neglected to update the thread. I will edit them into my post. Furthermore, here's the key missing text:

"Note: This only applies to the original base value of the shield. Abilities that increase this value (such as Shield Focus) stack additively with this feat. Thus, someone with this feat and Shield focus would have a +5 bonus to AC from his shield."

Thanks for the interest, any further questions or issues with this work?

Last edited by Kizara : 05-12-2008 at 12:28 AM.
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Old 05-12-2008, 02:16 AM   Top  -  End  -  #14
Fiery Diamond
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Default Re: 3.5 D&D Feat Revisions and Additions

I assume you posted your revision to Speak Language elsewhere. That revision is quite cumbersome on Bards, and worse for everyone else. I dislike it majorly.

Also, a large number of your changes make things significantly more powerful. This could be either a good or a bad thing, depending on perspective.

-Fiery Diamond
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Old 05-12-2008, 04:06 AM   Top  -  End  -  #15
Kizara
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Default Re: 3.5 D&D Feat Revisions and Additions

Quote:
Originally Posted by Fiery Diamond View Post
I assume you posted your revision to Speak Language elsewhere. That revision is quite cumbersome on Bards, and worse for everyone else. I dislike it majorly.

Also, a large number of your changes make things significantly more powerful. This could be either a good or a bad thing, depending on perspective.

-Fiery Diamond
1) The language system is linked in my sig. I wholeheartedly disagree that it makes things harder on bards. What it does is make languages a signifigant part of the game instead of "cast Comprehend Languages and forget about it." Because it makes languages more important, it makes those that can master them more valuable. Also, the feats that allow one to specialize in languages are most useful to a bard, beguiler or otherwise enchantment-based arcanist. And again, bards have Speak Language as class, and better skill progression.

Also, I made all language-granting spells generally two levels higher. I should link the spell changes thread in my sig I suppose, but I'm starting to get issues with maximum amount of coding text.

I am very proud of the language system, and feel it is some of my best work.

If you prefer the current, more simplified, less accurate language 'system' that completely trivializes the whole concept of foreign tongues and linguistical fluency (in the same way that knock trivializes the Open Lock skill), then you don't have to use mine.


As for making things more powerful, its an attempt to find a middle ground. I nerfed that which was too strong, I buffed that which was crappy, ineffectual or poorly made, and I have provided additional options to support other concepts.


On a side note, I recall you criticising my sorceror revision in my class thread. I somewhat agree with your complaints, and have revised it slightly. If you are still interested I'll show it to you.
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Old 05-12-2008, 05:31 AM   Top  -  End  -  #16
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Default Re: 3.5 D&D Feat Revisions and Additions

That's a bit long, and I'm still fairly inexperienced with the game. Of what I did read, most of it seemed good. But Armor Mastery seemed like it might be a bit too good. But like I say, I'm not very experienced so I don't know how much impact it would have.
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Old 05-12-2008, 08:57 AM   Top  -  End  -  #17
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Default Re: 3.5 D&D Feat Revisions and Additions

I've seen these feats before, somewhere, and gave you my two cents. I like em.
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Old 05-12-2008, 02:25 PM   Top  -  End  -  #18
Kizara
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Default Re: 3.5 D&D Feat Revisions and Additions

Quote:
Originally Posted by Xuincherguixe View Post
That's a bit long, and I'm still fairly inexperienced with the game. Of what I did read, most of it seemed good. But Armor Mastery seemed like it might be a bit too good. But like I say, I'm not very experienced so I don't know how much impact it would have.
It is very good, compared to any other DR granting feat or ability as written (which I have likewise buffed as a rule). Generally, DR is hard to get in decent amounts, although when you can get it its pretty potent. The idea here is to give meleers increased ability to fulfill their role/tank. Its also to provide more options for feat heavy classes (read: fighter).

Quote:
Originally Posted by Hadrian_Emrys
I've seen these feats before, somewhere, and gave you my two cents. I like em.
Indeed, you have seen some of them but there are more feats, plus all my revisions (including some PHB ones that weren't there before) that are above and beyond your thread. I invite you to have a look.

Nonetheless, thank you for your endorsement.
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