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Re: A Feat Per Level List
Posted: Sat Sep 02, 2023 4:19 pm
by Darth Rabbitt
Koumei wrote: ↑Sun Jul 16, 2023 5:35 am
I can't remember what I wrote up for hypothetical (and in one game, practical) levels beyond 12 but they probably also advance things.
Since I'm playing the Puppeteer in the one game in question, I saved them, so here they are:
you wrote:So, @Darth Rabbitt , here is a basic write-up of what "the last eight levels of Puppeteer" could look like. This was a quick thing, could easily do with adjusting, and could also go less in a "get more lightning powers" direction and more in a "put more bonuses on your creations or create scarier creations" direction but that would make me sad.
13. Eternal Battery (constant Electric-subbed Fire Shield that you can transfer to another with a touch), Puppet Play (cast Gravehorde at will)
14. Electrical Steering (use a Swift Action to grant all creations an Immediate Move Action, also your Lightning Bolt can be steered in a path)
15. Heart Starter (Resurrect people with no weird components or costs if you have their corpse on hand and they died recently), Lightning Rider (teleport to any point in your Lightning Bolt path)
16. Synaptic Shock (cause Slow/Haste/Snake's Swiftness/Heroism/Confusion, you creations are not immune to these)
17. Wall of Thunderbolts at will
18. Singularity of Bones (temporarily create a Boneyard or Necronaut, affected by all feats and class features you have that might normally refer to Undead but they're Constructs)
19. Good Conductor (Immediate: redirect any Elecricity effect that takes a direct path (ie not a melee attack or damage shield))
20. Negative Ion Disruption (Disjunction that can only De-Attune magic items and shut them off for a little while but still dispels spells), Ghost in the Shell (either gain "Magic Jar but for Constructs, no they're not immune even if they're immune to magic" or become a Construct Lich)
Re: A Feat Per Level List
Posted: Wed Sep 06, 2023 12:04 pm
by Koumei
Thanks, I'll put those in.
Mioor: correct. Note that Anger of Frostfell just happens to enemies, whereas Burning Rage happens to people who hit you.
Re: A Feat Per Level List
Posted: Mon Feb 02, 2026 10:59 pm
by VladtheLad
Hello my players are using these and I have some questions so I might as well ask them here.
Might and Magic has "Requirements: ability to apply the Enhancement Bonus of a type of equipped weapon to your Caster Level, Spell Penetration, Spell Duration, spell attack roll, spell damage or Save DC"
Where do you get these requirements from? I mean what class grants this ability.
Also it seems the benefit you get is the same thing as the prereq? I am honestly confused
Eldritch Heritage. Would you require the charisma prereqs for this?
Armor focus seems a bit weak to me. I mean weapon focus is basically 4 feats lumped together (weapon f, greater wf, weapon sp and improved crit) while armor focus is maybe worse than taking both heavy armor optimization and greater heavy armor optimization.
The Invokers Path feats, I am pretty sure they are not supposed they are to be used by the 3.5 warlock, so which was the class they were aimed at?
What would be appropriate feat that grants sth like spell penetration? Would a feat that grants +4 toovercome spell resistance and +4 to resist dispels be ok?
Powerful Spell
For the cost of +4 Meta-Levels, you may instead maximise all damage.
Why nerf maximise spell, is it that abusable?
Re: A Feat Per Level List
Posted: Tue Feb 03, 2026 3:54 am
by Kaelik
VladtheLad wrote: ↑Mon Feb 02, 2026 10:59 pm
Powerful Spell
For the cost of +4 Meta-Levels, you may instead maximise all damage.
Why nerf maximise spell, is it that abusable?
Can't speak to the rest, but this is using the Alpha Nerd Metamagic system.
What this means is, if you can cast 5th level spells, you can cast first level maximized spells from a 1st level spell slot.
It's a huge buff, because you don't have to use higher level spell slots, it's just a free bonus to lower level slots.
To quote from the rules of the spellcasting feats section:
"Some feats refer to a "Meta-Level". This is basically Meta-Magic: if you cast a level 2 spell but apply a feat that adds 2 Meta-Levels, it is effectively a level 4 spell and you must be able to cast 4th level spells in order to cast it in that way. Likewise if you apply two different feats that each add 1 meta-Level. However, it does not actually take up the higher level spell slot, you just have to be able to cast spells of that level (even if you have run out of them for the day)."
Re: A Feat Per Level List
Posted: Tue Feb 03, 2026 10:54 am
by Koumei
I will bequeath answers upon you despite my disdain for feats
yes including this thing which is my own doing.
VladtheLad wrote: ↑Mon Feb 02, 2026 10:59 pm
Might and Magic has "Requirements: ability to apply the Enhancement Bonus of a type of equipped weapon to your Caster Level, Spell Penetration, Spell Duration, spell attack roll, spell damage or Save DC"
Where do you get these requirements from? I mean what class grants this ability.
Also it seems the benefit you get is the same thing as the prereq? I am honestly confused
Originally it was written in to a couple of Disgaeagame classes that they can apply the Enhancement Bonus of a staff to their Save DC IIRC.
So this allows them to apply the Enhancement Bonus of a scimitar, longbow, scythe or whatever, for those ever-popular "gish" characters.
Eldritch Heritage. Would you require the charisma prereqs for this?
I don't think ignoring the prereqs really changes anything or breaks the game, so go ahead and ignore them.
Armor focus seems a bit weak to me. I mean weapon focus is basically 4 feats lumped together (weapon f, greater wf, weapon sp and improved crit) while armor focus is maybe worse than taking both heavy armor optimization and greater heavy armor optimization.
I guess. I don't particularly care enough to change it though.
The Invokers Path feats, I am pretty sure they are not supposed they are to be used by the 3.5 warlock, so which was the class they were aimed at?
Actually they are supposed to be used by the 3.5 warlock. Some people still like it, or at least like it conceptually and feel it just needs a bit of a boost in some manner.
What would be appropriate feat that grants sth like spell penetration? Would a feat that grants +4 toovercome spell resistance and +4 to resist dispels be ok?
Sure.
And Kaelik answered you on Powerful Spell. I mean, technically I should have said "maximise all random variables determined by rolling dice, not including attack rolls, spell penetration rolls, dispel attempts, or any of the rolls made by summoned creatures, and maybe I forgot something else". Because my intent was that people could maximise the effects of Enervation even though that's not strictly damage, but obviously if you summon a monster, it doesn't then roll natural 20s for everything it does.
Re: A Feat Per Level List
Posted: Tue Feb 03, 2026 11:49 am
by VladtheLad
Kaelik wrote: ↑Tue Feb 03, 2026 3:54 am
VladtheLad wrote: ↑Mon Feb 02, 2026 10:59 pm
Powerful Spell
For the cost of +4 Meta-Levels, you may instead maximise all damage.
Why nerf maximise spell, is it that abusable?
Can't speak to the rest, but this is using the Alpha Nerd Metamagic system.
What this means is, if you can cast 5th level spells, you can cast first level maximized spells from a 1st level spell slot.
It's a huge buff, because you don't have to use higher level spell slots, it's just a free bonus to lower level slots.
To quote from the rules of the spellcasting feats section:
"Some feats refer to a "Meta-Level". This is basically Meta-Magic: if you cast a level 2 spell but apply a feat that adds 2 Meta-Levels, it is effectively a level 4 spell and you must be able to cast 4th level spells in order to cast it in that way. Likewise if you apply two different feats that each add 1 meta-Level. However, it does not actually take up the higher level spell slot, you just have to be able to cast spells of that level (even if you have run out of them for the day)."
Ok that actually makes perfect sense. So its "free" metamagic, but with a cap to the level of the spell.
Hmmm doesn't this leave Kaelik Wizard a bit sad? He gets X spells of max level per encounter.
Re: A Feat Per Level List
Posted: Tue Feb 03, 2026 12:05 pm
by VladtheLad
Koumei wrote: ↑Tue Feb 03, 2026 10:54 am
I will bequeath answers upon you despite my disdain for feats
yes including this thing which is my own doing.
Interesting. May I inquire why?
Too much complexity for not enough value/fun?
Koumei wrote: ↑Tue Feb 03, 2026 10:54 am
Originally it was written in to a couple of Disgaeagame classes that they can apply the Enhancement Bonus of a staff to their Save DC IIRC.
So this allows them to apply the Enhancement Bonus of a scimitar, longbow, scythe or whatever, for those ever-popular "gish" characters.
Ok I have this question from reading your alternate class features thread. Where are the Disgaeagame classes? For some weird reason I can't find them here
https://radthemad4.github.io/Gaming_Den_Bookmarks.html.
Koumei wrote: ↑Tue Feb 03, 2026 10:54 am
Actually they are supposed to be used by the 3.5 warlock. Some people still like it, or at least like it conceptually and feel it just needs a bit of a boost in some manner.
For sure it does, especially in a tome game.
I any case, many thanks for all the answers!
Re: A Feat Per Level List
Posted: Tue Feb 03, 2026 4:35 pm
by Koumei
Yeah, feats have just become a big thing of dumpster diving through hundreds of things, with occasional results that grant too much, and just through experience it's never been worthwhile. Especially when it comes to "Here, the game originally wanted you to have three things with a power of 2, so I'll give you five things with a power of three." "Can I have seven things?" "Can I have things with a power of six?"
My ideal view is that 99.something% of a person's abilities, power and bonuses come from their class, their race provides "not even +2 to an ability score, it's basically cosmetic" and then if people either want to specialise or to branch out with some expanded stuff, then either you do it with alternate class features, or with a single big feat (literally one per character).
Here is the Green (Wind) Mage from Disgaeagame
And here is the Star Mage
Those two have the thing where they add the Staff Enhancement Bonus to the attack and damage rolls of their spell-like/supernatural attacks.
But overall it was a couple of campaigns I ran, and a one-off at a convention, and I pretty much wrote a sourcebook pdf and at least halfway rewrote it.
First one
Revised
(Both found under the "Sourcebooks" link in the community repository)
I don't think the pdfs are online in any kind of uploaded form any more, but a lot of the classes and prestige classes and stuff are in the Material Link Repository.
Re: A Feat Per Level List
Posted: Wed Feb 04, 2026 11:49 pm
by radthemad4
Re: A Feat Per Level List
Posted: Thu Feb 05, 2026 9:18 am
by Koumei
I should have known I can always rely on you to preserve these things. Many thanks!
Re: A Feat Per Level List
Posted: Mon Mar 02, 2026 10:56 am
by VladtheLad
Campaign is still going strong and I have some extra questions.
How are the wildshape feats supposed to work?
For example magical beast shape “does not grant you any actual spellcasting ability the creature might have.”
It works like alternate form here?
https://www.d20srd.org/srd/specialAbili ... ernateForm
So no supernatural abilities or even extraordinary special qualities gained ?
Same for ooze shape I assume.
What about allowing use of supernatural abilities if you burn an elemental shape? Like fey shape does.
Tactical Soldier says
“If you and an ally are both adjacent to the same enemy, the ally is treated as Flanking them even if not actually doing so.”
I assume this means only the ally gains the flanking bonus to attack rolls, not the person who has the feat?
“Finally, you may use a Standard Action to attack an enemy and leave them unbalanced.
If it hits, they provoke an Attack of Opportunity from all of their enemies except you.”
The attack deals damage normally correct?
Re: A Feat Per Level List
Posted: Tue Mar 03, 2026 1:09 am
by Koumei
The Wildshape feats basically work the same as the way Wildshape works in your game (some iteration of the core rules, or "replace your character sheet" or whatever), except they give you access to different types. But no spellcasting from the creature. So if Wildshape in your game uses the normal SRD or PHB rules, then that also means no supernatural abilities and no extraordinary special qualities. If you use character sheet replacement, then you get whatever abilities they have (with the exception of "this creature casts spells as a level X sorcerer" or whatever).
If spending an Elemental shape, then keeping "everything except spellcasting the form might have" is fair game.
Tactical soldier: correct on both counts.