(Proposal) Delmontes Technique Feat Chain, Part 2


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  1. #1
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    (Proposal) Delmontes Technique Feat Chain, Part 2

    CURRENT REVISION FOUND LATER ON THIS PAGE

    The following feat chain is designed with the boomerang in mind.

    All mechanics here use the modifications found in v3 of the boomerang.

    Delmontes Technique: Trick Throw
    You can throw a boomerang in such a way as to make it return to you on every throw.
    Prerequisites: Dex 13+, Quick Draw, Exotic Weapon Proficiency (Boomerang).
    Benefit: When you throw a boomerang, it always returns to you, regardless of whether or not it hits its target. However, you must still make an attack roll and hit AC 10 to catch it, and you must throw a seperate boomerang for each attack you have.
    Normal: Without this feat, your boomerang does not return to you if you hit your target.


    Delmontes Technique: Swift Throw
    You can throw a boomerang in such a way as to make it return fast enough for you to make multiple attacks with it.
    Prerequisites: BAB +4, Delmontes Technique: Trick Throw.
    Benefit: When you throw a boomerang, it returns fast enough for you to make multiple attacks with a single boomerang; however, you must still make an attack roll to hit AC 10 to catch it each time it returns (once for each attack). Your damage with a boomerang increases to 1d6 (1d4 for small characters).
    Normal: You must throw a seperate boomerang with each attack you have.


    Delmontes Technique: Deft Catch
    You have learned the secret of catching boomerangs on every return.
    Prerequisite: BAB +8, Delmontes Technique: Swift Throw.
    Benefit: When you throw a boomerang, it always returns to you, and you do not need to make an attack roll to catch it; you do so automatically. Your damage with a boomerang increases to 1d8 (1d6 for small characters).


    Delmontes Technique: Boomerang Mastery
    You have mastered the art of throwing boomerangs.
    Prerequisite: Delmontes Technique: Deft Catch.
    Benefit: When you throw a boomerang, you no longer provoke an attack of opportunity due to using a ranged weapon. When wielding a boomerang, you threaten a range of 10 feet, and can throw your boomerang for an attack of opportunity within that range.


    These feats are designed to progress in roughly the same manner as the other Delmontes Technique feats. An additional feat was required in this feat chain to account for the fact that the boomerang has more drawbacks than the whip.

    Do note that, if the mechanics of the boomerang are changed, then these feats will probably change, as well, to accomodate those changes to the boomerang.
    Last edited by Knight Otu; Monday, 7th November, 2005 at 05:17 PM.
    While I play D&D, it is not my game of choice, regardless of edition.
    "You're insane AND Jurassic, GW." - garyh
    "The reverse side also has a reverse side." - Japanese proverb
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  • #2
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    Comments are appreciated, y'know...

    Also, judges, unlike the other Delmontes Technique feat chain, this one has not been approved. So some judgely input would also be nice.
    While I play D&D, it is not my game of choice, regardless of edition.
    "You're insane AND Jurassic, GW." - garyh
    "The reverse side also has a reverse side." - Japanese proverb
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    I am a bit leery on the first feat from a realism standpoint, and of the threatening part of the fourth feat from a mechanical standpoint.

    I could see the first feat to allow the boomerang to return to the thrower even if he moved from the original square. I'm not quite sure of a replacement for the threatening part of the fourth feat.
    Also posts as Ashardalon (here and elsewhere) and as Eques Concordia and Guinea Pig (only elsewhere).

    Semabin ai Harudan, currently hunting goblins.
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  • #4
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    Quote Originally Posted by Knight Otu
    I could see the first feat to allow the boomerang to return to the thrower even if he moved from the original square.
    Do you think the always return regardless of hit or miss and the always returning to the thrower ideas should be seperate feats?

    I'm not quite sure of a replacement for the threatening part of the fourth feat.
    If you check out the Delmontes Technique: Whip Mastery feat, you'll see that it has the same effect.

    For the whip, it was decided that it should threaten 10 feet, because that's what a spiked chain can threaten. I don't think there would be a problem with having a thrown weapon threaten 10 feet... it's not really that different from threatening with a whip.
    While I play D&D, it is not my game of choice, regardless of edition.
    "You're insane AND Jurassic, GW." - garyh
    "The reverse side also has a reverse side." - Japanese proverb
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    Steamworks: A guide for introducing technology to a fantasy setting. (d20)
    Journey: The journey of a thousand miles begins beneath your feet... (Work in progress)

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    Quote Originally Posted by GnomeWorks
    Do you think the always return regardless of hit or miss and the always returning to the thrower ideas should be seperate feats?
    I'd say so. That said, I'd have a hard time accepting a boomerang returning on a hit. It would be more acceptable to me with a little esoteric prequisite (something like Cha 13 or so) and a note that it is a supernatural ability.
    I know that feats do not usually grant supernatural abilities, but I believe that in a magical world (as most D&D worlds are), people could obtain a minor little magical ability even without full magical training or the ability to cast spells.

    Quote Originally Posted by GnomeWorks
    If you check out the Delmontes Technique: Whip Mastery feat, you'll see that it has the same effect.
    Except that a whip is a melee weapon. The fourth feat is not as problematic as the first one in my mind, so I could life with it.
    Also posts as Ashardalon (here and elsewhere) and as Eques Concordia and Guinea Pig (only elsewhere).

    Semabin ai Harudan, currently hunting goblins.
    Ashnar, currently searching the Peregrine Shard.
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    Castle Otu *Updated 17/06/07 - Semi-Random Crunch - The Greenjacket*

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    Quote Originally Posted by Knight Otu
    I'd say so. That said, I'd have a hard time accepting a boomerang returning on a hit. It would be more acceptable to me with a little esoteric prequisite (something like Cha 13 or so) and a note that it is a supernatural ability.
    I know that feats do not usually grant supernatural abilities, but I believe that in a magical world (as most D&D worlds are), people could obtain a minor little magical ability even without full magical training or the ability to cast spells.
    Eh... I'd rather not make it supernatural. Maybe just up the Dex prereq to 15+?

    Except that a whip is a melee weapon. The fourth feat is not as problematic as the first one in my mind, so I could life with it.
    Alright then. This is a fantasy game, after all.
    While I play D&D, it is not my game of choice, regardless of edition.
    "You're insane AND Jurassic, GW." - garyh
    "The reverse side also has a reverse side." - Japanese proverb
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    Journey: The journey of a thousand miles begins beneath your feet... (Work in progress)

  • #7
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    How about this?

    Delmontes Technique: Trick Throw
    You can throw a boomerang in such a way as to make it return on every throw.
    Prerequisites: Dex 13+, Quick Draw, Exotic Weapon Proficiency (Boomerang).
    Benefit: When you throw a boomerang, it always returns to the square from which it was thrown, regardless of whether or not it hits its target. However, you must still make an attack roll and hit AC 10 to catch it, and you must throw a seperate boomerang for each attack you have.
    Normal: Without this feat, your boomerang does not return to you if you hit your target.


    Delmontes Technique: Returning Throw
    You can throw a boomerang in such a way as to make it return to you after a throw.
    Prerequisites: Wis 13+, Quick Draw, Exotic Weapon Proficiency (Boomerang).
    Benefit: When you throw a boomerang, it returns to whatever square you are in when it returns. However, you must still make an attack roll and hit AC 10 to catch it.
    Normal: Without this feat, your boomerang returns to the square from which it was thrown.


    Delmontes Technique: Swift Throw
    You can throw a boomerang in such a way as to make it return fast enough for you to make multiple attacks with it.
    Prerequisites: BAB +6, Delmontes Technique: Trick Throw, Delmontes Technique: Returning Throw.
    Benefit: When you throw a boomerang, it returns fast enough for you to make multiple attacks with a single boomerang; however, you must still make an attack roll to hit AC 10 to catch it each time it returns (once for each attack). Your damage with a boomerang increases to 1d6 (1d4 for small characters).
    Normal: You must throw a seperate boomerang with each attack you have.


    Delmontes Technique: Deft Catch
    You have learned the secret of catching boomerangs on every return.
    Prerequisite: BAB +8, Delmontes Technique: Swift Throw.
    Benefit: When you throw a boomerang, it always returns to you, and you do not need to make an attack roll to catch it; you do so automatically. Your damage with a boomerang increases to 1d8 (1d6 for small characters).


    Delmontes Technique: Boomerang Mastery
    You have mastered the art of throwing boomerangs.
    Prerequisite: Delmontes Technique: Deft Catch.
    Benefit: When you throw a boomerang, you no longer provoke an attack of opportunity due to using a ranged weapon. When wielding a boomerang, you threaten a range of 10 feet, and can throw your boomerang for an attack of opportunity within that range.
    Last edited by GnomeWorks; Sunday, 7th November, 2004 at 06:59 PM.
    While I play D&D, it is not my game of choice, regardless of edition.
    "You're insane AND Jurassic, GW." - garyh
    "The reverse side also has a reverse side." - Japanese proverb
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    Journey: The journey of a thousand miles begins beneath your feet... (Work in progress)

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    I notice you have a prerequisite BAB+4 for Swift Throw, but it isn't any use until you get BAB+6. Is this what you intended?

    Flavour-wise, I like this series; balance-wise, I'm not qualified to judge.

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    Hmm... I think I'm ok with the power level of the feats, though I still don't like the "Return even if it hits" feat.

    I'll wait a bit (hopefully for other judges) before I give the feat chain a yes.
    Also posts as Ashardalon (here and elsewhere) and as Eques Concordia and Guinea Pig (only elsewhere).

    Semabin ai Harudan, currently hunting goblins.
    Ashnar, currently searching the Peregrine Shard.
    Sedar Spirewalker, Halfling Investigative in Living Eberron.
    Castle Otu *Updated 17/06/07 - Semi-Random Crunch - The Greenjacket*

  • #10
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    Quote Originally Posted by orsal
    I notice you have a prerequisite BAB+4 for Swift Throw, but it isn't any use until you get BAB+6. Is this what you intended?
    Good point, I should go edit that...
    While I play D&D, it is not my game of choice, regardless of edition.
    "You're insane AND Jurassic, GW." - garyh
    "The reverse side also has a reverse side." - Japanese proverb
    -----
    Steamworks: A guide for introducing technology to a fantasy setting. (d20)
    Journey: The journey of a thousand miles begins beneath your feet... (Work in progress)

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