Manxome's feats - a fresh look

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koz
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Manxome's feats - a fresh look

Post by koz »

Basically, I wanna pull these out of the thread, and, as Manxome has abandoned them, wanna balance them out for Tome inclusion.
Bigode: This should address your issues with them, mostly.

Spell Focus [Metamagic]
To you, everything looks like a nail.
This is a Metamagic feat that scales with the highest-level spell you can cast.


Benefits: Select one school of magic. Spells from this school receive a +2 competence bonus to their DCs.
1: Your understanding of your school surpasses your peers. When you cast a spell of your focused school, you gain a +2 bonus to any attack rolls involved, and any creatures that take HP damage from a spell of your focused school on the round the spell is cast take additional damage equal to your caster level or three times the spell's level, whichever is less.
3: You intuitively understand the similarities between spells of your focused school. If you prepare spells, then you may lose any prepared spell from your focused school to cast a spell you know of the same school that is at least one level lower. If you already cast spontaneously, then you know one additional spell of that school for each level of spells you can cast.
6: [expunged]
9: If you prepare spells, then you may lose any prepared spell to cast a spell you know from your focused school that is at least one level lower. If you already cast spontaneously, then you know two additional spells of that school for each level of spells you can cast (instead of one from the level 3 ability).
Special: This feat may be selected multiple times. Its effects do not stack; instead, each instance of the feat applies to a different school of magic.


Bottomless Magic [Metamagic]
Some people rely on other abilities when their spells run out. Others...don't.
This is a Metamagic feat that scales with the highest-level spell you can cast.


Benefits: If one of your spells is interrupted for any reason, any resources used to power that spell (spell slots, material components, XP, etc.) are not expended.
1: You have one additional spell slot, which can hold a spell of any level you are able to cast.
3: You may restore one expended daily spell slot with a 15-minute ritual. If you prepare spells, this also fills the slot with any spell it can normally hold. You may only use this to restore slots two spell levels lower than the highest you can cast or lower.
6: Your casting attribute counts as being 4 points higher for purposes of determining bonus spells (this will usually give you one extra spell slot each at half of your spell levels).
9: If you use one of your spells in a counterspelling attempt, if one of your spells is counterspelled, or if you fail to penetrate SR with a spell, your spell slot is not consumed.


Timeless Magic [Metamagic]
Some wizards try to live a long time. You try to live more in the same amount of time.
This is a Metamagic feat that scales with the highest-level spell you can cast.


Benefits: You may cast a spell with a 1-round casting time as a standard action (the spell goes off immediately).
1: You may double the duration of any spell you cast, unless the duration is instantaneous, concentration, or permanent.
3: When you cast a spell with a duration of concentration (or concentration + X rounds), you may cause the spell's effects to persist one additional round after you cease concentrating.
6: If a spell at least 4 levels lower than the highest-level spell you can cast normally has a casting time of one round or less, you may cast it as a swift action.
9: You may cast a spell and maintain concentration on another with the same action, but you must succeed on a Concentration check (DC 20 + spell levels of both spells) or lose both.


Stealth Magic [Metamagic]
You hold your cards close to your chest. It makes it harder to tell when you pull one out of your sleeve.
This is a Metamagic feat that scales with the highest-level spell you can cast.


Benefits: The Spellcraft DC to identify any spell you cast is increased by 5. Someone using any spells that detect auras must succeed on a caster level check to detect the magic auras of your spells (DC 10 + your caster level).
1: You can ignore the verbal components of your spells, as if they were affected by the Silent Spell metamagic (no effect on spells that cannot be modified by Silent Spell).
3: Your spells catch people off-guard. The targets of your spells cannot use Uncanny Dodge, Evasion, Improved Evasion, or Slippery Mind to resist them.
6: You may perform the somatic components of your spell with a hand that is also holding an object if you succeed on a Sleight of Hand check, DC 10 + spell level (failure means you lose the spell). Opponents must make a Spot check that beats your Sleight of Hand result in order to identify the spell based on its somatic component (and since it's probably silent, that's likely the only option). This ability does not negate arcane spell failure due to armor.
9: You can get spells past peoples' defenses in sneaky ways. Whenever someone attempts a saving throw against one of your spells using their highest save, they must use their median save instead, unless you choose otherwise.


Elemental Mastery [Skill]
Some people strive for wealth, knowledge, or power. Others just want to see the world burn.
This is a Skill feat that scales with your ranks in Knowledge (Arcana).


Benefits: Choose one energy type (acid, cold, electricity, fire, or sonic). You may alter any spell you cast that deals energy damage to deal the chosen energy damage instead.
4: Whenever you inflict energy damage of your selected type, the affected creature must make a Reflex Save (DC 10 + CHA + half your level) or suffer an appropriate affliction. Acid: sickened for 2 rounds; Cold: slowed for 1 round; Electricity: knocked down; Fire: set on fire for 1 round (as Alchemist's Fire); Sonic: deafened for 1 minute. If the effect that inflicted the damage was a spell or already required a save, you can use your key spellcasting ability or the ability used for the save DC instead of Charisma.
9: You are immune to the chosen energy type.
14: When you inflict energy damage of your selected type, you ignore the first 5 points of the target's energy resistance, and the damage cannot be reduced to less than half by energy resistance or immunity.
19: Whenever a spell or ability you have deals the chosen energy damage, increase it by 2 points per character level.
Special: This feat may be selected multiple times. Its effects do not stack; instead, each instance of the feat applies to a different energy type.

Mountaineer [Skill]
Other people get vertigo just by looking at you.
This is a skill feat that scales with your ranks in Climb.


Benefits: You gain a +3 bonus to Climb checks. You don't take armor check penalties to Climb checks.
4: You may climb one-handed with a -5 penalty. If you don't move during a round, you may use both hands for other tasks if you succeed on a Climb check (normal DC for the wall/slope; failure means you fall).
9: You gain a Climb speed equal to half your land speed.
14: You may move across a surface of any incline as easily as if it were horizontal (including walking on the bottoms of ceilings and the like). You may substitute your Climb check for a Balance check if you use one hand to steady yourself.
19: You gain a +4 bonus to tripping or to resist being tripped. You may substitute your Climb check for your Reflex save.

Super Jump [Skill]
You leap tall buildings in a single bound.
This is a skill feat that scales with your ranks in Jump.


Benefits: You gain a +3 bonus to Jump checks. You don't take armor check penalties to Jump checks.
4: You suffer no penalties for jumping without a running start. Any penalties to your jump for having a speed less than 30 feet are reduced by half.
9: You suffer no speed penalties for crossing difficult terrain. You may move across water, rotted wood, or other surfaces that do not support your weight with no penalties and no chance of falling through as long as you move at least 20 feet each round. When you attempt a high jump, you may use the DC for a long jump of the same distance, but the vertical distance moved still counts against your speed.
14: As a move action, you may move a distance in feet equal to 10 + your Jump modifier (rounded to the nearest 5ft) in a straight line in any direction (including vertically), even if you have no surface to jump off of. You may choose to hover in mid-air at any time, but anything that grounds a flying creature also works against you.
19: When taking a 5-foot step, you may move 10 feet (in a straight line) with a DC 40 jump check. You may take 5-foot steps while hovering, and may choose to move vertically when you take a 5-foot step.

Mystic [Skill]
The workings of magic are no secret to you.
This is a skill feat that scales with your ranks in Knowledge (Arcana).


Benefits: You receive a +3 bonus on Knowledge (Arcana) checks. Knowledge (Arcana) is always a class skill for you.
4: With a DC 20 Knowledge (Arcana) check, you can cast detect magic as a spell-like ability. You may substitute your Knowledge (Arcana) check for the Spellcraft check to identify a school of magic based on its aura.
9: You gain spell resistance equal to 5 + your ranks in Knowledge (Arcana).
14: With a DC 30 Knowledge (Arcana) check, you can cast dispel magic as a spell-like ability.
19: Any weapon, armor, or shield you use is considered magical, and benefits from a +5 enhancement bonus at all times (unless they already have a better enhancement bonus).


Architect [Skill]
You understand the intricacies of artificial structures.
This is a skill feat that scales with your ranks in Knowledge (Architecture and Engineering).


Benefits: You receive a +3 bonus on Knowledge (Architecture and Engineering) checks. Knowledge (Architecture and Engineering) is always a class skill for you.
4: When within arm's reach of any artificial terrain (such as a worked floor, wall, pillar, etc.), you can take a move action to give yourself a +4 circumstance bonus in resisting bull rush, trip, hold down, and lift maneuvers until you leave your current space.
9: Your attacks ignore hardness less than your Knowledge (Architecture and Engineering) skill modifier.
14: When within arm's reach of any artificial terrain (such as a worked floor, wall, pillar, etc.), you can give yourself cover against all attackers for one round with a DC 30 Knowledge (Architecture and Engineering) check. This is a free action usable once per round.
19: You are expert at using terrain to your advantage. You may substitute your ranks in Knowledge (Architecture and Engineering) for your BAB for purposes of bull rush, grapple, and trip maneuvers.


Delver [Skill]
You spend a lot of time in dungeons. Certain habits inevitably result.
This is a skill feat that scales with your ranks in Knowledge (Dungeoneering).


Benefits: You receive a +3 bonus on Knowledge (Dungeoneering) checks. Knowledge (Dungeoneering) is always a class skill for you.
4: You receive a +3 dodge bonus to AC and saves against traps.
9: The first time you see a cursed item, you immediately know it is cursed if you pass a Knowledge (Dungeoneering) check with a DC of 10 + the item's caster level (this check is rolled secretly, of course). You may suppress the cursed effects of an item for one day with a Knowledge (Dungeoneering) check, DC 10 + item's caster level (if you fail, the curse activates as if you had attempted to use the item), but the curse reasserts itself if anyone but you attempts to use the item.
14: You automatically know if there is an armed trap within 300 feet of you, but do not know its nature or exact location.
19: You may use find the path, as the spell, with a caster level equal to your character level, a number of times per day equal to your Intelligence modifier.

World Traveler [Skill]
The entire world is your home.
This is a skill feat that scales with your ranks in Knowledge (Geography).


Benefits: You receive a +3 bonus on Knowledge (Geography) checks. Knowledge (Geography) is always a class skill for you.
4: You and your traveling companions constantly benefit from an endure elements effect.
9: You receive a +10' competence bonus to your land speed.
14: Anyone attempting to use Survival to track you must beat you in an opposed check against your Knowledge (Geography).
19: With a DC 40 Knowledge (Geography) check, you can cast greater teleport as a spell-like ability.


Historian [Skill]
Your awareness of antiquated minutiae is staggering.
This is a skill feat that scales with your ranks in Knowledge (History).


Benefits: You receive a +3 bonus on Knowledge (History) checks. Knowledge (History) is always a class skill for you.
4: You gain the Bardic Knowledge ability of a Bard, using your character level instead of class level. If you already have Bardic Knowledge, you may roll it once for each source and take the best result.
9: Almost everything figures into history somehow. You may substitute your Knowledge (History) check for any other Knowledge check, but you suffer a -15 penalty when doing so (you do not count as untrained).
14: Once per day as a free action, you may attempt a DC 35 Knowledge (History) check to gain knowledge as if you had used legend lore.
19: Historical context and examples give you insight into many fields. You may use moment of prescience, as the spell, a number of times per day equal to your Intelligence modifier/2.

Local Color [Skill]
You get friendly with the locals everywhere you go.
This is a skill feat that scales with your ranks in Knowledge (Local).


Benefits: You receive a +3 bonus on Knowledge (Local) checks. Knowledge (Local) is always a class skill for you. Additiionally, you are considered to have local knowledge for any area you have been in for any length of time. When you arrive in a new land, your ranks in Knowledge (Local) "catch up" at the rate of one per day as long as you are able to spend at least one hour per day listening to gossip.
4: Your understanding of local economy generally allows you to barter all goods for their full price, as if they were trade goods, provided that there is interest in such goods in the area.
9: Your local contacts help you find services you need. You can get a local caster (if one exists) to cast a core cleric, druid, sorcerer, or wizard spell for you, but this takes one hour per caster level (plus the casting time of the spell), you must pay any component or XP costs, the caster level must be at least 5 less than your ranks in Knowledge (Local), and the spell must not entail any significant risk to the caster. Furthermore, settlements have a limit on the level of NPCs available to perform such a service, as per the rules in the DMG. At your DM's option, more exotic spells or services may be available.
14: With one day and a DC 30 Knowledge (Local) check in an area where there is a significant (over half the population) number of participants in the wish economy, you can make contacts with access to wishes or similar abilities and obtain the effects of one wish each day thereafter (while in that area), as long as the wish carries no XP cost and isn't likely to attract the wrath anything with a CR greater than your level - 5. Acquiring this wish takes one day, making it inappropriate for mid-adventuring use.
19: With one day and a DC 35 Knowledge (Local) check in an area where there is a significant (over half the population) number of participants in the wish economy, you can convert planar currency into any other type of planar currency (your choice). For every 5 full points by which you exceed the DC, the time required is reduced by one step from one day to 4 hours to 2 hours to 1 hour to 30 minutes to 15 minutes.

Environmentalist [Skill]
You embrace the great outdoors.
This is a skill feat that scales with your ranks in Knowledge (Nature).


Benefits: You receive a +3 bonus on Knowledge (Nature) checks. Knowledge (Nature) is always a class skill for you.
4: While in a vegetated area, you can entangle an adjacent foe for one round with a move action and a Knowledge (Nature) check, DC 10 + target's STR + target's level or CR.
9: You can enhance your body's self-healing abilities. With a full-round action, you may perform a trance that restores HP equal to half your ranks in Knowledge (Nature). This action requires concentration and provokes attacks of opportunity.
14: With a DC 30 Knowledge (Nature) check, you can cast tree stride as a spell-like ability.
19: [blank as now]

Feral Spirit [Skill]
You are at home only when you're not in a home.
This is a skill feat that scales with your ranks in Knowledge (Nature).


Benefits: Your natural armor is increased by 1. This increases by 1 for every 4 ranks you have in Knowledge (nature).
4: You gain a natural bite, a sting, or two claws appropriate to a creature of your size as natural weapons.
9: You gain Scent.
14: You gain a +15' competence bonus to your land speed.
19: You gain DR 10/Wood and Fast Healing 5.

Regal [Skill]
Your studied grace gives you a regal demeanor.
This is a skill feat that scales with your ranks in Knowledge (Nobility).


Benefits: You receive a +3 bonus on Knowledge (Nobility) checks. Knowledge (Nobility) is always a class skill for you.
4: You seem above common conflict. You are protected by a constant sanctuary effect (save DC 8 + INT + half your ranks in Knowledge: Nobility). If this effect is ended for any reason (such as when you attack), you may renew it with a five-minute ritual.
9: Others obey you instinctively. With a DC 20 Knowledge (Nobility) check, you may cast command as a spell-like ability.
14: You never flinch. You are immune to fear effects.
19: With a DC 35 Knowledge (Nobility) check, you may cast greater command as a spell-like ability.

Undead Hunter [Skill]
You kill things that are already dead.
This is a skill feat that scales with your ranks in Knowledge (Religion).


Benefits: You receive a +3 bonus on Knowledge (Religion) checks. Knowledge (Religion) is always a class skill for you.
4: As a swift action, you may emit a flash that inflicts light damage equal to your ranks in Knowledge (Religion) against undead and creatures specifically vulnerable to light within 10' (undead that are also specifically vulnerable to light, such as vampires, take double damage).
9: Your attacks can score critical hits against undead, and they are not immune to your sneak attacks. If you target an undead creature with an effect that it would be immune to due to the involvement of a Fortitude save, it merely receives a +5 bonus to the save instead. None of these effects apply to undead with a CR greater than your ranks in Knowledge (Religion).
14: You may substitute your Knowledge (Religion) check for Bluff, Hide, or Move Silently checks made against undead.
19: Any undead that you kill are permanently destroyed and cannot regenerate or be reanimated by any means as long as you live.


Profound Presence [Skill]
Just being near you is a religious experience.
This is a skill feat that scales with your ranks in Knowledge (Religion).


Benefits: You gain a +2 bonus on all Charisma-based skill checks.
4: Adjacent allies gain a DR 2/- (you do not).
9: As a swift action, you may emit a searing aura that inflicts 1d6 light damage for every 4 ranks you have in Knowledge (religion) against all creatures within 10 feet of you (except yourself).
14: Once per round as a free action, you may designate a target within 60 feet. If the targeted creature meets your gaze within the next round, it must make a Will save (DC 8 + CHA + half your ranks in Knowledge (Religion)) or be dazed for one round.
19: You gain mass heal 1/day as a quickened spell-like ability.


Cosmologist [Skill]
You understand the big picture.
This is a skill feat that scales with your ranks in Knowledge (The Planes).


Benefits: You receive a +3 bonus on Knowledge (The Planes) checks. Knowledge (The Planes) is always a class skill for you.
4: As a swift action, you may grant yourself energy resistance to one energy type equal to half your ranks in Knowledge (The Planes), or damage resistance equal to half your ranks that only applies to attacks with an alignment of your choice, including the attacks of creatures with that alignment subtype. This effect lasts for one round, and does not work with the knight's Designate Opponent ability.
9: Your attacks count as having any alignment you wish for purposes of penetrating DR. You may change this alignment as a free action.
14: With a DC 30 Knowledge (The Planes) check, you can cast dismissal as a spell-like ability, with a caster level equal to your character level. The save DC is INT-based.
19: With a DC 40 Knowledge (The Planes) check, you can cast plane shift as a spell-like ability.


Scholar [Skill]
Knowledge is power.
This is a skill feat that scales with your ranks in your highest Knowledge skill.


Benefits: If your knowledge check to identify an opponent gives a result of at least 15 + the foe's CR, you have The Edge against that opponent until its CR increases.
4: You may take 10 on knowledge skill checks.
9: You are adept at identifying monsters' weaknesses. With a swift action and an appropriate knowledge check (DC 15 + creature's CR), for 5 rounds, you gain either a +2 insight bonus to attack and damage against a creature or a +2 insight bonus to the save DC of any save you force it to make (your choice which). You may not take 10 on this check.
14: When you make a successful knowledge check using the 9-rank ability of this feat, your attacks also ignore the target creature's DR and hardness for 5 rounds.
19: All your attacks have a doubled critical threat range.


Multi-Weapon Fighting [Combat]
You are pointy in all directions.
This is a combat feat that scales with your base attack bonus.
Prerequisite: Must have the Two-Weapon Fighting feat.


Benefits: Whenever you make an attack or full-attack action, you may Feint once with each weapon you do not use in the attack.
+1: You have the Edge against opponents whose BAB plus number of wielded weapons (including natural weapons) is less than yours.
+6: Whenever you make an attack or full-attack action, you may make a number of attacks with your tertiary weapon equal to the number of attacks you are afforded with your primary weapon.
+11: You gain two extra attacks of opportunity each round for each weapon you wield beyond your second, these attacks of opportunity must be made with the corresponding weapons.
+16: Whenever you make an attack or full-attack action, you may make a number of attacks with your fourth weapon equal to the number of attacks you are afforded with your primary weapon.

Jack of All Trades [General]
You know how to do a completely implausible number of things.
This is a general feat that scales with your character level.


Benefits: You suffer no penalties for being untrained in a skill.
1: You retroactively gain 1 extra skill point per level (4 at 1st level). All skill points gained from this feat must be spent after you have spent other skill points gained for the same level, and cannot be used to raise a skill above your cross-class maximum rank.
6: [needs something]
11: All core skills are considered class skills for you. Your synergy bonuses for having 5+ ranks in a skill are all doubled.
16: You benefit from a +5 competence bonus to one skill at all times; you may change which skill as a swift action, but may only select a skill in which you have at least one rank.


Ghostly Visage [General]
People think you've already got one foot in the grave. They're right.
This is a general feat that scales with your character level.


Benefits: You may reroll your miss chance due to a target's incorporeality.
1: When you attack or are targeted by an attack, you may take an immediate action to cause the attack to be resolved as if you were incorporeal, except that non-magical attacks still have a 50% chance to hit you (as if they were magical). You must use this ability before the attack roll is made. You may not use this ability if you are denied your DEX bonus to AC.
6: You gain lifesense, allowing you to locate living creatures within 60' as blindsense and sense the strength of their life force as if you had cast deathwatch.
11: You may pass through solid objects as if incorporeal, but may not end your movement inside of one (if you do so by accident, you are shunted to the nearest open space and take 1d6 damage per 5' traveled).
16: You are healed by negative energy as if undead (this does not interfere with any existing ability to be healed by positive energy). You do not lose XP when resurrected. [needs much, much more]

Trickery [Combat]
You pull all sorts of crazy crap to get a leg up in combat.
This is a combat feat that scales with your base attack bonus.


Benefits: As a swift action, you may give yourself a +3 dodge bonus to AC, a +4 dodge bonus to one save of your choice, or resistance 4 against one energy type of your choice. This effect lasts one round.
+1: You gain a +4 bonus to your Feint attempts.
+6: Your BAB counts as one point higher for purposes of determining The Edge.
+11: As an immediate action, you may force one opponent in your threatened range about to make a d20 roll to roll twice and take the lower result.
+16: When you make a saving throw, you may take an immediate action to use your highest save bonus instead of the normal save type.
Last edited by koz on Tue Feb 24, 2009 1:44 am, edited 1 time in total.
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Crissa
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Post by Crissa »

I still don't allow Feint as there's no way it will fail.

-Crissa
koz
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Post by koz »

Crissa wrote:I still don't allow Feint as there's no way it will fail.

-Crissa
I'm confused. To what do you refer?
Everything I learned about DnD, I learned from Frank Trollman.
Kaelik wrote:You are so full of Strawmen that I can only assume you actually shit actual straw.
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Post by Crissa »

Just the last one; it's based around Feint. I don't really understand how that's supposed to work... It's a Skill vs a Skill that most creatures don't have, to win.

-Crissa
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Post by koz »

Crissa wrote:Just the last one; it's based around Feint. I don't really understand how that's supposed to work... It's a Skill vs a Skill that most creatures don't have, to win.

-Crissa
The Tome of Awesome wrote:Feint
By performing a distracting maneuver or fencing your opponent into a poor position, you may make an attack against them at their worst. You take an attack action to make a Bluff check with a DC of 10 + your opponent’s Wisdom modifier + the higher of your opponent’s BAB or ranks in Sense Motive. If you succeed, your opponent does not get
their Dexterity Bonus to AC against the next attack you make against them (if it is within the next round).
Edge Option: If you have the Edge on your target and you successfully Feint, you may make an attack against that opponent this round as a Swift action.
I am not seeing your problems at all.
Everything I learned about DnD, I learned from Frank Trollman.
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Post by Judging__Eagle »

Yeah, the Bluff vs Sense Motive or BAB makes Feint a lot less hardcore.

It just means that you gack things that suck at fighting, and are easy to fool. Both of which I'm sure everyone is okay with getting curbstomped.
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Post by koz »

Judging__Eagle wrote:Yeah, the Bluff vs Sense Motive or BAB makes Feint a lot less hardcore.

It just means that you gack things that suck at fighting, and are easy to fool. Both of which I'm sure everyone is okay with getting curbstomped.
Precisely my point.
Everything I learned about DnD, I learned from Frank Trollman.
Kaelik wrote:You are so full of Strawmen that I can only assume you actually shit actual straw.
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Post by Bigode »

Good to have those dug outta the other thread. And yeah, "mostly".

Elemental Mastery 19: personally, I'd recommend finding something else, both because it stacks with other sources in your feats and because ... it's just a number. Mountaineer and Super Jump both suffer from the skills themselves - I suppose someone'll have to go through all permutations of skill feats for them and make perhaps even just 1 that doesn't actually make us cry. World Traveler 9/Feral Spirit 14: I'm not sure there's much of a reason to type them - or one could make them scale and keep the type, but then I guess one should actually cease existing. Historian 4: bardic knowledge refers to a bard that isn't even used anymore, and the feature was never well-defined to begin with. Local Color 14/19: while setting a metric's good, I don't think that one's ideal - even in planar cities it might not apply, and what matters' that there be enough people in the wish economy that you can find one without mentioning names (which isn't accomplished, for example, in a small camp with everyone "in"); as such, the best I can conceive's requiring enough people "in" that they could count as a settlement population of some size by themselves. Environmentalist 9: needs to be better - how about double ranks? 14: given its duration, keeping the check in doesn't make a lot of sense, and leaving it at-will doesn't seem to be a problem. Feral Spirit 0: I'd make it either static or typed. 19: do you think regeneration in natural surroundings would be too much? Profound Presence 0: dunno, I've the impression that +1 wasn't worth remembering, and +2 steps on other skill feats - something else, perhaps? 4: needs to scale - alternatively, I thought about it handing out temporary HP each round (of course scaling, if it was the case). 9: per 2 ranks. Cosmologist 4: what I meant was that it's too similar to the knight's ability, so they might be unhappy about it - not anything about the literal feature. :rofl: Trickery 0: again, the idea was it being too similar to the monk style.

P.S.: BAB opposing feints was there since 3.5, BTW.
Last edited by Bigode on Wed Feb 25, 2009 5:30 am, edited 2 times in total.
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Crissa
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Post by Crissa »

BAB maxes at a level check.

Bluff maxes at level +3 +primary stat {4-6} +skill bonuses {2-10} ...

...Which means you're going to curbstomp most things. Hence not really liking this maneuver. I dunno, is a 50% to 100% to remove someone's dodge bonus appropriate?

I suppose with the Tome version you're only removing dodge, at the cost of losing an attack.

-Crissa
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Post by koz »

Crissa wrote:BAB maxes at a level check.

Bluff maxes at level +3 +primary stat {4-6} +skill bonuses {2-10} ...

...Which means you're going to curbstomp most things. Hence not really liking this maneuver. I dunno, is a 50% to 100% to remove someone's dodge bonus appropriate?

I suppose with the Tome version you're only removing dodge, at the cost of losing an attack.

-Crissa
I seriously have no idea why you mind so much. It is not that big a deal, since it's not even close to the power of trip (which is MUCH more asymmetric and does a lot worse to most things). It's not like rogues need this to flat-foot people at any reasonable level, and the fact that it limits you to a single attack in a round instead of a full means that it's not even that helpful past level 6 or so, provided you're daft and don't take 2 weapon fighting like everyone and their idiot child.

Honestly, you're getting worked up over absolutely nothing at all.
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