2/28/2013 - Update on Thumb
12/31/2012 - There's a New Comic
12/12/2012 - The "Lost" Holiday Ornament (and Child's Play)
11/26/2012 - Leftover OOTS Swag on Sale (+Thumb Report)
Frequently Asked Questions (FAQ)

Order of the Stick 889 Get Real
Erfworld 163 The End of Book One
Erfworld Now at Erfworld.com!
RSS Feeds: OOTS

The Duke's Wolf, Part Four by Amber E. Scott
The Duke's Wolf, Part Three by Amber E. Scott
The Duke's Wolf, Part Two by Amber E. Scott

The New World, Part 9: Barbarians by Rich Burlew
The New World, Part 8: Gnomes by Rich Burlew
The New World, Part 7: Names and Cultures by Rich Burlew
Looking for the Gaming Articles?

 



Welcome back! Be sure you have read and understand the Forum Rules.


Go Back   Giant in the Playground Forums > Gaming > Homebrew Design
Register FAQ Members List Mark Forums Read End

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.

Reply
 
Thread Tools
Old 10-24-2011, 01:43 PM   Top  -  End  -  #1
stack
Firbolg in the Playground
 
 
Join Date: Jun 2011
Default E6 Feats (for use with Gnorman's E6 Classes)(PEACH)

As someone who is very impressed by Gnorman's E6 classes, I spent some time thinking about feats to go along with them. (Raking leaves does give one time to think.)

Universal:
Light steps (Ex) - bonuses when hasted NEW
Spoiler


Snap Shot: (Ex) - make ranged attacks as AOO's (Newer)
Spoiler



Improved Snap Shot: (Ex) - make ranged attacks as AOO's (Newer)
Spoiler


Sentinel:
Step Back (Ex) - bullrush when making AOOs
Spoiler


Blade Wall (Ex) - flank when allies threaten target NEW
Spoiler


Zealot:

Zealous Blade (Su)- brilliant energy weapon
Spoiler


Soul Shaker (Su): debuff enemy saves in place of buffing allies NEW
Spoiler


Battle Blessed (Su)- heal allies when striking foes NEW
Spoiler


(Templar Archetype)

Spell Shield (Su)- temporarily increase spell resistance
Spoiler


Spell Mirror(Su)- reflect one spell
Spoiler


Share Spell Shield (Su)- grant a group spell resistance
Spoiler


Zealot or White Mage:
Sword of Light (Su)- daylight on weapon
Spoiler


Hammer of Midnight (Su)- darkness on weapon
Spoiler


Blessed blade (Su)- consecrate on weapon
Spoiler


Profane Blade (Su)- desecrate on weapon
Spoiler


Note: I deliberately left off alignment restriction on these powers in accordance with the lack of alignment restrictions in Gnorman's E6 classes. Thus an evil character can emit light and blast undead if they want, or a heroic knight can fight in darkness (though he may want blindfight).

Brawler:
Quick feet (Ex): sacrifice attack for movement NEW
Spoiler


Engineer:

Discipline Focus
Spoiler


Extra Improvisation:
Spoiler


Sage:


Sage reflection (Ex): bonus to INT checks
Spoiler


Brain Drain (Su):
Spoiler


(Occultist Archetype)
Occult research: grant non-blast invocation
Spoiler


Poet:
Diverse Interests: open another spell list NEW
Spoiler


Focused Study: Grant archetype spells as SLAs NEW
Spoiler


I am rather inexperienced with homebrew, so critique away.
__________________
Contributor to Rizban's E6 Compendium

Last edited by stack : 10-31-2011 at 03:36 PM.
stack is offline   Reply With Quote
Old 10-24-2011, 04:11 PM   Top  -  End  -  #2
Eldest
Ogre in the Playground
 
 
Join Date: Apr 2011
Location: 
Someplace Hot
Gender: Male
Default Re: E6 Feats (for use with Gnorman's E6 Classes) WIP

You mentioned on that thread that you were thinking of the 'epic' feats you get at 6th level and beyond, which of these are intended as epic feats?
__________________
Stuff that's not mine, but I help out with:
Eternus
Patria
The Blackwoods
Rogue: Clandestine Operations
Gnorman's E6 Compedium
Eldest is offline   Reply With Quote
Old 10-24-2011, 06:32 PM   Top  -  End  -  #3
stack
Firbolg in the Playground
 
 
Join Date: Jun 2011
Default Re: E6 Feats (for use with Gnorman's E6 Classes) WIP

I guess none of these are necessarily. Just trying to make fitting options for cool classes. Extra improv couldn't be taken till 6 anyway.
__________________
Contributor to Rizban's E6 Compendium
stack is offline   Reply With Quote
Old 10-26-2011, 10:57 AM   Top  -  End  -  #4
stack
Firbolg in the Playground
 
 
Join Date: Jun 2011
Default Re: E6 Feats (for use with Gnorman's E6 Classes)

So they are either so bad they aren't worth fixing, so good people are in silent awe, so boring they aren't worth critiquing, or so narrowly specialized no one cares. Not shocked, honestly.

I'll try to think a few more up. The casters don't seem to need much that I can see. Most of what I can imagine just ends up being +1 to x ability. While sometimes useful, not terrible interesting verses granting new options.

ED -Added several, though I cribbed some of the sage ones from the PF lore oracle.
__________________
Contributor to Rizban's E6 Compendium

Last edited by stack : 10-26-2011 at 11:23 AM.
stack is offline   Reply With Quote
Old 10-26-2011, 05:28 PM   Top  -  End  -  #5
Dead_Jester
Barbarian in the Playground
 
 
Join Date: Jun 2010
Default Re: E6 Feats (for use with Gnorman's E6 Classes)(PEACH)

Those feats seem quite good actually

How about making Brain Drain also give the effect of Read Thoughts (the lvl 2 telepath power) as it is both fitting and not too game breaking.

Spell Mirror might be a little too harsh (making it minutes would seem more appropriate), but, at the same time, it and Spell Shield should probably require that the Templar knows the spell is being cast (or else it makes it impossible to ambush them with spells).

You might also want to (probably with gnormans input) devise feats that build up on existing class features (like you did with the spell resistance) and make them more unique.
__________________
The Age of Warrior, a ToB expansion.

Credits to Ninjaman for old Death Jester avatar.
Homebrew (feel free to PEACH)
Base Classes:
Fighter Fix, The Sublime Matador

Disciplines:
The Endless Play
Dead_Jester is offline   Reply With Quote
Old 10-26-2011, 07:45 PM   Top  -  End  -  #6
stack
Firbolg in the Playground
 
 
Join Date: Jun 2011
Default Re: E6 Feats (for use with Gnorman's E6 Classes)(PEACH)

I will add a clause about being aware of the spell. Should it require you to identify the spell? Zealots get +4 to spellcraft anyway...

I was trying to build on thematic abilities. I'll see what else I can come up with.

I'll look at read thoughts and the penalty duration.

Thanks for the feedback!
__________________
Contributor to Rizban's E6 Compendium
stack is offline   Reply With Quote
Old 10-27-2011, 02:13 PM   Top  -  End  -  #7
Dead_Jester
Barbarian in the Playground
 
 
Join Date: Jun 2010
Default Re: E6 Feats (for use with Gnorman's E6 Classes)(PEACH)

You probably shouldn't have to identify the spell, as that would make the ability much less useful (you'd make it so you have at least 30% chance of your ability not being trigerrable).

However, letting people identify spells and reduce the cooldown could be an interesting idea.
__________________
The Age of Warrior, a ToB expansion.

Credits to Ninjaman for old Death Jester avatar.
Homebrew (feel free to PEACH)
Base Classes:
Fighter Fix, The Sublime Matador

Disciplines:
The Endless Play
Dead_Jester is offline   Reply With Quote
Old 10-27-2011, 02:56 PM   Top  -  End  -  #8
stack
Firbolg in the Playground
 
 
Join Date: Jun 2011
Default Re: E6 Feats (for use with Gnorman's E6 Classes)(PEACH)

Added the bit about brain drain granting detect thoughts and decreased the duration of the spell reflection penalty.

Anyone have ideas for feats for other classes?
__________________
Contributor to Rizban's E6 Compendium
stack is offline   Reply With Quote
Old 10-27-2011, 04:00 PM   Top  -  End  -  #9
Gnorman
Ogre in the Playground
 
 
Join Date: Feb 2009
Location: 
Seattle
Gender: Male
Default Re: E6 Feats (for use with Gnorman's E6 Classes)(PEACH)

Stack - just chiming in. The zealot's sword feats are really cool, and a great idea. Love the idea of giving spellcasting abilities to non-spellcasting classes in a rational, albeit clever way.

Will evaluate more later.
Gnorman is offline   Reply With Quote
Old 10-27-2011, 11:49 PM   Top  -  End  -  #10
Mangles
Ogre in the Playground
 
 
Join Date: Apr 2009
Location: 
Australia
Gender: Male
Default Re: E6 Feats (for use with Gnorman's E6 Classes)(PEACH)

Having really only invested my time in the engineer I'm loath to anylise the rest of them. In regards to the engineer feats. I would take both of these at the earlist opurtunity and than continue to take them with all my extra E6 feats.
__________________
'Stralia: Now a campaign setting (D&D 3.5 E6)

Avatar by Simius
Mangles is offline   Reply With Quote
Old 10-28-2011, 07:51 AM   Top  -  End  -  #11
stack
Firbolg in the Playground
 
 
Join Date: Jun 2011
Default Re: E6 Feats (for use with Gnorman's E6 Classes)(PEACH)

Quote:
Originally Posted by Mangles View Post
Having really only invested my time in the engineer I'm loath to anylise the rest of them. In regards to the engineer feats. I would take both of these at the earlist opurtunity and than continue to take them with all my extra E6 feats.
So, that means they are too good? "If you can't imagine not taking it, it's too good; if you can't imagine taking it, it's not good enough."

The focus is limited in how many times you can take it, but should it be capped at once? I thought having extra level 1 inventions would help to get more use out of them once the level 2 & 3 inventions were in play. No reason to give up your trademark invention just because you level.

I wanted to avoid just adding bigger numbers, plus saves are not equally spread across schools, hence the extra inventions clause.

I'll try to think up some more, focusing on giving new options rather than bigger numbers. I try to imagine myself building the character, then saying "What would be cool to have?"
__________________
Contributor to Rizban's E6 Compendium
stack is offline   Reply With Quote
Old 10-28-2011, 08:13 AM   Top  -  End  -  #12
Dead_Jester
Barbarian in the Playground
 
 
Join Date: Jun 2010
Default Re: E6 Feats (for use with Gnorman's E6 Classes)(PEACH)

I don't think the engineer feats are too strong, it's just that they are good feats that supplement (and expand upon) the primary play style of the class, like arcane thesis or practiced spellcaster for a caster or power attack for melee builds. Moreover, unlike those feats, our engineer feats don't really improve the abilities, they only let you use them more ofter, which is always good, especially in the late game.
__________________
The Age of Warrior, a ToB expansion.

Credits to Ninjaman for old Death Jester avatar.
Homebrew (feel free to PEACH)
Base Classes:
Fighter Fix, The Sublime Matador

Disciplines:
The Endless Play
Dead_Jester is offline   Reply With Quote
Old 10-28-2011, 09:38 AM   Top  -  End  -  #13
stack
Firbolg in the Playground
 
 
Join Date: Jun 2011
Default Re: E6 Feats (for use with Gnorman's E6 Classes)(PEACH)

Added two four five seven more, marked as NEW. I really like the zealot, and have built one, so my best ideas have been in that direction. It helps that they lend themselves to it.

Maybe I will look over some TOB abilities to get ideas for the other melee classes.
__________________
Contributor to Rizban's E6 Compendium

Last edited by stack : 10-28-2011 at 09:57 AM.
stack is offline   Reply With Quote
Old 10-28-2011, 03:18 PM   Top  -  End  -  #14
Iceforge
Barbarian in the Playground
 
 
Join Date: Jan 2010
Default Re: E6 Feats (for use with Gnorman's E6 Classes)(PEACH)

Well, had a few homebrew ideas in mind myself, figure this is as good a place as any to post them:

Universal:

Archtype Mastery
Spoiler


Improved Archtype Mastery
Spoiler


Superior Archtype Mastery
Spoiler
__________________
Awesome Avatar by Ceika

Initiative:
Spoiler


Quote:
Originally Posted by Yora View Post
Because women are unable to create any quality work.
Amazing how some quotes appear taken out of context, isn't it?
Iceforge is offline   Reply With Quote
Old 10-29-2011, 01:27 PM   Top  -  End  -  #15
stack
Firbolg in the Playground
 
 
Join Date: Jun 2011
Default Re: E6 Feats (for use with Gnorman's E6 Classes)(PEACH)

Seems like virtual HD for archetype powers might be very uneven. Assuming I understand the feats correctly, they will have the following affects for each archetype:

sentinel:
juggernaut - no benefit
Landsknecht -no benefit
Praetorian - no benefit

Gladiator:
Brute - takes twice for 1 rage/day (better to take extra rage)
Master at Arms - no benefit
Pit fighter -no benefit

Zealot:
cavalier - boosts mount level
Reaver - boosts DC for fatigue strikes (take twice for +1, better to take ability focus)
Templar - boosts spell resistance, boosts DC, boosts dispel magic level (very nice)

Hunter:
beastmaster - boosts animal companion level, level 12 for main AC, level 4 for second AC (You would ALWAYS take this)
Peltast - extra skirmish damage
Sniper - no benefit

Brawler: unarmed damage is not an archetype power
Breathstealer - no benefit
Cenobite - extra lay hands healing
Ravager -takes twice for 1 rage/day (better to take extra rage)

Scoudrel:
Phantom - more rounds of invisibility
Silencer - nada
Thief-Acrobat - bigger skill boosts (+1 to Balance, Climb, Jump, and Tumble per feat)

Engineer:
Tinker - take twice for 1 HD for companion

Sage:
occultist - extra blast damage, extra summons HD, extra invocations known. Very nice.
Polyglot - more power words known

Poet:
Skald - inspire courage as lvl 11 bard
Trikster - DC boost

Black Mage:
Hexer - DC boost
Necromancer - more HD of undead (probably worthwhile if it works)

Blue Mage:
Wayfarer - abrupt jaunt CL boost

Green Mage:
Elementalist - elemental companion as if 9th level
Wilding - treated as lvl 11 druid for shifting

Red Mage/White Mage: nadda

(I stopped listing the ones that are unaffected to save time)

SO those feats are great for a few archetypes, mediocre for some more, and useless to many. That doesn't make them bad feats though. This list is many to help assess balance by pointing out the affects they would actually have, which is not immediately obvious when you read them.
__________________
Contributor to Rizban's E6 Compendium

Last edited by stack : 10-29-2011 at 01:29 PM.
stack is offline   Reply With Quote
Old 10-29-2011, 04:37 PM   Top  -  End  -  #16
Mangles
Ogre in the Playground
 
 
Join Date: Apr 2009
Location: 
Australia
Gender: Male
Default Re: E6 Feats (for use with Gnorman's E6 Classes)(PEACH)

Beastmaster would be broken with this. Companions are already strong in E6, especially ones at your level let alone ones above it. In fact it might already be a bit over strong because of the three level boost as a moderate power. The additional 3 would be killer. Luckly it doesn't get druid spells or wild shape too.

EDIT: Actually a lot of these get huge bonuses and others get none. The problem isn't the none, they would just take other feats. The problem is those who get the huge bonuses.
__________________
'Stralia: Now a campaign setting (D&D 3.5 E6)

Avatar by Simius

Last edited by Mangles : 10-29-2011 at 04:47 PM.
Mangles is offline   Reply With Quote
Old 10-31-2011, 03:22 PM   Top  -  End  -  #17
stack
Firbolg in the Playground
 
 
Join Date: Jun 2011
Default Re: E6 Feats (for use with Gnorman's E6 Classes)(PEACH)

Think It would be better to have separate feats for the archetypes to advance them, due to the unevenness.

Good thinking anyway. Other ideas?
__________________
Contributor to Rizban's E6 Compendium
stack is offline   Reply With Quote
Old 10-31-2011, 03:31 PM   Top  -  End  -  #18
Gnorman
Ogre in the Playground
 
 
Join Date: Feb 2009
Location: 
Seattle
Gender: Male
Default Re: E6 Feats (for use with Gnorman's E6 Classes)(PEACH)

Your poet feats are great; perhaps consider adding one that would offer the ability to choose one third-level SLA per day?
Gnorman is offline   Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT -5. The time now is 09:35 PM.



Powered by vBulletin®
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
Usage of this site, including but not limited to making or editing a post or private message or the creation of an account, constitutes acceptance of the Forum Rules.