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4 new feats: calm, coordinate, tactics and status

trepanier

First Post
Please review!

Feats:

Calm
You can calm allies, as remove fear spell.
prer: perform(speech,5)
benefits: remove fear effects.
perform(speech) Roll: 10 shaken, 15 frightened, 25 panicked. 1 round to grant another save.
Take 10 rounds to protect (but give only +2, not +4 bonus. )

Normal: no rules

Coordinate
The character has a knack for getting people to work together.
prer: diplomacy (5)
benefits: When the character can aid others
and give directions, she provides a bonus of +1 to the task at hand by making a cooperate check. This bonus is in addition to the normal cooperate bonus (+2 ). This feat may be taken more than once. It stacks with regular cooperate bonus. It takes 5-int bonus (min 1) rounds to bestow bonuses.
normal: cooperation gives +2 to one's skill check

Tactician
The character talent as a tactician give an extra circumstance bonus to coordinate people in combat.
preq: Coordinate +1 and leadership
Allies must have passed at least a day to be trained and got 10 as an intelligence check to understand the character tactics (can take 10, one roll a day) get and extra +1 (stack with regular +2) to their aid check. This feat may be taken more than once. It stacks with regular aid another bonus. It takes a full round action to bestow bonus. The duration of the bonus is for the rest of the combat (unless foes uses a very different attack tactic, DM choice).
normal: aid another gives +2

Status
You have a better status than otherwise granted by nature or your DM.
prer: none
benefits: +1 status level gives +5 to diplomacy (or others) rolls made to get help/positive answer from people who recognize her status and care about eventual refusal consequences (ex: a noble wanting hospitality from the wary peasant, aware there are werewolfs lurking around).

Levels:
runaway slave or wanted outlaw (-1 reaction class* from law-abidding people, may arrest)
outcast (ex: evil humanoids, -1 reaction class from intolerant people). More if not identified as a trusted character, ex: a goblin, not in city guard clothes, in a LG city).

* -1 reaction class: ex helpful to indiferent

0 normals
1 knights, wealthy commoners, lower lords heirs, priests (for those from same religion)
2 lower lords, high lords heirs (not princes), bishops
3 high lords, princes, cardinals
4 kings and emperors, popes
normal: level 0, or titles given by DM
 
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You're going to need to provide these in the standard "feat" format, with clear delineations of how they work. These are good ideas for feats, but they're not feats.
 


trepanier said:
Calm
You can calm allies, as remove fear spell.
prer: none
benefits: remove fear effects.
Diplomacy Roll: 10 shaken, 15 frightened, 25 panicked. Take 10 rounds to protect (but give only +2, not +4 bonus) and 1 round to grant another save.
Normal: no rules

The mechanic is not adequately spelled out. What kind of action is it? How long is the fear effect removed? How do you talk to someone who is panicked and running full tilt? What does the "not +4 bonus" refer to?

trepanier said:
Coordinate
The character has a knack for getting people to work together.
prer: none
benefits: When the character can aid others
and give directions, she provides a bonus to the task at hand by making a cooperate check. This bonus is in addition to the normal cooperate bonus (+2 )This feat may be taken more than once. It stacks with regular cooperate bonus. It takes 5-int bonus (min 1) rounds to bestow bonuses.
normal: cooperation gives +2

Does the character need to have the skill in question in order to give the bonus? If not, this seems excessively powerful... it would basically allow a +2 bonus to just about any skill check made in the party.

trepanier said:
Tactician
The character talent as a tactician give an extra circumstance bonus to coordinate people in combat.
preq: Coordinate +1 and leadership
Allies must have passed at least a day to be trained and got 10 as an intelligence check to understand the character tactics (can take 10, one roll a day) get and extra +1 (stack with regular +2) to their aid check. This feat may be taken more than once. It stacks with regular aid bonus. It takes a full round action to bestow bonus. The duration of the bonus is for the rest of the combat (unless foes uses a very different attack tactic, DM choice).
normal: aid gives +2

What is "coordinate +1"? What is an "aid check"? Are you talking about the "aid another" action? If so, you should mention it.

trepanier said:
Status
You have a better status than otherwise granted by nature or your DM.
prer: none
benefits: +1 status level gives +5 to diplomacy (or others) rolls made to get help/positive answer from people who recognize her status and care about eventual refusal consequences (ex: a noble wanting hospitality from the wary peasant, aware there are werewolfs lurking around).

Levels:
runaway slave or wanted outlaw (-1 reaction class* from law-abidding people, may arrest)
outcast (ex: evil humanoids, -1 reaction class from intolerant people). More if not identified as a trusted character, ex: a goblin, not in city guard clothes, in a LG city).

* -1 reaction class: ex helpful to indiferent

0 normals
1 knights, wealthy commoners, lower lords heirs, priests (for those from same religion)
2 lower lords, high lords heirs (not princes), bishops
3 high lords, princes, cardinals
4 kings and emperors, popes
normal: level 0, or titles given by DM

Too powerful. Using this, a first level human character could start play as a lord! Would such a character have more money? Servants?

Without the accoutrements that go with the status, the status isn't really there.

DnD isn't GURPS.
 

Re: Re: 4 new feats: calm, coordinate, tactics and status

Changed 1st post due to your review...


Vaxalon said:
The mechanic is not adequately spelled out. What kind of action is it? How long is the fear effect removed? How do you talk to someone who is panicked and running full tilt? What does the "not +4 bonus" refer to?

Same parameters as remove fear spell. Diplomacy ranks = levels. Bestow in advance +2 bonsu (as a bard), not +4, because it is not magical.

But it's true diplomacy won't stop a runnung character. Perform(speech) or leadership skill like in gurps may be better than diplomacy. any thoughs?




Vaxalon said:
Does the character need to have the skill in question in order to give the bonus? If not, this seems excessively powerful... it would basically allow a +2 bonus to just about any skill check made in the party.

true, prer. diplomacy 5+. And it gives and extra +1, not +2 (but stacks)


Vaxalon said:
What is "coordinate +1"? What is an "aid check"? Are you talking about the "aid another" action? If so, you should mention it.

Aid another action.


Vaxalon said:
Too powerful. Using this, a first level human character could start play as a lord! Would such a character have more money? Servants?

Without the accoutrements that go with the status, the status isn't really there.

DnD isn't GURPS.

A level 1 landless (no wealth!) will have hospitality but no others feats... Pitiful character, not powerful!

My feat don't give extra power or wealth. It's just than people recognize you for better than you show. An exiled prince is a pc with this feat. No more money from his own, but other nobles charity...
 
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Status only? The other feats are ok?

Is it the +5 to diplomacy that is too high or the fact you may be a lord earlier, even landless ?
 
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